Hold any key to fade previous development to black--essentially restarting the environment from the beginning.
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float e;
float s;
void setup() {
fullScreen();
background(0);
}
void draw() {
int x = width/2;
int y = height/2;
stroke (random(255),random(255),random(255),50);
strokeWeight(1);
line( random(2560), random(1440), random(2560), random(1440) );
line( random(2560), random(1440), random(2560), random(1440) );
line( random(2560), random(1440), random(2560), random(1440) );
line( random(2560), random(1440), random(2560), random(1440) );
line( random(2560), random(1440), random(2560), random(1440) );
line( random(2560), random(1440), random(2560), random(1440) );
fill(random(255),random(255),random(255));
ellipse(random(2560),random(1440),2,2);
ellipse(random(2560),random(1440),2,2);
ellipse(random(2560),random(1440),2,2);
ellipse(random(2560),random(1440),2,2);
ellipse(random(2560),random(1440),2,2);
ellipse(random(2560),random(1440),2,2);
fill(0,10);
ellipse(x,y,200,200);
ellipse(x,y+200,200,200);
ellipse(x,y+400,200,200);
ellipse(x,y-200,200,200);
ellipse(x,y-400,200,200);
ellipse(x-175,y-100,200,200);
ellipse(x+175,y-100,200,200);
ellipse(x-175,y+100,200,200);
ellipse(x+175,y+100,200,200);
ellipse(x+350,y-200,200,200);
ellipse(x-350,y+200,200,200);
ellipse(x+350,y+200,200,200);
ellipse(x-350,y-200,200,200);
noFill();
star(x,y,0,400,6);
triangle(x,y-200,x-175,y+100,x+175,y+100);
triangle(x,y+200,x-175,y-100,x+175,y-100);
triangle(x,y+400,x-175,y-100,x+175,y-100);
triangle(x,y-400,x-175,y+100,x+175,y+100);
triangle(x,y-400,x-347,y+200,x+347,y+200);
triangle(x,y+400,x-347,y-200,x+347,y-200);
triangle(x-347,y-200,x,y+200,x+175,y-100);
triangle(x+347,y+200,x,y-200,x-175,y+100);
triangle(x-347,y+200,x,y-200,x+175,y+100);
triangle(x+347,y-200,x,y+200,x-175,y-100);
translate(532,-544);
rotate(PI/6);
polygon(x,y,400,6);
polygon(x,y,200,6);
resetMatrix();
e = e + 20;
if (keyPressed == true) {
noStroke();
fill(0,10);
rect(0,0,2560,1440);
loop();
}
}
void polygon(float x, float y, float radius, int npoints) {
float angle = TWO_PI / npoints;
beginShape();
for (float a = 0 ; a < TWO_PI; a += angle) {
float sx = x + cos(a) * radius;
float sy = y + sin(a) * radius;
vertex(sx, sy);
}
endShape(CLOSE);
}
void star(float x, float y, float radius1, float radius2, int npoints) {
float angle = TWO_PI / npoints;
float halfAngle = angle/2.0;
beginShape();
for (float a = .525 ; a < TWO_PI; a += angle) {
float sx = x + cos(a) * radius2;
float sy = y + sin(a) * radius2;
vertex(sx, sy);
sx = x + cos(a+halfAngle) * radius1;
sy = y + sin(a+halfAngle) * radius1;
vertex(sx, sy);
}
endShape(CLOSE);
}