/** * +-+-+-+-+-+ +-+-+-+-+-+ * / /| |\ \ * / / + + \ \ * +-+-+-+-+-+ | +-+-+-+-+ | +-+-+-+-+-+ * | | + / \ + | | * + THE + / / \ \ + CUBES + * | |/ +-+-+-+-+-+-+-+ \| | * +-+-+-+-+-+ | | +-+-+-+-+-+ * + + * | SUGAR | * + + * | | * +-+-+-+-+-+-+-+ * * 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. * * 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 * your name. Implement your classes there, and add them to the list below. */ LXPattern[] patterns(GLucose glucose) { return new LXPattern[] { <<<<<<< HEAD new SineSphere(glucose), new CubeCurl(glucose), ======= >>>>>>> b8bb27489db7dc687bf150576e9d9439f1fa17a6 // Slee new Cathedrals(glucose), new MidiMusic(glucose), new Pulley(glucose), new Swarm(glucose), new ViolinWave(glucose), new BouncyBalls(glucose), new SpaceTime(glucose), new ShiftingPlane(glucose), new AskewPlanes(glucose), new Blinders(glucose), new CrossSections(glucose), new Psychedelia(glucose), new Traktor(glucose).setEligible(false), new BassPod(glucose).setEligible(false), new CubeEQ(glucose).setEligible(false), new PianoKeyPattern(glucose).setEligible(false), // DanH new Noise(glucose), new Play (glucose), new Pong (glucose), new Worms(glucose), // Alex G // Shaheen new HelixPattern(glucose).setEligible(false), // 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), // Tim new TimPlanes(glucose), new TimPinwheels(glucose), new TimRaindrops(glucose), new TimCubes(glucose), // new TimTrace(glucose), new TimSpheres(glucose), // Ben // new Sandbox(glucose), new TowerParams(glucose), new DriveableCrossSections(glucose), new GranimTestPattern2(glucose), //JR new Gimbal(glucose), // 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 TestBassMapping(glucose), new TestFloorMapping(glucose), new TestSpeakerMapping(glucose), // new TestHuePattern(glucose), // new TestXPattern(glucose), // new TestYPattern(glucose), // new TestZPattern(glucose), }; } LXTransition[] transitions(GLucose glucose) { return new LXTransition[] { new DissolveTransition(lx), 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 class Effects { FlashEffect flash = new FlashEffect(lx); BoomEffect boom = new BoomEffect(glucose); BlurEffect blur = new BlurEffect(glucose); QuantizeEffect quantize = new QuantizeEffect(glucose); ColorFuckerEffect colorFucker = new ColorFuckerEffect(glucose); Effects() { blur.enable(); quantize.enable(); colorFucker.enable(); } }