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1600w
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.DS_Store
applet
application.linux32
application.linux64
application.windows32
application.windows64
application.macosx
//NICOLE SALAMONE FINAL PROJECT
//Instances of code taken and manipulated from following sources:
//Beat Detect analysis by Minim: http://code.compartmental.net/minim
//Learning Processing by Daniel Shiffman // Example 13-7: Wave // http://www.learningprocessing.com
//Processing Example: Space Junk - by Ira Greenberg (zoom suggestion by Danny Greenberg).
//Processing Example: Triangle Strip - by Ira Greenberg.
//Processing Example: Cubes Contained Within a Cube - by Ira Greenberg.
//importing mimim and minim analysis libraries
import ddf.minim.*;
import ddf.minim.analysis.*;
//minim classes
Minim minim;
AudioPlayer player_1;
BeatDetect beat;
BeatListener bl;
//listing button objects
//buttons Set 0
Button button1;
Button button2;
Button button3;
Button button4;
Button button5;
Button button6;
Button button7;
Button button8;
Button button9;
//buttons set 1
Button button10;
Button button11;
Button button12;
Button button13;
Button button14;
Button button15;
Button button16;
Button button17;
Button button18;
//buttons set 2
Button button19;
Button button20;
Button button21;
Button button22;
Button button23;
Button button24;
Button button25;
Button button26;
Button button27;
//buttons set 3
Button button28;
Button button29;
Button button30;
Button button31;
Button button32;
Button button33;
Button button34;
Button button35;
Button button36;
//variables for buttons
//sets
int setZero=8;
int setOne=8;
int setTwo=8;
int setThree=8;
//x and y coordinates according to w & h
float screenWIncr;
float screenHIncr;
//other variables
float kickSize, snareSize, hatSize;
float hu=359;
float increment=1;
float center=0;
int count=0;
int counta=0;
int countb=0;
int countc=0;
int countd=0;
int counte=0;
int countf=0;
float theta = 0.0;
float rot=1;
float plus=1;
float moveX=1;
float moveY=10;
float centerX=0;
float centerY=0;
float counter;
float scale=20;
float scaleA=0;
float scaleB=25;
float scaleC=50;
//for SnareA
float angle;
int limit = 50;
Cube[] cubes = new Cube[limit];
//for SnareB
int x;
int y;
float outsideRadius = 400;
float insideRadius = 440;
//FOR HatA
CubeA[] cubies = new CubeA[20];
// Size of outer cube
float bounds = 500;
//for kickF
CubeKick[] coobies = new CubeKick[20];
static final int LINEAR = 1;
float t,tInc;
int easeStyle; // Stores which form of easing is currently highlighted.
boolean isPaused; // Pauses or unpauses the animation.
//image and media variables
PImage face;
PImage[] imgList;
PImage obama, mouth;
PImage fetus, fetustwo;
PImage[] imgListA;
PImage beachball;
PImage emoji;
PImage marriage;
PImage[] imgListB;
PImage mac;
PImage youtube;
PImage car;
PImage front;
PImage back;
PImage[] imgListC;
PImage bbA;
PImage bbB;
PImage titleA;
PImage titleB;
PImage titleC;
PImage titleD;
PImage finger;
PImage[] imgListD;
PImage aesthetic;
PImage[]imgListE;
PFont font;
//minim beat detect -- beat listener
//detecting beats from the AudioPlayer
class BeatListener implements AudioListener
{
private BeatDetect beat;
private AudioPlayer source;
BeatListener(BeatDetect beat, AudioPlayer source)
{
this.source = source;
this.source.addListener(this);
this.beat = beat;
}
void samples(float[] samps)
{
beat.detect(source.mix);
}
void samples(float[] sampsL, float[] sampsR)
