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Trail
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Trail
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class Trail { // this class holds the properties of the animations based on moves in the chess game
float twixt, split; // explained fully at NB: Variables (above coords() method)
float x, y, x1, y1, z; // explained fully at NB: Variables (above coords() method)
float endpoint, endx, endy; // explained fully at NB: Variables (above coords() method)
float linespeed = -1; // move animation speed
float picky = int(random(5)); // just a random variable
float opacity = 12; // variable for specifying transparency
Trail(float[] start, float[] end, int tempZ) {
x = start[0]; // unpacking start point X-axis coordinate
y = start[1]; // unpacking start point Y-axis coordinate
x1 = end[0]; // unpacking end point X-axis coordinate
y1 = end[1]; // unpacking end point Y-axis coordinate
z = tempZ; // player information (white = 1 | black = 0)
}
/* NB: Variables
x,y = start coordinates
x1,y1 = end coordinates
z = player information (white = 1 | black = 0)
>>>twixt, split, endpoint: used only to compute vertical & horizontal movements
>>ONLY one of either x OR y axis will need incrementation to produce animation in vertical & horizontal movements
>twixt: holds distance between start & end points
>split: holds value that will be compared to twixt to determine direction
>endpoint: holds value of the endpoint
*/
void coords() { // method for preparing animations
twixt = dist(x, y, x1, y1); // distance between start & end point
if (x == x1 && (y > y1)) { // defining upward (vertical) movement [N]
endpoint = y;
split = y;
} else if (x == x1 && (y < y1)) { // defining downward (vertical) movement [S]
endpoint = y;
split = y;
twixt = -twixt;
linespeed = -linespeed;
} else if (y == y1 && (x < x1)) { // defining forward (horizontal) movement [E]
endpoint = x;
split = x;
linespeed = -linespeed;
} else if (y == y1 && (x > x1)) { // defining backward (horizontal) movement [W]
endpoint = x;
split = x;
twixt = -twixt;
} else { // defining diagonal movement
endx = x;
endy = y;
}
}
/*
>>>VARIOUS ANIMATION PATTERNS
This is where we have fun and create whatever kind of patterns we can think of.
Whatever we choose simply needs to use X,Y parameters from the game.
*/
void lightTrail(float tempXa, float tempYa) { // START function for LIGHT move animations
float x1 = tempXa;
float y1 = tempYa;
if (picky == 1) { // some random colors
fill(random(225, 235), 0, 0, opacity); // random red
} else if (picky == 2) {
fill(random(250, 260), random(215, 225), 0, opacity); // random yellow
} else if (picky == 3) {
fill(random(30, 40), random(165, 175), random(215, 225), opacity); // random blue
} else {
fill(random(0, 10), random(165, 175), random(0, 10), opacity); // random green
}
noStroke();
ellipse(x1, y1, 33, 33); // ellipse animation represents moves
} // END function for LIGHT animation moves
void darkTrail(float tempXa, float tempYa) { // START function for DARK move animations
float x1 = tempXa;
float y1 = tempYa;
fill(0, opacity); // total black with some transparency
noStroke();
ellipse(x1, y1, 33, 33); // ellipse animation represents moves
} // END function for DARK animation moves
void burst1(float tempXb, float tempYb) { // START extra animations 1
float x1 = tempXb;
float y1 = tempYb;
color filler1 = color(255, 100);
fill(filler1);
ellipse(x1 + random(20) - 10, y1 + random(20) - 10, 10, 10); // ellipse randomly offset from X,Y parameters
stroke(random(255), random(235), random(25)); // random colors
strokeWeight(5);
point(x1 + random(24) - 12, y1 + random(24) - 12); // pixel point randomly offset from X,Y parameters
} // END extra animations 1
void burst2(float tempXb, float tempYb) { // START extra animations 2
float x1 = tempXb;
float y1 = tempYb;
color filler1 = color(25, 100);
fill(filler1);
ellipse(x1 + random(20) - 10, y1 + random(20) - 10, 10, 10); // ellipse randomly offset from X,Y parameters
if (picky == 1) { // some random colors
stroke(random(225, 235), 0, 0); // random red
} else if (picky == 2) {
stroke(random(250, 260), random(215, 225), 0); // random yellow
} else if (picky == 3) {
stroke(random(30, 40), random(165, 175), random(215, 225)); // random blue
} else {
stroke(random(0, 10), random(165, 175), random(0, 10)); // random green
}
