Roll-Overs in Processing Language - java

I am doing a Roll Over Animation.
How will I revert back the color to its original after if fades away when the mouse cursor comes back to the tile?
in my code, the color fades to white then does not come back when I bring back the cursor to the tile
float addColorValue;
boolean clicked = false;
void setup() {
size(400,400); //pixel size of the program
}
void draw() {
background(255); //setting up the white background
line(width/2,height,width/2,0); //drawing the vertical line
line(width,height/2,0,width/2); //drawing the horizontal line
if(clicked){
if(mouseX > 200 && mouseY > 200){ // draws the 4th quadrant
fill(255,255,addColorValue+=1); rect(200,200,200,200); //draws rectangle
fill(255); textSize(50); text("4TH", 250, 300); //display which number of the quadrant
}
//draws the 3rd quadrant
else if(mouseX > 0 && mouseY > 200){
fill(addColorValue+=1,addColorValue+=1,255); rect(0,200,200,200);
fill(255); textSize(50); text("3RD", 50, 300);
}
//draws the 2nd quadrant
else if(mouseX > 200 && mouseY > 0){
fill(addColorValue+=1,255,addColorValue+=1); rect(200,0,200,200);
fill(255); textSize(50); text("2ND", 250, 100);
}
//draws the 1st quadrant
else if(mouseX > 0 && mouseY > 0){
fill(255,addColorValue+=1,addColorValue+=1); rect(0,0,200,200);
fill(255); textSize(50); text("1ST", 50, 100);
}
}
else{
background(0);
}
}
//switches on and off the lights of the program
void mousePressed() {
clicked = !clicked;
}

Associate each quad to an index and store the index in a globale variable (quad). Get the index of the current quad (new_quad) and compare it to the quad. If the index has changed, then set addColorValue = 0. This will restart the fading effect:
if (quad != new_quad) {
quad = new_quad;
addColorValue = 0;
}
See the example:
float addColorValue;
boolean clicked = false;
int quad = 0;
void setup() {
size(400,400); //pixel size of the program
}
void draw() {
if (clicked) {
background(255); //setting up the white background
line(width/2,height,width/2,0); //drawing the vertical line
line(width,height/2,0,width/2); //drawing the horizontal line
int new_quad = -1;
if (mouseX > 200 && mouseY > 200){
new_quad = 0;
drawRect("4TH", 200, 200, 200, 200, color(255, 255, addColorValue+=1));
}
else if(mouseX > 0 && mouseY > 200){
new_quad = 1;
drawRect("3RD", 0, 200, 200, 200, color(addColorValue+=1, addColorValue+=1, 255));
}
else if(mouseX > 200 && mouseY > 0){
new_quad = 2;
drawRect("2ND", 200, 0, 200, 200, color(addColorValue+=1, 255, addColorValue+=1));
}
else if(mouseX > 0 && mouseY > 0) {
new_quad = 3;
drawRect("1ST", 0, 0, 200, 200, color(255, addColorValue+=1, addColorValue+=1));
}
if (quad != new_quad) {
quad = new_quad;
addColorValue = 0;
}
}
else{
background(0);
}
}
void drawRect(String text, int x, int y, int w, int h, color c) {
fill(c);
rect(x, y, w, h);
fill(255);
textSize(50);
text(text, x+50, y+100);
}
//switches on and off the lights of the program
void mousePressed(){
clicked = !clicked;
}