{
beat.detect(source.mix);
}
}
void setup(){
// size(480, 270, P3D);
//size(960, 540, P3D);
//size(1920, 1080, P3D);
size(1600, 900, P3D);
colorMode(HSB, 360, 100, 100);
rectMode(CORNER);
background(360,0,100);
noStroke();
smooth();
//MINIM STUFF
//loading song(file.mp3, buffersize), playing song, looping song
minim = new Minim(this);
player_1 = minim.loadFile("pizzaday.mp3", 1024);//Load any song from the data folder
player_1.play();
player_1.loop();
//a beat is visually implemented based on the buffer size and the sample rate of the song file
beat = new BeatDetect(player_1.bufferSize(), player_1.sampleRate());
//controlling how long beat detect will wait to implement a beat, larger number = implements beats more frequently
beat.setSensitivity(50);
bl = new BeatListener(beat, player_1);
//CONDITIONALS FOR MUSIC VISUALIZATION FUNCTIONS
//for Snare A
//constructor setting the (random)x,y,z positions of the SnareA() cubes
//cubes can only be within a certain bounds, if they're out of bounds, they'll go backwards
for (int i = 0; i < cubes.length; i++){
cubes[i] = new Cube(int(random(-10, 10)), int(random(-10, 10)),
int(random(-10, 10)), int(random(-140, 140)),
int(random(-140, 140)), int(random(-140, 140)));
}
//for Snare B
x = width/2;
y = height/2;
//FOR Hat A
//controls x,y,z position of cubes, they can only be within a certain boundary
//if outside the boundary, go back inside
for (int i = 0; i < cubies.length; i++) {
// Cubies are randomly sized
float cubieSize = random(25, 55);
cubies[i] = new CubeA(cubieSize, cubieSize, cubieSize);
}
//This conditional is doing the same as above, just for KickF
for (int k = 0; k < coobies.length; k++) {
float cubieSize = random(25, 55);
coobies[k] = new CubeKick(cubieSize, cubieSize, cubieSize);
}
//LOADING IMAGES AND IMAGE ARRAYS BELOW
//crying emoji face
face = loadImage("face1.png");
//wave background
imgList = new PImage[5];
for (int i=0;i<5;i++) {
imgList[i]=loadImage("pool00"+i+".png");
}
//obama mouth
obama = loadImage("obama2.jpg");
mouth = loadImage("obama.jpg");
//fetus pictures
fetus = loadImage("fetus.jpg");
fetustwo = loadImage("fetus2.jpg");
//beachball of death
beachball = loadImage("beachball.png");
//moody background
imgListA = new PImage[10];
for (int a=0;a<10;a++) {
imgListA[a]=loadImage("moody00"+a+".png");
}
//perspective grid snare thing
imgListB = new PImage[8];
for (int b=0; b<8; b++) {
imgListB[b]=loadImage("grid00"+b+".png");
}
//running horse
imgListC = new PImage[10];
for(int c=0;c<10;c++){
imgListC[c]=loadImage("horse00"+c+".png");
}
//scared face emoji
emoji=loadImage("emoji2.png");
counter=0.0;
//marriage emoji
marriage = loadImage("marriage.gif");
//mac stary background
mac = loadImage("starbg.jpeg");
//youtube background
youtube = loadImage("youtube.png");
//car kick thing
car = loadImage("fullcar.jpg");
front = loadImage("frontwheel.png");
back = loadImage("backwheel.png");
//dancing baby girl in winter coat
bbA = loadImage("bbgirl1.png");
bbB = loadImage("bbgirl2.png");
//finger dance
finger = loadImage("finger.png");
//liquid image gif thing
imgListD = new PImage[10];
for(int d=0;d<10;d++){
imgListD[d]=loadImage("liquid00"+d+".png");
}
//dancing baby
imgListE = new PImage[10];
for(int e=0;e<10;e++){
imgListE[e]=loadImage("baby00"+e+".png");
}
//do it for the aesthetic
aesthetic = loadImage("aesthetic.png");
//button title images
titleA = loadImage("title1-01.png");
titleB = loadImage("title2-01.png");
