* If you're an artist, create a new tab in the Processing environment with
* your name. Implement your classes there, and add them to the list below.
*/
-
-// TODO(mcslee): get rid of this global, make engine support two decks
-LXPattern gplay;
LXPattern[] patterns(GLucose glucose) {
return new LXPattern[] {
+
// Slee
+ new Pulley(glucose),
new Swarm(glucose),
+ new ViolinWave(glucose),
+ new BouncyBalls(glucose),
new SpaceTime(glucose),
new ShiftingPlane(glucose),
new AskewPlanes(glucose),
// DanH
new Noise(glucose),
- gplay = new Play(glucose), // XXX do this properly
- new Pong(glucose),
+ new Play (glucose),
+ new Pong (glucose),
+ new Worms(glucose),
// Alex G
new SineSphere(glucose),
LXTransition[] transitions(GLucose glucose) {
return new LXTransition[] {
new DissolveTransition(lx),
- new MaskTransition(glucose),
+ new AddTransition(glucose),
+ new MultiplyTransition(glucose),
+ new OverlayTransition(glucose),
+ new DodgeTransition(glucose),
new SwipeTransition(glucose),
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
};
}
+// Handles to globally triggerable effects
+BoomEffect EFF_boom;
+FlashEffect EFF_flash;
+
LXEffect[] effects(GLucose glucose) {
return new LXEffect[] {
- new FlashEffect(lx),
- new BoomEffect(glucose),
- new DualBlender(glucose),
- // new DesaturationEffect(lx),
+ EFF_flash = new FlashEffect(lx),
+ EFF_boom = new BoomEffect(glucose),
+ new BlurEffect(glucose),
+ new DesaturationEffect(lx),
new ColorFuckerEffect(glucose),
};
}