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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