2024年12月2日 星期一

week13

// week13_01_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; //0,1,2,0,1,2,0,1,2...
void draw(){
  background(img[I]);
  if(frameCount%20==0) I = (I+1)%3;
}

week13_01_animated_background_array_I_frameCount
// week13_02_animated_background_frameCount_x
void setup(){
  size(500,300); //寬度是500,兩倍是1000
}

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_02_animated_background_frameCount_x

// week13_03_animated_background_turkey_pushMatrix_translate_rotate_popMatrix
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(255,155,0);
  turkey(mouseX, mouseY);//會跟著mouse動
  turkey(100,100); //左上角
  turkey(400,100); //右上角
  turkey(100,200); //左下角
  turkey(400,200); //右下角
}
week13_03_animated_background_turkey_pushMatrix_translate_rotate_popMatrix

// week13_04_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, 500, 500); 
}
week13_04_PShape_gundam_loadShape_shape_obj_mtl_jpg

// week13_05_PShape_gundam_loadShape_shape_pushMatrix_scale_translate_rotate_popMatrix
PShape gundam;
void setup(){
  size(500, 500, P3D); //小心 P3D
  gundam = loadShape("Gundam.obj");
}
void draw(){
  background(#BBFF81); //淡綠色
  pushMatrix();
    translate(mouseX, mouseY);
    rotateY(radians(frameCount));
    rotate(radians(180));
    scale(10, 10, 10);
    shape(gundam, 0, 0); //shape(gundam, 0, 0, 250/2, 500/2);
  popMatrix();
}
week13_05_PShape_gundam_loadShape_shape_pushMatrix_scale_translate_rotate_popMatrix

// week13_06_PShape_gundam_for_loop
PShape gundam;
void setup(){
  size(500, 500, P3D); //小心 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_06_PShape_gundam_for_loop

// week13_07_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_07_tetris_falling
// week13_08_tetris_grid_2d_array_fill_rect
void setup(){
  size(240, 440); // j x:20+2  i y:10+2 
}
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},
  {1,0,0,0,0,2,0,0,0,0,0,1},
  {1,0,0,0,0,2,2,0,0,0,0,1},
  {1,0,0,0,0,2,0,0,0,0,0,1},
  {1,1,1,1,1,1,1,1,1,1,1,1},
};
week13_08_tetris_grid_2d_array_fill_rect
// week13_09_tetris_color_array_c_now
color [] c = {#000000, #777777, #9900CC, #CCCC00, #00CC00, #CC0000}; // 將會有10個色彩
//黑,灰,紫,黃,綠,紅
void setup(){
  size(240, 440); // j x:20+2  i y:10+2 
}
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_09_tetris_color_array_c_now
// week13_10_tetris_falling_if_frameCount_for_for_if
color [] c = {#000000, #777777, #9900CC, #CCCC00, #00CC00, #CC0000, #0000CC, #CC9900, #0000CC, #FFFFFF}; // 將會有10個色彩
//黑,灰,紫,黃,綠,紅,藍,橘,青
void setup(){
  size(240, 440); // j x:20+2  i y:10+2 
}
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,之後是10
          if(grid[i+1][j]!=0 && grid[i+1][j]!=2) bad=1;
        }//不能往下走
      }
    }
    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; //先挑2紫色往下掉
            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_10_tetris_falling_if_frameCount_for_for_if
// week13_11_tetris_falling_alive_9_freeze_dead_T
color [] c = {#000000, #777777, #9900CC, #CCCC00, #00CC00, #CC0000, #0000CC, #CC9900, #0000CC, #FFFFFF}; // 將會有10個色彩
int T = 2; // 型號,假設先設成2 //黑,灰,紫,黃,綠,紅,藍,橘,青
void setup(){
  size(240, 440); // j x:20+2  i y:10+2 
}
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、活著、是9
          if(grid[i+1][j]!=0 && grid[i+1][j]!=9) bad=1;
        }//不能往下走
      }
    }
    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; //9代表活著、可以動
            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},
};
week13_11_tetris_falling_alive_9_freeze_dead_T

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