作業1:
//week12_1_guamdan_head_body_push_upuparm_uparm_hand
//改自week09-2、09-5
//將week09-5模型加進來
//再把week09-5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;
//week09-5複製來的
void setup(){
size(400,400,P3D);
body =loadShape("body.obj");
head = loadShape("head.obj");
//week09-5複製來的
uparm1 = loadShape("uparm1.obj");
upuparm1 = loadShape("upuparm1.obj");
hand1 = loadShape("hand1.obj");
}
void draw(){
background(204);
translate(200,300);
sphere(10); //球當原點
scale(10,-10.10); //上下反過來
shape(body,0,0);
pushMatrix();
translate(0,22,5);
//rotate(radians(mouseX-200));
rotateY(radians(mouseX-200));
rotateX(radians(mouseY-60));
translate(0,-22,5);
shape(head,0,0);
popMatrix();
pushMatrix();//左邊手臂
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();
popMatrix();
}
作業2:
//week12_2_guamdan_head_body_push_upuparm_uparm_hand_angle
//改自week12-1
//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複製來的
void setup(){
size(400,400,P3D);
body =loadShape("body.obj");
head = loadShape("head.obj");
//week09-5複製來的
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 draw(){
background(204);
translate(200,300);
sphere(10); //球當原點
scale(10,-10.10); //上下反過來
shape(body,0,0);
pushMatrix();
translate(0,22,5);
//rotate(radians(mouseX-200));
rotateY(angleX[0]); //X方向左右拖曳,是對Y軸旋轉
rotateX(angleY[0]);//Y方向上下拖曳,是對X軸旋轉
translate(0,-22,5);
shape(head,0,0);
popMatrix();
pushMatrix();//左邊手臂
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
//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();
}
作業3:
// week11_3_postman_again
// 重新來一次, 讓程式的架構變更清楚
PImage postman, head, body, uparm1, hand1, uparm2, hand2, foot1, foot2;
void setup(){ // 把上面的圖, 都拉近新專案裡
size(560, 560);
postman = loadImage("postman.png");
head = loadImage("head.png");
body = loadImage("body.png");
uparm1 = loadImage("uparm1.png");
uparm2 = loadImage("uparm2.png");
hand1 = loadImage("hand1.png");
hand2 = loadImage("hand2.png");
foot1 = loadImage("foot1.png"); // 增加腳 旋轉中心 220,375
foot2 = loadImage("foot2.png"); // 增加腳 旋轉中心 260,372
}
float [] angleX = new float[10]; // 在 3D 的世界裡, 我們的旋轉
float [] angleY = new float[10];
int ID = 0; // 一開始是頭的關節
ArrayList<String> lines = new ArrayList<String>();
void keyPressed(){
if(key=='s'){ // 現在動作的所有關節,都存起來
String now = ""; // 空字串
for(int i=0; i<10; i++){
now += angleX[i] + " "; // 後面有空格
now += angleY[i] + " "; // 後面有空格
}
lines.add(now); // 把現在的動作的這行, 加到 lines 裡
String [] arr = new String[lines.size()];
lines.toArray(arr);
saveStrings("angles.txt", arr);
println("現在存檔:" + now);
}
if(key=='r'){
String [] file = loadStrings("angles.txt");
if(file != null){
for(int i=0; i<file.length; i++){
lines.add(file[i]);
println("現在讀檔:" + file[i]);
}
}
}
if(key=='p') playing = !playing; // 播動畫 <=> 不播動畫
if(key=='1') ID = 1; // 左邊臂
if(key=='2') ID = 2; // 左邊手
if(key=='3') ID = 3; // 右邊臂
if(key=='4') ID = 4; // 右邊手
if(key=='5') ID = 5; // 左邊腳
if(key=='6') ID = 6; // 右邊腳
if(key=='0') ID = 0; // 頭
}
boolean playing = false; // 一開始,不播放動畫, 按下 'p'可切換
void mouseDragged(){
angleX[ID] += mouseX - pmouseX;
angleY[ID] += mouseY - pmouseY; // 多了這一行
}
int R = 0;
void myInterpolate(){ // 請不要剪貼, 老師重寫
if(lines.size()>=2){ // 要有2行以上, 才能做內插
float alpha = (frameCount%30)/30.0; // 介於 0.0~1.0中間的值
if(alpha==0.0) R = (R+1)%lines.size(); // 如果變到0.0就換下一組
int R2 = (R+1)%lines.size();
float [] oldAngle = float(split( lines.get( R ), ' '));
float [] newAngle = float(split( lines.get( R2 ), ' '));
for(int i=0; i<10; i++){
angleX[i] = oldAngle[i*2+0]*(1-alpha) + newAngle[i*2+0]*alpha;
angleY[i] = oldAngle[i*2+1]*(1-alpha) + newAngle[i*2+1]*alpha;
}
}
}
void draw(){
background(#FFFFF2);
if(playing) myInterpolate();
image(body, 0, 0); // 先畫身體
pushMatrix();
translate(+236, +231); // 再放回去正確的位置
rotate(radians(angleX[0]));
translate(-236, -231); // 把頭的旋轉中心, 放到(0,0)
image(head, 0, 0); // 再畫頭
popMatrix();
pushMatrix(); // 腳 foot1
translate(220, 375);
rotate(radians(angleX[5]));
translate(-220, -375);
image(foot1, 0, 0);
popMatrix();
