CJ Walsh – Project 11 – Generative Landscape

sketch

// CJ Walsh 
// Section D
// cjwalsh@andrew.cmu.edu
// Project 11 


// establishing variables for movement of environment 
var oceanFloor = 0.002;
var oceanFloorSpeed = 0.0001;

var surface = 0.0008;
var surfaceSpeed = 0.0006;

var seaweed = 1;
var seaweedSpeed = 0.0005;

var coral = 0.06;
var coralSpeed = 0.0003;

var fish = [];
var fishNum = 20;


function setup() {
    createCanvas(480, 480);
    background(220);
    for (i=0; i<fishNum; i++) {
        f = makeFish(width+random(10, 100));
        fish.push(f);
    }

}

function draw() {
	background('#A5F9F5');
	drawNoise();
    drawFishy();
    updateFish();

}
// remove old fish and add new fish 
function updateFish() {
    keepFish = [];
    for (i=0; i<fishNum; i++) {
        f = fish[i];
        if (f.x > 0-f.bodyW) {
            keepFish.push(f);
        }
        else {
            keepFish.push(makeFish(width+50));
        }
    }
    fish = keepFish;
}

// draw the fish
function drawFishy() {
    for (i=0; i<fishNum; i++) {
        fish[i].move();
        fish[i].display();
    }
}
// drawing environment 
function drawNoise() {


	// Surface
	beginShape(); 
    fill('#516FCE');
    noStroke();
    vertex(0, height);

    
    for (var x = 0; x < width; x++) {
        var t = (x * surface) + (millis() * surfaceSpeed);
        var y = map(noise(t * 0.5), 0, 1, 0, 100);
        vertex(x, y); 
    }
    vertex(width, height);
    endShape();

    // coral
    beginShape(); 
    fill('#425689');
    noStroke();
    vertex(0, height);

    for (var x = 0; x < width; x++) {
        var t = (x * coral) + (millis() * coralSpeed);
        var y = map(noise(t * 0.5), 0, 1, 250, 300);
        vertex(x, y); 
    }
    vertex(width, height);
    endShape();

    // Seaweed
	beginShape(); 
    fill('#3E7C6A');
    noStroke();
    vertex(0, height);

    for (var x = 0; x < width; x++) {
        var t = (x * seaweed) + (millis() * seaweedSpeed);
        var y = map(noise(t * 0.5), 0, 1, 250, 480);
        vertex(x, y); 
    }
    vertex(width, height);
    endShape();

    
    // ocean floor
	beginShape(); 
    fill('#E5D9A8');
    noStroke();
    vertex(0, height);
    
    for (var x = 0; x < width; x++) {
        var t = (x * oceanFloor) + (millis() * oceanFloorSpeed);
        var y = map(noise(t * 0.5), 0, 1, 350, 480);
        vertex(x, y); 
    }
    vertex(width, height);
    endShape();

}
// creating an object for the fish 
function makeFish(fishlx) {
    var fsh = {x: fishlx, 
               y: random(height-350, height-50),
               bodyW: random(30, 50),
               bodyH: random(15, 40),
               speed: random(-2, -0.5),
               tail: random(15, 20),
               fColor: [random(0,255), random(0,255), random(0,255)],
               move: fishMove,
               display: fishDisplay
           }
        return fsh;
}

// displaying the fish
function fishDisplay() {
    fill(this.fColor);
    noStroke();
    tx = this.x + this.bodyW/3;
    // drawing fish tail
    triangle(tx, this.y, tx+this.tail, this.y+this.tail/2, 
        tx+this.tail, this.y-this.tail/2);
    // drawing fish body
    ellipse(this.x, this.y, this.bodyW, this.bodyH);
    // drawing fish eye
    fill(0);
    ellipse(this.x-this.bodyW/4, this.y-this.bodyH/4, 4, 4);
}

// moving the fish across canvas 
function fishMove() {
    this.x += this.speed;
}

This project was super fun to make. The idea I started out with was wanting to create an underwater scene with fish and seaweed. Using noise, I was able to create the forms for the waterline, the ocean floor, seaweed and a coral/sea mountain background. After playing with the amount of noise and speed, I was able to create really cool movements with both the water and the seaweed. The surface looks like it undulates in waves like the ocean and the seaweed has a fun flowing motion. I then created the fish and randomized their size and color to create some fun forms. Im really happy with how it came together.

