15 minutes, split into groups and share homework
Here is an example of an animation based on asking the computer to remember the last position. create the bouncing screen saver (bouncing DVD logo). key take aways:
x
and y
.x
and y
will be changed in the update.x = x + 1;
// here, check if it went off screen
we need if-statements to catch the ball from moving off screen. an if statement is like our while loop where the () contains a boolean expression, and only runs if true.
x = x + 1;
if (x > ofGetWidth()) {
// what here?
}
x = x + 1
from a +
into a -
. how do we modify a line outside of the if statement? make the + 1
into a variable.part of the leap is to understand how x = x - 1
is equivalent to x = x + (-1)
, and that the 1
or -1
can be stored in a variable.
copy and paste all the content relating to the x to the y, make sure to change “widths” to “heights”.
if you allow cheating (turn off auto background clear):
now, what if we need ofBackground
to be on? we need to store all of the points. shift to using a vector<float> x
and y
. introduce ofPoint
to simplify further. cap the size of the array at 100.
recode our draw app with an ofPolyline. show off some tricks that polyline can do, like smoothing. Polylines are great, and are present in other places like fonts (see typography section below).
loading and drawing an image from a file. rotate it to see the need to introduce ofTranslate()
before the ofRotate()
.
video content and a follow up video
Many different variables in this bounce sketch conceptually relate to the same thing; the “particle”. classes help us package related-code bits together.
re-code our bounce project into a custom particle class. the solution is in this video.
expand upon the assignment by creating an array of particles. (this gets really fun when you add gravity!) make an array of particles generate on a mouse click to look like welding sparks or fireworks.
can you add parameters to your class, giving each particle a unique direction, speed, color?
bonus video content, getting a polyline from a font.
getCharacterAsPoints
and grab the ofPolyline inside.polyline.getSmoothed()
getStringAsPoints
would require 3-nested loops