2024年12月2日 星期一

week13 Tina

 week13_1_animated_background_array_I_frameCount

PImage [] img=new PImage[3];

void setup(){

  size(550,370);

  img[0]=loadImage("snail01.png");

  img[1]=loadImage("snail02.png");

  img[2]=loadImage("snail03.png");

}

int I=0;//1,2,0,1,2,0,1,2...

void draw(){

  background(img[I]);

  if(frameCount%60==0) I=(I+1)%3;

}


week_13_2_animated_background_frameCount_x
void setup(){
  size(500,300);
}
void draw(){
  background(#FFFFF2);
  float x=(frameCount*5%1000);
  if(x>500)x=1000-x;//超過500範圍,就折回來
  for(int y=30;y<300;y+=50){
    ellipse(x,y,30,30);
  }
}




week13_3_animated_background_turkey_pushMatrix_translate_rotate
PImage img;
void setup(){
  size(500,300);
  img=loadImage("turkey.png");
  imageMode(CENTER);
}
void turkey(int x,int y){
  pushMatrix();
    translate(x,y);
    rotate(radians(frameCount));
    image(img,0,0);
  popMatrix();
}
void draw(){
  background(255);
  turkey(mouseX,mouseY);//會跟著mouse動
  turkey(100,100);
  turkey(400,100);
  turkey(100,200);
  turkey(400,200);
}

week13_4_PShape_gundam_loadShape_shape_obj_mtl_jpg
PShape gundam;
void setup(){
  size(500,500,P3D);//小心P3D
  gundam=loadShape("Gundam.obj");
}
void draw(){
  shape(gundam,0,0,250,500);
}




week13_5_PShape_gundam_loadShape_shape_pushMatrix_scale_translate
PShape gundam;
void setup(){
  size(500,500,P3D);
  gundam=loadShape("Gundam.obj");
}
void draw(){
  background(#BBFF81);//淡綠色
  pushMatrix();
    translate(mouseX,mouseY);
    rotateY(radians(frameCount));
    rotate(radians(180));
    scale(5,5,5);
    shape(gundam,0,0);//shape(gundam,0,0,250/2,500/2);
  popMatrix();
}


week13_6_PShape_gundam_for_loop
PShape gundam;
void setup(){
  size(500,500,P3D);
  gundam=loadShape("Gundam.obj");
}
void draw(){
  background(#BBFF81);//淡綠色
  drawGundam(mouseX,mouseY);
  for(int x=0;x<=500;x+=500/4){
    drawGundam(x,300);
  }
}
void drawGundam(int x,int y){
  pushMatrix();
    translate(x,y);
    rotateY(radians(frameCount));
    rotate(radians(180));
    scale(10,10,10);
    shape(gundam,0,0);//shape(gundam,0,0,250/2,500/2);
  popMatrix();
}



week13_7_tetris_falling
void setup(){
  size(300,600);
}
float x=50,y=50;
void draw(){
  background(0);
  fill(153,0,204);
  rect(x,y-25,25,25);
  rect(x+25,y,25,25);
  rect(x,y,25,25);
  rect(x,y+25,25,25);
  if(frameCount%50==0) y+=25;
}
void keyPressed(){
  if(keyCode==RIGHT)x+=25;
  if(keyCode==LEFT)x-=25;
}

week13_8_tetris_grid_2d_array_fill_rect
void setup(){
  size(240,440);
}
void draw(){
  for(int i=0;i<22;i++){
    for(int j=0;j<12;j++){
      if(grid[i][j]==1) fill(119,119,119);
      if(grid[i][j]==0) fill(0);
      if(grid[i][j]==2) fill(153,0,204);
      rect(j*20,i*20,20,20);
    }
  }
}
int [][] grid ={
  {1,1,1,1,1,1,1,1,1,1,1,1},
  {1,0,0,0,0,2,0,0,0,0,0,1},
  {1,0,0,0,0,2,2,0,0,0,0,1},
  {1,0,0,0,0,2,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,1,1,1,1,1,1,1,1,1,1,1},
};