Sketch for my generative landscape

Alec Albright – Project 11 – Landscape

sketch

// Alec Albright
// aalbrigh@andrew.cmu.edu
// Section B
// Project 11

var time = 0; // time of day (by frame rate)
var timeRate = 1; // rate of time passing
var angle = 0; // rotation angle of sun/moon system
var angleRate = 180 / 255; // rate of change of the angle 
var birdsX = []; // xcoords of birds on the screen
var birdsY = []; // ycoords of birds on the screen
var birdsSpeed = []; // speeds of all birds on the screen
var birdsColor = []; // colors of all birds on the screen

function setup() {
    createCanvas(480, 400);
    ellipseMode(CENTER);
    frameRate(30);
    angleMode(DEGREES);

    // birds
    for (var i = 0; i <= 30; i ++){
        birdsSpeed.push(random(1, 10));
        birdsX.push(600);
        birdsY.push(random(70, 320));
        birdsColor.push(color(random(0, 255), random(0, 255), random(0, 255)));
    }
}

function draw() {
    // managing time
    time += timeRate;
    if (time == 255) {
        timeRate = -1;
    } else if (time == 0) {
        timeRate = 1;
    }

    // coloring sky
    colorSky(time);
    
    // drawing sun/moon
    push();
    translate(240, 250);
    rotate(angle);
    drawSun(0, 200);
    drawMoon(0, -200);
    pop();
    
    angle -= angleRate

    // ground
    ground();
    
    for (var i = 0; i < birdsY.length; i ++){
        drawBird(birdsX[i], birdsY[i], birdsColor[i]);
        birdsX[i] -= birdsSpeed[i];

        if (birdsX[i] < -10) {
            birdsX[i] = 600;
        }
    }
}

function drawSun(x, y) {
    // draws sun
    noStroke();
    fill("yellow");
    ellipse(x, y, 100);
}

function drawMoon(x, y) {
    // draws moon
    noStroke();
    fill("grey");
    ellipse(x, y, 70);
}

function colorSky(time) {
    // draws the sky according to the time of day
    var blue = time;
    var green = map(time, 0, 255, 0, 204);

    noStroke();
    fill(0, green, blue);
    rect(0, 0, width, height);
}

function drawBird(x, y, color) {
    fill(color);
    noStroke();

    triangle(x, y, x - 3, y + 5, x, y + 5);
    triangle(x + 7, y, x + 13, y - 7, x + 11, y)
    rect(x, y, 15, 5);
    triangle(x + 5, y, x + 8, y - 7, x + 8, y);
}

function ground() {   
    fill("darkgreen"); 
    beginShape(); 
    for (var x = 0; x < width; x++) {
        var t = (x * .005) + (millis() * .0005);
        var y = map(noise(t), 0, 1, 150, 350);
        vertex(x, y); 
    }
    vertex(width + 100, height);
    vertex(0, height);
    endShape();
}

For this project, I wanted to depict something creative based in something very realistic. Thus, I came up with the idea of doing a rolling landscape that depicted the passing of days in a logical manner but featuring an assortment of randomly placed and colored birds. In this way, I am also able to emphasize the pop on the screen that the birds have in an interesting way.

The process was very difficult for me in automating everything correctly while still maintaining readability of code while debugging. Thankfully, however, I was able to get past that! Below are some initial sketches from my laptop as to what my first idea was.

Sketch from my laptop (please excuse the poor birds)

Rachel Shin – Project 11

reshin-project11

/* Rachel Shin
reshin@andrew.cmu.edu
15-104 Section B
Project 11 - Landscape
*/

var terrainSpeed = 0.0005;
var terrainDetail = 0.0195;
var terrainDetail1 = 0.04;
var stars = [];

function setup() {
    createCanvas(400, 300);
    frameRate(15);
    for (var i = 0; i < 70; i++){
        var starX = random(width);
        var starY = random(0, height/4);
        stars[i] = makeStar(starX, starY);
    }

}

function draw() {
    background(0);
    displayStars(); //bottom layer
    darkTerrain(); //next layer
    terrain(); //second to top layer
    bottomTerrain(); //top layer

