Processing 程式碼
接著第9週教的 換音樂// 官網-Documentation-Libraries-Sound
// https://processing.org/reference/libraries/sound/index.html
// 之前教過 play() stop() pause()
import processing.sound.*;
SoundFile sound1, sound2; //兩段音樂
int playing = 2;
void setup() {
size(640, 360);
background(255);
sound1 = new SoundFile(this, "Intro Song_Final.mp3");
sound2 = new SoundFile(this, "In Game Music.mp3");
}
void draw() {
if (sound1.isPlaying()) { //音樂1有沒有再播放
playing=1;
} else if (sound2.isPlaying()) { //音樂2有沒有在播放
playing=2;
} else { //沒有任何音樂在播放
if (playing==1) sound2.play(); //換另外一首
else sound1.play();
}
}
用 bezier() 畫曲線// 按右鍵, 找 bezier()函式的網站文件
size(500,500);
noFill();
stroke(255, 102, 0);
line(340, 80, 40, 40);
line(360, 360, 60, 320);
stroke(0, 0, 0);
bezier(340, 80, 40, 40, 360, 360, 60, 320);
用 bezier() 畫曲線 加入簡單動畫void setup() {
size(500, 500);
}
PVector p0 = new PVector(340, 80);
PVector p1 = new PVector(40, 40);
PVector p2 = new PVector(360, 360);
PVector p3 = new PVector(60, 320);
float t = 0.0;
void draw() {
background(255);
noFill();
stroke(255, 102, 0);
line(340, 80, 40, 40);
line(360, 360, 60, 320);
stroke(0, 0, 0);
bezier(340, 80, 40, 40, 360, 360, 60, 320);
float x = p0.x*(1-t)*(1-t)*(1-t) + 3*p1.x*t*(1-t)*(1-t) + 3*p2.x*t*t*(1-t) + p3.x*t*t*t;
float y = p0.y*(1-t)*(1-t)*(1-t) + 3*p1.y*t*(1-t)*(1-t) + 3*p2.y*t*t*(1-t) + p3.y*t*t*t;
ellipse(x, y, 10, 10);
}
void mouseDragged(){
t += 0.01 * (mouseX-pmouseX);
}
用 bezier() 畫曲線 畫出很多球球沿著曲線跑void setup() {
size(400, 400);
}
PVector p0 = new PVector(120, 80);
PVector p1 = new PVector(320, 20);
PVector p2 = new PVector(320, 300);
PVector p3 = new PVector(120, 300);
float t0 = 0.0;
void draw() {
background(255);
noFill();
stroke(255, 102, 0);
line(120, 80, 320, 20);
line(320, 300, 120, 300);
stroke(0, 0, 0);
bezier(120, 80, 320, 20, 320, 300, 120, 300);
for (float t = t0; t>=0; t-=0.025) {
float x = p0.x*(1-t)*(1-t)*(1-t) + 3*p1.x*t*(1-t)*(1-t) + 3*p2.x*t*t*(1-t) + p3.x*t*t*t;
float y = p0.y*(1-t)*(1-t)*(1-t) + 3*p1.y*t*(1-t)*(1-t) + 3*p2.y*t*t*(1-t) + p3.y*t*t*t;
ellipse(x, y, 10, 10);
}
}
void mouseDragged() {
t0 += 0.01 * (mouseX-pmouseX);
}
用 bezier() 畫曲線 利用class讓球球會自己沿著虛線生成 但不會結束void setup() {
size(400, 400);
}
PVector p0 = new PVector(120, 80);
PVector p1 = new PVector(320, 20);
PVector p2 = new PVector(320, 300);
PVector p3 = new PVector(120, 300);
float t0 = 0.0;
ArrayList<Ball> balls = new ArrayList<Ball>(); //新加的
void draw() {
background(255);
noFill();
stroke(255, 102, 0);
line(120, 80, 320, 20);
line(320, 300, 120, 300);
stroke(0, 0, 0);
bezier(120, 80, 320, 20, 320, 300, 120, 300);
for (Ball ball : balls) { //新加的
ball.draw(); //新加的
}
if(frameCount%20==0) balls.add(new Ball(p0, p1, p2, p3)); //新加的
}
void mouseDragged() {
t0 += 0.01 * (mouseX-pmouseX);
}
class Ball {
PVector p0, p1, p2, p3;
float t = 0.0;
Ball(PVector _p0, PVector _p1, PVector _p2, PVector _p3) {
p0 = _p0;
p1 = _p1;
p2 = _p2;
p3 = _p3;
}
void draw() {
float x = p0.x*(1-t)*(1-t)*(1-t) + 3*p1.x*t*(1-t)*(1-t) + 3*p2.x*t*t*(1-t) + p3.x*t*t*t;
float y = p0.y*(1-t)*(1-t)*(1-t) + 3*p1.y*t*(1-t)*(1-t) + 3*p2.y*t*t*(1-t) + p3.y*t*t*t;
ellipse(x, y, 10, 10);
t += 0.001;
}
}
用 bezier() 畫曲線 利用class讓球球會自己沿著虛線生成 球會自動消失void setup() {
size(400, 400);
}
PVector p0 = new PVector(120, 80);
PVector p1 = new PVector(320, 20);
PVector p2 = new PVector(320, 300);
PVector p3 = new PVector(120, 300);
float t0 = 0.0;
ArrayList<Ball> balls = new ArrayList<Ball>(); //新加的
void draw() {
background(255);
noFill();
stroke(255, 102, 0);
line(120, 80, 320, 20);
line(320, 300, 120, 300);
stroke(0, 0, 0);
bezier(120, 80, 320, 20, 320, 300, 120, 300);
for (Ball ball : balls) { //新加的
ball.draw(); //新加的
}
if (frameCount%20==0) {
balls.add(new Ball(p0, p1, p2, p3)); //新加的
println(balls.size());
}
if (balls.size()>0 && balls.get(0).t>1.0) balls.remove(0);
}
void mouseDragged() {
t0 += 0.01 * (mouseX-pmouseX);
}
class Ball {
PVector p0, p1, p2, p3;
float t = 0.0;
Ball(PVector _p0, PVector _p1, PVector _p2, PVector _p3) {
p0 = _p0;
p1 = _p1;
p2 = _p2;
p3 = _p3;
}
void draw() {
float x = p0.x*(1-t)*(1-t)*(1-t) + 3*p1.x*t*(1-t)*(1-t) + 3*p2.x*t*t*(1-t) + p3.x*t*t*t;
float y = p0.y*(1-t)*(1-t)*(1-t) + 3*p1.y*t*(1-t)*(1-t) + 3*p2.y*t*t*(1-t) + p3.y*t*t*t;
ellipse(x, y, 10, 10);
t += 0.001;
}
}
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