Related

Creating sliders with arrow buttons

How can I create a slider with two arrow buttons from the side? The arrows/triangle should turn white when clicked. And the slider should move each time the arrow button is clicked.
here's the link to what it should look like
and here's what I've done so far
int x=75;
void setup() {
size(600,400);
}
void draw() {
background(100);
fill (200);
rect (75, 25, 400, 50);
stroke(0);
if(mousePressed) {
if (mouseX >75 && mouseX <= 475)
{x=mouseX;}
}
fill(127,0,0);
rect (x, 20, 9, 60);
fill (255);
fill (200);
rect (10, 25, 50, 50);
{
if (mousePressed == true) {
fill(255);
} else {
fill(0);
}
triangle (50, 60, 50, 40, 15, 50);
}
fill (200);
rect (490, 25, 50, 50);
{
if (mousePressed == true) {
fill(255);
} else {
fill(0);
}
triangle (500, 60, 500, 40, 535, 50);
}
println(x);
}
When I click anywhere on the screen, my problem is that both arrows turn white. I need it to individually function. And the slider is not moving every time I click the arrow buttons
The following approach to this problem uses 4 different classes: ForwardArrow, BackArrow, Slider, and ValueField. Arrow fill color is controlled by the press() method of its respective class.
color BLUE = color(64, 124, 188);
color LTGRAY = color(185, 180, 180);
color YELLOW = color(245, 250, 13);
color RED = color(255, 0, 0);
color BLACK = color(0, 0, 0);
color WHITE = color(255, 255, 255);
color GREEN = color(32, 175, 47);
ForwardArrow _fwdArrw;
BackArrow _backArrw;
ValueField _valueFld;
Slider _slider;
final int _sliderX = 90;
final int _sliderY = 40;
final int _sliderW = 200;
final int _sliderH = 30;
final int _txtSize = 22;
final int _initValue = 40;
final int _maxValue = 200;
final int _minValue = 0;
int value = _initValue;
class ValueField {
float x, y, w, h;
String title;
color fldColor;
color txtColor;
// Constructor
ValueField(int xpos, int ypos, float wt, float ht, String valueStr, color background, color foreground) {
x = xpos;
y = ypos;
w = wt;
h = ht;
title = valueStr;
fldColor = background;
txtColor = foreground;
}
void display(int val) {
// **** Value Field **** //
fill(fldColor); // erase old value
rect(x, y, w, h);
fill(txtColor); // text color
textSize(_txtSize);
textAlign(CENTER);
text(str(val), x, y, w, h);
// **** Slider bar **** //
fill(255);
rect(_sliderX, _sliderY, _sliderW*val/_maxValue, _sliderH);
}
}
class ForwardArrow {
float x, y, w, h;
color arrwColor;
// Constructor
ForwardArrow(int xpos, int ypos, float wt, float ht, color background) {
x = xpos;
y = ypos;
w = wt;
h = ht;
arrwColor = background;
}
void display() {
fill(arrwColor); // arrow color
noStroke();
triangle(x, y, x, y + h, x + w, y + h/2 );
}
void press() {
fill(255); // arrow color
noStroke();
triangle(x, y, x, y + h, x + w, y + h/2 );
}
}
class BackArrow {
float x, y, w, h;
color arrwColor;
// Constructor
BackArrow(int xpos, int ypos, float wt, float ht, color background) {
x = xpos;
y = ypos;
w = wt;
h = ht;
arrwColor = background;
}
void display() {
fill(arrwColor);
noStroke();
triangle(x, y + h/2, x + w, y, x + w, y + h );
}
void press() {
fill(255);
noStroke();
triangle(x, y + h/2, x + w, y, x + w, y + h );
}
}
class Slider {
float x, y, w, h;
color barColor;
color trimColor;
// Constructor
Slider(int xpos, int ypos, float wt, float ht, color background, color foreground) {
x = xpos;
y = ypos;
w = wt;
h = ht;
barColor = background;
trimColor = foreground;
}
void display() {
stroke(0);
strokeWeight(1);
noFill();
rect(x, y, w, h);
}
}
void setup() {
size(500, 250);
background(BLUE);
_slider = new Slider(_sliderX, _sliderY, _sliderW, _sliderH, WHITE, BLACK);
_backArrw = new BackArrow(50, 40, 30, 30, GREEN);
_fwdArrw = new ForwardArrow(300, 40, 30, 30, GREEN);
_valueFld = new ValueField(380, 40, 60, 30, str(_initValue), WHITE, BLACK);
}
void draw() {
background(BLUE);
_valueFld.display(value);
_fwdArrw.display();
_backArrw.display();
_slider.display();
// FwdArrw Long Press
