2025年5月8日 星期四

week12

 






// week12_1_gundam_head_body_uparm_upuparm_hand

// week09_2_gundam_head_body_push_trt_pop

PShape body,head;

PShape uparm1,upuparm1,hand1;

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); // y要上下再反過來

  

  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();

  pushMatrix();

    shape(upuparm1,0,0); // 上上手臂

    pushMatrix();

      translate(-4.1,19.9);

      rotateZ(radians(mouseX));

      translate(4.1,-19.9);

      shape(uparm1,0,0); // 上手臂

      pushMatrix();

        translate(-4.5,16.9);

        rotateX(radians(mouseY));

        translate(4.5,-16.9);

        shape(hand1,0,0);

      popMatrix();

    popMatrix();

  popMatrix();

}



















// week12_2_gundam_head_body_uparm_upuparm_hand_angle

// week09_2_gundam_head_body_push_trt_pop

PShape body,head;

PShape uparm1,upuparm1,hand1;

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;

void mouseDragged(){

  angleX[ID] += radians(mouseX - pmouseX);

  angleY[ID] += radians(mouseY - pmouseY);

}

void draw(){

  background(204);

  translate(200,300);

  sphere(10); // 原點的球

  

  scale(10,-10,10); // y要上下再反過來

  

  shape(body,0,0);

  pushMatrix();

    translate(0,22.5);

    rotateY(angleX[0]);

    rotateX(angleY[0]);

    translate(0,-22.5);

    shape(head,0,0);

  popMatrix();

  

  pushMatrix();

    shape(upuparm1,0,0); // 上上手臂

    pushMatrix();

      translate(-4.1,19.9);

      rotateZ(angleY[2]);

      rotateY(angleX[2]);

      translate(4.1,-19.9);

      shape(uparm1,0,0); // 上手臂

      pushMatrix();

        translate(-4.5,16.9);

        rotateX(angleY[3]);

        rotateY(angleX[3]);

        translate(4.5,-16.9);

        shape(hand1,0,0);

      popMatrix();

    popMatrix();

  popMatrix();

}









// week12_3_gundam_head_body_left_keyPressed_ID

// week09_2_gundam_head_body_push_trt_pop

PShape body,head;

PShape uparm1,upuparm1,hand1;

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;

void mouseDragged(){

  angleX[ID] += radians(mouseX - pmouseX);

  angleY[ID] += radians(mouseY - pmouseY);

}

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); // y要上下再反過來

  

  shape(body,0,0);

  pushMatrix();

    translate(0,22.5);

    rotateY(angleX[0]);

    rotateX(angleY[0]);

    translate(0,-22.5);

    shape(head,0,0);

  popMatrix();

  

  pushMatrix();

    shape(upuparm1,0,0); // 上上手臂

    pushMatrix();

      translate(-4.1,19.9);

      rotateZ(angleY[2]);

      rotateY(angleX[2]);

      translate(4.1,-19.9);

      shape(uparm1,0,0); // 上手臂

      pushMatrix();

        translate(-4.5,16.9);

        rotateX(angleY[3]);

        rotateY(angleX[3]);

        translate(4.5,-16.9);

        shape(hand1,0,0);

      popMatrix();

    popMatrix();

  popMatrix();

}







// week12_4_gundam_head_body_trt_pop_again
// week09_2_gundam_head_body_push_trt_pop
PShape body,head;
PShape uparm1,upuparm1,hand1;
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;
void mouseDragged(){
  angleX[ID] += radians(mouseX - pmouseX);
  angleY[ID] += radians(mouseY - pmouseY);
}
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); // y要上下再反過來
  
  shape(body,0,0);
  pushMatrix();
    translate(0,22.5);
    rotateY(angleX[0]);
    rotateX(angleY[0]);
    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);
      rotateZ(angleY[2]);
      rotateY(angleX[2]);
      translate(4.1,-19.9);
      shape(uparm1,0,0); // 上手臂
      pushMatrix();
        translate(-4.5,16.9);
        rotateX(angleY[3]);
        rotateY(angleX[3]);
        translate(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

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();

}

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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