///////////////////////////////////////////////////PAGE 4 class Finger { float x, y; int sound; float velocity; boolean locked; String[] sounds= new String[35]; Finger(float x_, float y_, int sound_, float velocity_, boolean locked_) { x=x_; y=y_; sound=sound_; velocity=velocity_; locked=locked_; sounds[0]="real kick"; sounds[1]="side kick"; sounds[2]="hard snare"; sounds[3]="drum sticks together"; sounds[4]="kick drum"; sounds[5]="hard sharp drum"; sounds[6]="Kick drum"; sounds[7]="duller kick drum"; sounds[8]="two sticks snare"; sounds[9]="hard snare"; sounds[10]="nice snare"; sounds[11]="hollowish boong drum"; sounds[12]="tssst high hat"; sounds[13]="kick drum"; sounds[14]="tsst high hat"; sounds[15]="hollowish bong drum"; sounds[16]="lounder cymbal"; sounds[17]="hollowish bong drum"; sounds[18]="higher hollowish bong drum"; sounds[19]="loud cymbal"; sounds[20]="hollow shalllow boong"; sounds[21]="cymbal tap"; sounds[22]="traingle like tap"; sounds[23]="tamborunie shake"; sounds[24]="lower tambourine shake"; sounds[25]="tin can smack"; sounds[26]="louder cmybal crash"; sounds[27]="soft cymbal hit"; sounds[28]="hollow bongo"; sounds[29]="lower hollow bongo"; sounds[30]="muted bongo"; sounds[31]="nice bongo"; sounds[32]="nice2 bongo"; sounds[33]="steel drum"; sounds[34]="steel drum2"; /* sounds[6]="Acoustic Bass Drum" sounds[7]="Bass Drum 1" sounds[8]="Side Stick" sounds[9]="Acoustic Snare" sounds[10]="Electric Snare" sounds[11]="Low Floor Tom" sounds[12]="Closed Hi-Hat" sounds[13]="High Floor Tom" sounds[14]="Pedal Hi-Hat" sounds[15]="Low Tom" sounds[16]="Open Hi-Hat" sounds[17]="Low-Mid Tom" sounds[18]="Hi-Mid Tom" sounds[19]="Crash Cymbal 1" sounds[20]="High Tom" sounds[21]="Ride Cymbal 1" sounds[22]="Ride Bell" sounds[23]="Tambourine" sounds[24]="Splash Cymbal" sounds[25]="Cowbell" sounds[26]="Crash Cymbal 2" sounds[27]="Ride Cymbal 2" sounds[28]="Hi Bongo" sounds[29]="Low Bongo" sounds[30]="Mute Hi Conga" sounds[31]="Open Hi Conga" sounds[32]="Low Conga" sounds[33]="High Timbale" sounds[34]="Low Timbale" */ }//END Finger int getSOUND() {return sound;} void setSOUND(int sound_) {sound = sound_;} float getVELOCITY() {return velocity;} void setVELOCITY(float v_) {velocity=v_;} boolean getLOCKED() {return locked;} void setLOCKED(boolean l_) {locked=l_;} void render() { noStroke(); fill(255-velocity); ellipse(x,y,10+velocity/10,10+velocity/10); if(!Play) { text(sounds[sound], x, y-20); } if(locked==false) { for(int i=0; i