if ((mouseX >= _fwdArrw.x) && (mouseX <= _fwdArrw.x + _fwdArrw.w) && (mouseY >= _fwdArrw.y) && (mouseY <= _fwdArrw.y + _fwdArrw.h)) {
if (mousePressed == true) {
_fwdArrw.press();
value++;
if (value > _maxValue) {
value = _maxValue;
}
_valueFld.display(value);
}
}
// BackArrw Long Press
if ((mouseX >= _backArrw.x) && (mouseX <= _backArrw.x + _backArrw.w) && (mouseY >= _backArrw.y) && (mouseY <= _backArrw.y + _backArrw.h)) {
if (mousePressed == true) {
_backArrw.press();
value--;
if (value < _minValue) {
value = _minValue;
}
_valueFld.display(value);
}
}
}
A revision of your code follows;
int x=75;
void setup() {
size(600, 400);
}
void draw() {
background(100);
fill (200);
rect (75, 25, 400, 50); // slider bar
stroke(0);
fill(127, 0, 0);
rect (x, 20, 9, 60); // slider thumb
fill (200);
rect (10, 25, 50, 50); // back arrow
fill(0);
triangle (50, 60, 50, 40, 15, 50);
if ((mouseX >= 10) && (mouseX <= 10 + 50) && (mouseY >= 25) && (mouseY <= 25 + 50) ) {
if (mousePressed == true) {
fill(255);
triangle (50, 60, 50, 40, 15, 50);
x--;
if (x<75) {
x = 75; // minValue
}
} else {
fill(0);
triangle (50, 60, 50, 40, 15, 50);
}
}
fill (200);
rect (490, 25, 50, 50); //forward arrow
fill(0);
triangle (500, 60, 500, 40, 535, 50);
if ((mouseX >= 490) && (mouseX <= 490 + 50) && (mouseY >= 25) && (mouseY <= 25 + 50) ) {
if (mousePressed == true) {
fill(255);
triangle (500, 60, 500, 40, 535, 50);
x++;
if (x>466) {
x = 466; // maxValue
}
} else {
fill(0);
triangle (500, 60, 500, 40, 535, 50);
}
}
}
You've got part of the logic right for the slider/trackbar so it changes x only within a range. This happens horizontally only at this stage, but you can use the same logic to check horizontal limits as well. Similarly, you can check if the cursor is within the bounds of any rectangle (be it the slider or either of the buttons):
int x=75;
void setup() {
size(600, 400);
}
void draw() {
background(100);
// slider
fill (200);
rect (75, 25, 400, 50);
stroke(0);
if (mousePressed) {
if (mouseX >75 && mouseX <= 475)
{
x=mouseX;
}
}
fill(127, 0, 0);
rect (x, 20, 9, 60);
fill (255);
// left arrow button
fill (200);
rect (10, 25, 50, 50);
fill(0);
if (mousePressed == true) {
if (mouseX > 10 && mouseX <= 10 + 50 && mouseY > 25 && mouseY <= 25 + 50){
fill(255);
}
}
triangle (50, 60, 50, 40, 15, 50);
// right arrow button
fill (200);
rect (490, 25, 50, 50);
fill(0);
if (mousePressed == true) {
if (mouseX > 490 && mouseX <= 490 + 50 && mouseY > 25 && mouseY <= 25 + 50){
fill(255);
}
}
triangle (500, 60, 500, 40, 535, 50);
println(x);
}
Wouldn't it be nice if you could take that logic and instead of copy/pasting the different x,y,width,height parameters for the same 4 statements you could group that functionality in a reusable block of code ?
That what functions are for. You're already using them already (defining setup()/draw(), calling background()/fill()/etc.
The Processing Button example already provides the boolean overRect(int x, int y, int width, int height) function which is perfect for you're trying to achieve: pass in the x,y,width,height or a button and get back boolean value.
Here's your code using the overRect():
int x=75;
void setup() {
size(600, 400);
}
void draw() {
background(100);
// slider
fill (200);
rect (75, 25, 400, 50);
stroke(0);
if (mousePressed) {
if (mouseX >75 && mouseX <= 475)
{
x=mouseX;
}
}
fill(127, 0, 0);
rect (x, 20, 9, 60);
fill (255);
// left arrow button
fill (200);
rect (10, 25, 50, 50);
fill(0);
if (mousePressed && overRect(10, 25, 50, 50)) {
fill(255);
x--;
}
triangle (50, 60, 50, 40, 15, 50);
// right arrow button
fill (200);
rect (490, 25, 50, 50);
fill(0);
if (mousePressed && overRect(490, 25, 50, 50)){
fill(255);
x++;
}
triangle (500, 60, 500, 40, 535, 50);
// ensure x remains within the slide limits
x = constrain(x, 75, 475);
println(x);
}
boolean overRect(int x, int y, int width, int height) {
if (mouseX >= x && mouseX <= x+width &&
mouseY >= y && mouseY <= y+height) {
return true;
} else {
return false;
}
}

