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Created February 6, 2014 17:05
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test
float[][] distances;
float maxDistance;
int spacer;
Trigger[][] triggers;
int value = 0;
int triggers_cols = 8;
int triggers_rows = 3;
void setup() {
size(640, 360);
frameRate(32);
background(0);
int id_counter = 0;
int dim = 20;
int pox, poy;
triggers = new Trigger[triggers_rows][triggers_cols];
for (int y = 0; y < triggers_rows; y += 1) {
for (int x = 0; x < triggers_cols; x += 1) {
int ran_val = int(round(random(1)));
pox = int(30.0 * x);
poy = int(30.0 * y);
PVector pos = new PVector(pox, poy);
triggers[y][x] = new Trigger(pos, id_counter, ran_val);
}
}
}
void draw() {
background(0);
for (int y = 0; y < triggers_rows; y += 1) {
for (int x = 0; x < triggers_cols; x += 1) {
if (triggers[y][x].is_mouse_over() == 1){
// there is a press, so use it and reset te value state to 0 for next press
if (value==1) {
triggers[y][x].flip_state();
print_array();
value = 0;
}
}
// needs to be drawn each frame for now
triggers[y][x].draw();
}
}
}
void mouseClicked() {
if (value == 0) {
value = 1;
}
}
void print_array(){
println("yes!");
for (int y = 0; y < triggers_rows; y += 1) {
for (int x = 0; x < triggers_cols; x += 1) {
if (triggers[y][x].state == 1) {
print("1");
}
else {
print(".");
}
}
println();
}
}
class Trigger {
PVector pos;
int id;
int state;
color on_color;
color off_color;
color edge_color;
int dimx;
int dimy;
// must have different names than the object variables internally.
// seems a little stupid.
Trigger(PVector _pos, int _id, int _state){
pos = _pos;
dimx = 20;
dimy = 20;
id = _id;
state = _state;
on_color = color(233,123,3);
off_color = color(133,123,3);
edge_color = #1FF8F8;
draw(_state);
}
void flip_state(){
state = (state == 0) ? 1 : 0;
}
int is_mouse_over(){
if (((mouseY < (pos.y + dimy)) && (mouseY > pos.y))
&& (mouseX < (pos.x + dimx) && (mouseX > pos.x))) {
return 1;
} else {
return -1;
}
}
void draw(int state){
color current_color = state == 1 ? on_color : off_color;
fill(current_color);
stroke(edge_color);
rect(pos.x, pos.y, dimx, dimy);
}
void draw(){
draw(state);
}
};
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