pushMatrix(); // 腳 foot2
translate(260, 372);
rotate(radians(angleX[6]));
translate(-260, -372);
image(foot2, 0, 0);
popMatrix();
pushMatrix(); // 要畫左邊的上手臂、手肘
translate(+185, +261);
rotate(radians(angleX[1]));
translate(-185, -261);
image(uparm1, 0, 0); // 上手臂
pushMatrix();
translate(+116, +265);
rotate(radians(angleX[2]));
translate(-116, -265);
image(hand1, 0, 0); // 手肘
popMatrix();
popMatrix();
pushMatrix(); // 要畫右邊的上手臂、手肘
translate(290, 262);
rotate(radians(angleX[3]));
translate(-290, -262);
image(uparm2, 0, 0);
pushMatrix();
translate(357, 259);
rotate(radians(angleX[4]));
translate(-357, -259);
image(hand2, 0, 0);
popMatrix();
popMatrix();
}
作業4:
//week12_4_guamdan_left_push_pop_keyPressed_id
//改自week12-2
PShape body,head;
PShape uparm1, upuparm1, hand1;
//week09-5複製來的
void setup(){
size(400,400,P3D);
body =loadShape("body.obj");
head = loadShape("head.obj");
//week09-5複製來的
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(){ //小心會變成ㄅ,便注音
if(key=='1') ID=1;//還沒設好上上手臂
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;//頭
}
void draw(){
background(204);
translate(200,300);
sphere(10); //球當原點
scale(10,-10.10); //上下反過來
shape(body,0,0);
pushMatrix();
translate(0,22,5);
//rotate(radians(mouseX-200));
rotateY(angleX[0]); //X方向左右拖曳,是對Y軸旋轉
rotateX(angleY[0]);//Y方向上下拖曳,是對X軸旋轉
translate(0,-22,5);
shape(head,0,0);
popMatrix();
pushMatrix();//左邊手臂
translate(-2.9,20.8);
rotateX(angleX[1]);
rotateY(angleY[1]);
translate(2.9,-20.8);
//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
//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();
}
作業5:
//week12_5_guamdan_left_push_pop_keyPressed_id
//改自week12-4
//PShape 宣告要複製也要複製loadShape改成2
//void setup()也要改成2
//void draw() 也複製「trt」右邊變成2,X正負相反
PShape body,head;
PShape uparm1, upuparm1, hand1;
PShape uparm2, upuparm2, hand2;
//week09-5複製來的
void setup(){
size(400,400,P3D);
body =loadShape("body.obj");
head = loadShape("head.obj");
//week09-5複製來的
uparm1 = loadShape("uparm1.obj");
upuparm1 = loadShape("upuparm1.obj");
hand1 = loadShape("hand1.obj");
//week12-4
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] +=radians(mouseX-pmouseX); //左右拖曳
angleY[ID] +=radians(mouseY-pmouseY); //上下拖曳
}
void keyPressed(){ //小心會變成ㄅ,便注音
if(key=='1') ID=1;//還沒設好上上手臂
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;//頭
}
void draw(){
background(204);
translate(200,300);
sphere(10); //球當原點
scale(10,-10.10); //上下反過來
shape(body,0,0);
pushMatrix();
translate(0,22,5);
//rotate(radians(mouseX-200));
rotateY(angleX[0]); //X方向左右拖曳,是對Y軸旋轉
rotateX(angleY[0]);//Y方向上下拖曳,是對X軸旋轉
translate(0,-22,5);
shape(head,0,0);
popMatrix();
pushMatrix();//左邊手臂
translate(-2.9,20.8);
rotateX(angleX[1]);
rotateY(angleY[1]);
translate(2.9,-20.8);
//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
//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();
pushMatrix();//右邊手臂
translate(2.9,20.8);
rotateX(angleX[4]);
rotateY(angleY[4]);
translate(-2.9,-20.8);
//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
//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(hand2, 0, 0);
popMatrix();
popMatrix();
popMatrix();
}
作業6:
//week12-6_sound
//要有聲音,需要聲音的Library 函式庫
//Sketch-Library-Managed Libraries
//會看到 Sound | Provides a simple way to work with audio
//選他,下載
//下載完會有file-Examples點開核心函式庫
//Soundfile 點Sampleplayback
import processing.sound.*;
SoundFile mySound; //超範例,改變數名
void setup(){
size(400,400);
mySound=new SoundFile(this,"music.mp3"); //改黨名
mySound.play();//播放
}
void draw(){
}
作業7:
//week12-7_sound_intro_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");
}
boolean playIntro=true;
void keyPressed(){
if(playIntro){
sndIntro.stop();
sndInGame.play();
playIntro=false;
}else{
sndInGame.stop();
sndIntro.play();
playIntro=true;
}
}
void mousePressed(){
if(mouseButton==LEFT) sndSword.play();
if(mouseButton==RIGHT) sndMonkey.play();
}
void draw(){//一定要加才會更新程式50fps
}
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