    
}

function terrain() {
    noStroke();
    fill(220);
    beginShape(); 

    for (var x = 0; x < width; x ++) {
      var t = (x * terrainDetail) + (millis() * terrainSpeed);
      var y = map(noise(t), 0, 1, 200, 100);
      vertex(x, y);
    }
    
    vertex(width, height);
    vertex(0, height);
    endShape();
}

function darkTerrain() {
    noStroke();
    fill(17, 25, 36);
    beginShape(); 

    for (var x = 0; x < width; x ++) {
      var t = (x * terrainDetail1) + (millis() * terrainSpeed);
      var y = map(noise(t), 0, 2, 0, 300);
      vertex(x, y);
    }

    vertex(width, height);
    vertex(0, height);
    endShape();
}

function bottomTerrain() {
    noStroke();
    fill(255);
    beginShape();

    for (var x = 0; x < width; x ++) {
        var t = (x * terrainDetail1) + (millis() * terrainSpeed);
        var y = map(noise(t), 0, 1, 50, 300);
        vertex(x, y);
    }

    vertex(width, height);
    vertex(0, height);
    endShape();
}

function drawStar() {
    noStroke();
    fill(230, 242, 174);
    push();
    translate(this.x, this.y);
    ellipse(5, 10, 5, 5);
    pop();
}

function makeStar(starX, starY) {
    var makeStar = {x: starX,
                y: starY,
                speed: -1,
                move: moveStar,
                draw: drawStar}
    return makeStar;
}

function moveStar() {
    this.x += this.speed;
    if (this.x <= -10){
        this.x += width;
    }
}

function displayStars() {
    for(i = 0; i < stars.length; i ++) {
        stars[i].move();
        stars[i].draw();
    }
}

As a kid, I often went on trips to Reno or Lake Tahoe with my family and family friends. If I wasn’t playing video games in the car, I would stare at the mountains that we drove past and was mesmerized by the stars that I couldn’t see in Cupertino because of all the light pollution there. I decided to create 3 different terrains to create more depth in my production and put many stars in it to represent the countless number of stars that I saw during the drive.

sketch

Claire Lee – Project 11 – Landscape

For my landscape project, I chose to make a basic underwater scene containing water, sand, bubbles, and fish. I think this project was a great opportunity to play around with objects and setting different types of parameters. I definitely came out of this with a much better understanding of how to use objects in code. One of the elements that I had trouble with is setting the color using the color() function (which is why I ended up using grayscale). Some things I wish I could have added are: coral/seaweed, other types of animals, and lines to represent water flow.

project11

/* Claire Lee
15-104 Section B
seoyounl@andrew.cmu.edu
Project-11 */

var bubbles = [];
var seaweed = [];
var fish = [];

function setup() {
    createCanvas(480, 240);
    frameRate(10);

    for (i = 0; i < 50; i++) {
        bubbleX = random(width);
        bubbleY = random(height);
        bubbles[i] = blowBubbles(bubbleX, bubbleY);
    }

    for (k = 0; k < 30; k++) {
        fishX = random(width);
        fishY = random(height);
        fish[k] = makeFish(fishX, fishY);
    }
}

function draw() {
    background(140, 225, 255);
    showBubbles();
    showFish();
    showSand();
}


var sandSpeed = 0.0004;

function showSand() {
    var sand = 0.01;
    stroke(235, 220, 180);
    strokeWeight(2)
    beginShape();
    for (var i = 0; i < width; i++) {
        var x = (i * sand) + (millis() * sandSpeed);
        var s = map(noise(x), 0, 1, 150, 200);
        line(i, s, i, height);
        // using map() and noise() function to generate randomized sand terrain
    }
    endShape();
}

function blowBubbles (bubbleX, bubbleY) {
    // making bubble object
    var bubble = {
        x: bubbleX,
        y: bubbleY,
        radius: random(8, 12),
        speed: -0.5,
        float: floatBubbles, 
        draw: drawBubbles 
    }
    return bubble;
}

function floatBubbles() {
    // making the bubbles move horizontally and float
    this.x += (this.speed * 2);
    this.y += this.speed;
    if (this.x <= 0) {
        this.x = width;
    }
    if (this.y <= 0) {
        this.y = height;
    } // bubbles "pop" when they reach top of screen
}

