Interactive Physics Animations Javascript Canvas 7b

Here’s an interesting rendering I found when I was playing with drawing multiple dots. interactive physics animations via javascript & canvas | 07 B.

[cc lang=”javascript”]
$(function () {
var canvas, context, width, height, x, y, radius = 25, clickX, clickY, drag = false;
var total_dots = 25;

canvas = $(“#canvas”)[0];
context = canvas.getContext(“2d”);
var dots = new Array();
var drag_i = -1;

var this_dot = {};
for (var i=0; i < total_dots; i++){ var this_dot = { x: Math.random()*canvas.width, y: Math.random()*canvas.height, width:canvas.width, height: canvas.height, radius:Math.random()*20+10 }; dots.push(this_dot); } draw(); $("#canvas").mousedown(function (event) { var dx, dy, dist; for (var i=0; i < dots.length; i++){ dx = event.pageX - this.offsetLeft - dots[i].x; dy = event.pageY - this.offsetTop - dots[i].y; dist = Math.sqrt(dx * dx + dy * dy); if(dist < radius) { drag = true; drag_i = i clickX = dx; clickY = dy; continue; } } }); $("#canvas").mouseup(function (event) { drag = false; drag_i = -1; }); $("#canvas").mousemove(function (event) { if(drag) { dots[drag_i].x = event.pageX - this.offsetLeft - clickX; dots[drag_i].y = event.pageY - this.offsetTop - clickY; draw(); } }); function draw() { context.clearRect(0, 0, canvas.width, canvas.height); context.beginPath(); for (var i=0; i < dots.length; i++){ context.arc(dots[i].x, dots[i].y, dots[i].radius, 0, Math.PI * 2, false); } context.fill(); } }); [/cc] Follow the whole Interactive Physics Animations via Javascript & Canvas series.

Interactive Physics Animations Javascript Canvas 07

This step we’ll add a variable to hold the total number of dots we want to create and use it in our for loop that creates the dots. We’ll also give the dots a little more randomness by varying the size with a radius value. interactive physics animations via javascript & canvas | 07.

[cc lang=”javascript”]
$(function () {
var canvas, context, width, height, x, y, radius = 25, clickX, clickY, drag = false;
var total_dots = 25;

canvas = $(“#canvas”)[0];
context = canvas.getContext(“2d”);
var dots = new Array();
var drag_i = -1;

var this_dot = {};
for (var i=0; i < total_dots; i++){ var this_dot = { x: Math.random()*canvas.width, y: Math.random()*canvas.height, width:canvas.width, height: canvas.height, radius:Math.random()*20+10 }; dots.push(this_dot); } draw(); $("#canvas").mousedown(function (event) { var dx, dy, dist; for (var i=0; i < dots.length; i++){ dx = event.pageX - this.offsetLeft - dots[i].x; dy = event.pageY - this.offsetTop - dots[i].y; dist = Math.sqrt(dx * dx + dy * dy); if(dist < radius) { drag = true; drag_i = i clickX = dx; clickY = dy; continue; } } }); $("#canvas").mouseup(function (event) { drag = false; drag_i = -1; }); $("#canvas").mousemove(function (event) { if(drag) { dots[drag_i].x = event.pageX - this.offsetLeft - clickX; dots[drag_i].y = event.pageY - this.offsetTop - clickY; draw(); } }); function draw() { context.clearRect(0, 0, canvas.width, canvas.height); for (var i=0; i < dots.length; i++){ context.beginPath(); context.arc(dots[i].x, dots[i].y, dots[i].radius, 0, Math.PI * 2, false); context.fill(); context.closePath(); } } }); [/cc] Follow the whole Interactive Physics Animations via Javascript & Canvas series.

Interactive Physics Animations Javascript Canvas 06

Here we’re going to get more into the interactive programming on these dots. We started with one dot that was draggable. This update applies a drag/drop code to each dot object with some logic to keep track of which dot is being dragged. This is quite a bit different than accomplishing the same thing in flash. Flash lets us have visual objects, but here in javascript we have all these objects and they are drawn on the stage/canvas every “frame”. The elements once drawn really don’t have any properties. So we’re attaching mousedown, mouseup and mousemove events to the canvas. In flash we would be applying a click event to the objects themselves. On mousedown we check coordinates to see if we’ve clicked on any of the dots. We also need a variable to store which one is being clicked or dragged at the moment, and this is pretty easy since we set up earlier to have an array holding all our dots, we’ll just use the index of that dot. With mousemove we drag the dot that’s been clicked using that index value, and then mouseup we drop it. interactive physics animations via javascript & canvas | 06.

