*
* Welcome to the Sugar Cubes! This Processing sketch is a fun place to build
* animations, effects, and interactions for the platform. Most of the icky
- * code guts are embedded in the GLucose library extension. If you're an
- * artist, you shouldn't need to worry about any of that.
+ * code guts are embedded in the HeronLX library, or files prefixed with
+ * an underscore. If you're an artist, you shouldn't need to worry about that.
*
* Below, you will find definitions of the Patterns, Effects, and Interactions.
* If you're an artist, create a new tab in the Processing environment with
*/
LXPattern[] patterns(GLucose glucose) {
- return new LXPattern[] {
- new ShiftingPlane(glucose),
- new AskewPlanes(glucose),
+ return new LXPattern[] {
+
+ new SineSphere(glucose),
+ //new CubeCurl(glucose),
+
+ // Slee
+ // new Cathedrals(glucose),
new Swarm(glucose),
+ new MidiMusic(glucose),
+ new Pulley(glucose),
+
+ new ViolinWave(glucose),
+ new BouncyBalls(glucose),
new SpaceTime(glucose),
- new HelixPattern(glucose),
- new Pong(glucose),
- new Noise(glucose),
+ new ShiftingPlane(glucose),
+ new AskewPlanes(glucose),
new Blinders(glucose),
new CrossSections(glucose),
new Psychedelia(glucose),
- new CubeEQ(glucose),
- new PianoKeyPattern(glucose),
- new GlitchPlasma(glucose),
- new FireEffect(glucose),
- new StripBounce(glucose),
- new SoundRain(glucose),
- new SoundSpikes(glucose),
- new FaceSync(glucose),
- // Jack
- new Swim(glucose),
- // new Breathe(glucose),
+ new MultipleCubes(glucose),
+
+ new Traktor(glucose).setEligible(false),
+ new BassPod(glucose).setEligible(false),
+ new CubeEQ(glucose).setEligible(false),
+ new PianoKeyPattern(glucose).setEligible(false),
+
+ // AntonK
+ new AKPong(glucose),
+ // DanH
+ new Noise(glucose),
+ new Play (glucose),
+ new Pong (glucose),
+ new Worms(glucose),
+ // JR
+ new Gimbal(glucose),
+
+ // Alex G
+
+ // Tim
+ new TimMetronome(glucose),
new TimPlanes(glucose),
new TimPinwheels(glucose),
new TimRaindrops(glucose),
new TimCubes(glucose),
- //new TimTrace(glucose),
+ // new TimTrace(glucose),
new TimSpheres(glucose),
- //Ben
+ // Jackie
+ new JackieSquares(glucose),
+ new JackieLines(glucose),
+ new JackieDots(glucose),
+
+ // L8on
+ new L8onAutomata(glucose),
+ new L8onLife(glucose),
+ new L8onStripLife(glucose),
+
+ // Vincent
+ new VSTowers(glucose),
+
+ // Toby
+ new GlitchPlasma(glucose),
+ new FireEffect(glucose).setEligible(false),
+ new StripBounce(glucose),
+ new SoundRain(glucose).setEligible(false),
+ new SoundSpikes(glucose).setEligible(false),
+ new FaceSync(glucose),
+
+ // Jack
+ new Swim(glucose),
+ new Balance(glucose),
+
+ // Ben
+ // new Sandbox(glucose),
+ new TowerParams(glucose),
new DriveableCrossSections(glucose),
new GranimTestPattern2(glucose),
- //Sam
+ // Shaheen
+ // new HelixPattern(glucose).setEligible(false),
+
+ // Sam
new JazzRainbow(glucose),
+
+ // Arjun
+ new TelevisionStatic(glucose),
+ new AbstractPainting(glucose),
+ new Spirality(glucose),
// Basic test patterns for reference, not art
new TestCubePattern(glucose),
new TestTowerPattern(glucose),
new TestProjectionPattern(glucose),
+ new TestStripPattern(glucose),
// new TestHuePattern(glucose),
// new TestXPattern(glucose),
// new TestYPattern(glucose),
// new TestZPattern(glucose),
- //slow for now, relegated to the bottom until faster!
- new HelixPattern(glucose),
};
}
LXTransition[] transitions(GLucose glucose) {
return new LXTransition[] {
new DissolveTransition(lx),
- new SwipeTransition(glucose),
+ new AddTransition(lx),
+ new MultiplyTransition(lx),
+ new OverlayTransition(lx),
+ new DodgeTransition(lx),
+ new SwipeTransition(lx),
new FadeTransition(lx),
+// new SubtractTransition(glucose), // similar to multiply - dh
+// new BurnTransition(glucose), // similar to multiply - dh
+// new ScreenTransition(glucose), // same as add -dh
+// new SoftLightTransition(glucose), // same as overlay -dh
};
}
-LXEffect[] effects(GLucose glucose) {
- return new LXEffect[] {
- new FlashEffect(lx),
- new BoomEffect(glucose),
- new DesaturationEffect(lx),
- };
+// Handles to globally triggerable effects
+class Effects {
+ FlashEffect flash = new FlashEffect(lx);
+ BoomEffect boom = new BoomEffect(lx);
+ BlurEffect blur = new BlurEffect(lx);
+ QuantizeEffect quantize = new QuantizeEffect(lx);
+ ColorFuckerEffect colorFucker = new ColorFuckerEffect(lx);
+
+ Effects() {
+ blur.enable();
+ quantize.enable();
+ colorFucker.enable();
+ }
}