I’m a little OOOCD perhaps, but how about making a Rect or Quad class to store your four coordinates in before you draw? So much cleaner?
int numQuads = 16;
Quad[] quads;
void setup()
{
size(800, 600);
// your list of quads
quads = new Quad[numQuads];
// assign attributes / initialize each quad with some values
// (ignore the below, you will do this in your own way)
for(int i = 0; i < quads.length; i++)
{
// pick a random location (x, y)
PVector randomLoc = new PVector(random(width), random(height));
quads[i] = new Quad();
// create a randomly rotated square (in a bit of a backward way) and add it to the random loc above
float rotOffset = random(PI/2);
float radius = 10;
quads[i].a = PVector.add(randomLoc, new PVector(radius * cos(rotOffset + 0), radius * sin(rotOffset + 0)));
quads[i].b = PVector.add(randomLoc, new PVector(radius * cos(rotOffset + 0.25 * TWO_PI), radius * sin(rotOffset + 0.25 * TWO_PI)));
quads[i].c = PVector.add(randomLoc, new PVector(radius * cos(rotOffset + 0.5 * TWO_PI), radius * sin(rotOffset + 0.5 * TWO_PI)));
quads[i].d = PVector.add(randomLoc, new PVector(radius * cos(rotOffset + 0.75 * TWO_PI), radius * sin(rotOffset + 0.75 * TWO_PI)));
}
}
void draw()
{
// render your quads
for(int i = 0; i < quads.length; i++)
{
stroke(0);
quads[i].render();
}
}
class Quad
{
PVector a, b, c, d;
void render()
{
beginShape();
vertex(a.x, a.y);
vertex(b.x, b.y);
vertex(c.x, c.y);
vertex(d.x, d.y);
endShape(CLOSE);
}
}