[cc lang=”javascript”]
$(function () {
var canvas, context, width, height, x, y, radius = 25, clickX, clickY, drag = false;

canvas = $(“#canvas”)[0];
context = canvas.getContext(“2d”);
var dots = new Array();
var drag_i = -1;

var this_dot = {};
for (var i=0; i < 5; i++){ var this_dot = { x: Math.random()*canvas.width, y: Math.random()*canvas.height, width:canvas.width, height: canvas.height, radius:25}; dots.push(this_dot); } draw(); $("#canvas").mousedown(function (event) { var dx, dy, dist; for (var i=0; i < dots.length; i++){ dx = event.pageX - this.offsetLeft - dots[i].x; dy = event.pageY - this.offsetTop - dots[i].y; dist = Math.sqrt(dx * dx + dy * dy); if(dist < radius) { drag = true; drag_i = i clickX = dx; clickY = dy; continue; } } }); $("#canvas").mouseup(function (event) { drag = false; drag_i = -1; }); $("#canvas").mousemove(function (event) { if(drag) { dots[drag_i].x = event.pageX - this.offsetLeft - clickX; dots[drag_i].y = event.pageY - this.offsetTop - clickY; draw(); } }); function draw() { context.clearRect(0, 0, canvas.width, canvas.height); for (var i=0; i < dots.length; i++){ context.beginPath(); context.arc(dots[i].x, dots[i].y, dots[i].radius, 0, Math.PI * 2, false); context.fill(); context.closePath(); } } }); [/cc] Follow the whole Interactive Physics Animations via Javascript & Canvas series.

Interactive Physics Animations Javascript Canvas 05

Now we’ll apply this object oriented programming to each dot and give them all random placement. interactive physics animations via javascript & canvas | 05.

[cc lang=”javascript”]
$(function () {
var canvas, context, width, height, x, y, radius = 25, clickX, clickY, drag = false;

canvas = $(“#canvas”)[0];
context = canvas.getContext(“2d”);
var dots = new Array();

var this_dot = {};
for (var i=0; i < 5; i++){ var this_dot = { x: Math.random()*canvas.width, y: Math.random()*canvas.height, width:canvas.width, height: canvas.height, radius:25}; dots.push(this_dot); } draw(); $("#canvas").mousedown(function (event) { var dx, dy, dist; dx = event.pageX - this.offsetLeft - this_dot.x; dy = event.pageY - this.offsetTop - this_dot.y; dist = Math.sqrt(dx * dx + dy * dy); if(dist < radius) { drag = true; clickX = dx; clickY = dy; } else { drag = false; } }); $("#canvas").mouseup(function (event) { drag = false; }); $("#canvas").mousemove(function (event) { if(drag) { this_dot.x = event.pageX - this.offsetLeft - clickX; this_dot.y = event.pageY - this.offsetTop - clickY; draw(); } }); function draw() { context.clearRect(0, 0, canvas.width, canvas.height); for (var i=0; i < dots.length; i++){ context.beginPath(); context.arc(dots[i].x, dots[i].y, dots[i].radius, 0, Math.PI * 2, false); context.fill(); context.closePath(); } } }); [/cc] Follow the whole Interactive Physics Animations via Javascript & Canvas series.

Interactive Physics Animations Javascript Canvas 04

This time we won’t make the canvas any different visually, it’s more just cleaning up the code. We’re making the circle into a dot object, then later it will be easier to keep track of it (and any others). interactive physics animations via javascript & canvas | 04.

[cc lang=”javascript”]
$(function () {
var canvas, context, width, height, x, y, radius = 25, clickX, clickY, drag = false;

canvas = $(“#canvas”)[0];
context = canvas.getContext(“2d”);

var this_dot = {
x: Math.random()*canvas.width/5,
y: Math.random()*canvas.height/5,
width:canvas.width,
height: canvas.height,
radius:25};

draw();

$(“#canvas”).mousedown(function (event) {
var dx, dy, dist;
dx = event.pageX – this.offsetLeft – this_dot.x;
dy = event.pageY – this.offsetTop – this_dot.y;
dist = Math.sqrt(dx * dx + dy * dy);
if(dist < radius) { drag = true; clickX = dx; clickY = dy; } else { drag = false; } }); $("#canvas").mouseup(function (event) { drag = false; }); $("#canvas").mousemove(function (event) { if(drag) { this_dot.x = event.pageX - this.offsetLeft - clickX; this_dot.y = event.pageY - this.offsetTop - clickY; draw(); } }); function draw() { context.clearRect(0, 0, canvas.width, canvas.height); context.beginPath(); context.arc(this_dot.x, this_dot.y, this_dot.radius, 0, Math.PI * 2, false); context.arc(this_dot.x*2, this_dot.y*2, this_dot.radius, 0, Math.PI * 2, false); context.arc(this_dot.x*3, this_dot.y*3, this_dot.radius, 0, Math.PI * 2, false); context.arc(this_dot.x*4, this_dot.y*4, this_dot.radius, 0, Math.PI * 2, false); context.arc(this_dot.x*5, this_dot.y*5, this_dot.radius, 0, Math.PI * 2, false); context.arc(this_dot.x*6, this_dot.y*6, this_dot.radius, 0, Math.PI * 2, false); context.fill(); } }); [/cc] Follow the whole Interactive Physics Animations via Javascript & Canvas series.

