Chapter 10: Example 10-9: Using All the Objects in One Sketch
// Learning Processing
// Daniel Shiffman
// http://www.learningprocessing.com
// Example 10-9: Using all the objects in one sketch
Catcher catcher; // One catcher object
Timer timer; // One timer object
Drop[] drops; // An array of drop objects
int totalDrops = 0; // totalDrops
void setup() {
size(400,400);
smooth();
catcher = new Catcher(32); // Create the catcher with a radius of 32
drops = new Drop[1000]; // Create 1000 spots in the array
timer = new Timer(2000); // Create a timer that goes off every 2 seconds
timer.start(); // Starting the timer
}
void draw() {
background(255);
// From Part 1. The Catcher!
catcher.setLocation(mouseX,mouseY); // Set catcher location
catcher.display(); // Display the catcher
// From Part 3. The Timer!
// Check the timer
if (timer.isFinished()) {
println( " 2 seconds have passed! " );
timer.start();
}
// From Part 4. The Raindrops!
// Initialize one drop
drops[totalDrops] = new Drop();
// Increment totalDrops
totalDrops ++ ;
// If we hit the end of the array
if (totalDrops >= drops.length) {
totalDrops = 0; // Start over
}
// Move and display all drops
for (int i = 0; i < totalDrops; i ++ ) {
drops[i].move();
drops[i].display();
}
}
// Learning Processing
// Daniel Shiffman
// http://www.learningprocessing.com
// Example 10-1: Catcher
class Catcher {
float r; // radius
float x,y; // location
Catcher(float tempR) {
r = tempR;
x = 0;
y = 0;
}
void setLocation(float tempX, float tempY) {
x = tempX;
y = tempY;
}
void display() {
stroke(0);
fill(175);
ellipse(x,y,r*2,r*2);
}
}
// Learning Processing
// Daniel Shiffman
// http://www.learningprocessing.com
// Example 10-7: Drops one at a time
class Drop {
float x,y; // Variables for location of raindrop
float speed; // Speed of raindrop
color c;
float r; // Radius of raindrop
Drop() {
r = 8; // All raindrops are the same size
x = random(width); // Start with a random x location
y = -r*4; // Start a little above the window
speed = random(1,5); // Pick a random speed
c = color(50,100,150); // Color
}
// Move the raindrop down
void move() {
// Increment by speed
y += speed;
}
// Check if it hits the bottom
boolean reachedBottom() {
// If we go a little beyond the bottom
if (y > height + r*4) {
return true;
} else {
return false;
}
}
// Display the raindrop
void display() {
// Display the drop
fill(c);
noStroke();
for (int i = 2; i < r; i++ ) {
ellipse(x,y + i*4,i*2,i*2);
}
}
// If the drop is caught
void caught() {
// Stop it from moving by setting speed equal to zero
speed = 0;
// Set the location to somewhere way off-screen
y = - 1000;
}
}
// Learning Processing
// Daniel Shiffman
// http://www.learningprocessing.com
// Example 10-5: Object-oriented timer
class Timer {
int savedTime; // When Timer started
int totalTime; // How long Timer should last
Timer(int tempTotalTime) {
totalTime = tempTotalTime;
}
// Starting the timer
void start() {
// When the timer starts it stores the current time in milliseconds.
savedTime = millis();
}
// The function isFinished() returns true if 5,000 ms have passed.
// The work of the timer is farmed out to this method.
boolean isFinished() {
// Check how much time has passed
int passedTime = millis()- savedTime;
if (passedTime > totalTime) {
return true;
} else {
return false;
}
}
}
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