(1)//week09_1_createFont_loadFont_textFont
size(500,500);//大視窗 background(0);//黑色背景 textSize(50); text("Hello",50,50); PFont font=createFont("標楷體",50); textFont(font); text("中文看到了",50,150); PFont font2=createFont("elffont-rock.otf",50); textFont(font2);//記的先把點兩下安裝 text("ㄇㄉㄈㄎ",50,250);
(2)
//week09_2_PFont_outside_void_setup_createFont_void_draw_text PFont font0,font,font2;//3種字形 void setup(){ size(500,500);//大視窗 font0=createFont("Arial",50); font=createFont("標楷體",50); font2=createFont("elffont-rock.otf",50); } void draw(){ background(0);//黑色背景 textSize(50); textFont(font0); text("Hello",50,50); //PFont font=createFont("標楷體",50); textFont(font); text("中文看到了",50,150); //PFont font2=createFont("elffont-rock.otf",50); textFont(font2);//記的先把點兩下安裝 text("ㄇㄉㄈㄎ",50,250); } (3)
//week09_03_processing_sound聲音相關 使用音樂相關的library函式庫 import processing.sound.*; SoundFile sound; void setup() { size(500, 500); sound=new SoundFile(this, "In Game Music.mp3"); sound.play();//播放1次 sound.loop(); } void draw() { } (4)//week09_4_multiple_sound_files_keyPressed_stop_play import processing.sound.*; SoundFile sound1, sound2, hit; void setup() { size(500, 500); sound1=new SoundFile(this, "In Game Music.mp3"); sound2=new SoundFile(this, "Intro Song_Final.mp3"); hit=new SoundFile(this, "sword slash.mp3"); sound2.play(); } void draw() { background(255); } void mousePressed() { hit.play(); } void keyPressed() { if (key=='1') { sound2.stop(); sound1.play(); } else { sound1.stop(); sound2.play(); } }(5)
//week09_5_keyboard_ninja01
//week09_5_keyboard_ninja01
PImage board;
void setup() {
size(600, 400);
board=loadImage("board.png");
}
float appleX=100, appleY=500, appleVX=3, appleVY=-30;
void draw() {
background(board);
fill(255, 0, 0);
ellipse(appleX, appleY, 80, 80);
appleX+=appleVX;
appleY+=appleVY;
appleVY+=0.98;
if (appleX>600) {
appleX=100;
appleY=500;
appleVX=5;
appleVY=-30;
}
}
(6)
//week09_6_keyboard_ninja2_void_randomApple PImage board; void setup() { size(600, 400); board=loadImage("board.png"); } float appleX=100, appleY=500, appleVX=3, appleVY=-30; void randomApple() { appleX=random(100, 500); appleY=500; if(appleX<300)appleVX=random(0,8); else appleVX=random(-8,0); appleVY=random(-30,25); } void draw() { background(board); fill(255, 0, 0); ellipse(appleX, appleY, 80, 80); appleX+=appleVX; appleY+=appleVY; appleVY+=0.98; if (appleX>600||appleX<0||appleY>550) { randomApple(); } }
(7)
//week09_7_keyboard_ninja3_void_keyPressed_appleKey PImage board; void setup() { size(600, 400); board=loadImage("board.png"); randomApple(); } float appleX=100, appleY=500, appleVX=3, appleVY=-30; char appleKey; void randomApple() { appleX=random(100, 500); appleY=500; if (appleX<300)appleVX=random(0, 8); else appleVX=random(-8, 0); appleVY=random(-30, 25); appleKey=(char)('a'+int(random(26))); } int score=0; void keyPressed() { if (key==appleKey) { score+=100; } else { score-=200; } } void draw() { background(board); text("Score:"+score, 400, 50); fill(255, 0, 0); ellipse(appleX, appleY, 80, 80); fill(255, 255, 0); textSize(50); textAlign(CENTER, CENTER); text(appleKey, appleX, appleY); appleX+=appleVX; appleY+=appleVY; appleVY+=0.98; if (appleX>600||appleX<0||appleY>550) { randomApple(); } }
