Processing 程式碼
畫出砲塔 砲管 跟 引導線void setup(){
size(500, 400);
}
float x = 250, y = 200;
void draw(){
background(245, 184, 200);
fill(204, 102, 156);
stroke(125, 84, 105);
strokeWeight(3);
ellipse(x, y, 55, 55); //砲塔
fill(167, 167, 175);
stroke(110, 110, 113);
strokeWeight(3);
rect(240, 160, 20, 20); //砲管
line(x, y, mouseX, mouseY); //引導線
}
利用 atan sin cot 畫出一條很粗的線 可以跟著滑鼠游標的(x,y)旋轉void setup() {
size(500, 400);
}
float x = 250, y = 200;
void draw() {
background(245, 184, 200);
float dx = mouseX - x, dy = mouseY - y;
float a = atan2(dy, dx);
strokeWeight(20); //很粗的一條線, 長度是40
line(x, y, x+cos(a)*50, y+sin(a)*50); //cos()算出x方向, sin()算出y方向
fill(204, 102, 156);
stroke(125, 84, 105);
strokeWeight(3);
ellipse(x, y, 55, 55); //砲塔
fill(167, 167, 175);
stroke(110, 110, 113);
strokeWeight(3);
rect(240, 160, 20, 20); //砲管
}
宣告一個 myTank 函式 把剛剛的程式碼整合進去 完成砲台的部分void setup() {
size(500, 400);
}
float x = 250, y = 200;
void draw() {
background(215, 184, 200);
float dx = mouseX - x, dy = mouseY - y;
float a = atan2(dy, dx); // atan2() 算出角度
line(x, y, mouseX, mouseY);
myTank(x, y, a);
}
void myTank(float x, float y, float a) {
translate(x, y); //大二下圖學課教的移動
rotate(a); //大二下圖學課教的旋轉
fill(167, 167, 175);
stroke(110, 110, 113);
strokeWeight(4);
rect(20, -10, 20, 20); //砲管
fill(204, 102, 156);
stroke(125, 84, 105);
strokeWeight(3);
ellipse(0, 0, 55, 55); //砲塔
}
畫出 灰底+灰線背景 加上 keyPressed 當按上下左右鍵可以移動砲台void setup() {
size(500, 400);
}
void keyPressed() {
if (keyCode==RIGHT) x += 1;
if (keyCode==LEFT) x -= 1;
if (keyCode==UP) y -= 1;
if (keyCode==DOWN) y += 1;
}
float x = 250, y = 200;
void draw() {
background(219); //灰底
stroke(210); //灰底的線
for (int i=0; i<30; i++) {
line(0, i*30, 500, i*30);
line(i*30, 0, i*30, 500);
}
//background(215, 184, 200); //紅底
//stroke(211, 180, 196); //紅底的線
float dx = mouseX - x, dy = mouseY - y;
float a = atan2(dy, dx); // atan2() 算出角度
line(x, y, mouseX, mouseY);
myTank(x, y, a);
}
void myTank(float x, float y, float a) {
translate(x, y); //大二下圖學課教的移動
rotate(a); //大二下圖學課教的旋轉
fill(167, 167, 175);
stroke(110, 110, 113);
strokeWeight(4);
rect(20, -10, 20, 20); //砲管
fill(204, 102, 156);
stroke(125, 84, 105);
strokeWeight(3);
ellipse(0, 0, 55, 55); //砲塔
}
加入 mx my 當按方向鍵時 是背景移動 砲台永遠待在正中央void setup() {
size(500, 400);
}
void keyPressed() {
if (keyCode==RIGHT) x += 1;
if (keyCode==LEFT) x -= 1;
if (keyCode==UP) y -= 1;
if (keyCode==DOWN) y += 1;
}
float x = 250, y = 200;
void draw() {
background(219); //灰底
translate(-x, -y); //讓全世界, 都向反方向移動
translate(width/2, height/2); //把 0.0 移畫面正中心
float mx = mouseX+x-width/2, my = mouseY+y-height/2; //換算 mx, my 的座標
ellipse(mx, my, 8, 8);
stroke(210); //灰底的線
for (int i=0; i<30; i++) {
line(0, i*30, 500, i*30);
line(i*30, 0, i*30, 500);
}
//background(215, 184, 200); //紅底
//stroke(211, 180, 196); //紅底的線
float dx = mx - x, dy = my - y; //改用 mx, my
float a = atan2(dy, dx); // atan2() 算出角度
line(x, y, mx, my); //改用 mx, my
myTank(x, y, a);
}
void myTank(float x, float y, float a) {
