2025年5月8日 星期四

week12

 week12

// week12-1_gundam_head_body_uparm_upuparm_hand

//修改自week09-2_gundam_head_body_push_pop

//再加上week09-5_gundam_uparm_upuparm_hand_ketboard_mouse_angle

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");//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);// 再掛回原本的位置

      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(mouseX));

        translate(4.5, -16.9);// 把剛剛手移到做邊中心的移動量

        shape(hand1, 0, 0);// 上手臂

       popMatrix();

     popMatrix();

  popMatrix();

}


// 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];
//float [] angleY = new float[10];
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");//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);
  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);// 再掛回原本的位置
      //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(mouseX));
        rotateY(angleX[3]);
        rotateX(angleY[3]);
        translate(4.5, -16.9);// 把剛剛手移到做邊中心的移動量
        shape(hand1, 0, 0);// 手
       popMatrix();
     popMatrix();
  popMatrix();
}
// week12-3_gundam_head_body_left_keyPressed_ID
//修改自week12-2_gundam_head_body_uparm_upuparm_hand_angle
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");//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);
  angleY[ID] += radians(mouseY - pmouseY);
}
void keyPressed(){
  if(key=='1')ID = 1;//還沒有設好 上上手臂
  if(key=='2')ID = 2;//上手臂
  if(key=='3')ID = 3;//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);// 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);// 再掛回原本的位置
      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);
        rotateY(angleX[3]);
        rotateX(angleY[3]);
        translate(4.5, -16.9);// 把剛剛手移到做邊中心的移動量
        shape(hand1, 0, 0);// 手
       popMatrix();
     popMatrix();
  popMatrix();
}

// week12-4_gundam_head_body_puh_trt_pop
//修改自week12-3_gundam_head_body_left_keyPressed_ID
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");//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);
  angleY[ID] += radians(mouseY - pmouseY);
}
void keyPressed(){
  if(key=='1')ID = 1;//還沒有設好 上上手臂
  if(key=='2')ID = 2;//上手臂
  if(key=='3')ID = 3;//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);// 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);// 再掛回原本的位置
    rotateZ(angleY[1]);
    rotateY(angleX[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);// 再掛回原本的位置
      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);
        rotateY(angleX[3]);
        rotateX(angleY[3]);
        translate(4.5, -16.9);// 把剛剛手移到做邊中心的移動量
        shape(hand1, 0, 0);// 手
       popMatrix();
     popMatrix();
  popMatrix();
}
// week12-5_gundam_left_copy_right
//修改自week12-4_gundam_head_body_puh_trt_pop
PShape body,head;
PShape uparm1,upuparm1,hand1;
PShape uparm2,upuparm2,hand2;
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");
  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);
  angleY[ID] += radians(mouseY - pmouseY);
}
void keyPressed(){
  if(key=='1')ID = 1;//還沒有設好 上上手臂
  if(key=='2')ID = 2;//上手臂
  if(key=='3')ID = 3;//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);// 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);// 再掛回原本的位置
    rotateZ(angleY[1]);
    rotateY(angleX[1]);
    translate(2.9, -20.8);
    shape(upuparm1, 0, 0);// 上上手臂
    pushMatrix();
      translate(-4.1, 19.9);// 再掛回原本的位置
      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);
        rotateY(angleX[3]);
        rotateX(angleY[3]);
        translate(4.5, -16.9);// 把剛剛手移到做邊中心的移動量
        shape(hand1, 0, 0);// 手
       popMatrix();
     popMatrix();
  popMatrix();
  
  pushMatrix();
    translate(2.9, 20.8);// 再掛回原本的位置
    rotateZ(angleY[4]);
    rotateY(angleX[4]);
    translate(-2.9, -20.8);
    shape(upuparm2, 0, 0);// 上上手臂
    pushMatrix();
      translate(4.1, 19.9);// 再掛回原本的位置
      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);
        rotateY(angleX[6]);
        rotateX(angleY[6]);
        translate(-4.5, -16.9);// 把剛剛手移到做邊中心的移動量
        shape(hand2, 0, 0);// 手
       popMatrix();
     popMatrix();
  popMatrix();
}
//week12-6_sound
//要有聲音,需要聲音的 Library 函式庫
// Sketch - Library -Managed Libraries 找 Sound
//會看到 Sound | Provideos a simple way to work 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 SimplePlayback 簡單撥放音樂的範例
import processing.sound.*;
SoundFile mySound;
void setup() {
  size(400, 400);
  mySound = new SoundFile(this, "music.mp3");
  mySound.play();
}      
void draw() {
}

//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();//開場簡介的音樂
}  
boolean playingIntro = true;
void keyPressed(){//按下空白建,會進入遊戲音樂
  if(playingIntro){//若在播「開場簡介」
    sndIntro.stop();//開場簡介的音樂 stop
    sndInGame.play();  //進入遊戲關卡的音樂 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() {
}













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