function drawBubbles() {
    push();
    translate(this.x, this.y);
    strokeWeight(1);
    stroke(255, 255, 255, 90);
    fill(160, 245, 255, 90);
    ellipse(1, 10, this.radius, this.radius);
    noStroke();
    fill(255, 255, 255, 90);
    ellipse(-1, 8, 2, 2);
    pop();
}

function showBubbles() {
    for (i = 0; i < bubbles.length; i++) {
        bubbles[i].float();
        bubbles[i].draw();
    }
}

function makeFish(fishX, fishY) {
    var fish = {
        fx: fishX,
        fy: fishY,
        fishspeed: random(-3, -8),
        fishmove: moveFish,
        fishcolor: random(100, 200),
        fishdraw: drawFish
    }
    return fish;
}

function moveFish() {
    this.fx += this.fishspeed;
    if (this.fx <= -10) {
        this.fx += width;
    }
}

function drawFish() {
    var tailLength = 8;
    noStroke();
    fill(this.fishcolor);
    ellipse(this.fx, this.fy, 10, 5);
    triangle(this.fx + (tailLength / 2), this.fy, this.fx + tailLength, this.fy - 3, this.fx + tailLength, this.fy + 3);
}

function showFish() {
    for (i = 0; i < fish.length; i++) {
        fish[i].fishmove();
        fish[i].fishdraw();
    }
}

** I’m using a grace day for this project!

Kristine Kim-Project 11-Landscape


sketch

//Kristine Kim
//Section D
//younsook@andrew.cmu.edu
//Project 11

var mountainspeed = 0.0005; //speed for mountains 
var mountaindetail = 0.005; //shape/detail for mountains

function setup() {
    createCanvas(480, 480); 
    frameRate(10);   //how fast the mountains are moving
}


function draw() {
    var color1 = color(67, 20, 125); //first color for the sunset
    var color2 = color(255, 102, 235); //second color for the sunset
    noStroke();
    sunsetbackground(0,0,width - 50,height - 50, color1, color2, "C");
    
    noStroke();
//calling all the functions
    moon();
    mountain1();
    mountain2();
    fence();
    bussetting(); 
 }
 //drawing the moon in the background behind everything
 function moon(){
    fill(255);
    ellipse(180,120,50,50);
 }
//drawing the lighter mountain in the back
 function mountain1(){
    fill(204, 162, 102);
    beginShape(); 
    vertex(0,height);
    for (var x = 0; x < width; x++) {
        var t = (x * mountaindetail) + (millis() * mountainspeed);
        var y = map(noise(t), 0,0.8, 0, height);
        vertex(x, y); 
    }
    vertex(width,height);
    endShape();
}
//drwing the darker mountain in the front
function mountain2(){
    noStroke();
    fill(125, 91, 49);
    beginShape(); 
    vertex(0,height);
    for (var x = 0; x < width; x++) {
        var t = (x * mountaindetail) + (millis() * mountainspeed);
        var y = map(noise(t), 0,0.5, 0, height -10);
        vertex(x, y); 
    }
    vertex(width,height);
    endShape();
}

//drawing all the static anchors/ drawing the window and handles
function bussetting(){
    noFill();
    stroke(230);
    strokeWeight(110);
    rect(0,0,450,450);
//bus window
    stroke(180);
    strokeWeight(40);
    rect(60,60,350,350,20);
    strokeWeight(20);
    line(80,200,400,200);
    line(233,200,233,400);

//window opener
    fill(0);
    noStroke();
    rect(80,300,10,30);
    rect(380,300,10,30);

//handle bar
    stroke(20);
    line(0,0,0,100);
    line(120,0,120,95);
    line(240,0,240,95);
    line(360,0,360,95);
    line(480,0,480,95);

//handle
    noFill();
    stroke(80);
    strokeWeight(10);
    triangle(-40,160,40,160,0,100);
    triangle(80,160,160,160,120,100);
    triangle(280,160,200,160,240,100);
    triangle(400,160,320,160,360,100);
    triangle(520,160,440,160,480,100);

}
//drawing the fence infront of the mountains in the landscape
function fence(){
    stroke(200);
    strokeWeight(5);
    line(80 ,350,400 ,350);
    line(80,365,400,365);
    line(80,380,400,380);

    line(125,350,125,400);
    line(140,350,140,400);
    line(300,350,300,400);
    line(315,350,315,400);

