* 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.
*/
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+
LXPattern[] patterns(GLucose glucose) {
return new LXPattern[] {
-
+
// Slee
new Swarm(glucose),
new SpaceTime(glucose),
new CubeEQ(glucose).setEligible(false),
new PianoKeyPattern(glucose).setEligible(false),
- // Dan
- new Pong(glucose),
+ // DanH
new Noise(glucose),
+ new Play(glucose),
+ new Pong(glucose),
// Alex G
new SineSphere(glucose),
new TimSpheres(glucose),
// Ben
- //new Sandbox(glucose),
+ // new Sandbox(glucose),
new TowerParams(glucose),
new DriveableCrossSections(glucose),
new GranimTestPattern2(glucose),
-
+
+ //JR
+ new Gimbal(glucose),
+
// Sam
new JazzRainbow(glucose),
new TelevisionStatic(glucose),
new AbstractPainting(glucose),
new Spirality(glucose),
-
+
// Basic test patterns for reference, not art
new TestCubePattern(glucose),
new TestTowerPattern(glucose),
LXTransition[] transitions(GLucose glucose) {
return new LXTransition[] {
new DissolveTransition(lx),
+ new MultiplyTransition(glucose),
+ new ScreenTransition(glucose),
+ new BurnTransition(glucose),
+ new DodgeTransition(glucose),
+ new OverlayTransition(glucose),
+ new AddTransition(glucose),
+ new SubtractTransition(glucose),
+ new SoftLightTransition(glucose),
new SwipeTransition(glucose),
new FadeTransition(lx),
};
return new LXEffect[] {
new FlashEffect(lx),
new BoomEffect(glucose),
+ new BlurEffect(glucose),
new DesaturationEffect(lx),
new ColorFuckerEffect(glucose),
};
}
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