/** * +-+-+-+-+-+ +-+-+-+-+-+ * / /| |\ \ * / / + + \ \ * +-+-+-+-+-+ | +-+-+-+-+ | +-+-+-+-+-+ * | | + / \ + | | * + 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[] { // Slee // 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 new SineSphere(glucose), // new CubeCurl(glucose), // 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 TestPerformancePattern(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 BoomEffect EFF_boom; FlashEffect EFF_flash; ColorFuckerEffect EFF_colorFucker; BlurEffect EFF_blur; QuantizeEffect EFF_quantize; LXEffect[] effects(GLucose glucose) { return new LXEffect[] { EFF_flash = new FlashEffect(lx), EFF_boom = new BoomEffect(glucose), (EFF_blur = new BlurEffect(glucose)).enable(), (EFF_quantize = new QuantizeEffect(glucose)).enable(), (EFF_colorFucker = new ColorFuckerEffect(glucose)).enable(), }; }