// 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_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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