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== Zufällige Kompositionen == | == Zufällige Kompositionen == | ||
<source lang="Java">Segmente[] objekt = new Segmente[6]; | <source lang="Java" highlight="117">Segmente[] objekt = new Segmente[6]; | ||
void setup() { | void setup() { | ||
Line 126: | Line 126: | ||
objekt[i].h = (int)random(360); | objekt[i].h = (int)random(360); | ||
objekt[i].a = (int)random(50,100); | |||
} | } | ||
} | } | ||
Line 134: | Line 134: | ||
== Segmente == | == Segmente == | ||
<source lang="Java">class Segmente { | <source lang="Java" highlight="6,25">class Segmente { | ||
float x; // X-Position | float x; // X-Position | ||
float y; // Y-Position | float y; // Y-Position | ||
int seg; // Segmentzähler | |||
int r; // Radius | int r; // Radius | ||
float g; // Richtung | float g; // Richtung | ||
Line 157: | Line 157: | ||
} | } | ||
void maleSegmente( | void maleSegmente(int seg,int r,float g,float x,float y) { | ||
float segmentzahl = 3 + seg; | float segmentzahl = 3 + (float)seg; | ||
float angleStep = 360/segmentzahl; | float angleStep = 360/segmentzahl; | ||
Latest revision as of 17:48, 23 January 2011
Zufällige Kompositionen
Segmente[] objekt = new Segmente[6];
void setup() {
size(800, 800);
smooth();
noStroke();
frameRate(5);
colorMode(HSB,360,100,100,100);
for (int i=0; i < objekt.length; i++) {
objekt[i] = new Segmente();
objekt[i].x = width/2; // Mitte
objekt[i].y = height/2;
objekt[i].seg = 0; // Dreieck
objekt[i].r = 100;
objekt[i].g = 90; // Richtung nach oben
objekt[i].h = 0; // Rot
objekt[i].s = 100;
objekt[i].b = 100;
objekt[i].a = 100;
objekt[i].mouseOver = false;
objekt[i].visible = false;
}
}
void draw() {
background(0);
for (int i=0; i < objekt.length; i++) {
if (objekt[i].visible == true) {
objekt[i].maleSegmente();
}
}
for (int i=0; i < objekt.length; i++) {
if ((mouseX >= objekt[i].x-objekt[i].r) && (mouseX <= objekt[i].x+objekt[i].r) && (mouseY >= objekt[i].y-objekt[i].r) && (mouseY <= objekt[i].y+objekt[i].r)) {
objekt[i].mouseOver = true;
}else {
objekt[i].mouseOver = false;
}
}
}
void mouseDragged() {
if (objekt[0].mouseOver == true) {
objekt[0].x = mouseX;
objekt[0].y = mouseY;
}else if (objekt[1].mouseOver == true) {
objekt[1].x = mouseX;
objekt[1].y = mouseY;
}else if (objekt[2].mouseOver == true) {
objekt[2].x = mouseX;
objekt[2].y = mouseY;
}else if (objekt[3].mouseOver == true) {
objekt[3].x = mouseX;
objekt[3].y = mouseY;
}else if (objekt[4].mouseOver == true) {
objekt[4].x = mouseX;
objekt[4].y = mouseY;
}else if (objekt[5].mouseOver == true) {
objekt[5].x = mouseX;
objekt[5].y = mouseY;
}
}
void keyPressed() {
if (key == '0') {
objekt[0].visible = true;
}
if (key == '1') {
objekt[1].visible = true;
}
if (key == '2') {
objekt[2].visible = true;
}
if (key == '3') {
objekt[3].visible = true;
}
if (key == '4') {
objekt[4].visible = true;
}
if (key == '5') {
objekt[5].visible = true;
}
if (key == CODED) {
for (int i=0; i < objekt.length; i++) {
if (objekt[i].mouseOver == true) {
if (keyCode == UP) {
if (objekt[i].seg <= 100) {
objekt[i].seg += 1;
}
}
if (keyCode == DOWN) {
if (objekt[i].seg >= 1) {
objekt[i].seg -= 1;
}
}
if (keyCode == RIGHT) {
if (objekt[i].h <= 360) {
objekt[i].h += 1;
}
}
if (keyCode == LEFT) {
if (objekt[i].h >= 1) {
objekt[i].h -= 1;
}
}
}
}
}
if (key == ENTER || key == RETURN) {
for (int i=0; i < objekt.length; i++) {
objekt[i].x = random(width);
objekt[i].y = random(height);
objekt[i].seg = (int)random(37);
//objekt[i].r = (int)random(50,100);
objekt[i].h = (int)random(360);
objekt[i].a = (int)random(50,100);
}
}
}
Segmente
class Segmente {
float x; // X-Position
float y; // Y-Position
int seg; // Segmentzähler
int r; // Radius
float g; // Richtung
boolean mouseOver; //Maus über dem Objekt
boolean visible; //Objekt sichtbar
int h,s,b,a; // Farbe HSB und Alpha
Segmente() {
println("Segmente erstellt!");
}
void maleSegmente() {
fill(h,s,b,a);
maleSegmente(seg,r,g,x,y);
}
void maleSegmente(int seg,int r,float g,float x,float y) {
float segmentzahl = 3 + (float)seg;
float angleStep = 360/segmentzahl;
beginShape();
vertex(x, y);
for (float angle=0; angle<=360; angle+=angleStep) {
float vx = x + cos(radians(angle-g))*r;
float vy = y + sin(radians(angle-g))*r;
vertex(vx, vy);
}
vertex(x + cos(radians(360-g))*r, y + sin(radians(360-g))*r);
endShape();
}
}