Interactive Physics Animations Javascript Canvas 02

Adding more circles, each a multiple of the first circle’s coordinates. I like the effect of having them all move in unison. Ceck the source: interactive physics animations via javascript & canvas | 02

[cc lang=”javascript”]
$(function () {
var canvas, context, width, height, x, y, radius = 25, clickX, clickY, drag = false;

canvas = $(“#canvas”)[0];
context = canvas.getContext(“2d”);
width = canvas.width;
height = canvas.height;
x = width / 2;
y = height / 2;
draw();

$(“#canvas”).mousedown(function (event) {
var dx, dy, dist;
dx = event.pageX – this.offsetLeft – x;
dy = event.pageY – this.offsetTop – y;
dist = Math.sqrt(dx * dx + dy * dy);
if(dist < radius) { drag = true; clickX = dx; clickY = dy; } else { drag = false; } }); $("#canvas").mouseup(function (event) { drag = false; }); $("#canvas").mousemove(function (event) { if(drag) { x = event.pageX - this.offsetLeft - clickX; y = event.pageY - this.offsetTop - clickY; draw(); } }); function draw() { context.clearRect(0, 0, width, height); context.beginPath(); context.arc(x, y, radius, 0, Math.PI * 2, false); context.arc(x*2, y*2, radius, 0, Math.PI * 2, false); context.arc(x*3, y*3, radius, 0, Math.PI * 2, false); context.arc(x*4, y*4, radius, 0, Math.PI * 2, false); context.arc(x*5, y*5, radius, 0, Math.PI * 2, false); context.arc(x*6, y*6, radius, 0, Math.PI * 2, false); context.fill(); } }); [/cc]

Interactive Generative Art Series – 08 – multiple lines scalable


Well, so much for blogging each step in my process of creating this generative art series. I took a few steps in this iteration since the last one. But it was all in the spirit of one step. First I wanted to abstract the duplication of each ball/line so that it didn’t require copying blocks of code for each one. The obvious route is to have a var that designates the number of balls which will draw lines, and then loop through creating the desired number and then in the loop function that is executed each frame loop through them again and draw new lines for each one. This was pretty simple, in the end, and I ended up adding quite a few variables to differentiate each line for the others in line width, color variation and position. I also added a few function to help with calculations and updated the alpha values of the lines. The normalize, interpolate and map functions I acquired long ago from kp here, go there to hear his explanation which is much better than any attempt I could make. Thanks Keith!



Then, I had the task of making it more manageable and scalable. Before these edits, the framerate would sink to around 6 in the first 10 seconds of running with more than 3 lines. After some research it seemed the performance suffered mainly because the graphics drawn with transparency had to figure every single line on the stage to determine it’s color values and flash doesn’t do that too efficiently. So the solution was to use the bitmap and bitmapdata objects. Every frame I copy what has been drawn on the stage into a bitmapdata objects and set it to display on the stage instead. This essentially lets flash calculate the alpha values for each line once and then copy it as simple pixel data for later frames. It happens every frame and is in the flush function. It worked better than I had hoped. I could ramp up the number of lines to 40 and still not see any frame rate slowdown in FPS.

08 multiple lines scalable, play here

Please visit the blog article to view this interactive flash content. Flash plug-in required: Get Adobe Flash player

08 multiple lines scalable, another instance

Please visit the blog article to view this interactive flash content. Flash plug-in required: Get Adobe Flash player

actionscript source code

[cc lang=”actionscript”]
var balls:Array = new Array(); // array of ball objects – each ball object stores it’s own position (current & previous), acceleration, etc
var num_balls:int = 0;
var total_balls:int = 12;
var canvas:Sprite = new Sprite();
this.addChild(canvas);

//copy the graphics on stage to a bitmap, then next frame draw on it.
var bitmapcanvasdata:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0x000000);
//draw stage to bitmap
bitmapcanvasdata.draw(canvas);
var bitmapcanvas:Bitmap = new Bitmap(bitmapcanvasdata);
//put bitmap on stage
this.addChild(bitmapcanvas);

function createBall():void{
var ball_o:Object = new Object();

var ball:Sprite = new Sprite();
ball.graphics.beginFill(0x000000, .5);
ball.graphics.drawCircle(0, 0, 3);
ball.graphics.endFill();
addChild(ball);
ball_o.ball = ball;

ball_o.x = randomRangeAxis(10);
ball_o.y = 0;
ball_o.ax = 0;
ball_o.ay = 0;
ball_o.oldx = ball_o.ball.x;
ball_o.oldy = ball_o.ball.y;
ball_o.gradientBoxMatrix = new Matrix();
ball_o.drift = randomRangeAxis(10);
ball_o.color_drift = Math.floor(randomRangeAxis(4)) * 1024;
ball_o.line_width_drift = randomRangeAxis(2);
balls.push(ball_o);
}