titleC = loadImage("title3-01.png");
titleD = loadImage("title4-01.png");
//makes align center x and y
textAlign(CENTER, CENTER);
font = createFont("Helvetica-Bold", 400);
//spaces between buttons
screenWIncr=width/44;
screenHIncr=height/25;
// Button(int tempX, int tempY, color tempBClr, color tempOvrClr, int tempSetNo, int tempButtonNo, boolean tempHover)
//BACKGROUND SET 0
button1 = new Button(screenWIncr*41, screenHIncr*2, color(100,0, 100), color(70,100,100),0, 0, false);
button2 = new Button(screenWIncr*42, screenHIncr*2, color(100,0,100), color(70,100,100),0, 1, false);
button3 = new Button(screenWIncr*43, screenHIncr*2, color(100,0,100), color(70,100,100),0, 2, false);
button4 = new Button(screenWIncr*41, screenHIncr*3, color(200,0,100), color(70,100,100),0, 3, false);
button5 = new Button(screenWIncr*42, screenHIncr*3, color(200,0,100), color(70,100,100),0, 4, false);
button6 = new Button(screenWIncr*43, screenHIncr*3, color(200,0,100), color(70,100,100),0, 5, false);
button7 = new Button(screenWIncr*41, screenHIncr*4, color(200,0,100), color(70,100,100),0, 6, false);
button8 = new Button(screenWIncr*42, screenHIncr*4, color(200,0,100), color(70,100,100),0, 7, false);
button9 = new Button(screenWIncr*43, screenHIncr*4, color(200,0,100), color(70,100,100),0, 8, false);
//SET 1
button10 = new Button(screenWIncr*41, screenHIncr*7, color(100,0,100), color(70,100,100),1, 0, false);
button11 = new Button(screenWIncr*42, screenHIncr*7, color(100,0,100), color(70,100,100),1, 1, false);
button12 = new Button(screenWIncr*43, screenHIncr*7, color(100,0,100), color(70,100,100),1, 2, false);
button13 = new Button(screenWIncr*41, screenHIncr*8, color(200,0,100), color(70,100,100),1, 3, false);
button14 = new Button(screenWIncr*42, screenHIncr*8, color(200,0,100), color(70,100,100),1, 4, false);
button15 = new Button(screenWIncr*43, screenHIncr*8, color(200,0,100), color(70,100,100),1, 5, false);
button16 = new Button(screenWIncr*41, screenHIncr*9, color(200,0,100), color(70,100,100),1, 6, false);
button17 = new Button(screenWIncr*42, screenHIncr*9, color(200,0,100), color(70,100,100),1, 7, false);
button18 = new Button(screenWIncr*43, screenHIncr*9, color(200,0,100), color(70,100,100),1, 8, false);
//SET 2
button19 = new Button(screenWIncr*41, screenHIncr*12, color(100,0,100), color(70,100,100),2, 0, false);
button20 = new Button(screenWIncr*42, screenHIncr*12, color(100,0,100), color(70,100,100),2, 1, false);
button21 = new Button(screenWIncr*43, screenHIncr*12, color(100,0,100), color(70,100,100),2, 2, false);
button22 = new Button(screenWIncr*41, screenHIncr*13, color(200,0,100), color(70,100,100),2, 3, false);
button23 = new Button(screenWIncr*42, screenHIncr*13, color(200,0,100), color(70,100,100),2, 4, false);
button24 = new Button(screenWIncr*43, screenHIncr*13, color(200,0,100), color(70,100,100),2, 5, false);
button25 = new Button(screenWIncr*41, screenHIncr*14, color(200,0,100), color(70,100,100),2, 6, false);
button26 = new Button(screenWIncr*42, screenHIncr*14, color(200,0,100), color(70,100,100),2, 7, false);
button27 = new Button(screenWIncr*43, screenHIncr*14, color(200,0,100), color(70,100,100),2, 8, false);
//SET 3
button28 = new Button(screenWIncr*41, screenHIncr*17, color(100,0,100), color(70,100,100),3, 0, false);
button29 = new Button(screenWIncr*42, screenHIncr*17, color(100,0,100), color(70,100,100),3, 1, false);
