Example Processing script
by Evan Raskob
HTML
<h1>Processing.js</h1>
<h2>Simple processing.js via JavaScript</h2>
<p>Clock</p>
<p>
<canvas id="canvas1"></canvas>
</p>
JavaScript
// Simple way to attach js code to the canvas is by using a function
function sketchProc(processing) {
// Override draw function, by default it will be called 60 times per second
processing.setup = function () {
processing.size(300,300);
};
processing.draw = function () {
// determine center and max clock arm length
var centerX = processing.width / 2,
centerY = processing.height / 2;
var maxArmLength = Math.min(centerX, centerY);
function drawMouse() {
processing.ellipse(processing.mouseX, processing.mouseY, 40, 40);
}
function drawArm(position, lengthScale, weight) {
processing.strokeWeight(weight);
processing.line(centerX, centerY,
centerX + Math.sin(position * 2 * Math.PI) * lengthScale * maxArmLength,
centerY - Math.cos(position * 2 * Math.PI) * lengthScale * maxArmLength);
}
// erase background
processing.background(224);
drawMouse();
var now = new Date();
// Moving hours arm by small increments
var hoursPosition = (now.getHours() % 12 + now.getMinutes() / 60) / 12;
drawArm(hoursPosition, 0.5, 5);
// Moving minutes arm by small increments
var minutesPosition = (now.getMinutes() + now.getSeconds() / 60) / 60;
drawArm(minutesPosition, 0.80, 3);
// Moving hour arm by second increments
var secondsPosition = now.getSeconds() / 60;
drawArm(secondsPosition, 0.90, 1);
};
}
var canvas = document.getElementById("canvas1");
// attaching the sketchProc function to the canvas
var p = new Processing(canvas, sketchProc);
// p.exit(); to detach it