for (var i:int = 0; i < total_balls; i++){ createBall(); } var anchor:Sprite = new Sprite(); anchor.graphics.beginFill(0x333333, .6); anchor.graphics.drawCircle(0, 0, 12); anchor.graphics.endFill(); addChild(anchor); var div:Number = .1; var line_max_width:Number = 64; var line_min_width:Number = 1; var line_width:Number = randomRange(line_min_width, line_max_width); var line_width_velocity:Number = 0; var dampen:Number = 0.95; var anchorvx:Number = 0; var anchorvy:Number = 0; anchor.x = stage.stageWidth/2; anchor.y = stage.stageHeight/2; var colors:Object = new Object(); colors.r = 150; colors.g = 100; colors.b = 200; colors.rv = 0; colors.gv = 0; colors.bv = 0; colors.rd = 100; colors.gd = 150; colors.bd = 200; colors.rmin = randomRange(0, 30); //0 colors.rmax = randomRange(colors.rmin, colors.rmin + colors.rd); //100 colors.gmin = randomRange(0, 60); //100 colors.gmax = randomRange(colors.gmin, colors.gmin + colors.gd); //200 colors.bmin = randomRange(0, 50); //150 colors.bmax = randomRange(colors.bmin, colors.bmin + colors.bd); //250 colors.rate_of_change = 10; var color_first:Number = 0xFFFFFF; var color_second:Number = rgb2hex(colors.r, colors.g, colors.b); function loop (e:Event = null) { //anchor anchorvx += randomRangeAxis(10); anchorvy += randomRangeAxis(10); anchor.x += anchorvx; anchor.y += anchorvy; anchorvx *= dampen; anchorvy *= dampen; if(anchor.x > stage.stageWidth) anchor.x = 0 – anchor.width;
else if(anchor.x < 0 - anchor.width) anchor.x = stage.stageWidth; if(anchor.y > stage.stageHeight) anchor.y = 0 – anchor.height;
else if(anchor.y < 0 - anchor.height) anchor.y = stage.stageHeight; //linewidth line_width_velocity += randomRangeAxis(1); line_width += line_width_velocity; line_width_velocity *= dampen; if(line_width > line_max_width) {
line_width = line_max_width;
line_width_velocity = 0;
}
else if (line_width < line_min_width) { line_width = line_min_width; line_width_velocity = 0; } //color step color_step(); color_first = color_second; color_second = rgb2hex(colors.r, colors.g, colors.b); //loop through balls and draw lines for (var i:int = 0; i < total_balls; i++){ balls[i].oldx = balls[i].ball.x; balls[i].oldy = balls[i].ball.y; balls[i].ball.x -= balls[i].ax = (balls[i].ax + (balls[i].ball.x - (anchor.x + randomRangeAxis(line_width * balls[i].drift))) * div) * .9; balls[i].ball.y -= balls[i].ay = (balls[i].ay + (balls[i].ball.y - (anchor.y + randomRangeAxis(line_width * balls[i].drift))) * div) * .9; balls[i].dx = balls[i].x - balls[i].oldx; balls[i].dy = balls[i].y - balls[i].oldy; canvas.graphics.moveTo(balls[i].oldx, balls[i].oldy); canvas.graphics.lineStyle(randomRangeAxis(balls[i].line_width_drift,line_width), color_first, 1, true, LineScaleMode.NONE, CapsStyle.NONE); balls[i].gradientBoxMatrix.createGradientBox(Math.abs(balls[i].dx), Math.abs(balls[i].dy), Math.atan2(balls[i].dy,balls[i].dx), Math.min(balls[i].oldx, balls[i].ball.x), Math.min(balls[i].oldy, balls[i].ball.y)); canvas.graphics.lineGradientStyle(GradientType.LINEAR, [color_first + balls[i].color_drift, color_second + balls[i].color_drift], [map(line_width,line_max_width,line_min_width, .1, .9),map(line_width,line_max_width,line_min_width, .1, .9)], [0, 255], balls[i].gradientBoxMatrix); canvas.graphics.lineTo(balls[i].ball.x, balls[i].ball.y); } //copy graphics drawings to bitmapdata and clear graphics flush(); } function flush():void { //draw stage to bitmap bitmapcanvasdata.draw(canvas); //replace bitmapdata of bitmap bitmapcanvas.bitmapData = bitmapcanvasdata; //erase vectors on stage canvas.graphics.clear(); } this.addEventListener(Event.ENTER_FRAME, loop) function rgb2hex(r:Number, g:Number, b:Number):Number { return(r<<16 | g<<8 | b); } function color_step(){ colors.rv += randomRangeAxis(colors.rate_of_change); colors.r += colors.rv; colors.rv *= dampen; if (colors.r > colors.rmax) {
colors.r = colors.rmax;
} else if (colors.r < colors.rmin){ colors.r = colors.rmin; } colors.gv += randomRangeAxis(colors.rate_of_change); colors.g += colors.gv; colors.gv *= dampen; if (colors.g > colors.gmax) {
colors.g = colors.gmax;
} else if (colors.g < colors.gmin){ colors.g = colors.gmin; } colors.bv += randomRangeAxis(colors.rate_of_change); colors.b += colors.bv; colors.bv *= dampen; if (colors.b > colors.bmax) {
colors.b = colors.bmax;
} else if (colors.b < colors.bmin){ colors.b = colors.bmin; } } //random number between min and max function randomRange(max:Number, min:Number = 0):Number { return Math.random() * (max - min) + min; } //random number range centered at 0 with the specified max, randomRange(-max, max) function randomRangeAxis(max:Number, axis:Number = 0):Number { return Math.random() * (max * 2) - max + axis; } //normalize(value, min, max) takes a value within a given range and converts it to a number between 0 and 1 (actually it can be outside that range if the original value is outside its range). function normalize(value:Number, minimum:Number, maximum:Number):Number { return (value - minimum) / (maximum - minimum); } //interpolate(min, max, value) is linear interpolation. It takes a normalized value and a range and returns the actual value for the interpolated value in that range. function interpolate(normValue:Number, minimum:Number, maximum:Number):Number { return minimum + (maximum - minimum) * normValue; } //map(value, min1, max1, min2, max2) takes a value in a given range (min1, max1) and finds the corresonding value in the next range(min2, max2). function map(value:Number, min1:Number, max1:Number, min2:Number, max2:Number):Number { return interpolate( normalize(value, min1, max1), min2, max2); } [/cc]

