Mid-Term Tutorial

This is going to be a wild tutorial.

In addition to the new Class construct, we’re also going to use pretty much all of the things we’ve learned so far:

Let’s get started.


Our project is to create an automatic, unpredictable, procedural, drawing machine.

What?!

Yeah! What this means is: we’ll create a sketch with a few autonomous agents that move around our canvas, and then, we’ll use them to draw shapes depending on their positions and some other special conditions that we have to define.

Our project will have at least two modes: in one mode we will see the agents moving, and in the other(s) we’ll see the resulting drawing(s). We’ll use the mouse to toggle between the modes, and the ‘R’ and ‘S’ keys to reset and save our drawings.

An initial skeleton of our sketch could have the following structure and pseudo-code:

Filling in our code, the logic to detect mouse and keyboard events and update state, could look like this:

Now we just have to fill in the rest.

We’ll start by writing some pseudo-code for our Agent class:

Once we have the class definition and its functions, we can fill in some of the rest of the code in setup() and draw() even though none of the class is written:

And now, finally, let’s fill in some of our class, starting with the constructor and the drawAgent() function, and some pseudo-code for update():

For our update() function we might want to try different strategies for the boundary checks, so let’s write a couple of functions that we can use later:

The same is true for how we update the position of the agents. Let’s have a couple of strategies that we can test later:

Hmmm…. this looks odd:

let sortedByDist = agents.toSorted(this.distComp.bind(this));

What’s with the bind(this)?

If we look at the distCom() function definition we’ll see that it uses this to order a pair of agents based on their distances to this:

distComp(agentA, agentB) {
  let distA = dist(this.x, this.y, agentA.x, agentA.y);
  let distB = dist(this.x, this.y, agentB.x, agentB.y);
  return distA - distB;
}

The problem is that when we send the distComp() function as a parameter to the toSorted() function, the this variable will have a different meaning because toSorted() is actually a method of the array class, so this is gonna refer to the agents array.

In order to make sure this keeps referring to an Agent object during sorting, we have to add .bind(this) to the function before we sent it to toSorted().

But, no worries. Once we have that working we can even re-use it during drawing. Let’s add some drawing strategies to our class:

Let’s clean up our code a bit and test our functions.

We can remove the text labels since those were only there to test the state logic. Also, since we want our drawing to stay on the canvas we should move the background(255) command from draw() to the state change in mouseClick().

And we can begin by looking at updateNearest() with resetBoundary():

Then, updateByVelocity() with bounceBoundary():

And updateRandom() with wrapBoundary():

But, for all of these, only the AGENT_MODE is drawing anything. Let’s create some new MODES, one for each of our drawing functions and cycle through them as we click the mouse:

And try with the other combinations of update and boundary functions:

and:

And, really, now the possibilities are endless. We can experiment with all possible combinations of update and boundary functions, and increase the number of agents to get more overlaps.