}

//drawing the sunset as the background
function sunsetbackground(x, y, w, h, color1, color2, axis) {   
    noFill();
    if (axis == "C") {  // Top to bottom gradient
        for (let i = y; i <= y + h; i++) {
        var inter = map(i, y, y + h, 0, 1);
        var color = lerpColor(color1, color2, inter);
        stroke(color);
        line(x, i, x + w, i);
        }
    }  
    
    }
   


The times where I most often gaze at landscapes or deeply look outside is when I’m on a bus or a vehicle that is why I decide to put this project in a bus setting. I drew the window and handles as static anchors. I went back and studied the terrain assignment we had and used the strategy on this project to create mountains. I also wanted to create a pretty sunset because the one thing I really enjoy about Pittsburgh is their sunset, it’s always vibrant and colorful which I really appreciate. The challenge I had with this project was the sunset and the mountains because even though I studied the code a lot, it still took me a while to figure out everything and get it to how I wanted it to look. 

Danny Cho – Generative Landscape

For this project, I was inspired by some of the previous works done in the past 15-104 classes. Especially the ones that were done regarding the concepts of the shooting stars and lamps inspired me. I tried to replicate the frame of the lamps with the detail feature of the sphere function as well as showing the glow by creating multiple translucent sphere in and out of them.

It takes some time for the lamps to start appearing unless you drag around the screen to look for them.

landscape

//Danny Cho
//Project 11
//changjuc@andrew.cmu.ed
//section A
var lampNumber = 20;
var lampXlimit;
var lampZlimit;
var lampYlimit;
var lamps = []; //containing objects
var lampScale = 60; //scale of the lamp exterior
var renderer;



function setup() {
	renderer = createCanvas(480, 480, WEBGL);
	for (var i = 0; i < lampNumber; i++) {
        lampXlimit = random(-100, 600);
        lampXlimit = random(-1000, 1000);
        lampZlimit = random(-50, 1000);
        lamps[i] = makeLamp(lampXlimit, lampYlimit, lampZlimit);
    }
    frameRate(10);

}

function draw() {
	background(28, 37, 65);
	noStroke();
	
	// for (var i = 0; i < lampNumber; i++) {
	// 	push();
	// 	 print("line37")
	// 	translate(lampX[i], lampY[i], lampZ[i]);

	// }
	// pop();
	for (var u = 0; u < lamps.length; u++) {
		lamps[u].draw();
	}

	var keepLamps = []; 
	//would delete the lamps that go beyond a certain height
		for (var j = 0; j < lamps.length; j++) {
			if (lamps[j].y > 500) {
				keepLamps.push(lamps[j]);
			}
		}

	orbitControl();
	fill(255);

	

}

function makeLamp(lx, ly, lz) {
	print("lamp make")
	var lamp = {x: lx, y: ly, z: lz, draw: lampDraw}
	return lamp;
}

function lampDraw() {
	print("lampdraw")
	push();
	print("line59")
	//location of the lamp
	translate(this.x, this.y, this.z);
	fill(218, 45, 28, 200);
	stroke(0);
	//the exterior of the lamp
	sphere(lampScale, 10, 4);
	noStroke();
	//inner lighting of the lamp
	for (var i = 0; i < 5; i++) {
		fill(255, 220, 115, 20 - 4 * i)
		sphere(9 * i + 10);
	}
	//outer glow of the lamp
	for (var i = 0; i < 6; i++) {
		fill(255, 220, 115, 4.5)
		sphere((i * i) + 60);
	}
	//lamp's movement
	this.y -= 45;
	pop();

	//making new lamps
	var newLamp = 0.008; //chances of new lamp being created
	if (random(0, 1) < newLamp) {
		lampXlimit = random(-2000, 6000);
		lampZlimit = random(-5000, 0);
		lamps.push(makeLamp(lampXlimit, (-lampZlimit) / 4, lampZlimit));
	}
	