translate(x, y); //大二下圖學課教的移動
rotate(a); //大二下圖學課教的旋轉
fill(167, 167, 175);
stroke(110, 110, 113);
strokeWeight(4);
rect(20, -10, 20, 20); //砲管
fill(204, 102, 156);
stroke(125, 84, 105);
strokeWeight(3);
ellipse(0, 0, 55, 55); //砲塔
}
// 希望能移動得很順, 因為 keyPressed 每秒的次數不夠快, 要在 void draw() 裡移動它
// 會移動的背景, 但是其他要正確運作
void setup() {
size(500, 400);
}
void keyPressed() {
if (keyCode==RIGHT) vx = 1; //x += 1
if (keyCode==LEFT) vx = -1; //x -= 1
if (keyCode==UP) vy = -1; //y -= 1
if (keyCode==DOWN) vy = 1; //y+=1
}
void keyReleased() {
if (keyCode==LEFT || keyCode==RIGHT) vx = 0;
if (keyCode==UP || keyCode==DOWN) vy = 0;
}
float x = 250, y = 200, vx = 0, vy = 0;
void draw() {
x += vx;
y += vy;
background(219); //灰底
translate(-x, -y); //讓全世界, 都向反方向移動
translate(width/2, height/2); //把 0.0 移畫面正中心
float mx = mouseX+x-width/2, my = mouseY+y-height/2; //換算 mx, my 的座標
ellipse(mx, my, 8, 8);
stroke(210); //灰底的線
for (int i=0; i<30; i++) {
line(0, i*30, 500, i*30);
line(i*30, 0, i*30, 500);
}
//background(215, 184, 200); //紅底
//stroke(211, 180, 196); //紅底的線
float dx = mx - x, dy = my - y; //改用 mx, my
float a = atan2(dy, dx); // atan2() 算出角度
line(x, y, mx, my); //改用 mx, my
myTank(x, y, a);
}
void myTank(float x, float y, float a) {
translate(x, y); //大二下圖學課教的移動
rotate(a); //大二下圖學課教的旋轉
fill(167, 167, 175);
stroke(110, 110, 113);
strokeWeight(4);
rect(20, -10, 20, 20); //砲管
fill(204, 102, 156);
stroke(125, 84, 105);
strokeWeight(3);
ellipse(0, 0, 55, 55); //砲塔
}
發射子彈void setup() {
size(500, 400);
}
void keyPressed() {
if (keyCode==RIGHT) vx = 1; //x += 1
if (keyCode==LEFT) vx = -1; //x -= 1
if (keyCode==UP) vy = -1; //y -= 1
if (keyCode==DOWN) vy = 1; //y+=1
}
void keyReleased() {
if (keyCode==LEFT || keyCode==RIGHT) vx = 0;
if (keyCode==UP || keyCode==DOWN) vy = 0;
}
float x = 250, y = 200, vx = 0, vy = 0;
void draw() {
x += vx;
y += vy;
background(219); //灰底
translate(-x, -y); //讓全世界, 都向反方向移動
translate(width/2, height/2); //把 0.0 移畫面正中心
float mx = mouseX+x-width/2, my = mouseY+y-height/2; //換算 mx, my 的座標
ellipse(mx, my, 8, 8);
stroke(210); //灰底的線
for (int i=0; i<30; i++) {
line(0, i*30, 500, i*30);
line(i*30, 0, i*30, 500);
}
//background(215, 184, 200); //紅底
//stroke(211, 180, 196); //紅底的線
float dx = mx - x, dy = my - y; //改用 mx, my
float a = atan2(dy, dx); // atan2() 算出角度
angle = a;
line(x, y, mx, my); //改用 mx, my
pushMatrix();
myTank(x, y, a);
popMatrix();
if (bulletVX!=0 && bulletVY!=0) {
bulletX += bulletVX;
bulletY += bulletVY;
ellipse(bulletX, bulletY, 20, 20);
}
}
float angle;
float bulletX = 0, bulletY = 0, bulletVX = 0, bulletVY = 0; //子彈的x,y位置和速度
void mousePressed(){
bulletX = x;
bulletY = y;
bulletVX = cos(angle);
bulletVY = sin(angle);
}
void myTank(float x, float y, float a) {
translate(x, y); //大二下圖學課教的移動
rotate(a); //大二下圖學課教的旋轉
fill(167, 167, 175);
stroke(110, 110, 113);
strokeWeight(4);
rect(20, -10, 20, 20); //砲管
fill(204, 102, 156);
stroke(125, 84, 105);
strokeWeight(3);
ellipse(0, 0, 55, 55); //砲塔