how do I change the colour of a row and column of the ellipses in response to the mouse being over one of the ellipses?

I've built this sketch on processing where it generates ellipses on the grid. I wanted to know how I would change the color of a row and column when the mouse hovers over it.
void setup()
{
size(400,400);
noStroke();
fill(180,50, 50, 100);
}
void draw()
{
background(255);
for (int row=0; row<10; row = row+1)
{
for (int col=0; col<10; col = col+1)
{
ellipse(20 + col*40, 20 + row*40,30,30);
if (mousePressed && (mouseButton == LEFT))
fill (random (55));
ellipse(20 + col*40, 20 + row*40,30,30);
}
}
}
Compute the center point coordinates of the ellipse:
int cY = 20 + row*40;
int cX = 20 + col*40;
The position of the mouse is stored in the built-in variables mouseX and mouseY.
The ellipses are arranged in a grid. Test whether either the x- or the y-coordinate of the mouse is in the area of ​​the grid that belongs to the ellipse. Set the color depending on the test result:
if ((mouseX > cX-20 && mouseX < cX+20) || mouseY > cY-20 && mouseY < cY+20) {
fill(255, 50, 50, 255);
} else {
fill(180, 50, 50, 100);
}
Complete example:
void setup() {
size(400,400);
noStroke();
}
void draw() {
background(255);
for (int row=0; row < 10; row++) {
int cY = 20 + row*40;
for (int col=0; col < 10; col++) {
int cX = 20 + col*40;
if ((mouseX > cX-20 && mouseX < cX+20) || mouseY > cY-20 && mouseY < cY+20) {
fill(255, 50, 50, 255);
} else {
fill(180, 50, 50, 100);
}
ellipse(cX, cY, 30, 30);
}
}
}

How to make one square spawn randomly once?

This is my code:
boolean keyPressed = true;
boolean mousePressed = true;
PShape circle;
int x;
int y;
void setup() {
background(0);
fullScreen(1);
frameRate(144);
fill(255, 255, 0);
circle = createShape(ELLIPSE, 0, 0, 50, 50);
}
void draw() {
background(0);
if (mousePressed == true) {
noCursor();
}
if (keyPressed == true && key == 'w') {
x = int(random(width));
y = int(random(height));
rect(x, y, 40, 40);
fill(255, 0, 255);
}
if (key == 's') {
background(0);
}
translate(mouseX, mouseY);
shape(circle);
}
Currently when pressing W the shape appears rapidly. I would like to have it where the shape spawns once, then when the background is cleared and W is pressed again the shape is located somewhere else.

