week12_01_libraries_sound_SoundFile_sound_isPlaying
複習一下上次學習到Sound資料庫函式
//官網-Documentaion-Libraries函式庫(圖書館)-Sound聲音部分
//https://processing.org/reference/libraries/sound/index.html
//我們教過 play() stop() pause()
import processing.sound.*;
SoundFile sound1, sound2;
int playing = 1;
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()){
playing=1;
}else if(sound2.isPlaying()){
playing=2;
}else{
if(playing==1) sound2.play();
else sound1.play();
}
}week12-02_bezier-sample貝茲函式 麻煩的取線//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);week12_03_bezier_1_3_3_1_equation_mouseDragged_change-t讓球體可以跑在取線上面, 用數學公式去繪製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);
}
week12_04_bezier_for_t_t0_0_many_t
讓球體沿著取線,取得大量球體。
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(340, 80, 40, 40);
line(360, 360, 60, 320);
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);
}
week12_05_bezier_ArrayList_class_Ball_draw_ArrayList_add
讓球體可以沿著曲線,自動增加數量。裡面利用物件導向的結構,
但球停不下來。
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>();
void draw() {
background(255);
noFill();
stroke(255, 102, 0);
line(340, 80, 40, 40);
line(360, 360, 60, 320);
stroke(0, 0, 0);
bezier(120, 80, 320, 20, 320, 300, 120, 300);
for (Ball ball : balls) {
ball.draw();
}
if (frameCount%20==0) balls.add(new Ball(p0, p1, p2, p3) );
}
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;
}
}
week12_06_bezier_ArrayList_balls_size_get_remove
我們解決了球無限增加的問題。
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>();
void draw() {
background(255);
noFill();
stroke(255, 102, 0);
line(340, 80, 40, 40);
line(360, 360, 60, 320);
stroke(0, 0, 0);
bezier(120, 80, 320, 20, 320, 300, 120, 300);
for (Ball ball : balls) {
ball.draw();
}
if (frameCount%20==0){
balls.add(new Ball(p0, p1, p2, p3) );
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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