Colors, Shapes, & Interaction:
int rectX = 300;
int rectY = 100;
int rectWidth = 100;
color rectColor = color(255);
color circleColor = color(255);
color backgroundColor = color(255);
void setup() {
size(640, 360);
}
void draw() {
background(backgroundColor);
if (mouseX > rectX // check if x is larger than our x starting point for our rectangle
&& mouseY > rectY // check if y is larger than our y starting point for our rectangle
&& (mouseX< rectX + rectWidth) // check if we're less than the horizontal boundary of our rect
&& (mouseY< rectY + rectWidth) //same as above but for the outer bound of the rect's height
&& mousePressed
) {
rectColor = color(255, 0, 0);
circleColor = color(0, 255, 0);
} else {
rectColor = color(255);
circleColor = color(255);
}
fill(rectColor);
rect(rectX, rectY, rectWidth, rectWidth);
fill(circleColor);
ellipse(mouseX, mouseY, 50, 50);
}
void mousePressed(){
backgroundColor= color(random(255), random(255), random(255));
}
Bouncing Balls:
int x, y, speedX, speedY;
float x2, y2, speedY2, gravity;
void setup(){
size(640, 360);
x = width/2;
y = 0;
speedX = 9;
speedY = 10;
x2 = width/2;
y2 = 0;
speedY2 = 0;
gravity = .5;
}
void draw(){
background(255);
//gravity bounce
ellipse(x2, y2, 30, 30);
y2 += speedY2;
if (y2 > height || y2<0){
speedY2 *= -.95; // speed = speed * -1;
}
speedY2 += gravity;
y2 = constrain(y2, 0-1, height+1); // go a little outside for the constraints so that the flipping speed logci above works
//whole screen bounce aaround ball
ellipse(x, y, 30, 30);
x += speedX;
y += speedY; // y = y + speed;
if (x > width || x<0){
speedX *= -1; // speed = speed * -1;
}
if (y > height || y<0){
speedY *= -1; // speed = speed * -1;
}
}