strokeWeight(5);
point(x1 + random(24) - 12, y1 + random(24) - 12); // pixel point randomly offset from X,Y parameters
} // END extra animations 2
void trailPattern1(float tempX4, float tempY4) { // placing basic animations in a function
float x4 = tempX4;
float y4 = tempY4;
if (z == 1) { // LIGHT player animations
lightTrail(x4, y4);
burst1(x4, y4);
} else { // DARK player animations
darkTrail(x4, y4);
burst2(x4, y4);
}
}
void squarespray(int spray) { // some abstract atmospheric animations
strokeWeight(1);
point(endx*1.1 + sin(spray) * opacity, endy*1.1 - spray);
}
void trailPatterns(float coordX, float coordY) { // START all animation patterns in a FINAL function
for (int i = 0; i < twixt; i += 6) { // just random and abstract
squarespray(i);
}
trailPattern1(coordX, coordY); // basic animations (lightTrail, darkTrail, burst1, burst2)
for (int i = 0; i < twixt; i++) { // random colors to [accidentally] disturb defined colors
if (picky == 1) {
stroke(random(225, 235), 0, 0); // random red
} else if (picky == 2) {
stroke(random(250, 260), random(215, 225), 0); // random yellow
} else if (picky == 3) {
stroke(random(30, 40), random(165, 175), random(215, 225)); // random blue
} else if (picky == 4) {
stroke(random(0, 10), random(165, 175), random(0, 10)); // random green
}
}
} // END all animation patterns in a FINAL function
void marktrail() { // method for animations
// defining animation movements
if (y == y1) { // defining [E] & [W] (horizontal) movements
if (endpoint != split + twixt) {
trailPatterns(endpoint, y1);
endpoint += linespeed;
}
} else if (x == x1) { // defining [N] & [S] (vertical) movements
if (endpoint != split - twixt) {
trailPatterns(x1, endpoint);
endpoint += linespeed;
}
} else if ((x1 - x) == 80 && (y - y1) == 160) { // defining long [NE] (diagonal) movement -KNIGHT
if (endx != x1 && (endy != y1)) {
trailPatterns(endx, endy);
endx -= linespeed;
endy += linespeed * 2;
}
} else if ((x1 - x) == -80 && (y - y1) == -160) { // defining long [SW] (diagonal) movement -KNIGHT
if (endx != x1 && (endy != y1)) {
trailPatterns(endx, endy);
endx += linespeed;
endy -= linespeed * 2;
}
} else if ((x1 - x) == -160 && (y - y1) == -80) { // defining short [SW] (diagonal) movement -KNIGHT
if (endx != x1 && (endy != y1)) {
trailPatterns(endx, endy);
endx += linespeed * 2;
endy -= linespeed;
}
} else if ((x1 - x) == 160 && (y - y1) == 80) { // defining short [NE] (diagonal) movement -KNIGHT
if (endx != x1 && (endy != y1)) {
trailPatterns(endx, endy);
endx -= linespeed * 2;
endy += linespeed;
}
} else if ((x1 - x) == 160 && (y - y1) == -80) { // defining short [SE] (diagonal) movement -KNIGHT
if (endx != x1 && (endy != y1)) {
trailPatterns(endx, endy);
endx -= linespeed * 2;
endy -= linespeed;
}
} else if ((x1 - x) == -160 && (y - y1) == 80) { // defining short [NW] (diagonal) movement -KNIGHT
if (endx != x1 && (endy != y1)) {
trailPatterns(endx, endy);
endx += linespeed * 2;
endy += linespeed;
}
} else if ((x1 - x) == 80 && (y - y1) == -160) { // defining long [SE] (diagonal) movement -KNIGHT
if (endx != x1 && (endy != y1)) {
trailPatterns(endx, endy);
endx -= linespeed;
endy -= linespeed * 2;
}
} else if ((x1 - x) == -80 && (y - y1) == 160) { // defining long [NW] (diagonal) movement -KNIGHT
if (endx != x1 && (endy != y1)) {
trailPatterns(endx, endy);
endx += linespeed;
endy += linespeed * 2;
}
} else if (x < x1 && y > y1) { // defining [NE] (diagonal) movement
if (endx != x1 && (endy != y1)) {
trailPatterns(endx, endy);
endx -= linespeed;
endy += linespeed;
}
} else if (x > x1 && y < y1) { // defining [SW] (diagonal) movement
if (endx != x1 && (endy != y1)) {
trailPatterns(endx, endy);
endx += linespeed;
endy -= linespeed;
}
} else if (x > x1 && y > y1) { // defining [NW] (diagonal) movement
if (endx != x1 && (endy != y1)) {
trailPatterns(endx, endy);
endx += linespeed;
endy += linespeed;
}
} else if (x < x1 && y < y1) { // defining [SE] (diagonal) movement
if (endx != x1 && (endy != y1)) {
trailPatterns(endx, endy);
endx -= linespeed;
endy -= linespeed;
}
}
// START animation reset
if (endx == x1 || endy == y1) {
endx = x;
endy = y;
opacity -= 0.1;
if (opacity <= 0) {
opacity = 24;
}
} else if (endpoint == x1) {
endpoint = x;
opacity -= 0.1;
if (opacity <= 0) {
opacity = 24;
}
} else if (endpoint == y1) {
endpoint = y;
opacity -= 0.1;
if (opacity <= 0) {
opacity = 24;
}
} // END animation reset
}
}