Learning Processing
These informations will be added into categories in a close future
Useful links:
→ 1. Tim Rodenbroeker tutorials
→ 2. The coding Train tutorials
Basic learnings
void setup define parameters in the first place/beginning that will remain FOREVER
void setup() {}
void draw define what gonna happen and be looped infinitly
void draw() {}
void mousePressed allows to add one more conditional
void mousePressed() {}
arc() / circle() / ellipse() / line() / point() / quad() / rect() / square() / triangle() are some of the possible 2D elements you can begin with
rect(100, 1000, 100, 50);
// x, y, width, height
//x/y stands for the location of the top left of the rectange
size defines the size of the canvas
size(540, 960);
//canvas/format
mouseX or/and mouseY variable allows the shape to be redrawed endlessly
rect(mouseX, mouseY, 100, 50);
pmouseX or/and pmouseY allows to draw from previous to current point
line(pmouseX,pmouseY,mouseX,mouseY);
Make a simple while loop
float x = 0;
void setup() {
size(540, 540);
background(#EAE8E8);
}
void draw() {
background(51);
x = 0;
//reset x to 0
while (x < width) {
if (mouseX < 1) {
x = x + 1;
// repeat this code until x is no longer in the width
} else {
x = x + mouseX;
}
fill(102);
stroke(255);
ellipse(x, 150, 32, 32);
}
}
Make a simple grid by adding an initialization condition, a bolorean expression, and a incrementation operation
size(540, 540);
background(#EAE8E8);
strokeWeight(2);
stroke(255);
int x = 0;
//initialization condition
while (x < width) {
//bolorean expression
line(x, 0, x, height);
x = x + 20;
//incrementation operation
}
int y = 0;
//initialization condition
while (y < height) {
//bolorean expression
line (0, y, width, y);
y = y + 20;
//incrementation operation
}
A shorter way to write this same thing
size(540, 540);
background(#EAE8E8);
strokeWeight(2);
stroke(255);
int x = 0;
while (x < width) {
line(x, 0, x, height);
x = x + 20;
}
for (int y = 0; y < height; y = y + 20) {
line (0, y, width, y);
}
Make a loop inside a loop (but not a nested loop) to make this grid interativly appear with the mouse movement
float endX = 0;
void setup() {
size(540, 540);
}
void draw() {
// this is a loop
background(#EAE8E8);
strokeWeight(2);
stroke(255);
int x = 0;
while (x < mouseX) {
// and this is also so a loop
line(x, 0, x, height);
x = x + 20;
}
}
Make a drawing machine
Version 01
With the few elements presented just over and using line(pmouseX,pmouseY,mouseX,mouseY) it remains already quiet easy to make a very simple drawing machine.
void setup() {
size(540, 960);
background(#EAE8E8);
}
void draw() {
fill(#000000);
stroke(#000000);
line(pmouseX,pmouseY,mouseX,mouseY);
}
Version 02
Use pmouseX,pmouseY,mouseX,mouseY to allow to clean the canvas each time you click the mouse again.
void setup() {
size(540, 960);
background(#EAE8E8);
}
void draw() {
fill(#000000);
stroke(#000000);
line(pmouseX,pmouseY,mouseX,mouseY);
}
void mousePressed() {
background(#EAE8E8);
}
Make a bouncing ball
Use circleX to make up our own variable.
1st step: declare a variable
type name;
int _____;
int circleX;
2nd step: Initialize a variable by assigning a value to it
int circleX;
void setup() {
size(540, 960);
circleX = 100;
}
3rd step: use the variable
int circleX;
void setup() {
size(540, 960);
circleX = 100;
}
void draw() {
background(#EAE8E8);
fill(#000000);
ellipse(circleX,180,24,24);
//pmouse allows to draw to previsou to current point
}
4th step: evaluate a new value to CircleX by incrementing it. Then it gonna move!
int circleX;
void setup() {
size(540, 960);
circleX = 100;
}
void draw() {
//Drawing
background(#EAE8E8);
fill(#000000);
ellipse(circleX,180,24,24);
//Else
circleX = circleX + 1;
}
5th step: indicate that if the ball touches the edges of the canvas, it must return back (negative speed)
by using a condition: if (circleX > width || circleX <0) { xspeed = xspeed * -1};
Now it's bouncing!
float circleX;
float xspeed = 2;
void setup() {
size(540, 540);
background(#EAE8E8);
circleX = 0;
}
void draw() {
background(51);
fill(102);
stroke(255);
ellipse(circleX, height/2, 32, 32);
circleX = circleX + xspeed;
if (circleX > width || circleX <0) {
xspeed = xspeed * -1;
}
}