week13_1_animated_background_array_I_frameCount
會動的圖片,準備三張連續依序作動的圖片,像做動畫一樣一張張撥放,達到圖片會動的效果。
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;
void draw(){
background(img[I]);
if(frameCount%20==0) I = (I+1)%3;
}
week13_2_animated_background_frameCount_x會動的背景球體。void setup(){
size(500, 300);
}
void draw(){
background(#FFFFF2);
float x = (frameCount*5 % 1000);
if(x>500) x = 1000-x;
for(int y=30; y<300; y+=50){
ellipse(x, y, 30, 30);
}
}
week13_3_animated_background_turkey_pushMatrix_translate_rotate
自由轉動的圖片火雞,隨著滑鼠一起移動圖片。
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);
turkey(100, 100);
turkey(400, 100);
turkey(100, 200);
turkey(400, 200);
}
week13_4_Pshape_gundam_loadShape_shape_obj_mtl_jpg
匯入酷鋼蛋模型。
PShape gundam;
void setup(){
size(500, 500, P3D);
gundam = loadShape("Gundam.obj");
}
void draw(){
shape(gundam, 0, 0, 250, 500);
}
week13_5_PShape_gundam_loadShape_shape_pushMatrix_scale_translate
讓酷鋼蛋可以旋轉展示出來。
PShape gundam;
void setup(){
size(500, 500, P3D);
gundam = loadShape("Gundam.obj");
}
void draw(){
background(#BBFF81);
pushMatrix();
translate(mouseX, mouseY);
rotateY(radians(frameCount));
rotate(radians(180));
scale(12, 12, 12);
shape(gundam, 0, 0);
popMatrix();
}
week13_6_PShape_gundam_for_loop
忍術影分身之術。
PShape gundam;
void setup(){
size(500, 500, P3D);
gundam = loadShape("Gundam.obj");
}
void draw(){
background(#BBFF81);
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(12, 12, 12);
shape(gundam, 0, 0);
popMatrix();
}
week13_7_tetris_falling
酷俄羅斯方塊,模擬物體掉落。
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
真實模擬俄羅斯方塊,把旁邊的邊框做出來。
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
解決grid陣列的繁瑣程式。
color [] c = {#000000, #777777, #9900CC, #CCCC00};
//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},
{1,0,0,0,0,2,0,0,0,0,0,1},
{1,0,0,0,0,2,,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_10_tetris_falling_if_frameCount_for_for_if
讓方塊可以掉落下來,碰到最底下的邊緣可以停止掉落。
color [] c = {#000000, #777777, #9900CC, #CCCC00};
//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);
}
}
if(frameCount%50==0){
int bad=0;
for(int i=20; i>=1; i--){
for(int j=1; j<12-1; j++){
if(grid[i][j]==2){
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_T
白色代表還活著可以移動,移動尚未完成,未完待續......
color [] c = {#000000, #777777, #9900CC, #CCCC00, #00B500, #CC0000, #0000CC, #CC9900, #0000CC, #FFFFFF};
int T =2;
//型號: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]==9){//如果是可以移動的主角
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;//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},
};
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