// week12_1_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 [] angleX = new
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"); // week09_5
hand1 = loadShape("hand1.obj"); // week09_5
}
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(radians(mouseX-200));
rotateX(radians(mouseY-60));
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
rotateZ(radians(mouseX));
translate(4.1, -19.9);
shape(uparm1, 0, 0); // 上手臂
pushMatrix();
translate(-4.1, +16.9);
rotateX(radians(mouseY));
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_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_4_gundam_head_body_push_trt_again
// 修改自 week12_3_gundam_head_body_uparm_upuparm_hand_left_keyPressed_ID
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
translate(-2.9, 20.8);
rotateY(angleX[1]);
rotateX(angleY[1]);
translate(2.9, -20.8);
shape(upuparm1, 0, 0); // 上上手臂
pushMatrix();
translate(-4.1, 19.9); // 掛回原處
rotateZ(angleY[2]);
rotateY(angleX[2]);
translate(4.1, -19.9);
shape(uparm1, 0, 0); // 上手臂
pushMatrix();
translate(-4.1, +16.9);
rotateZ(angleY[3]);
rotateY(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_5_gundam_left_copy_right
// 修改自 week12_4_gundam_head_body_push_trt_pop_again
// data 目錄裡, 也要把模型 右半邊
// PShape 宣告 要複製, 要改成 2 右半邊
// void setup() 裡, 也要複製 loadShape 裡面也要改成2 右半邊
// void draw()裡, 也要複製「整組 TRT」, 右半邊裡面的 1 變 2、x正負再反過來
PShape body, head;
PShape uparm1, upuparm1, hand1;
PShape uparm2, upuparm2, hand2; // week12_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");
uparm2 = loadShape("uparm2.obj"); // week12_5
upuparm2 = loadShape("upuparm2.obj"); // week12_5
hand2 = loadShape("hand2.obj"); // week12_5
}
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,會把 1 變成 ㄅ 要記得關中文的注音
if(key=='1') ID = 1; // 還沒有設好「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);
rotateY(angleX[0]); // week12_2 x方向 左右拖曳, 是對Y軸轉
rotateX(angleY[0]); // week12_2 y方向 上下拖曳, 是對X軸轉
translate(0, -22.5);
shape(head, 0, 0);
popMatrix();
pushMatrix(); // 左邊的手臂系列
translate(-2.9, 20.8);
rotateY(angleX[1]);
rotateX(angleY[1]);
translate(2.9, -20.8); // 把剛剛印出來的數值, 拿來用
shape(upuparm1, 0, 0); // 上上手臂
pushMatrix();
translate(-4.1, 19.9); // 再掛回去原本的位置
rotateZ(angleY[2]); // week12_2 y方向 上下拖曳, 是對Z軸轉
rotateY(angleX[2]); // week12_2 x方向 上下拖曳, 是對Y軸轉
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(angleY[3]); // week12_2 y方向 上下拖曳, 是對X軸轉
rotateY(angleX[3]); // week12_2 x方向 上下拖曳, 是對Y軸轉
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(); // 右邊的手臂系列
translate(+2.9, 20.8);
rotateY(angleX[4]);
rotateX(angleY[4]);
translate(-2.9, -20.8); // 把剛剛印出來的數值, 拿來用
shape(upuparm2, 0, 0); // 上上手臂
pushMatrix();
translate(+4.1, 19.9); // 再掛回去原本的位置
rotateZ(angleY[5]); // week12_2 y方向 上下拖曳, 是對Z軸轉
rotateY(angleX[5]); // week12_2 x方向 上下拖曳, 是對Y軸轉
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(angleY[6]); // week12_2 y方向 上下拖曳, 是對X軸轉
rotateY(angleX[6]); // week12_2 x方向 上下拖曳, 是對Y軸轉
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 需要有聲音的 library 函式庫
// Sketch- Library -Managed Libraries 找 sound 會看到
// Sound | Provides a simple way to work with audio
// 選它 右下角 Install (有小勾)
// 安裝好後會有 File - Examples 點開 Libraries核心函式庫
// Soundfile 範例 看 SimplePlayBack 簡單播放
import processing.sound.*;
SoundFile mySound;
void setup(){
size(400, 400);
mySound = new SoundFile(this, "music.mp3");
mySound.play();
}
void draw(){
}
// 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{ // 若沒播
sndInGame.stop();
sndIntro.play();
playingIntro = true;
}
}
void mousePressed(){
if(mouseButton==LEFT) sndSword.play();
if(mouseButton==RIGHT) sndMonkey.play();
}
void draw(){
}
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