Digital Landscape

final

When I think of landscape, I think of looking into the mind of someone and seeing how they process everything. For this project, I wanted to create a landscape of someone who’s obsessed with blood and killing.

boolean click;
// big blood circle
float circleX;
float circleY;
float circleW = 0;
float circleH = 0;
// blood from top of screen
float circleStart = 0;
// mouse shit
float handleX = 73;
float plungerW = 53;
float bloodH = 0;
float bloodW = 33;
// bg shit
float bgcolor = 112;

void setup(){
size(720,480);
smooth();
frameRate(30);
background(bgcolor);
}

void draw(){

noCursor();

// big blood circle
fill(255,0,0,5);
ellipse(circleX,circleY,circleW,circleH);

//drips from top of screen
fill(170,0,0,10);
arc(0,circleStart,20,bloodH,0,PI);
arc(20,circleStart,20,bloodH,0,PI);
arc(220,circleStart,20,bloodH,0,PI);
arc(35,circleStart,20,bloodH,0,PI);
arc(44,circleStart,20,bloodH,0,PI);
arc(63,circleStart,20,bloodH,0,PI);
arc(69,circleStart,20,bloodH,0,PI);
arc(77,circleStart,20,bloodH,0,PI);
arc(99,circleStart,20,bloodH,0,PI);
arc(127,circleStart,20,bloodH,0,PI);
arc(88,circleStart,20,bloodH,0,PI);
arc(153,circleStart,20,bloodH,0,PI);
arc(140,circleStart,20,bloodH,0,PI);
arc(112,circleStart,20,bloodH,0,PI);
arc(173,circleStart,20,bloodH,0,PI);
arc(187,circleStart,20,bloodH,0,PI);
arc(207,circleStart,20,bloodH,0,PI);
arc(230,circleStart,20,bloodH,0,PI);
arc(247,circleStart,20,bloodH,0,PI);
arc(276,circleStart,20,bloodH,0,PI);
arc(256,circleStart,20,bloodH,0,PI);
arc(268,circleStart,20,bloodH,0,PI);
arc(293,circleStart,20,bloodH,0,PI);
arc(311,circleStart,20,bloodH,0,PI);
arc(323,circleStart,20,bloodH,0,PI);
arc(342,circleStart,20,bloodH,0,PI);
arc(358,circleStart,20,bloodH,0,PI);
arc(373,circleStart,20,bloodH,0,PI);
arc(385,circleStart,20,bloodH,0,PI);
arc(431,circleStart,20,bloodH,0,PI);
arc(399,circleStart,20,bloodH,0,PI);
arc(411,circleStart,20,bloodH,0,PI);
arc(422,circleStart,20,bloodH,0,PI);
arc(446,circleStart,20,bloodH,0,PI);
arc(462,circleStart,20,bloodH,0,PI);
arc(481,circleStart,20,bloodH,0,PI);
arc(492,circleStart,20,bloodH,0,PI);
arc(507,circleStart,20,bloodH,0,PI);
arc(526,circleStart,20,bloodH,0,PI);
arc(385,circleStart,20,bloodH,0,PI);
arc(538,circleStart,20,bloodH,0,PI);
arc(549,circleStart,20,bloodH,0,PI);
arc(558,circleStart,20,bloodH,0,PI);
arc(573,circleStart,20,bloodH,0,PI);
arc(591,circleStart,20,bloodH,0,PI);
arc(604,circleStart,20,bloodH,0,PI);
arc(618,circleStart,20,bloodH,0,PI);
arc(638,circleStart,20,bloodH,0,PI);
arc(653,circleStart,20,bloodH,0,PI);
arc(669,circleStart,20,bloodH,0,PI);
arc(688,circleStart,20,bloodH,0,PI);
arc(704,circleStart,20,bloodH,0,PI);
arc(719,circleStart,20,bloodH,0,PI);
arc(680,circleStart,20,bloodH,0,PI);
arc(626,circleStart,20,bloodH,0,PI);
arc(583,circleStart,20,bloodH,0,PI);
arc(515,circleStart,20,bloodH,0,PI);
arc(472,circleStart,20,bloodH,0,PI);
arc(238,circleStart,20,bloodH,0,PI);
arc(162,circleStart,20,bloodH,0,PI);
arc(192,circleStart,20,bloodH,0,PI);
arc(51,circleStart,20,bloodH,0,PI);
arc(15,circleStart,20,bloodH,0,PI);
arc(638,circleStart,20,bloodH,0,PI);

//blood dots in background
noStroke();
fill(random(255),0,0,40);
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));
ellipse(random(width),random(height),random(30),random(30));

//mouse
noStroke();
fill(0);
rect(mouseX,mouseY-1,20,2);
stroke(0);
fill(200);
rect(mouseX+20,mouseY+-8,33,16);
fill(0);
rect(mouseX+53,mouseY-1,plungerW,2);
rect(mouseX + handleX,mouseY-8,5,16);
stroke(0);
line(mouseX+28,mouseY-8,mouseX+28,mouseY-0);
line(mouseX+36,mouseY-8,mouseX+36,mouseY-0);
line(mouseX+44,mouseY-8,mouseX+44,mouseY-0);
noStroke();
fill(180,0,0,180);
rect(mouseX+20,mouseY+-8,bloodW,16);
if (click == true){
circleW = circleW + 2;
circleH = circleH + 2;
handleX = handleX – 1;
plungerW = plungerW – 1;
bloodW = bloodW – 1.7;
if (bloodW <= 0){
bloodW = 0;
}
if (plungerW <= 0){
plungerW = 0;
}
if (handleX <= 53){
handleX = 53;
}
}else if (click == false){

handleX = handleX + 2;
if (handleX >= 73){
handleX = 73;
}
plungerW = plungerW + 2;
if (plungerW >= 20){
plungerW = 20;
}
bloodW = bloodW + 3.4;
if (bloodW >= 33){
bloodW = 33;
}
}

} //end void draw

void mousePressed(){
click = true;
circleX = mouseX;
circleY = mouseY;
}

void mouseReleased(){
click = false;
circleW = 0;
circleH = 0;
}

void mouseDragged(){
circleX = mouseX;
circleY = mouseY;
}

void keyPressed(){
if (keyPressed){
if (keyCode == UP){
background(112);
bloodH = 0;
}else if(keyCode == DOWN){
//make circles start at top and work down the screen
bloodH = bloodH + 5;
}
}
}

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This entry was posted in Interactive, Interactive Authoring and tagged , , . Bookmark the permalink.

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