}

Austin Garcia – Project 11 – Generative Landscape


sketch

/*		Austin Garcia
		Section C
		aegarcia@andrew.cmu.edu
		Project 11
*/

var mushrooms = [];
var capColor
var terrainSpeed = 0.0005;
var terrainDetail = 0.005;

function setup() {
    createCanvas(600, 400);

    capColor = color(random(100, 180),random(100, 180),random(100, 180))
    stemColor = color(random(20, 80),random(20, 80),random(20, 80))
    // create an initial collection of mushrooms
    for (var i = 0; i < 10; i++){
        var rx = random(width);
        mushrooms[i] = makeMushroom(rx);
    }
    frameRate(10);
}


function draw() {
    background(200);

    updateAndDisplaymushrooms();
    removemushroomsThatHaveSlippedOutOfView();
    addNewmushroomsWithSomeRandomProbability();

    noFill();
    beginShape();
    for (var x = 0; x < width; x++) {
        var t = (x * terrainDetail) + (millis() * terrainSpeed);
        var y = map(noise(t), 0,1, 0, height);
        vertex(x, y);
    }
    endShape();

    rect(0, 0, width - 1, height - 1);
    displayStatusString();
    displayHorizon();




}


function updateAndDisplaymushrooms(){
    // Update the Mushroom's positions, and display them.
    for (var i = 0; i < mushrooms.length; i++){
        mushrooms[i].move();
        mushrooms[i].display();
    }
}


function removemushroomsThatHaveSlippedOutOfView(){
    // If a Mushroom has dropped off the left edge,
    // remove it from the array.  This is quite tricky, but
    // we've seen something like this before with particles.
    // The easy part is scanning the array to find mushrooms
    // to remove. The tricky part is if we remove them
    // immediately, we'll alter the array, and our plan to
    // step through each item in the array might not work.
    //     Our solution is to just copy all the mushrooms
    // we want to keep into a new array.
    var mushroomsToKeep = [];
    for (var i = 0; i < mushrooms.length; i++){
        if (mushrooms[i].x + mushrooms[i].breadth > 0) {
            mushroomsToKeep.push(mushrooms[i]);
        }
    }
    mushrooms = mushroomsToKeep; // remember the surviving mushrooms
}


function addNewmushroomsWithSomeRandomProbability() {
    // With a very tiny probability, add a new Mushroom to the end.
    var newMushroomLikelihood = 0.007;
    if (random(0,1) < newMushroomLikelihood) {
        mushrooms.push(makeMushroom(width));
    }
}


// method to update position of Mushroom every frame
function MushroomMove() {
    this.x += this.speed;
}


// draw the Mushroom and some windows
function MushroomDisplay() {
    var floorHeight = 20;
    var bHeight = this.nFloors * floorHeight;
    fill(255);
    strokeWeight(0);
    push();
    translate(this.x, height - 40);
    fill(stemColor);
    rect(0, -bHeight, this.breadth, bHeight);
    fill(capColor);
    arc(5, -bHeight, this.breadth + 100, bHeight / 2, 3.1, 6.2)

    /*for (var i = 0; i < this.nFloors; i++) {
        rect(5, -15 - (i * floorHeight), this.breadth - 10, 10);
    } */
    pop();
}


function makeMushroom(birthLocationX) {
    var bldg = {x: birthLocationX,
                breadth: random(10, 20),
                speed: -1.0,
                nFloors: round(random(2,8)),
                move: MushroomMove,
                display: MushroomDisplay}
    return bldg;
}


function displayHorizon(){
    stroke(0);
    line (0,height-50, width, height-50);
}

/*
function displayStatusString(){
    noStroke();
    fill(0);
    var statusString = "# mushrooms = " + mushrooms.length;
    text(statusString, 5,20);
}
*/

Katrina Hu – Project 11 – Generative Landscape

sketch_project11

/*Katrina Hu
15104-C
kfh@andrew.cmu.edu
Project-11*/

var x1 = 100;
var x2 = 400;
var x3 = 30;
var luggage = [];

function setup() {
    createCanvas(480, 480);
    frameRate(60);
    background(191, 233, 255);

    //set an initial group of luggage
    for (var i = 0; i < 5; i++) {
    	var rx = random(width);
    	luggage[i] = makeLuggage(rx)
    }
}

function draw() {
	//drawing sun
	noStroke();
	fill(255, 252, 227);
	ellipse(80, 40, 80, 80);
	fill(255, 246, 179);
	ellipse(80, 40, 70, 70);
	fill(255, 238, 112);
	ellipse(80, 40, 50, 50);