}
發射超多子彈, 但陣列只有100, 超過會當機void setup() {
size(500, 400);
}
void keyPressed() {
if (keyCode==RIGHT) vx = 1; //x += 1
if (keyCode==LEFT) vx = -1; //x -= 1
if (keyCode==UP) vy = -1; //y -= 1
if (keyCode==DOWN) vy = 1; //y+=1
}
void keyReleased() {
if (keyCode==LEFT || keyCode==RIGHT) vx = 0;
if (keyCode==UP || keyCode==DOWN) vy = 0;
}
float x = 250, y = 200, vx = 0, vy = 0;
void draw() {
x += vx;
y += vy;
background(219); //灰底
translate(-x, -y); //讓全世界, 都向反方向移動
translate(width/2, height/2); //把 0.0 移畫面正中心
float mx = mouseX+x-width/2, my = mouseY+y-height/2; //換算 mx, my 的座標
//ellipse(mx, my, 8, 8);
stroke(210); //灰底的線
for (int i=0; i<30; i++) {
line(0, i*30, 500, i*30);
line(i*30, 0, i*30, 500);
}
//background(215, 184, 200); //紅底
//stroke(211, 180, 196); //紅底的線
float dx = mx - x, dy = my - y; //改用 mx, my
float a = atan2(dy, dx); // atan2() 算出角度
angle = a;
line(x, y, mx, my); //改用 mx, my
pushMatrix();
myTank(x, y, a);
popMatrix();
for (int i=0; i<bulletN; i++) {
bulletX[i] += bulletVX[i];
bulletY[i] += bulletVY[i];
ellipse(bulletX[i], bulletY[i], 20, 20);
}
}
float angle;
int bulletN = 0; //一開始有0個子彈, 之後慢慢增加
float [] bulletX = new float[100]; //致命問題: 只有100發子彈, 超過會當機
float [] bulletY = new float [100];
float [] bulletVX = new float [100];
float [] bulletVY = new float [100]; //子彈的x,y位置和速度
void mousePressed() {
int i = bulletN;
bulletX[i] = x;
bulletY[i] = y;
bulletVX[i] = cos(angle);
bulletVY[i] = sin(angle);
bulletN ++;
}
void myTank(float x, float y, float a) {
translate(x, y); //大二下圖學課教的移動
rotate(a); //大二下圖學課教的旋轉
fill(167, 167, 175);
stroke(110, 110, 113);
strokeWeight(4);
rect(20, -10, 20, 20); //砲管
fill(204, 102, 156);
stroke(125, 84, 105);
strokeWeight(3);
ellipse(0, 0, 55, 55); //砲塔
}
發射超多子彈, 但不會當機, 當到陣列到100時, 陣列會自動回到50void setup() {
size(500, 400);
}
void keyPressed() {
if (keyCode==RIGHT) vx = 1; //x += 1
if (keyCode==LEFT) vx = -1; //x -= 1
if (keyCode==UP) vy = -1; //y -= 1
if (keyCode==DOWN) vy = 1; //y+=1
}
void keyReleased() {
if (keyCode==LEFT || keyCode==RIGHT) vx = 0;
if (keyCode==UP || keyCode==DOWN) vy = 0;
}
float x = 250, y = 200, vx = 0, vy = 0;
void draw() {
x += vx;
y += vy;
background(219); //灰底
translate(-x, -y); //讓全世界, 都向反方向移動
translate(width/2, height/2); //把 0.0 移畫面正中心
float mx = mouseX+x-width/2, my = mouseY+y-height/2; //換算 mx, my 的座標
//ellipse(mx, my, 8, 8);
stroke(210); //灰底的線
for (int i=0; i<30; i++) {
line(0, i*30, 500, i*30);
line(i*30, 0, i*30, 500);
}
//background(215, 184, 200); //紅底
//stroke(211, 180, 196); //紅底的線
float dx = mx - x, dy = my - y; //改用 mx, my
float a = atan2(dy, dx); // atan2() 算出角度
angle = a;
line(x, y, mx, my); //改用 mx, my
pushMatrix();
myTank(x, y, a);
popMatrix();
for (int i=0; i<bulletN; i++) {
bulletX[i] += bulletVX[i];
bulletY[i] += bulletVY[i];
ellipse(bulletX[i], bulletY[i], 20, 20);
}
}
float angle;
int bulletN = 0; //一開始有0個子彈, 之後慢慢增加
float [] bulletX = new float[100]; //致命問題: 只有100發子彈, 超過會當機
float [] bulletY = new float [100];