button30 = new Button(screenWIncr*43, screenHIncr*17, color(100,0,100), color(70,100,100),3, 2, false);
button31 = new Button(screenWIncr*41, screenHIncr*18, color(200,0,100), color(70,100,100),3, 3, false);
button32 = new Button(screenWIncr*42, screenHIncr*18, color(200,0,100), color(70,100,100),3, 4, false);
button33 = new Button(screenWIncr*43, screenHIncr*18, color(200,0,100), color(70,100,100),3, 5, false);
button34 = new Button(screenWIncr*41, screenHIncr*19, color(200,0,100), color(70,100,100),3, 6, false);
button35 = new Button(screenWIncr*42, screenHIncr*19, color(200,0,100), color(70,100,100),3, 7, false);
button36 = new Button(screenWIncr*43, screenHIncr*19, color(200,0,100), color(70,100,100),3, 8, false);
}
void draw(){
//SIZES OF BEATS HERE
if ( beat.isKick() ) kickSize = 200;
if ( beat.isSnare() ) snareSize = 300;
if ( beat.isHat() ) hatSize = 100;
//switches on and off cases that each play a function
//four different switches, one for each button set -- so that four different buttons are on at same time
switch(setZero){
case 0:
bgI();
break;
case 1:
bgB();
break;
case 2:
bgC();
break;
case 3:
bgD();
break;
case 4:
bgE();
break;
case 5:
bgF();
break;
case 6:
bgG();
break;
case 7:
bgH();
break;
case 8:
bgA();
break;
}
switch(setOne){
case 0:
snareI();
break;
case 1:
snareB();
break;
case 2:
snareC();
break;
case 3:
snareD();
break;
case 4:
snareE();
break;
case 5:
snareF();
break;
case 6:
snareG();
break;
case 7:
snareH();
break;
case 8:
snareA();
break;
}
switch(setTwo){
case 0:
kickA();
break;
case 1:
kickB();
break;
case 2:
kickC();
break;
case 3:
kickD();
break;
case 4:
kickE();
break;
case 5:
kickF();
break;
case 6:
kickG();
break;
case 7:
kickH();
break;
case 8:
kickI();
break;
}
switch(setThree){
case 0:
hatA();
break;
case 1:
hatB();
break;
case 2:
hatC();
break;
case 3:
hatD();
break;
case 4:
hatE();
break;
case 5:
hatF();
break;
case 6:
hatI();
break;
case 7:
hatH();
break;
case 8:
hatG();
break;
}
//CONSTRAIN SIZES FOR BEATS
kickSize = constrain(kickSize * 0.98, 0, 200);
snareSize = constrain(snareSize * 0.98, 0, 300);
hatSize = constrain(hatSize *.95, 0, 200);
//calls the buttons to be displayed and to check to see if the mouse position is over the buttons
//set 1
button1.display();
button1.check();
button2.display();
button2.check();
button3.display();
button3.check();
button4.display();
button4.check();
button5.display();
button5.check();
button6.display();
button6.check();
button7.display();
button7.check();
button8.display();
button8.check();
button9.display();
button9.check();
//set 2
button10.display();
button10.check();
button11.display();
button11.check();
button12.display();
button12.check();
button13.display();
button13.check();
button14.display();
button14.check();
button15.display();
button15.check();
button16.display();
button16.check();
button17.display();
button17.check();
button18.display();
button18.check();
//set3
button19.display();
button19.check();
button20.display();
button20.check();
button21.display();
button21.check();
button22.display();
button22.check();
button23.display();
button23.check();
button24.display();
button24.check();
button25.display();
button25.check();
button26.display();
button26.check();
button27.display();
button27.check();
//set4
button28.display();
button28.check();
button29.display();
button29.check();
button30.display();
button30.check();
button31.display();
button31.check();
button32.display();
button32.check();
button33.display();
button33.check();