	//drawing clouds
	drawCloud(x1);
	drawCloud(x2);
	drawCloud(x3);

	//drawing floor & window
	fill(100);
	rect(97, 0, 10, height);
	rect(377, 0, 10, height);
	rect(0, 67, width, 10);
	rect(0, 294, width, 180);
	fill(184);
	rect(0, 300, width, 180);
	rect(100, 0, 10, height);
	rect(380, 0, 10, height);
	rect(0, 70, width, 10);

	//drawing conveyor belt
	fill(50);
	rect(0, 372, width, 10);
	fill(110);
	rect(0, 380, width, 50)
	fill(200);
	rect(0, 390, width, 30)
	for(var dots = 0; dots < 9; dots ++) {
		fill(110);
		ellipse(dots * 70 + 20, 408, 10, 10);
		fill(250);
		ellipse(dots * 70 + 20, 403, 10, 10);
	}

	//drawing luggage
    updateLuggage();
    removeLuggageFromView();
    addLuggage();
}

function drawCloud(x) {
    push();
    noStroke();
    fill(240);
    ellipse(x, height / 5, 100, 100);
    ellipse(x + 10, height / 5 + 5, 100, 100);
    ellipse(x + 80, height / 5, 80, 70);
    ellipse(x + 10, height / 5 - 10, 80, 80);
    ellipse(x + 70, height / 4 - 55, 60, 50);
    pop();
}


function updateLuggage() {
    for (var i = 0; i < luggage.length; i++) {
        luggage[i].move();
        luggage[i].display();
    }
}

function removeLuggageFromView() {
    //remove luggage from array if it's out of sight
    var luggageToKeep = [];
    for (var i = 0; i < luggage.length; i++) {
        if (luggage[i].x + luggage[i].breadth > 0) {
            luggageToKeep.push(luggage[i]);
        }
    }
    luggage = luggageToKeep; //remember the surviving luggage
}

function addLuggage() {
    //with a very small probability, add a new luggage to the end
    var newLuggageProb = 0.005; 
    if (random(0,1) < newLuggageProb) {
        luggage.push(makeLuggage(width));
    }
}

function luggageDisplay() {
	var top = 375 + this.height;
	//draw luggage
	stroke(0);
    fill(this.r, this.g, this.b);
    rect(this.x, 380, this.breadth, this.height);
    //draw handle
    fill(50);
    rect(this.x + 20, top, this.breadth - 45, 4);
    rect(this.x + 20, top, 4, 10);
    rect(this.x + this.breadth - 25, top, 4, 10);



}

function luggageMove(){
    this.x += this.speed; 
}

function makeLuggage(startX){
    var myLuggage = {x: startX,
                speed: -1.0,        
                breadth: random(80, 120),
                height: -random(50, 80),
                r: random(100, 255),
                g: random(100, 255),
                b: random(100, 255),
                move: luggageMove,
                display: luggageDisplay}
    return myLuggage;
}

My project is of a luggage conveyor belt in an airport. I decided to choose this landscape because of the picture that was posted within the instructions, which showed luggage moving around the belt. Luggage size and color is randomly picked and drawn onto the conveyor belt. This was a very fun project to do, and it was a great opportunity for me to practice using objects. The part I struggled with the most was figuring out how to draw the luggage handles on top of the suitcases. But overall, I learned a lot and am very happy with how the project turned out.

My original sketch of the project

Jacky Tian’s Project 11

sketch

// Project 11
//Yinjie Tian
//yinjiet@andrew.cmu.edu
//Section D

var terrainSpeed = -0.0005;
var terrainDetail = 0.005;
var aSol = [];
var starMove = 0;
function preload(){
  var filenames = [];
  filenames[0] = "https://i.imgur.com/KK7jv48.png";
  filenames[1] = "https://i.imgur.com/pEsBfR6.png";
  for (var i = 0; i < filenames.length; i++) {
    aSol.push(loadImage(filenames[i]));
  }
}

function setup(){
    createCanvas (480,480);
    frameRate(10);
}

function draw() {
    background(0);
    //stars
    for(var x = starMove; x < width + starMove; x+=10){
        var y1 = random(0, height);
        var y2 = random(0, height/2);
        var y3 = random(0, height/3);
        var y4 = random(0, height/4);
        stroke(255);
        point(x-starMove, y1);
        point(x-starMove, y2);
        point(x-starMove, y3);
        point(x-starMove, y4);
    }
    starMove += 10;
    //sun
    sun();
    //mountain
    mount();
    //aurelion sol
    push();
    image(aSol[frameCount % 2], width/5, height / 3);
    pop();
}
//draw sun
function sun(){
    noStroke();
    fill("yellow");
    ellipse(width/3*2, height/3, 200,200);
    fill("orange");
    ellipse(width/3*2, height/3, 150,150);

