Created
April 12, 2013 15:47
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Processing stickman
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// Code for a walking stickman | |
// by geotheory.co.uk (2013) | |
Stickman Stanley; | |
int grnd; | |
void setup() { | |
size(200, 200); | |
grnd = height-20; | |
frameRate(30); | |
smooth(); | |
Stanley = new Stickman(30); | |
} | |
void draw() { | |
background (200); | |
translate (width/2, grnd); | |
line (-width, 0, width, 0); | |
fill(0); | |
Stanley.stickman(); | |
} | |
class Stickman { | |
int start = int(random(360)); | |
float t, tk, tf0, tf1, tw; | |
float unit = 20; | |
Knee[] knees = new Knee[2]; | |
Foot[] feet = new Foot[2]; | |
Elbow[] elbows = new Elbow[2]; | |
Hand[] hands = new Hand[2]; | |
Stickman(float UNIT) { | |
for (int i=0; i<2; i++) { | |
knees[i] = new Knee(i); | |
feet[i] = new Foot(i); | |
elbows[i] = new Elbow(i); | |
hands[i] = new Hand(i); | |
} | |
unit = UNIT; | |
} | |
void stickman() { | |
strokeWeight(2); | |
t = (frameCount + start)%360; | |
tk = sin (radians(t * 8)); | |
tf0 = sin (radians((t+12) * 8)); | |
tf1 = sin (radians((t-12) * 8)); | |
tw = sin (radians((t+82) * 16)); | |
pushMatrix(); | |
translate(0, tw*2); | |
pushMatrix(); | |
translate (0, -unit * 4.5); | |
ellipse (0, 0, unit, unit); | |
translate (0, unit * 0.5); | |
for (Elbow e:elbows) e.move(); | |
line (0, 0, 0, unit * 1.7); | |
translate (0, unit * 1.7); | |
for (Knee k:knees) k.move(); | |
popMatrix (); | |
popMatrix (); | |
strokeWeight(1); | |
} | |
class Knee { | |
int id, dir; | |
PVector p = new PVector(); | |
Knee(int i) { | |
id = i; | |
if (i==0) dir = 1; | |
else dir = -1; | |
} | |
void move() { | |
float angle = dir * radians(30*tk); | |
pushMatrix (); | |
rotate(angle); | |
line(0, 0, 0, unit*1.15); | |
translate (0, unit*1.15); | |
feet[id].move(); | |
popMatrix (); | |
} | |
} | |
class Foot { | |
float angle; | |
int dir; | |
PVector p = new PVector(); | |
Foot(int i) { | |
if (i==0) dir = 1; | |
else dir = -1; | |
} | |
void move() { | |
if (dir==-1) angle = radians(30*tf0 + 25); | |
else angle = radians(30*tf1 + 25); | |
pushMatrix(); | |
rotate(angle); | |
line(0, 0, 0, unit*1.15); | |
popMatrix(); | |
} | |
} | |
class Elbow { | |
int id, dir; | |
PVector p = new PVector(); | |
Elbow(int i) { | |
id = i; | |
if (i==0) dir = 1; | |
else dir = -1; | |
} | |
void move() { | |
float angle = -dir * radians(30*tk); | |
pushMatrix (); | |
rotate(angle); | |
line(0, 0, 0, unit*1.1); | |
translate (0, unit*1.1); | |
hands[id].move(); | |
popMatrix (); | |
} | |
} | |
class Hand { | |
float angle; | |
int dir; | |
PVector p = new PVector(); | |
Hand(int i) { | |
if (i==0) dir = 1; | |
else dir = -1; | |
} | |
void move() { | |
if (dir==-1) angle = -radians(30*tf0 + 25); | |
else angle = -radians(30*tf1 + 25); | |
pushMatrix(); | |
rotate(angle); | |
line(0, 0, 0, unit*1.1); | |
popMatrix(); | |
} | |
} | |
} |
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