week12
//week12_1_gundam_head_body_uparm_upuparm_hand
//修改自week09_2,再加上09_5 //Ctrl-K複製模型 PShape body, head; PShape uparm1, upuparm1, hand1; void setup() { size(400, 400, P3D); body = loadShape("body.obj"); head = loadShape("head.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 scale(10, -10, 10); shape(body, 0, 0); pushMatrix(); translate(0, 22.5); rotateY(radians(mouseX - 200)); translate(0, -22.5); shape(head, 0, 0); popMatrix(); pushMatrix();//左邊 shape(upuparm1, 0, 0);//上上手臂 pushMatrix(); translate(-4.1, 19.9);//再掛回原位置 rotateZ(radians(mouseX)); translate(4.1, -19.9);//把物體旋轉中心,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); //translate(mouseX / 10.0, -mouseY / 10.0); //println(mouseX / 10.0, -mouseY / 10.0);//印出適合的數值 shape(hand1, 0, 0); popMatrix(); popMatrix(); popMatrix(); }
//week12_2_gundam_head_body_uparm_upuparm_hand_angle //修改自week12_1 //加上 float [] angleX = new float[10]; //加上angleY[ID] += mouseY - pmouseY; //Ctrl-K複製模型 PShape body, head; PShape uparm1, upuparm1, hand1; void setup() { size(400, 400, P3D); body = loadShape("body.obj"); head = loadShape("head.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;//head:0 upuparm:1 uparm:2 hand:3 void mouseDragged() { angleX[ID] += radians(mouseX - pmouseX);//左右拖曳 angleY[ID] += radians(mouseY - pmouseY);//上下拖曳 } void draw() { background(204); translate(200, 300); sphere(10);//原點 scale(10, -10, 10); shape(body, 0, 0); pushMatrix(); translate(0, 22.5); rotateY(angleX[0]);//x方向 rotateX(angleY[0]);//y方向 translate(0, -22.5); shape(head, 0, 0); popMatrix(); pushMatrix();//左邊 shape(upuparm1, 0, 0);//上上手臂 pushMatrix(); translate(-4.1, 19.9);//再掛回原位置 rotateZ(angleX[1]); rotateY(angleY[1]); translate(4.1, -19.9);//把物體旋轉中心,放到座標中心 shape(uparm1, 0, 0);//上手臂 pushMatrix(); translate(-4.5, 16.9); rotateX(angleX[2]); rotateY(angleY[2]); translate(4.5, -16.9); //translate(mouseX / 10.0, -mouseY / 10.0); //println(mouseX / 10.0, -mouseY / 10.0);//印出適合的數值 shape(hand1, 0, 0); popMatrix(); popMatrix(); popMatrix(); }//week12_3_gundam_head_body_uparm_upuparm_hand_angle //修改自week12_1 //加上 float [] angleX = new float[10]; //加上angleY[ID] += mouseY - pmouseY; //Ctrl-K複製模型 PShape body, head; PShape uparm1, upuparm1, hand1; void setup() { size(400, 400, P3D); body = loadShape("body.obj"); head = loadShape("head.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;//head:0 upuparm:1 uparm:2 hand:3 void mouseDragged() { angleX[ID] += radians(mouseX - pmouseX);//左右拖曳 angleY[ID] += radians(mouseY - pmouseY);//上下拖曳 } void keyPressed() { if(key == '1') ID = 1; if(key == '2') ID = 2;//uparm if(key == '3') ID = 3;//hand 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;//head } void draw() { background(204); translate(200, 300); sphere(10);//原點 scale(10, -10, 10); shape(body, 0, 0); pushMatrix(); translate(0, 22.5); rotateY(angleX[0]);//x方向 rotateX(angleY[0]);//y方向 translate(0, -22.5); shape(head, 0, 0); popMatrix(); pushMatrix();//左邊 shape(upuparm1, 0, 0);//上上手臂 pushMatrix(); translate(-4.1, 19.9);//再掛回原位置 rotateZ(angleX[2]); rotateY(angleY[2]); translate(4.1, -19.9);//把物體旋轉中心,放到座標中心 shape(uparm1, 0, 0);//上手臂 pushMatrix(); translate(-4.5, 16.9); rotateX(angleX[3]); rotateY(angleY[3]); translate(4.5, -16.9); //translate(mouseX / 10.0, -mouseY / 10.0); //println(mouseX / 10.0, -mouseY / 10.0);//印出適合的數值 shape(hand1, 0, 0); popMatrix(); popMatrix(); popMatrix(); }//week12_4_gundam_head_body_push_trt_pop_again //修改自week12_1 //加上 float [] angleX = new float[10]; //加上angleY[ID] += mouseY - pmouseY; //Ctrl-K複製模型 PShape body, head; PShape uparm1, upuparm1, hand1; void setup() { size(400, 400, P3D); body = loadShape("body.obj"); head = loadShape("head.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;//head:0 upuparm:1 uparm:2 hand:3 void mouseDragged() { angleX[ID] += radians(mouseX - pmouseX);//左右拖曳 angleY[ID] += radians(mouseY - pmouseY);//上下拖曳 } void keyPressed() { if(key == '1') ID = 1; if(key == '2') ID = 2;//uparm if(key == '3') ID = 3;//hand 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;//head } void draw() { background(204); translate(200, 300); sphere(10);//原點 scale(10, -10, 10); shape(body, 0, 0); pushMatrix(); translate(0, 22.5); rotateY(angleX[0]);//x方向 rotateX(angleY[0]);//y方向 translate(0, -22.5); shape(head, 0, 0); popMatrix(); pushMatrix();//左邊 translate(-2.9, 20.8); rotateY(angleX[1]); rotateX(angleY[1]); translate(2.9, -20.8); shape(upuparm1, 0, 0);//上上手臂 //translate(mouseX / 10.0, -mouseY / 10.0); //println(mouseX / 10.0, -mouseY / 10.0); pushMatrix(); translate(-4.1, 19.9);//再掛回原位置 rotateZ(angleX[2]); rotateY(angleY[2]); translate(4.1, -19.9);//把物體旋轉中心,放到座標中心 shape(uparm1, 0, 0);//上手臂 pushMatrix(); translate(-4.5, 16.9); rotateX(angleX[3]); rotateY(angleY[3]); translate(4.5, -16.9); //translate(mouseX / 10.0, -mouseY / 10.0); //println(mouseX / 10.0, -mouseY / 10.0);//印出適合的數值 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library函式庫 //Sketch-library-managed library-sound //Provides a simple way to work with audio.下載 //file-examples-libraries核心函式庫-sound //Soundfile 看SimplePlayback簡單播放音樂的範例 import processing.sound.*; SoundFile mySound; void setup() { size(400, 400); mySound = new SoundFile(this, "music.mp3"); mySound.play(); } void draw()//要有空函式,才會持續更新,才有聲音 { }//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"); sndInGame = new SoundFile(this, "Intro Song_Final.mp3"); sndInGame = new SoundFile(this, "Monkey 1.mp3"); sndInGame = new SoundFile(this, "sword slash.mp3"); sndIntro.play(); } boolean playingIntro = true; void keyPressed()//按下空白建,進入遊戲音樂 { if(playingIntro) { sndIntro.stop();//開場音樂停 sndInGame.play(); playingIntro = false;//現在沒播開場 } 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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