float angle; // Cube count-lower/raise to test performance int limit = 500; // Array for all cubes Cube[] cubes = new Cube[limit]; void setup() { size(640, 360, P3D); background(0); noStroke(); // Instantiate cubes, passing in random vals for size and postion 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))); } } void draw(){ background(0); fill(200); // Set up some different colored lights pointLight(51, 102, 255, 65, 60, 100); pointLight(200, 40, 60, -65, -60, -150); // Raise overall light in scene ambientLight(70, 70, 10); // Center geometry in display windwow. // you can changlee 3rd argument ('0') // to move block group closer(+) / further(-) translate(width/2, height/2, -200 + mouseX * 0.65); // 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(); } // Used in rotate function calls above angle += 0.2; }
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hello
void setup() { size(640, 360); noStroke(); noLoop(); } void draw() { drawCircle(width/2, 280, 6); } void drawCircle(int x, int radius, int level) { float tt = 126 * level/4.0; fill(tt); ellipse(x, height/2, radius*2, radius*2); if(level > 1) { level = level - 1; drawCircle(x - radius/2, radius/2, level); drawCircle(x + radius/2, radius/2, level); } }