    
}
//draw mountain
function mount(){
    noStroke();
    beginShape();
    fill("brown");
    vertex(0, height);
    for (var x = 0; x < width; x++) {
        var t = (x * terrainDetail) + (millis() * terrainSpeed);
        var y = map(noise(t), 0, 0.5, 100, 350);
        vertex(x, y);
    }
    vertex(width, height);
    endShape();

}

Initial Sketch

For this project, I used images of one of the character in League of legend called “Aurelion Sol” and made her fly over randomized mountain. Moreover, randomized stars are in the background and move to the left of the canvas to create the sense of “Aurelion Sol” flying forwards. The “sun” is actually one of the character’s skills.

Shariq M. Shah – Project 11 – Generative Landscape


shariqs-project-11

// Name: Shariq M. Shah
// Andrew ID: shariqs
// Section: C
// Project 11

//initializing objects as empty arrays
var boxes = [];
var balls = [];

var spikesSpeed = 0.0005;
var spikesDetail = 0.5;

function setup() {
    createCanvas(640, 240);
    // creating boxes
    for (var i = 0; i < 10; i++){
        var rx = random(width);
        boxes[i] = makebox(rx);
    }
    frameRate(30);
}
function draw() {
    background(235, 183, 52);
    noFill();
    stroke(1);
    beginShape();
    for (var x = 0; x < width; x++) {
      var t = (x * spikesDetail * 2) + (millis() * 1.3 * spikesSpeed);
      var y = map(noise(t), 0, 1, 0, height);
      vertex(x, y);
      push();
      fill(0);
      ellipse(x, y, 5, 5);
      pop();
    }
    endShape();
    updateAndshowboxes();
    removeboxesThatHaveSlippedOutOfView();
    addNewboxesWithSomeRandomProbability();
    //text that moves in generative landscape
    text("//wishyouwerehere", constrain(mouseX, 50, width - 100), height/2 + 50, 5)
}
function updateAndshowboxes(){
    // Update the box's positions, and show them.
    for (var i = 0; i < boxes.length; i++){
        boxes[i].move();
        boxes[i].show();
    }
}
function removeboxesThatHaveSlippedOutOfView(){
    var boxesToKeep = [];
    for (var i = 0; i < boxes.length; i++){
        if (boxes[i].x + boxes[i].breadth > 0) {
            boxesToKeep.push(boxes[i]);
        }
    }
    boxes = boxesToKeep; // remember the surviving boxes
}
function addNewboxesWithSomeRandomProbability() {
    // With a very tiny probability, add a new box to the end.
    var newboxLikelihood = 0.007;
    if (random(0,1) < newboxLikelihood) {
        boxes.push(makebox(width));
    }
}
// method to update position of box every frame
function boxMove() {
    this.x += this.speed;
}
function boxshow() {
    var heightUp = 20;
    var bHeight = this.nFloors * heightUp;
    fill(0);
    stroke(5);
    push();
    translate(this.x, height - 40);
    noStroke();
    for (var i = 0; i < 50; i++) {
        rect(5, -15 - (i * heightUp), this.breadth - 5, 1 + i);
        ellipse(-20, -(i * 1.2 * 2 * heightUp), 5 + i, 5 + i);
    }
    pop();
}
function makebox(birthLocationX) {
    var bldg = {x: birthLocationX,
                breadth: 50,
                speed: -1.0,
                nFloors: round(random(2,8)),
                move: boxMove,
                show: boxshow}
    return bldg;
}

In this project, I used objects to generate an abstract and dynamic landscape that interacts with the rectangular geometry objects in the background. The arrays and dynamic objects generate a constantly moving and energetic field.