課堂作業1
//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_head_keyboard_mouse_angle
//Ctrl-K 開專案的檔案總管,把week09_5的模型copy到week12
//再把week09_5的左邊一堆push trt pop貼到後面,執行時mouse亂轉
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"); //week09_5
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); //y要上下反過來
shape(body,0,0);
pushMatrix();
translate(0,22.5);
rotateY(radians(mouseX-200));
rotateX(radians(mouseY-70));
translate(0,-22.5);
shape(head,0,0);
popMatrix();
pushMatrix(); //左邊的手臂系列
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);//把物體的旋轉值,放到座標中心
shape(uparm1, 0, 0); //上手臂
pushMatrix();
translate(-4.5, 16.9);
rotateX(radians(mouseX));
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();
popMatrix();
}
課堂作業2
//week12_2_gundam_head_body_uparm_upuparm_hand_angle
//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"); //week09_5
upuparm1 = loadShape("upuparm1.obj"); //week09_5
hand1 = loadShape("hand1.obj"); //week09_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 draw(){
background(204);
translate(200,300);
sphere(10); //原點的球
scale(10, -10, 10); //y要上下反過來
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
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]); //week12_2 y方向,上下拖曳,是對Z軸轉
rotateY(angleX[2]); //week12_2 y方向,上下拖曳,是對Y軸轉
translate(4.1, -19.9);//把物體的旋轉值,放到座標中心
shape(uparm1, 0, 0); //上手臂
pushMatrix();
translate(-4.5, 16.9);
//rotateX(radians(mouseX));
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();
}
課堂作業3
//week12_3_gundam_head_body_left_keyPressedID
//修改自week12_2_gundam_head_body_uparm_upuparm_hand_angle
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"); //week09_5
upuparm1 = loadShape("upuparm1.obj"); //week09_5
hand1 = loadShape("hand1.obj"); //week09_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
if(key=='1') ID = 1; //還沒有設「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); //y要上下反過來
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
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]); //week12_2 y方向,上下拖曳,是對Z軸轉
rotateY(angleX[2]); //week12_2 y方向,上下拖曳,是對Y軸轉
translate(4.1, -19.9);//把物體的旋轉值,放到座標中心
shape(uparm1, 0, 0); //上手臂
pushMatrix();
translate(-4.5, 16.9);
//rotateX(radians(mouseX));
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();
}
課堂作業4
//week12_4_gundam_head_body_push_trt_pop_again
//修改自week12_3_gundam_head_body_left_keyPressedID
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"); //week09_5
upuparm1 = loadShape("upuparm1.obj"); //week09_5
hand1 = loadShape("hand1.obj"); //week09_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
if(key=='1') ID = 1; //還沒有設「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); //y要上下反過來
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);//把剛剛印出來數值 拿來用
//利用下面的2行,找到旋轉中心的座標,並印出來。再把座標,放到上面
//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
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]); //week12_2 y方向,上下拖曳,是對Z軸轉
rotateY(angleX[2]); //week12_2 y方向,上下拖曳,是對Y軸轉
translate(4.1, -19.9);//把物體的旋轉值,放到座標中心
shape(uparm1, 0, 0); //上手臂
pushMatrix();
translate(-4.5, 16.9);
//rotateX(radians(mouseX));
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();
}
課堂作業5
//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 改成2 右半邊
//void setup()裡 也要複製loadShape裡面也要改成2
//void draw()裡 也要複製「整組TRT」右半邊裡的1變2 x正負
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"); //week09_5
upuparm1 = loadShape("upuparm1.obj"); //week09_5
hand1 = loadShape("hand1.obj"); //week09_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
if(key=='1') ID = 1; //還沒有設「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); //y要上下反過來
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);//把剛剛印出來數值 拿來用
//利用下面的2行,找到旋轉中心的座標,並印出來。再把座標,放到上面
//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
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]); //week12_2 y方向,上下拖曳,是對Z軸轉
rotateY(angleX[2]); //week12_2 y方向,上下拖曳,是對Y軸轉
translate(4.1, -19.9);//把物體的旋轉值,放到座標中心
shape(uparm1, 0, 0); //上手臂
pushMatrix();
translate(-4.5, 16.9);
//rotateX(radians(mouseX));
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);//把剛剛印出來數值 拿來用
//利用下面的2行,找到旋轉中心的座標,並印出來。再把座標,放到上面
//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
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]); //week12_2 x方向,左右拖曳,是對y軸轉
rotateY(angleX[5]); //week12_2 y方向,上下拖曳,是對x軸轉
translate(-4.1, -19.9);//把物體的旋轉值,放到座標中心
shape(uparm2, 0, 0); //上手臂
pushMatrix();
translate(4.5, 16.9);
//rotateX(radians(mouseX));
rotateX(angleY[6]); //week12_2 x方向,左右拖曳,是對y軸轉
rotateY(angleX[6]); //week12_2 y方向,上下拖曳,是對x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 ,需要聲音的Library
//Sktch - Library - Managed Libraries 找 sound
//會看到 Sound | Provides a simple way with audio
//選它 右下角 Install 下載安裝(會有小勾勾)
//安裝好 Sound 後,會有File - Examples 點開 Libraries核心函式庫Sound
//Soundfile 那堆範例 看到SimplePlayback 簡單撥放音樂的範例
import processing.sound.*; //抄範例
SoundFile mySound; //抄範例, 改一下變數名
void setup(){
size(400, 400);
mySound = new SoundFile(this, "music.mp3"); //抄範例,改檔名
mySound.play(); //播放
}
void draw(){ //記得要有個空的draw()函式, 才會持續撥放
}
課堂作業7
//week12_7_sound_intro_ingame_sword_monkey
import processing.sound.*; //抄範例
SoundFile sndInGame, sndIntro, sndMonkey, sndSword;
void setup(){
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(); //開場簡介音樂
}
boolean playingIntro = true;
void keyPressed(){//按下空白鍵,進入遊戲音樂
if(playingIntro){ //若在播「開場簡介」
sndIntro.stop(); //開場簡介的音樂stop
sndInGame.play(); //進入遊戲關卡音樂play
playingIntro = false; //現在沒播「開場簡介」
}else{ //若沒播「開場簡介」
sndInGame.stop();
sndIntro.play();
playingIntro = true;
}
}
void mousePressed(){
if(mouseButton==LEFT) sndSword.play();
if(mouseButton==RIGHT) sndMonkey.play();
}
void draw(){//一定要記得家void draw()才會正確更新程式
}

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