// week12_1_gundam_head_body_uparm_upuparm_hand
// 修改自 week09_2_gundam_head_body_push_trt_pop // 再加上 week09_5_gundam_uparm_upuparm_hand_keyboard_mouse_angle // Ctrl-K 開專案的檔案總管, 把 week09_5 的模型 copy 到 week12_1 // 再把 week09_5 的 左邊的一堆 push trt pop 貼到後面, 執行時,mouse亂轉
PShape body,head;
PShape uparm1,upuparm1,hand1;
void setup(){
size(400,400,P3D);
body=loadShape("body.obj");
head=loadShape("head.obj");
uparm1=loadShape("uparm1.obj");
upuparm1=loadShape("upuparm1.obj");
hand1=loadShape("hand1.obj");
}
void draw(){
background(204);
translate(200,300);
sphere(10); //原點的球
scale(10,-10,10); //y要上下再反過來
shape(body,0,0);
pushMatrix();
translate(0,22.5);
rotateY(radians(mouseX-200));
rotateX(radians(mouseY-60));
translate(0,-22.5);
shape(head,0,0);
popMatrix();
pushMatrix();
shape(upuparm1,0,0); //上上手臂
pushMatrix();
translate(-4.1,19.9); //再掛回去原本的位置
rotateZ(radians(mouseX));
translate(4.1,-19.9); //把物體的旋轉中心 放到座標中心
shape(uparm1,0,0); //上手臂
pushMatrix();
translate(-4.5,16.9);
rotateX(radians(mouseY));
translate(4.5,-16.9); //剛剛把手移動到座標中心的移動量
//translate(mouseX/10.0,-mouseY/10.0); //一邊移動 一邊找數值
//println(mouseX/10.0,-mouseY/10.0); //印出適合的數值 ex. 4.5,-16.9
shape(hand1,0,0);
popMatrix();
popMatrix();
popMatrix();
}
// week12_2_gundam_head_body_uparm_upuparm_hand
// 修改自 week12_1_gundam_head_body_uparm_upuparm_hand
// 要加上 float [] angleX = new float[10]
// 要加上 float [] angleY = new float[10]
PShape body, head;
PShape uparm1, upuparm1, hand1; // week09_5
void setup(){
size(400, 400, P3D);
body = loadShape("body.obj");
head = loadShape("head.obj");
uparm1 = loadShape("uparm1.obj");
upuparm1 = loadShape("upuparm1.obj");
hand1 = loadShape("hand1.obj");
}
float [] angleX = new float[10];
float [] angleY = new float[10];
int ID = 0; // 0:頭,1:上上手臂,2:上手臂,3:手
void mouseDragged(){
angleX[ID] += radians(mouseX - pmouseX); // 左右拖曳
angleY[ID] += radians(mouseY - pmouseY); // 上下拖曳
println(ID, angleX[ID], angleY[ID]);
}
void draw(){
background(204);
translate(200, 300);
sphere(10); // 原點的球
scale(10, -10, 10);
shape(body, 0, 0);
pushMatrix();
translate(0, 22.5);
rotateX(angleY[0]);
rotateY(angleX[0]);
translate(0, -22.5);
shape(head, 0, 0);
popMatrix();
pushMatrix(); // left arm
shape(upuparm1, 0, 0); // 上上手臂
pushMatrix();
translate(-4.1, 19.9); // 掛回原處
rotateX(radians(angleY[2]));
rotateY(radians(angleX[2]));
translate(4.1, -19.9);
shape(uparm1, 0, 0); // 上手臂
pushMatrix();
translate(-4.1, +16.9);
rotateX(radians(angleY[3]));
rotateY(radians(angleX[3]));
translate(4.1, -16.9);
// translate(mouseX/10.0, -mouseY/10.0); // 邊移動 邊找數值
// println(mouseX/10.0, -mouseY/10.0); // 4.5, -16.9
shape(hand1, 0, 0);
popMatrix();
popMatrix();
popMatrix();
}
week12_3_gundam_head_body_uparm_upuparm_hand_left_keyPressed_ID
// 修改自 week12_2_gundam_head_body_uparm_upuparm_hand
PShape body, head;
PShape uparm1, upuparm1, hand1; // week09_5
void setup(){
size(400, 400, P3D);
body = loadShape("body.obj");
head = loadShape("head.obj");
uparm1 = loadShape("uparm1.obj");
upuparm1 = loadShape("upuparm1.obj");
hand1 = loadShape("hand1.obj");
}
float [] angleX = new float[10];
float [] angleY = new float[10];
int ID = 0; // 0:頭,1:上上手臂,2:上手臂,3:手
void mouseDragged(){
angleX[ID] += radians(mouseX - pmouseX); // 左右拖曳
angleY[ID] += radians(mouseY - pmouseY); // 上下拖曳
}
void keyPressed(){ //小心 注音輸入法
if(key=='1') ID = 1; // 還沒設定好 上上手臂
if(key=='2') ID = 2; // OK 上手臂
if(key=='3') ID = 3; // OK 手
if(key=='4') ID = 4;
if(key=='5') ID = 5;
if(key=='6') ID = 6;
if(key=='7') ID = 7;
if(key=='8') ID = 8;
if(key=='9') ID = 9;
if(key=='0') ID = 0; // ok 頭
}
void draw(){
background(204);
translate(200, 300);
sphere(10); // 原點的球
scale(10, -10, 10);
shape(body, 0, 0);
pushMatrix();
translate(0, 22.5);
rotateX(angleY[0]);
rotateY(angleX[0]);
translate(0, -22.5);
shape(head, 0, 0);
popMatrix();
pushMatrix(); // left arm
shape(upuparm1, 0, 0); // 上上手臂
pushMatrix();
translate(-4.1, 19.9); // 掛回原處
rotateX(radians(angleY[2]));
rotateY(radians(angleX[2]));
translate(4.1, -19.9);
shape(uparm1, 0, 0); // 上手臂
pushMatrix();
translate(-4.1, +16.9);
rotateX(radians(angleY[3]));
rotateY(radians(angleX[3]));
translate(4.1, -16.9);
// translate(mouseX/10.0, -mouseY/10.0); // 邊移動 邊找數值
// println(mouseX/10.0, -mouseY/10.0); // 4.5, -16.9
shape(hand1, 0, 0);
popMatrix();
popMatrix();
popMatrix();
}
// week12_7_sound_intro_ingame_sword_monkey
import processing.sound.*;
SoundFile sndInGame, sndIntro, sndMonkey, sndSword;
void setup(){
size(400, 400);
sndInGame = new SoundFile(this, "In Game Music.mp3");
sndIntro = new SoundFile(this, "Intro Song_Final.mp3");
sndMonkey = new SoundFile(this, "Monkey 1.mp3");
sndSword = new SoundFile(this, "sword slash.mp3");
sndIntro.play(); // 開場音樂
}
boolean playingIntro = true;
void keyPressed(){ //空白鍵: 進入遊戲音樂
if(playingIntro){ // 若在播 [開場音樂]
sndIntro.stop(); // 開場簡介音樂 stop
sndInGame.play(); // 進入遊戲關卡的音樂 play
playingIntro = false; // 現在沒播
}
else{ // 沒播
sndInGame.stop();
sndIntro.play();
playingIntro = true;
}
}
void mousePressed(){
if(mouseButton==LEFT) sndSword.play();
if(mouseButton==RIGHT) sndMonkey.play();
}
void draw(){
}
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