button34.display();
button34.check();
button35.display();
button35.check();
button36.display();
button36.check();
//implementing images for the titles of button sets
imageMode(CORNER);
image(titleA, width-width/10.75, screenHIncr*1, 140, 25);
image(titleB, width-width/10.75, screenHIncr*6, 140, 25);
image(titleC, width-width/10.75, screenHIncr*11, 140, 25);
image(titleD, width-width/10.75, screenHIncr*16, 140, 25);
}/////////END VOID DRAW///////////////
////////BACKGROUND FUNCTIONSSSSSSS///////////
//white rect for background
void bgA (){
rectMode(CORNER);
noStroke();
fill(360, 0,100, 60);
rect(0,0, width, height);
}
//black rect for background
void bgB (){
rectMode(CORNER);
noStroke();
fill(0,0,0, 10);
rect(0,0, width, height);
}
//changing hue rect for background
void bgC(){
rectMode(CORNER);
fill(hu, 100, 100, 10);
noStroke();
rect(0,0, width, height);
hu=hu+increment;
if(hu>=360 || hu<=1){
increment= increment*-1;
}
}
//wave image array background
void bgD(){
pushMatrix();
imageMode(CENTER);
image(imgList[count], width/2, height/2, width, height);
count++;
if (count>4){
count=0;
}
popMatrix();
}
//black n white wave for bg
void bgE(){
rectMode(CORNER);
noStroke();
fill(360, 0, 100,10);
rect(0,0, width, height);
//controls how fast the wave is moving
theta += 0.02;
fill(0);
float x = theta;
fill(0,0,0, 30);
// A for loop is used to draw all the points along a sine wave (scaled to the pixel dimension of the window).
for (int i = 0; i <= 60; i++) {
// Calculate y value based off of sine function
float y = sin(x)*height/2;
// Draw an ellipse
ellipse(i*30, y + height/2,60, 60);
// Move along x-axis
x += 0.2;
}
}
//Hue change rect for background with hue change randomly sized rects on top
void bgF (){
rectMode(CORNER);
noStroke();
fill(hu/2, 100, 100);
rect(0,0, random(1,width), height);
fill(hu, 100, 100,10);
noStroke();
rect(0,0, random(1,width), height);
hu=hu+increment;
if(hu<=0 || hu>=360){
increment=increment*-1;
}
}
//moody background - image array, and tiled images
void bgG (){
pushMatrix();
imageMode(CORNER);
rectMode(CENTER);
translate(0,0);
noStroke();
fill(0,0,100);
rect(width/2, height/2, width, height);
image(imgListA[counta], 0,0, width/2, height/2);
image(imgListA[counta], 0,height/2, width/2, height/2);
image(imgListA[counta], width/2,0, width/2, height/2);
image(imgListA[counta], width/2,height/2, width/2, height/2);
popMatrix();
counta++; //increments the position in teh array up by 1
if (counta>9) { //checks if the position has exceeded the 4th position 0,1,2,3
counta=0; //if so resets to 0
}
rectMode(CORNER);
}
//Mac default stary sky image for background
void bgH(){
pushMatrix();
imageMode(CENTER);
image(mac, width/2, height/2, width, height);
popMatrix();
}
//white grid image array for background
void bgI(){
pushMatrix();
imageMode(CENTER);
image(imgListB[countb], width/2, height/2, width, height);
countb++;
if (countb>7){
countb=0;
}
popMatrix();
}
//////END BACKGROUND FUNCTIONS////////////
//////START SNARE FUNCTIONS////////////////
//red cubes change their z position to size of snare beat
void snareA(){
pushMatrix();
fill(19,100,100);
stroke(0);
translate(width/2, height/2, -200 + snareSize*4);
// Rotate around y and x axes
rotateY(radians(angle));
rotateX(radians(angle));
// Draw cubes
for (int i = 0; i < cubes.length; i++){
cubes[i].drawCube();
}
angle += 0.2;
popMatrix();
}
//white geometric shapes circling around composition
void snareB(){
