Created
January 2, 2015 21:23
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Cinder Baic Animation
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| #include "cinder/app/AppNative.h" | |
| #include "cinder/gl/gl.h" | |
| #include "cinder/Rand.h" | |
| #define CIRCLE_COUNT 100; | |
| using namespace ci; | |
| using namespace ci::app; | |
| using namespace std; | |
| class BasicAnimationApp : public AppNative { | |
| public: | |
| void setup(); | |
| void mouseDown( MouseEvent event ); | |
| void update(); | |
| void draw(); | |
| void prepareSettings(Settings *settings); | |
| Vec2f currentPos [CIRCLE_COUNT]; | |
| Vec2f targetPos [CIRCLE_COUNT]; | |
| float rad [CIRCLE_COUNT]; | |
| }; | |
| void BasicAnimationApp::prepareSettings(Settings *settings){ | |
| settings->setWindowSize(800,600); | |
| settings->setFrameRate(60); | |
| } | |
| void BasicAnimationApp::setup() | |
| { | |
| for (int i = 0; i<CIRCLE_COUNT; i++){ | |
| currentPos[i].x = Rand::randFloat(0, getWindowWidth()); | |
| currentPos[i].y = Rand::randFloat(0, getWindowHeight()); | |
| targetPos[i].x = Rand::randFloat(0, getWindowWidth()); | |
| targetPos[i].y = Rand::randFloat(0, getWindowHeight()); | |
| rad[i] = Rand::randFloat(5,25); | |
| } | |
| } | |
| void BasicAnimationApp::mouseDown( MouseEvent event ) | |
| { | |
| } | |
| void BasicAnimationApp::update() | |
| { | |
| Vec2f difference; | |
| for (int i =0; i < CIRCLE_COUNT; i ++){ | |
| difference = targetPos[i] - currentPos[i]; | |
| difference *= 0.98f; | |
| currentPos[i] = targetPos[i] - difference; | |
| if (currentPos[i].distance(targetPos[i]) < 1.0f){ | |
| targetPos[i].x = Rand::randFloat(0, getWindowWidth()); | |
| targetPos[i].y = Rand::randFloat(0, getWindowHeight()); | |
| } | |
| } | |
| } | |
| void BasicAnimationApp::draw() | |
| { | |
| // clear out the window with black | |
| gl::clear( Color( 0, 0, 0 ) ); | |
| for (int i = 0; i < CIRCLE_COUNT; i++){ | |
| gl::drawSolidCircle(currentPos[i],rad[i]); | |
| } | |
| } | |
| CINDER_APP_NATIVE( BasicAnimationApp, RendererGl ) |
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