week13_9_tetris_color_array_c_now
color [] c={#000000,#777777,#9900CC,#CCCC00,#00B500,#CC0000};//黑,灰,紫,黃,綠,紅
void setup(){
  size(240,440);
}
void draw(){
  for(int i=0;i<22;i++){
    for(int j=0;j<12;j++){
      int now=grid[i][j];
      fill(c[now]);
      rect(j*20,i*20,20,20);
    }
  }
}
int [][] grid ={
  {1,1,1,1,1,1,1,1,1,1,1,1},
  {1,0,0,0,0,2,0,0,0,0,0,1},
  {1,0,0,0,0,2,2,0,0,0,0,1},
  {1,0,0,0,0,2,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,1,1,1,1,1,1,1,1,1,1,1},
};




week13_10_tetris_falling_if_frameCount_for_for_it
color [] c={#000000,#777777,#9900CC,#CCCC00,#00B500,#CC0000,#0000CC,#FF8000,#00FFFF  };//黑,灰,紫,黃,綠,紅,藍,橘,青
void setup(){
  size(240,440);
}
void draw(){
  for(int i=0;i<22;i++){
    for(int j=0;j<12;j++){
      int now=grid[i][j];
      fill(c[now]);
      rect(j*20,i*20,20,20);
    }
  }
  if(frameCount%50==0){
    int bad=0; //一開始沒有壞掉
    for(int i=20;i>1;i--){//從下到上的迴圈
      for(int j=1;j<12-1;j++){//最左右不動, 中間才動
        if(grid[i][j]==2){//如果是可以移動的主角,暫定是2,之後才是10
          if(grid[i+1][j]!=0 && grid[i+1][j]!=2) bad=1;
        }
      }
    }
    if(bad==0){
      for(int i=20;i>=1;i--){
        for(int j=1;j<12-1;j++){
          if(grid[i][j]==2){
            grid[i+1][j]=2;
            grid[i][j]=0;
          }
        }
      }
    }
  }
}
int [][] grid ={
  {1,1,1,1,1,1,1,1,1,1,1,1},
  {1,0,0,0,0,2,0,0,0,0,0,1},
  {1,0,0,0,0,2,2,0,0,0,0,1},
  {1,0,0,0,0,2,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,1,1,1,1,1,1,1,1,1,1,1},
};



week13_11_tetris_falling_alive_9_freeze_dead
color [] c={#000000,#777777,#9900CC,#CCCC00,#00B500,#CC0000,#0000CC,#CC9900,#0000CC,#FFFFFF  };//黑,灰,紫,黃,綠,紅,藍,橘,青
int T=2;
void setup(){
  size(240,440);
}
void draw(){
  for(int i=0;i<22;i++){
    for(int j=0;j<12;j++){
      int now=grid[i][j];
      fill(c[now]);
      rect(j*20,i*20,20,20);
    }
  }
  if(frameCount%50==0){
    int bad=0; //一開始沒有壞掉
    for(int i=20;i>=1;i--){//從下到上的迴圈
      for(int j=1;j<12-1;j++){//最左右不動, 中間才動
        if(grid[i][j]==9){//如果是可以移動的主角,暫定是2,之後才是10
          if(grid[i+1][j]!=0 && grid[i+1][j]!=9) bad=1;
        }
      }
    }
    if(bad==0){
      for(int i=20;i>=1;i--){
        for(int j=1;j<12-1;j++){
          if(grid[i][j]==9){
            grid[i+1][j]=9;
            grid[i][j]=0;
          }
        }
      }
    }
    else{
      for(int i=20;i>=1;i--){
        for(int j=1;j<12-1;j++){
          if(grid[i][j]==9){
            grid[i][j]=T;
          }
        }
      }
    }
  }
}
int [][] grid ={
  {1,1,1,1,1,1,1,1,1,1,1,1},
  {1,0,0,0,0,9,0,0,0,0,0,1},
  {1,0,0,0,0,9,9,0,0,0,0,1},
  {1,0,0,0,0,9,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,0,0,0,0,0,0,0,0,0,0,1},
  {1,1,1,1,1,1,1,1,1,1,1,1},
};









 



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