//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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