float [] bulletVX = new float [100];
float [] bulletVY = new float [100]; //子彈的x,y位置和速度
void mousePressed() {
int i = bulletN;
bulletX[i] = x;
bulletY[i] = y;
bulletVX[i] = cos(angle);
bulletVY[i] = sin(angle);
bulletN ++;
if(bulletN==100){
for(int k=0; k<50; k++){
bulletX[k] = bulletX[k+50];
bulletY[k] = bulletY[k+50];
bulletVX[k] = bulletVX[k+50];
bulletVY[k] = bulletVY[k+50];
}
bulletN = 50;
}
println(bulletN);
}
void myTank(float x, float y, float a) {
translate(x, y); //大二下圖學課教的移動
rotate(a); //大二下圖學課教的旋轉
fill(167, 167, 175);
stroke(110, 110, 113);
strokeWeight(4);
rect(20, -10, 20, 20); //砲管
fill(204, 102, 156);
stroke(125, 84, 105);
strokeWeight(3);
ellipse(0, 0, 55, 55); //砲塔
}
發射超多子彈, 但發射後10秒會消失void setup() {
size(500, 400);
}
void keyPressed() {
if (keyCode==RIGHT) vx = 1; //x += 1
if (keyCode==LEFT) vx = -1; //x -= 1
if (keyCode==UP) vy = -1; //y -= 1
if (keyCode==DOWN) vy = 1; //y+=1
}
void keyReleased() {
if (keyCode==LEFT || keyCode==RIGHT) vx = 0;
if (keyCode==UP || keyCode==DOWN) vy = 0;
}
float x = 250, y = 200, vx = 0, vy = 0;
void draw() {
x += vx;
y += vy;
background(219); //灰底
translate(-x, -y); //讓全世界, 都向反方向移動
translate(width/2, height/2); //把 0.0 移畫面正中心
float mx = mouseX+x-width/2, my = mouseY+y-height/2; //換算 mx, my 的座標
//ellipse(mx, my, 8, 8);
stroke(210); //灰底的線
for (int i=0; i<30; i++) {
line(0, i*30, 500, i*30);
line(i*30, 0, i*30, 500);
}
//background(215, 184, 200); //紅底
//stroke(211, 180, 196); //紅底的線
float dx = mx - x, dy = my - y; //改用 mx, my
float a = atan2(dy, dx); // atan2() 算出角度
angle = a;
line(x, y, mx, my); //改用 mx, my
pushMatrix();
myTank(x, y, a);
popMatrix();
for (int i=0; i<bulletN; i++) {
bulletX[i] += bulletVX[i];
bulletY[i] += bulletVY[i];
ellipse(bulletX[i], bulletY[i], 20, 20);
bulletT[i] --;
if(bulletT[i]==0){
for(int k=i+1; k<bulletN; k++){
bulletX[k-1] = bulletX[k];
bulletY[k-1] = bulletY[k];
bulletVX[k-1] = bulletVX[k];
bulletVY[k-1] = bulletVY[k];
bulletT[k-1] = bulletT[k];
}
bulletN --; //少了一顆子彈
}
}
}
float angle;
int bulletN = 0; //一開始有0個子彈, 之後慢慢增加
float [] bulletX = new float[100]; //致命問題: 只有100發子彈, 超過會當機
float [] bulletY = new float [100];
float [] bulletVX = new float [100];
float [] bulletVY = new float [100]; //子彈的x,y位置和速度
int [] bulletT = new int[100]; //每個子彈的壽命
void mousePressed() {
int i = bulletN;
bulletX[i] = x;
bulletY[i] = y;
bulletVX[i] = cos(angle);
bulletVY[i] = sin(angle);
bulletT[i] = 600; //每個子彈, 只有10秒壽命
bulletN ++;
if(bulletN==100){
for(int k=0; k<50; k++){
bulletX[k] = bulletX[k+50];
bulletY[k] = bulletY[k+50];
bulletVX[k] = bulletVX[k+50];
bulletVY[k] = bulletVY[k+50];
}
bulletN = 50;
}
println(bulletN);
}
void myTank(float x, float y, float a) {
translate(x, y); //大二下圖學課教的移動
rotate(a); //大二下圖學課教的旋轉
fill(167, 167, 175);
stroke(110, 110, 113);
strokeWeight(4);
rect(20, -10, 20, 20); //砲管
fill(204, 102, 156);
stroke(125, 84, 105);
strokeWeight(3);
ellipse(0, 0, 55, 55); //砲塔
}
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