//the number of verticies in the shape increases or decreases to snare size
//larger snare size = more complex, or, more lines and shapes (verticies)
//i copied the shape four times to make four different circles with different radii (larger and smaller)
stroke(0);
fill(100,0,100);
int numPoints = int(map(snareSize*2, 0, width, 6,30));
float angle = 90;
float angleStep = 180.0/numPoints;
//smallest shape
beginShape(TRIANGLE_STRIP);
for (int i = 0; i <= numPoints; i++) {
float px = x + cos(radians(angle)) * outsideRadius/4;
float py = y + sin(radians(angle)) * outsideRadius/4;
angle += angleStep;
vertex(px, py);
px = x + cos(radians(angle)) * insideRadius/4;
py = y + sin(radians(angle)) * insideRadius/4;
vertex(px, py);
angle += angleStep;
}
endShape();
//third largest
beginShape(TRIANGLE_STRIP);
for (int i = 0; i <= numPoints; i++) {
float px = x + cos(radians(angle)) * outsideRadius;
float py = y + sin(radians(angle)) * outsideRadius;
angle += angleStep;
vertex(px, py);
px = x + cos(radians(angle)) * insideRadius*1.5;
py = y + sin(radians(angle)) * insideRadius*1.5;
vertex(px, py);
angle += angleStep;
}
endShape();
//second largest
beginShape(TRIANGLE_STRIP);
for (int i = 0; i <= numPoints; i++) {
float px = x + cos(radians(angle)) * outsideRadius/1.5;
float py = y + sin(radians(angle)) * outsideRadius/1.5;
angle += angleStep;
vertex(px, py);
px = x + cos(radians(angle)) * insideRadius/2;
py = y + sin(radians(angle)) * insideRadius/2;
vertex(px, py);
angle += angleStep;
}
endShape();
//largest shape
beginShape(TRIANGLE_STRIP);
for (int i = 0; i <= numPoints; i++) {
float px = x + cos(radians(angle)) * outsideRadius*2;
float py = y + sin(radians(angle)) * outsideRadius*2;
angle += angleStep;
vertex(px, py);
px = x + cos(radians(angle)) * insideRadius*2;
py = y + sin(radians(angle)) * insideRadius*2;
vertex(px, py);
angle += angleStep;
}
endShape();
}
//purple circles scale to snare size
void snareC(){
pushMatrix();
translate(width/2, height/2);
ellipseMode(CENTER);
fill(260,100,100);
stroke(0);
ellipse(width/-4,0, snareSize*2, snareSize*2);
ellipse(width/4,0, snareSize*2, snareSize*2);
ellipse(width/-4,0, snareSize, snareSize);
ellipse(width/4,0, snareSize, snareSize);
ellipse(width/-4,0, snareSize/2, snareSize/2);
ellipse(width/4,0, snareSize/2, snareSize/2);
popMatrix();
rectMode(CORNER);
}
//rainbow ball of death photos rotate to snare beat
void snareD(){
pushMatrix();
imageMode(CENTER);
translate(width/2+width/4, height/2+height/12);
rotate(radians(snareSize));
image(beachball, 0,0, width/2, width/2);
popMatrix();
//this one is smaller and rotates opposite direction
pushMatrix();
imageMode(CENTER);
translate(width/2+width/20, height/4+height/8);
rotate(radians(snareSize*-1));
image(beachball, 0,0, height/2, height/2);
popMatrix();
kickSize++;
}
//obama face, image on top scales horizontally to snare beat
void snareE(){
pushMatrix();
imageMode(CENTER);
translate(width/2, height/2);
image(obama, 0,0, width/2+width/4, height/2+height/4);
image(mouth, height/100,height/10-height/50, snareSize+170, height/9);
popMatrix();
}
//changing hue and size ellipses
void snareF(){
//stroke and x&y scales change with value of snare beat
stroke(snareSize, 100, 100);
noFill();
strokeWeight(3);
ellipse(width/2, height/2, snareSize*2, snareSize*2);
stroke(snareSize*5, 100, 100);
strokeWeight(3);
ellipse(width/2, height/2, snareSize*2, snareSize*2);
stroke(snareSize, 100, 100);