download

Here’s the gen-art-08-multiple-lines-scalable.swf as well as the gen-art-08-multiple-lines-scalable.fla to download and explore. And as always if you’ve got ideas or suggestions, comment below. One thing I’m struggling with is that now although the experiment is truly generative, it’s no longer interactive.

Interactive Generative Art Series – 07 – multiple lines

gen-art-multi-lines 01gen-art-multi-lines 02gen-art-multi-lines 03

To make it more interesting and give more depth and texture to the display, I wanted to have more lines than one, so I’m now going with two for starters. Eventually I’d like to get up to a dozen or maybe even have them randomly self populate and die over time. Adding one more isn’t a whole lot of code, but it did require a bit of rearranging. I created a sprite container for each line, and then basically doubled any var used by one line for the other. When calculating the position for the second line I added a bit of randomness, so it wouldn’t be drawn in the exact same position of the first line. Plus, when drawing the second line I adjust the alpha/transparency a bit and the line width. A big issues that I notice right away is that the memory noticeably begins to suffer after a bit of drawing. After some investigation I determined it is (at least in part) the fact that the lines now have to blend with the lines below them with transparency. If I set the alpha properties in the lineGradientStyle to 1 and 1 the performance is much better. Any ideas of how to fix this? I’m guessing I should start investigating bitmap data.

07 multiline, play here

Please visit the blog article to view this interactive flash content. Flash plug-in required: Get Adobe Flash player

actionscript source code

[cc lang=”actionscript”]
var ball:Sprite = new Sprite();
ball.graphics.beginFill(0x000000, 1);
ball.graphics.drawCircle(0, 0, 10);
ball.graphics.endFill();
addChild(ball);
var ball2:Sprite = new Sprite();
ball2.graphics.beginFill(0x000000, 1);
ball2.graphics.drawCircle(0, 0, 5);
ball2.graphics.endFill();
addChild(ball2);

var balllines:Sprite = new Sprite();
addChild(balllines);
var ball2lines:Sprite = new Sprite();
addChild(ball2lines);

var anchor:Sprite = new Sprite();

anchor.graphics.beginFill(0x333333, .6);
anchor.graphics.drawCircle(0, 0, 12);
anchor.graphics.endFill();
addChild(anchor);

var div:Number = .1;
var line_max_width:Number = 64;
var line_min_width:Number = 1;
var line_width:Number = randomRange(line_min_width, line_max_width);
var line_width_velocity:Number = 0;
var dampen:Number = 0.95;

var ballax:Number = 0;
var ballay:Number = 0;
var oldx:Number = ball.x;
var oldy:Number = ball.y;
var ball2ax:Number = 0;
var ball2ay:Number = 0;
var old2x:Number = ball2.x;
var old2y:Number = ball2.y;

var anchorvx:Number = 0;
var anchorvy:Number = 0;

anchor.x = stage.stageWidth/2;
anchor.y = stage.stageHeight/2;
ball2.x = randomRangeAxis(10);
var gradientBoxMatrix:Matrix = new Matrix();

var colors:Object = new Object();
colors.r = 255;
colors.g = 255;
colors.b = 255;
colors.rv = 0;
colors.gv = 0;
colors.bv = 0;
colors.rmin = 150; //0
colors.rmax = 250; //100
colors.gmin = 0; //100
colors.gmax = 150; //200
colors.bmin = 0; //150
colors.bmax = 100; //250
colors.rate_of_change = 12;
var color_first:Number = 0xFFFFFF;
var color_second:Number = rgb2hex(colors.r, colors.g, colors.b);

function loop () {

oldx = ball.x;
oldy = ball.y;
old2x = ball2.x;
old2y = ball2.y;

anchorvx += randomRangeAxis(10);
anchorvy += randomRangeAxis(10);

anchor.x += anchorvx;
anchor.y += anchorvy;

anchorvx *= dampen;
anchorvy *= dampen;

