* 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
+ // Slee
+ new Flitters(glucose),
new Swarm(glucose),
new SpaceTime(glucose),
new ShiftingPlane(glucose),
new CubeEQ(glucose).setEligible(false),
new PianoKeyPattern(glucose).setEligible(false),
- // DanH
+ // DanH
new Noise(glucose),
- gplay = new Play(glucose), // XXX do this properly
+ new Play(glucose),
new Pong(glucose),
// Alex G
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),
};
}
+// 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 DesaturationEffect(lx),
- // new ColorFuckerEffect(glucose),
- new DualBlender(glucose),
+ EFF_flash = new FlashEffect(lx),
+ EFF_boom = new BoomEffect(glucose),
+ new BlurEffect(glucose),
+ new DesaturationEffect(lx),
+ new ColorFuckerEffect(glucose),
};
}