Detecting if a 2D Graphics fill Rect is in another fillRect(eclipse)

private JPanel contentPane;
private KeyListener myKeyListener;
JLabel lblUp;
JLabel lblMiddle;
JLabel lblDown;
JButton btnStart;
JLabel lblScore;
int lblu = 0;
int x = 0;
int y = 50;
int u = 1;
int w = 1;
int rxx = 0;
int ryy = 0;
int s = 0;
Timer timer;
/**
* Launch the application.
*/
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
try {
Game_1 frame = new Game_1();
frame.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
/**
* Create the frame.
*/
public Game_1() {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setBounds(100, 100, 450, 300);
contentPane = new JPanel();
contentPane.setBorder(new EmptyBorder(5, 5, 5, 5));
setContentPane(contentPane);
contentPane.setLayout(null);
JLabel lblScore = new JLabel("0");
lblScore.setHorizontalAlignment(SwingConstants.CENTER);
lblScore.setForeground(Color.GREEN);
lblScore.setBounds(388, 0, 46, 14);
contentPane.add(lblScore);
addKeyListener(this);
}
public void keyPressed(KeyEvent arg0) {
Graphics pen = this.contentPane.getGraphics();
int maxh = contentPane.getHeight();
int maxw = contentPane.getWidth();
if(y < 0){
y = maxh -50;
}
if(y > maxh-45){
y = 0;
}
if (arg0.getKeyCode() == KeyEvent.VK_UP) {
if(u ==0){
pen.setColor(Color.BLACK);
pen.fillRect(0, 0, maxw, maxh);
y = y - 10;
pen.setColor(Color.GREEN);
pen.fillRect(x, y, 50, 50);
pen.setColor(Color.BLACK);
pen.fillRect(x - 50, y, 50, 50);
x = x + 1;
if (x >= maxw) {
pen.fillRect(x - 30, y, 50, 50);
x = 0;
}
}
} else if (arg0.getKeyCode() == KeyEvent.VK_RIGHT) {
if(u ==1){
pen.setColor(Color.BLACK);
pen.fillRect(0, 0, maxw, maxh);
pen.setColor(Color.BLACK);
pen.fillRect(0, 0, maxw, maxh);
Timer timer = new Timer(100, this);
timer.start();
u = 0;
}else if(u ==0){
x = x +10;
}
} else if (arg0.getKeyCode() == KeyEvent.VK_DOWN) {
if(u ==0){
pen.setColor(Color.BLACK);
pen.fillRect(0, 0, maxw, maxh);
pen.setColor(Color.BLACK);
y = y+ 10;
if (x >= maxw) {
pen.fillRect(x - 30, y, 50, 50);
x = 0;
}
}
} else if (arg0.getKeyCode() == KeyEvent.VK_LEFT) {
if(u ==0){
pen.setColor(Color.BLACK);
pen.fillRect(0, 0, maxw, maxh);
pen.setColor(Color.BLACK);
x = x- 10;
if (x < 0) {
pen.fillRect(x - 30, y, 50, 50);
x = maxw;
}
}
}
}
public void keyReleased(KeyEvent arg0) {
}
public void keyTyped(KeyEvent arg0) {
}
public void run() {
}
#Override
public void actionPerformed(ActionEvent arg0) {
Graphics pen = this.contentPane.getGraphics();
int maxh = contentPane.getHeight();
int maxw = contentPane.getWidth();
pen.setColor(Color.BLACK);
pen.fillRect(0, 0, maxw, maxh);
pen.setColor(Color.GREEN);
pen.fillRect(x, y, 50, 50);
pen.setColor(Color.BLACK);
pen.fillRect(x - 50, y, 50, 50);
x = x + 1;
if (x >= maxw) {
pen.fillRect(x - 30, y, 50, 50);
x = 0;
}
if(w ==1){
Random r = new Random();
int ry = r.nextInt(maxh - 0) + 100;
int rx = r.nextInt(maxw - 0) + 100;
rxx = rx;
ryy = ry;
pen.setColor(Color.RED);
pen.fillRect(rx, ry, 10, 10);
w = 0;
}
pen.setColor(Color.RED);
pen.fillRect(rxx, ryy, 10, 10);
if(x-50 <= rxx && x > rxx && y > ryy && y-50 <= ryy){
s ++;
System.out.println("PUNKT");
pen.setColor(Color.BLACK);
pen.fillRect(rxx, ryy, 10, 10);
w = 1;
}
}
}
here is the Problem: it only detects that they touch in the left top >corner(the wrong code is at the end, the last if)
you can start the game by pressing the Right arrow Button on you're Keyboard.Moving upwards: up Key on you're Keyboard.Moving downwards:down Key on your're Keyboard.The right Button also lets you move to the right, the left Button to the left.Picture of the Game
I want, that the Rect detects that it touches the other in every part
of it, not only in the left top corner
Let's assume you've got first rect with: x1, y1, width1, height1 and second rect with x2, y2, width2, height2. The first rect touched the second in every part of it (so the second one is contained in the first one) when x1 <= x2 && x2+width2 <= x1+width2 && y1 <= y2 && y2+height <= y1+height
so
if (x1 <= x2 && x2+width2 <= x1+width2 && y1 <= y2 && y2+height <= y1+height) {
// the second rect is contained in the first rect
}
So I finally fixed it. For those who are interested, here is the fixed part of the code:
if (x+d >= x2 && x <= x2 && y+d >=y2 && y <= y2) {
s++;
d = d + s*10;
System.out.println("PUNKT");
pen.setColor(Color.BLACK);
pen.fillRect(x2, y2, 10, 10);
w = 1;
if (s == 10) {
JOptionPane.showMessageDialog(frame, "Achievement get: " + s + "Punkte!");
}