if(anchor.x > stage.stageWidth) {
anchor.x = 0 – anchor.width;
}
else if(anchor.x < 0 - anchor.width) { anchor.x = stage.stageWidth; } if(anchor.y > stage.stageHeight) {
anchor.y = 0 – anchor.height;
}
else if(anchor.y < 0 - anchor.height) { anchor.y = stage.stageHeight; } ball.x -= ballax = (ballax + (ball.x - anchor.x) * div) * .9; ball.y -= ballay = (ballay + (ball.y - anchor.y) * div) * .9; ball2.x -= ball2ax = (ball2ax + (ball2.x - (anchor.x + randomRangeAxis(line_width * 2))) * div) * .9; ball2.y -= ball2ay = (ball2ay + (ball2.y - (anchor.y + randomRangeAxis(line_width * 2))) * div) * .9; line_width_velocity += randomRangeAxis(1); line_width += line_width_velocity; line_width_velocity *= dampen; if(line_width > line_max_width) {
line_width = line_max_width;
line_width_velocity = 0;
}
else if (line_width < line_min_width) { line_width = line_min_width; line_width_velocity = 0; } color_step(); color_first = color_second; color_second = rgb2hex(colors.r, colors.g, colors.b); var dx:Number = ball.x - oldx; var dy:Number = ball.y - oldy; balllines.graphics.lineStyle(line_width, color_first, (line_width+100-line_max_width)/100, true, LineScaleMode.NONE, CapsStyle.NONE); gradientBoxMatrix.createGradientBox(Math.abs(dx), Math.abs(dy), Math.atan2(dy,dx), Math.min(oldx, ball.x), Math.min(oldy, ball.y)); balllines.graphics.lineGradientStyle(GradientType.LINEAR, [color_first, color_second], [(line_width+100-line_max_width)/100,(line_width+100-line_max_width)/100], [0, 255], gradientBoxMatrix); balllines.graphics.lineTo(ball.x, ball.y); dx = ball2.x - old2x; dy = ball2.y - old2y; ball2lines.graphics.lineStyle(line_width/2, color_first, (line_width+100-line_max_width)/100, true, LineScaleMode.NONE, CapsStyle.NONE); gradientBoxMatrix.createGradientBox(Math.abs(dx), Math.abs(dy), Math.atan2(dy,dx), Math.min(old2x, ball2.x), Math.min(old2y, ball2.y)); ball2lines.graphics.lineGradientStyle(GradientType.LINEAR, [color_first + 3072, color_second + 3072], [((line_width/2)+100-line_max_width)/100,((line_width/2)+100-line_max_width)/100], [0, 255], gradientBoxMatrix); ball2lines.graphics.lineTo(ball2.x, ball2.y); } setInterval(loop, 1000/30); function rgb2hex(r:Number, g:Number, b:Number):Number { return(r<<16 | g<<8 | b); } function color_step(){ colors.rv += randomRangeAxis(colors.rate_of_change); colors.r += colors.rv; colors.rv *= dampen; if (colors.r > colors.rmax) {
colors.r = colors.rmax;
} else if (colors.r < colors.rmin){ colors.r = colors.rmin; } colors.gv += randomRangeAxis(colors.rate_of_change); colors.g += colors.gv; colors.gv *= dampen; if (colors.g > colors.gmax) {
colors.g = colors.gmax;
} else if (colors.g < colors.gmin){ colors.g = colors.gmin; } colors.bv += randomRangeAxis(colors.rate_of_change); colors.b += colors.bv; colors.bv *= dampen; if (colors.b > colors.bmax) {
colors.b = colors.bmax;
} else if (colors.b < colors.bmin){ colors.b = colors.bmin; } } //random number between min and max function randomRange(max:Number, min:Number = 0):Number { return Math.random() * (max - min) + min; } //random number range centered at 0 with the specified max, randomRange(-max, max) function randomRangeAxis(max:Number, axis:Number = 0):Number { return Math.random() * (max * 2) - max + axis; } [/cc]

download

Here’s the gen-art-07-multilines.swf as well as the gen-art-07-multilines.fla to download and tinker.

Interactive Generative Art Series – 06 – lineStyle

gen-art-06-linestyle-1gen-art-06-linestyle-2gen-art-06-linestyle-3

The last example in this series discussed getting the anchor to move in a way that our ball would paint more interesting and we worked on restricting the colors to a certain RGB range. This one is a very simple change, but has a pretty significant effect. We’re just editing the cap style of our lines in lineStyle. The default value we’ve been using so far is ROUND, but now if we test NONE the lines drawn will have no ends and basically be rectangles (since the width is so wide). This gets interesting especially when the path curves and we can see all the angles and corners exposed by the rectangles and it makes me think of a wooden snake toy (Wooden Wiggle Snake). I started playing around with the opacity or alpha property of the lines as well so that the flat ended lines would show better. What else would you toy with in here?

06 lineStyle, play here

Please visit the blog article to view this interactive flash content. Flash plug-in required: Get Adobe Flash player

actionscript source code

[cc lang=”actionscript”]
var ball:Sprite = new Sprite();
ball.graphics.beginFill(0x000000, 1);
ball.graphics.drawCircle(0, 0, 10);
ball.graphics.endFill();
addChild(ball);

var anchor:Sprite = new Sprite();

anchor.graphics.beginFill(0x333333, .6);
anchor.graphics.drawCircle(0, 0, 12);
anchor.graphics.endFill();
addChild(anchor);

var div:Number = .1;
var line_max_width:Number = 64;
var line_min_width:Number = 2;
var line_width:Number = randomRange(line_min_width, line_max_width);
var line_width_velocity:Number = 0;
var dampen:Number = 0.95;

