let img;
let direction = 1;
let signal = 0;
function setup() {
createCanvas(640, 360);
noFill();
stroke(255);
frameRate(30);
img = loadImage('assets/sea.jpg');
}
function draw() {
if (signal > img.width * img.height - 1 || signal < 0) {
direction = direction * -1;
}
if (mouseIsPressed) {
let mx = constrain(mouseX, 0, img.width - 1);
let my = constrain(mouseY, 0, img.height - 1);
signal = my * img.width + mx;
} else {
signal += 0.33 * direction;
}
let sx = int(signal) % img.width;
let sy = int(signal) / img.width;
if (keyIsPressed) {
set(0, 0, img);
point(sx, sy);
rect(sx - 5, sy - 5, 10, 10);
} else {
let c = img.get(sx, sy);
background(c);
}
}