//two rectangles rotate around the center in opposite directions and scale to snare beat
pushMatrix();
rectMode(CENTER);
translate(width/2, height/2);
rotate(radians(rot*-1));
rect(centerX, centerY, snareSize*4, snareSize*4);
popMatrix();
stroke(snareSize, 100, 100);
pushMatrix();
rectMode(CENTER);
translate(width/2, height/2);
rotate(radians(rot));
rect(centerX, centerY, snareSize*4, snareSize*4);
popMatrix();
//two rects rotate around the center and stay the same size
//the color of their stroke is programmed to the KickSize values, to give some color variety
stroke(kickSize/2, 100, 100);
pushMatrix();
rectMode(CENTER);
translate(width/2, height/2);
rotate(radians(rot));
rect(centerX, centerY, height/10, height/10);
popMatrix();
stroke(kickSize/2, 100, 100);
pushMatrix();
rectMode(CENTER);
translate(width/2, height/2);
rotate(radians(rot*-1));
rect(centerX, centerY, width/10, width/10);
popMatrix();
rot++;
rectMode(CORNER);
}
//Blue rects scaling and rotating from center
void snareG(){
//these two rects rotate and scale fom the center to width of comp
//once they reach full width of comp they go back down to start size
//first rect scales fast, second scales slower
pushMatrix();
noFill();
translate(width/2, height/2);
rotate(radians(rot));
stroke(230, 100,100);
strokeWeight(3);
rectMode(CENTER);
rect(0,0,scale, scale);
popMatrix();
scale=scale+20;
pushMatrix();
noFill();
translate(width/2, height/2);
rotate(radians(rot));
stroke(189, 100,100);
strokeWeight(10);
rectMode(CENTER);
rect(0,0,scale, scale);
popMatrix();
scaleA=scaleA+5;
//these two rects stay the same scale and rotate around the center
//their stroke size increases and decreases to snare size
pushMatrix();
translate(width/2, height/2);
rotate(radians(rot));
stroke(176, 100,100);
noFill();
strokeWeight(snareSize/2);
rectMode(CENTER);
rect(0,0, width/4, width/4);
popMatrix();
pushMatrix();
translate(width/2, height/2);
rotate(radians(rot+100));
stroke(190, 100,100);
noFill();
strokeWeight(snareSize/4);
rectMode(CENTER);
rect(0,0, width/4, width/4);
popMatrix();
rot++;
//If the rects are greater than the width, they start again at 20px and 10px
//I made two diff variables because I wanted two slightly diff sizes
if(scale>width){
scale=20;}
if(scaleA>width){
scaleA=10;}
strokeWeight(2);
rectMode(CORNER);
}
//perspective grid image array
//the Z scale changes to the snare size
void snareH(){
pushMatrix();
translate(4,4,snareSize/4);
noStroke();
fill(0);
rectMode(CENTER);
rect(width/2+width/8, height/4, width/3, height/3);
popMatrix();
pushMatrix();
translate(0,0,snareSize/4);
imageMode(CENTER);
image(imgListB[countc], width/2+width/8, height/4, width/3, height/3);
countc++;
if (countc>7){
countc=0;
}
popMatrix();
rectMode(CORNER);
}
//ellipses change scale to the snare size
//their stroke color and opacity is based off of snare size
void snareI(){
rectMode(CORNER);
noFill();
ellipseMode(CENTER);
stroke(snareSize, 100, 100);
strokeWeight(3);
ellipse(width/2, height/2, snareSize*6, snareSize*6);
fill(snareSize, 100, 100, snareSize/3);
ellipse(width/2, height/2, snareSize*3, snareSize*3);
}
/////////////END SNARE FUNCTIONS////////////////////////
////////START KICK FUNCTIONS////////////
//crying emoji
void kickA(){
noStroke();
pushMatrix();
imageMode(CENTER);
translate(width/2, height/2);
//implement emoji face
image(face, 0, 0, height/5, height/5);
//two rects change their y-height depending on kick size
//I had to size these manually, :-(
rectMode(CORNER);