var ballax:Number = 0;
var ballay:Number = 0;
var oldx:Number = ball.x;
var oldy:Number = ball.y;

var anchorvx:Number = 0;
var anchorvy:Number = 0;

anchor.x = stage.stageWidth/2;
anchor.y = stage.stageHeight/2;
var gradientBoxMatrix:Matrix = new Matrix();

var colors:Object = new Object();
colors.r = 255;
colors.g = 255;
colors.b = 255;
colors.rv = 0;
colors.gv = 0;
colors.bv = 0;
colors.rmin = 0;
colors.rmax = 150;
colors.gmin = 100;
colors.gmax = 200;
colors.bmin = 200;
colors.bmax = 250;
colors.rate_of_change = 12;
var color_first:Number = 0xFFFFFF;
var color_second:Number = rgb2hex(colors.r, colors.g, colors.b);

function loop () {

oldx = ball.x;
oldy = ball.y;

anchorvx += randomRangeAxis(10);
anchorvy += randomRangeAxis(10);

anchor.x += anchorvx;
anchor.y += anchorvy;

anchorvx *= dampen;
anchorvy *= dampen;

if(anchor.x > stage.stageWidth) {
anchor.x = 0 – anchor.width;
}
else if(anchor.x < 0 - anchor.width) { anchor.x = stage.stageWidth; } if(anchor.y > stage.stageHeight) {
anchor.y = 0 – anchor.height;
}
else if(anchor.y < 0 - anchor.height) { anchor.y = stage.stageHeight; } ball.x -= ballax = (ballax + (ball.x - anchor.x) * div) * .9; ball.y -= ballay = (ballay + (ball.y - anchor.y) * div) * .9; line_width_velocity += randomRangeAxis(1); line_width += line_width_velocity; line_width_velocity *= dampen; if(line_width > line_max_width) {
line_width = line_max_width;
line_width_velocity = 0;
}
else if (line_width < line_min_width) { line_width = line_min_width; line_width_velocity = 0; } color_step(); color_first = color_second; color_second = rgb2hex(colors.r, colors.g, colors.b); var dx:Number = ball.x - oldx; var dy:Number = ball.y - oldy; this.graphics.lineStyle(line_width, color_first, (line_width+100-line_max_width)/100, true, LineScaleMode.NONE, CapsStyle.NONE); gradientBoxMatrix.createGradientBox(Math.abs(dx), Math.abs(dy), Math.atan2(dy,dx), Math.min(oldx, ball.x), Math.min(oldy, ball.y)); this.graphics.lineGradientStyle(GradientType.LINEAR, [color_first, color_second], [(line_width+100-line_max_width)/100,(line_width+100-line_max_width)/100], [0, 255], gradientBoxMatrix); this.graphics.lineTo(ball.x, ball.y); } setInterval(loop, 1000/30); function rgb2hex(r:Number, g:Number, b:Number):Number { return(r<<16 | g<<8 | b); } function color_step(){ colors.rv += randomRangeAxis(colors.rate_of_change); colors.r += colors.rv; colors.rv *= dampen; if (colors.r > colors.rmax) {
colors.r = colors.rmax;
} else if (colors.r < colors.rmin){ colors.r = colors.rmin; } colors.gv += randomRangeAxis(colors.rate_of_change); colors.g += colors.gv; colors.gv *= dampen; if (colors.g > colors.gmax) {
colors.g = colors.gmax;
} else if (colors.g < colors.gmin){ colors.g = colors.gmin; } colors.bv += randomRangeAxis(colors.rate_of_change); colors.b += colors.bv; colors.bv *= dampen; if (colors.b > colors.bmax) {
colors.b = colors.bmax;
} else if (colors.b < colors.bmin){ colors.b = colors.bmin; } } //random number between min and max function randomRange(max:Number, min:Number = 0):Number { return Math.random() * (max - min) + min; } //random number range centered at 0 with the specified max, randomRange(-max, max) function randomRangeAxis(max:Number, axis:Number = 0):Number { return Math.random() * (max * 2) - max + axis; } [/cc]

download

Here’s the gen-art-06-linestyle.swf as well as the gen-art-06-linestyle.fla to download and tinker.

Reference

Interactive Generative Art Series – 05 – wild anchor

gen-art-05-wild-anchor-1gen-art-05-wild-anchor-2gen-art-05-wild-anchor-3

While in the previous step (Generative Art 04 Using a target other than the mouse) in this generative actionscript art tutorial series it was cool to see everything move on it’s very own, it seemed a bit slow or fake, or maybe just plain uninteresting. Tinkering with the color, I thought if we set a minimum and maximum value for each red green and blur we could control the colors a bit more and still let them be generative. Plus I wanted the anchor to move a bit more and thus paint the curves and lines in a more interesting fashion. To do this we ramp up the range of the change rate of the anchor velocity. I really enjoy this example because it is faster, so we get more of those sweeping arcs, but also when the anchor slows down we get some very delicate curves and twists. With just a couple changes from the last example (which frankly seemed a bit chaotic), now I’m starting to see for the first time how to set some controls in the code which will lead to a visually appealing and still randomly generative result.
gen-art-05-wild-anchor-4gen-art-05-wild-anchor-5gen-art-05-wild-anchor-6

