Making KeyboardSpringyCircles, MouseSpringyCircles and KeyboardBouncingCircleGrid

My first Reactickle for today was KeyboardSpringyCircles, which can be seen at 2:31 on the video that Wendy shot:

I started by duplicating KeyboardScalingCircleGrid, then creating a new SpringyCircle object:

function SpringyCircle(){ //SpringyCircle object
 var circleMinRadius = 100;
 var circleMaxRadius = 200;
 this.colour = color(random(100),50,100,50);; //random hue, saturation 50%, brightness 100%, alpha 50%
 this.radius = random(circleMinRadius,circleMaxRadius);
 this.position = createVector(random(windowWidth)/windowWidth,random(windowHeight)/windowHeight);

// Spring simulation from https://p5js.org/examples/simulate-spring.html
 // Spring simulation constants
 this.M = 0.8; // Mass
 this.K = 0.2; // Spring constant
 this.D = 0.92; // Damping
 this.R = this.position.y; // Rest position

// Spring simulation variables
 //this.ps = R, // Position, not needed as we have this.position.y
 this.vs = 0.0, // Velocity
 this.as = 0, // Acceleration
 this.f = 0; // Force

this.display = function(){
 this.spring();
 var translatedX = this.position.x * windowWidth;
 var translatedY = this.position.y * windowHeight;
 fill(this.colour);
 ellipse(translatedX, translatedY, this.radius, this.radius);
 }

this.spring = function(){
 // Update the spring position
 this.f = -this.K * ( this.position.y - this.R ); // f=-ky
 this.as = this.f / this.M; // Set the acceleration, f=ma == a=f/m
 this.vs = this.D * (this.vs + this.as); // Set the velocity
 this.position.y = this.position.y + this.vs; // Updated position

if (abs(this.vs) < 0.1) {
 this.vs = 0.0;
 }
 }

this.moveSpring = function(){ //move the position of the spring a bit
 this.position.y += 0.2; //move a 5th of the screen down
 }
}

As noted in the source code comments, the spring simulation was based on the spring p5.js example. Once I had the circles randomly generating their position, colour and radius, I had to add the interaction – springing if a key was pressed within their area:

function keyTyped(){
 var lowerCaseKey = key.toLowerCase(); //key is a system variable via https://p5js.org/reference/#/p5/key, toLowerCase via http://www.w3schools.com/jsref/jsref_tolowercase.asp

if(allTheKeys.includes(lowerCaseKey)){
 //if the key is a valid one, circles nearby should react
 var positionOfKey = getCanvasPositionFromKey(lowerCaseKey);
 var positionOfKeyInPixels = createVector(positionOfKey.x * windowWidth, positionOfKey.y * windowHeight);

for (var i = 0; i < springyCircles.length; i++) {
 //for all the springyCircles
 var positionOfCircleInPixels = createVector(springyCircles[i].position.x * windowWidth, springyCircles[i].position.y * windowHeight);
 var radiusOfCircle = springyCircles[i].radius;
 var distanceBetweenKeyAndCircle = dist(positionOfKeyInPixels.x, positionOfKeyInPixels.y, positionOfCircleInPixels.x, positionOfCircleInPixels.y);

if(distanceBetweenKeyAndCircle < radiusOfCircle){
 //if the key is under the springy circle, then spring/move it
 springyCircles[i].moveSpring();
 }

}
 }

return false; //https://p5js.org/reference/#/p5/keyTyped preventing default behaviour
}

Try the KeyboardSpringyCircles demo.

I wanted this to work with mouse clicks and touches on mobile, so I quickly created MouseSpringyCircles, which swapped the above keyboard code for a mouse or touch interaction:

function checkIfCirclesShouldSpring(){
 for (var i = 0; i < springyCircles.length; i++) {
 //for all the springyCircles
 var positionOfCircleInPixels = createVector(springyCircles[i].position.x * windowWidth, springyCircles[i].position.y * windowHeight);
 var distanceBetweenMouseAndCircle = dist(mouseX, mouseY, positionOfCircleInPixels.x, positionOfCircleInPixels.y); //https://p5js.org/reference/#/p5/dist

if(distanceBetweenMouseAndCircle < (springyCircles[i].radius)){ //this is resulting in a bug - radius/2 works properly, but why isn't radius alone giving the correct interaction?
 //if the mouse is under the springy circle, then spring/move it
 springyCircles[i].moveSpring();
 }

}
}

function touchMoved(){
 checkIfCirclesShouldSpring();
 return false; //https://p5js.org/reference/#/p5/touchMoved
}

function mouseReleased(){
 checkIfCirclesShouldSpring();
}

function keyTyped(){
 var lowerCaseKey = key.toLowerCase(); //key is a system variable via https://p5js.org/reference/#/p5/key, toLowerCase via http://www.w3schools.com/jsref/jsref_tolowercase.asp

return false; //https://p5js.org/reference/#/p5/keyTyped preventing default behaviour
}

Try the MouseSpringyCircles demo.

As noted in the source code, there is a bug on selection of circles which I am going to come back to tomorrow.

The last of the three Reactickles that I wanted to port was KeyboardBouncingCircleGrid, which I made by combining KeyboardSpringyCircles with the previously created KeyboardScalingCircleGrid.

Try the KeyboardBouncingCircleGrid demo.

 

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