# Delaying/Changing the speed of a section of code without delaying the entire code

Hi!
I am trying to delay expanding ball 2 so that it starts expanding after expanding ball 1. I have tried the pushMatrix(); and popMatrix(); which made my program crash and I also tried the delay example on the processing website: Reference / Processing.org. But couldn’t find out how to make it work. Would love some help if anyone knows how to fix this! :))

<

int tracker;
float fade = 200;

float d = 25;
float d2 = 25;
float count = 0;

int step = 1;
int max = 150;
int max2 = 75;

void setup (){
frameRate (30);
size (1000,1000);
background (255);
noStroke();
fill(0);
}

void draw() {

background (255);
fill (200);
noStroke();

if (tracker>20){
ellipse(580,500,25,25);
noStroke();
}

fill(0);
noStroke();
circle(515,520,d); //expanding ball 1

count = count+1;
d = d + step;
if (d > max){
d = max;

}
circle(600,780,d2); //expanding ball 2
d2 = d2 + step;
if (d2 > max2){
d2 = max2;

}
}

<

would you first please format you code according to this section

https://discourse.processing.org/faq#format-your-code

Cheers
— mnse

It think it’s not about speed.

It’s more about animating one thing when the first thing is finished.

There are a lot of ways to do this.

One idea is that you set a marker (boolean) and evaluate it. Only when it’s true, the second ball growth

Here’s an example of how you can do …
(the code is lengthily written for demonstration, and could be written quite more compact)

Cheers
— mnse

``````int   d1     = 1;
int   d1step = 2;
int   d1max;

int   d2     = 1;
int   d2step = 2;
int   d2max;

int   direction = 1;

void setup() {
size(500, 500);
d1max = d2max = width/2;
}

void draw() {
background(0);
if (direction > 0) {
if (d1 < d1max) {
d1 += d1step;
} else if (d2 < d2max) {
d2 += d2step;
} else {
direction *= -1;
d1step    *= -1;
d2step    *= -1;
}
} else {
if (d1 > 1) {
d1 += d1step;
} else if (d2 > 1) {
d2 += d2step;
} else {
direction *= -1;
d1step    *= -1;
d2step    *= -1;
}
}
circle(width*.25, height*.5, d1);
circle(width*.75, height*.5, d2);
}
`````` 1 Like

Thank you so much! that looks great will definitely implement that into my code 