For some reason I find it gratifying that the final swf is still a mere 2kb and change. Perhaps all this current focus on HD and 3D gives us the sense that to be good it needs to have a large footprint. Sometimes the magic or value is in how much you can accomplish with less (less is more)

05 Wild Anchor, play here

Please visit the blog article to view this interactive flash content. Flash plug-in required: Get Adobe Flash player

actionscript source code

[cc lang=”actionscript”]
var ball:Sprite = new Sprite();
ball.graphics.beginFill(0x000000, .5);
ball.graphics.drawCircle(0, 0, 5);
ball.graphics.endFill();
addChild(ball);

var anchor:Sprite = new Sprite();
anchor.graphics.beginFill(0x333333, .5);
anchor.graphics.drawCircle(0, 0, 12);
anchor.graphics.endFill();
addChild(anchor);

var div:Number = .1;
var line_max_width:Number = 48;
var line_min_width:Number = 1;
var line_width:Number = randomRange(line_min_width, line_max_width);
var line_width_velocity:Number = 0;
var dampen:Number = 0.95;

var ballax:Number = 0;
var ballay:Number = 0;
var oldx:Number = ball.x;
var oldy:Number = ball.y;

var anchorvx:Number = 0;
var anchorvy:Number = 0;

anchor.x = stage.stageWidth/2;
anchor.y = stage.stageHeight/2;

var colors:Object = new Object();
colors.r = 255;
colors.g = 255;
colors.b = 255;
colors.rv = 0;
colors.gv = 0;
colors.bv = 0;
colors.rmin = 150; //0
colors.rmax = 250; //100
colors.gmin = 0; //100
colors.gmax = 150; //200
colors.bmin = 0; //150
colors.bmax = 100; //250
colors.rate_of_change = 12;
var color_first:Number = 0xFFFFFF;
var color_second:Number = rgb2hex(colors.r, colors.g, colors.b);
var gradientBoxMatrix:Matrix = new Matrix();

function loop () {

oldx = ball.x;
oldy = ball.y;

anchorvx += randomRangeAxis(10);
anchorvy += randomRangeAxis(10);

anchor.x += anchorvx;
anchor.y += anchorvy;

anchorvx *= dampen;
anchorvy *= dampen;

if(anchor.x > stage.stageWidth) {
anchor.x = 0 – anchor.width;
}
else if(anchor.x < 0 – anchor.width) { anchor.x = stage.stageWidth; } if(anchor.y > stage.stageHeight) {
anchor.y = 0 – anchor.height;
}
else if(anchor.y < 0 – anchor.height) { anchor.y = stage.stageHeight; } ball.x -= ballax = (ballax + (ball.x – anchor.x) * div) * .9; ball.y -= ballay = (ballay + (ball.y – anchor.y) * div) * .9; line_width_velocity += randomRangeAxis(1); line_width += line_width_velocity; line_width_velocity *= dampen; if(line_width > line_max_width) {
line_width = line_max_width;
line_width_velocity = 0;
}
else if (line_width < line_min_width) {
line_width = line_min_width;
line_width_velocity = 0;
}

color_step();
color_first = color_second;
color_second = rgb2hex(colors.r, colors.g, colors.b);

var dx:Number = ball.x – oldx;
var dy:Number = ball.y – oldy;
this.graphics.lineStyle(line_width);
gradientBoxMatrix.createGradientBox(Math.abs(dx), Math.abs(dy), Math.atan2(dy,dx), Math.min(oldx, ball.x), Math.min(oldy, ball.y));
this.graphics.lineGradientStyle(GradientType.LINEAR, [color_first, color_second], [1,1], [0, 255], gradientBoxMatrix);
this.graphics.lineTo(ball.x, ball.y);
}

setInterval(loop, 1000/30);
function rgb2hex(r:Number, g:Number, b:Number):Number {
return(r<<16 | g<<8 | b); } function color_step(){ colors.rv += randomRangeAxis(colors.rate_of_change); colors.r += colors.rv; colors.rv *= dampen; if (colors.r > colors.rmax) {
colors.r = colors.rmax;
} else if (colors.r < colors.rmin){ colors.r = colors.rmin; } colors.gv += randomRangeAxis(colors.rate_of_change); colors.g += colors.gv; colors.gv *= dampen; if (colors.g > colors.gmax) {
colors.g = colors.gmax;
} else if (colors.g < colors.gmin){ colors.g = colors.gmin; } colors.bv += randomRangeAxis(colors.rate_of_change); colors.b += colors.bv; colors.bv *= dampen; if (colors.b > colors.bmax) {
colors.b = colors.bmax;
} else if (colors.b < colors.bmin){
colors.b = colors.bmin;
}
}
//random number between min and max
function randomRange(max:Number, min:Number = 0):Number {
return Math.random() * (max – min) + min;
}
//random number range centered at 0 with the specified max, randomRange(-max, max)
function randomRangeAxis(max:Number):Number {
return Math.random() * (max * 2) – max;
}

[/cc]

download

View the swf and get the fla source file.