2025年5月8日 星期四

12750263_week12

week12_1_gundam_head_body_uparm_upuparm_hand

week09_2_gundam_head_body_push_trt_pop 複製程式碼

 week09_5_gundam_uparm_upuparm_hand_keyboard_mouse_angle 複製程式碼

PShape uparm1, upuparm1, hand1;

PShape body, head;

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);

  

  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();

    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); // 剛剛把手移到座標中心的移動量

      //translate(mouseX/10.0, -mouseY/10.0); // 一邊移動、一邊找到數值

      //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();

}









week12_2_gundam_head_body_uparm_upuparm_hand_angle

修改自 week12_1_gundam_head_body_uparm_upuparm_hand

PShape uparm1, upuparm1, hand1;

PShape body, head;

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] += mouseX - pmouseX; // 左右拖曳

  angleY[ID] += mouseY - pmouseY; // 上下拖曳

}

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);

    rotateY(angleX[0]); // x方向 左右拖曳, 是對Y軸轉

    rotateX(angleY[0]); // y方向 上下拖曳, 是對X軸轉

    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));

      rotateZ(angleY[2]);

      rotateY(angleY[2]);

      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));

        rotateY(angleY[3]);

        rotateX(angleY[3]);

        translate(4.5, -16.9); // 剛剛把手移到座標中心的移動量

      shape(hand1, 0, 0);

      popMatrix();

    popMatrix();

  popMatrix();

}









week12_3_gundam_head_body_uparm_upuparm_hand_angle

修改自 week12_1_gundam_head_body_uparm_upuparm_hand

PShape uparm1, upuparm1, hand1;

PShape body, head;

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] += mouseX - pmouseX; // 左右拖曳

  angleY[ID] += mouseY - pmouseY; // 上下拖曳

}

void keyPressed(){

  if(key=='1') ID = 1;

  if(key=='2') ID = 2;

  if(key=='3') ID = 3;

  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;

}

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);

    rotateY(angleX[0]); // x方向 左右拖曳, 是對Y軸轉

    rotateX(angleY[0]); // y方向 上下拖曳, 是對X軸轉

    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));

      rotateZ(angleY[2]);

      rotateY(angleX[2]);

      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));

        rotateX(angleY[3]);

        rotateY(angleX[3]);

        translate(4.5, -16.9); // 剛剛把手移到座標中心的移動量

      shape(hand1, 0, 0);  

      popMatrix();

    popMatrix();

  popMatrix();

}









// week12_4_gundam_head_body_push_trt_pop_again

// 修改自 week12_4_gundam_head_body_uparm_upuparm_hand_angle

PShape uparm1, upuparm1, hand1;

PShape body, head;

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] += mouseX - pmouseX; // 左右拖曳

  angleY[ID] += mouseY - pmouseY; // 上下拖曳

}

void keyPressed(){

  if(key=='1') ID = 1;

  if(key=='2') ID = 2;

  if(key=='3') ID = 3;

  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;

}

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);

    rotateY(angleX[0]); // x方向 左右拖曳, 是對Y軸轉

    rotateX(angleY[0]); // y方向 上下拖曳, 是對X軸轉

    translate(0, -22.5);

    shape(head, 0, 0);

  popMatrix();

  

  pushMatrix();

    translate(-2.9,20.8);

    rotateY(angleX[1]);

    rotateX(angleY[1]);

    translate(2.9,-20.8);

    //translate(mouseX/10.0, -mouseY/10.0);

    //println(mouseX/10.0, -mouseY/10.0);

    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));

      rotateZ(angleY[2]);

      rotateY(angleX[2]);

      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));

        rotateX(angleY[3]);

        rotateY(angleX[3]);

        translate(4.5, -16.9); // 剛剛把手移到座標中心的移動量

      shape(hand1, 0, 0);  

      popMatrix();

    popMatrix();

  popMatrix();

}









week12_5_gundam_left_copy_right

修改自 week12_4_gundam_head_body_uparm_upuparm_hand_angle

PShape uparm1, upuparm1, hand1;

PShape uparm2, upuparm2, hand2;

PShape body, head;

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");

  uparm2 = loadShape("uparm2.obj");

  upuparm2 = loadShape("upuparm2.obj");

  hand2 = loadShape("hand2.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] += mouseX - pmouseX; // 左右拖曳

  angleY[ID] += mouseY - pmouseY; // 上下拖曳

}

void keyPressed(){

  if(key=='1') ID = 1;

  if(key=='2') ID = 2;

  if(key=='3') ID = 3;

  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;

}

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);

    rotateY(angleX[0]); // x方向 左右拖曳, 是對Y軸轉

    rotateX(angleY[0]); // y方向 上下拖曳, 是對X軸轉

    translate(0, -22.5);

    shape(head, 0, 0);

  popMatrix();

  

  pushMatrix();

    translate(-2.9,20.8);

    rotateY(angleX[1]);

    rotateX(angleY[1]);

    translate(2.9,-20.8);

    //translate(mouseX/10.0, -mouseY/10.0);

    //println(mouseX/10.0, -mouseY/10.0);

    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));

      rotateZ(angleY[2]);

      rotateY(angleX[2]);

      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));

        rotateX(angleY[3]);

        rotateY(angleX[3]);

        translate(4.5, -16.9); // 剛剛把手移到座標中心的移動量

      shape(hand1, 0, 0);  

      popMatrix();

    popMatrix();

  popMatrix();


  pushMatrix();

    translate(+2.9,+20.8);

    rotateY(angleX[4]);

    rotateX(angleY[4]);

    translate(-2.9,-20.8);

    //translate(mouseX/10.0, -mouseY/10.0);

    //println(mouseX/10.0, -mouseY/10.0);

    shape(upuparm2, 0, 0); // 上上手臂

    pushMatrix();

      translate(+4.1, +19.9); // 再掛回去原本的位置

      //rotateZ(radians(mouseX));

      rotateZ(angleY[5]);

      rotateY(angleX[5]);

      translate(-4.1, -19.9); // 把物體的旋轉中心, 放到座標中心

      shape(uparm2, 0, 0); // 上手臂

      pushMatrix();

        translate(+4.5, +16.9);

        //rotateX(radians(mouseY));

        rotateX(angleY[6]);

        rotateY(angleX[6]);

        translate(-4.5, -16.9); // 剛剛把手移到座標中心的移動量

      shape(hand2, 0, 0);  

      popMatrix();

    popMatrix();

  popMatrix();

}









week12_6_sound

要有聲音, 需要聲音的 Library 函式庫 (mp3, wav, wma)

Sketch - Library - Libraries 找 sound

會看到sound | Provides a simple way to work with audio

import processing.sound.*;

SoundFile mySound;

void setup(){

  size(400,400);

  mySound = new SoundFile(this, "music.mp3");

  mySound.play();

}

void draw(){

  

}









week12_7_sound1_sound2_sound3


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(); // 開場簡介的音樂

}

boolean playingIntro = true;

void keyPressed(){

  if(playingIntro){

    sndIntro.stop();

    sndInGame.play();

    playingIntro = false;

  }

  else{

    sndInGame.stop();

    sndIntro.play();

    playingIntro = true;

  }

}

void mousePressed(){

  if(mouseButton==LEFT) sndSword.play();

  if(mouseButton==RIGHT) sndMonkey.play();

}

void draw(){

  

}



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