How do I remove the red rectangle when it collides with the cyan one?

This is my code:
import java.awt.*;
import java.awt.event.*;
import java.util.*;
import javax.swing.*;
public class Draw extends JComponent implements KeyListener {
Random r = new Random();
int x = 0;
int y = 0;
int a = 5 * r.nextInt(150);
int b = 5 * r.nextInt(90);
Image img1 = Toolkit.getDefaultToolkit().getImage("C:/Users/Administrator/eclipse/My Projects/Game/src/bluebackground1.png");
public Draw(){
addKeyListener(this);
setFocusable(true);
}
//display
public void paint(Graphics g){
g.drawImage(img1, 0, 0, this);
g.setColor(Color.CYAN);
g.fill3DRect(x, y, 50, 50, true);
g.setColor(Color.RED);
g.draw3DRect(a, b, 50, 50, true);
g.setColor(Color.BLACK);
g.drawLine(0, 500, 800, 500);
g.setColor(Color.BLACK);
g.drawString("Press R to restart the game", 10, 540);
g.drawString("Use arrow keys to move", 600, 540);
if(x == a && y == b){
g.setColor(Color.BLACK);
g.setFont(new Font("", Font.PLAIN, 50));
g.drawString("Victory", 300, 550);
}
}
//controls
public void keyPressed(KeyEvent k) {
if(k.getKeyCode() == KeyEvent.VK_UP){
y -= 5;
} else if(k.getKeyCode() == KeyEvent.VK_DOWN){
y += 5;
} else if(k.getKeyCode() == KeyEvent.VK_LEFT){
x -= 5;
} else if(k.getKeyCode() == KeyEvent.VK_RIGHT){
x += 5;
}
if(k.getKeyCode() == KeyEvent.VK_R){
restart();
}
//border
if(x < 0){
x += 5;
} else if(x > 745){
x -= 5;
} else if(y < 0){
y += 5;
} else if (y > 450){
y -= 5;
}
repaint();
}
public void keyReleased(KeyEvent k) {}
public void keyTyped(KeyEvent k) {}
//restart function
public void restart(){
x = 0;
y = 0;
a = 5 * r.nextInt(150);
b = 5 * r.nextInt(90);
}
}
What I want is when the cyan rectangle which is moveable gets inside the red rectangle which is not moveable the red rectangle disappears permanently because the game is not over and the cyan rectangle will have to move more.
How do I remove the red rectangle when it collides with the cyan one?
Store Shape instances in a List. At time of painting, iterate the list and draw each one. When one shape is removed, remove it from the list and call repaint().

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