(8)//week09_8_keyboard_ninja4_start3 2 1 go
PImage board; void setup() { size(600, 400); board=loadImage("board.png"); randomApple(); } float appleX=100, appleY=500, appleVX=3, appleVY=-30; char appleKey; void randomApple() { appleX=random(100, 500); appleY=500; if (appleX<300)appleVX=random(0, 8); else appleVX=random(-8, 0); appleVY=random(-30, 25); appleKey=(char)('a'+int(random(26))); } int score=0; void keyPressed() { if (state==0)state=1;//按任意鍵 if (state==2) { if (key==appleKey) { score+=100; } else { score-=20; } } } int state=0;//0:wait,1:3,2,1,go,2:Game int countdown=60*3;//倒數計時3秒 void draw() { background(board);//使用變數 textSize(50); textAlign(CENTER, CENTER); fill(255, 255, 0); if (state==0)text("Press Any Key to start", 300, 200); else if (state==1) { textSize(100); countdown--; if (countdown>60*2)text("3", 300, 200); else if (countdown>60*1)text("2", 300, 200); else if (countdown>0)text("1", 300, 200); else state=2; } else { text("Score:"+score, 400, 50); fill(255, 0, 0); ellipse(appleX, appleY, 80, 80); fill(255, 255, 0); textSize(50); textAlign(CENTER, CENTER); text(appleKey, appleX, appleY); appleX+=appleVX; appleY+=appleVY; appleVY+=0.98; if (appleX>600||appleX<0||appleY>550) { randomApple(); } } } (9)
import processing.sound.*;
SoundFile sound1, sound2, sound3;
PImage board; //外面宣告變數
void setup() {
size(600, 400);
board = loadImage("board.png"); //裡面修改變數
randomApple();
sound1 = new SoundFile(this, "Intro Song_Final.mp3");
sound2 = new SoundFile(this, "Gong.mp3");
sound2 = new SoundFile(this, "In Game Music.mp3");
sound1.play();
}
float appleX = 100, appleY = 500, appleVX = 5, appleVY = -30;
char appleKey; //蘋果上面, 要秀的字母
void randomApple() {
appleX = random(100, 500);
appleY = 500;
if (appleX<300) appleVX = random(0, 8);
else appleVX = random(-8, 0);
appleVY = random(-30, -25);
appleKey = (char)('a' + int(random(26)));
}
int score = 0;
void keyPressed() {
if (state==0) state = 1;
if (state==2) {
if (key==appleKey) {
score += 100; //答對加分
} else {
score -= 200; //答錯扣很多分
}
}
}
int state = 0; //0: wait, 1: 3, 2, 1, GO, 2: Game
int countdown = 60*4; // 倒數計時3秒+GO1秒
void draw() {
background(board); //裡面使用變數
textSize(50);
textAlign(CENTER, CENTER);
fill(255, 255, 0);
if (state==0) text("Press Any Key to Start", 300, 200);
else if (state==1) {
textSize(100);
countdown--;
if (countdown%60 == 0) {
sound2.stop();
sound2.play();
}
if (countdown>60*3) text("3", 300, 200);
else if (countdown>60*2) text("2", 300, 200);
else if (countdown>60*1) text("1", 300, 200);
else if (countdown>0) text("GO", 300, 200);
else {
state = 2; //時間用完, 就跳入新畫面
sound2.stop();
sound3.loop();
}
} else {
text("Score:"+score, 400, 50);
fill(255, 0, 0);
ellipse(appleX, appleY, 80, 80); //紅色的蘋果
fill(255, 255, 0);
textSize(50);
textAlign(CENTER, CENTER);
text(appleKey, appleX, appleY);
appleX += appleVX; //照著運動的速度, X往右移
appleY += appleVY; //照著運動的速度, Y往右移
appleVY += 0.98;
} //0.98 gravity 重力加速度(移動的速度, 會受到「加速度」影響)
if (appleX > 600 || appleX < 0 || appleY > 550) {
randomApple(); //當蘋果出界時, 重設新的蘋果的位置、速度
}
}
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