作業一: 大眼睛
程式教學
眼睛裡的眼球會跟著滑鼠移動
void setup(){
size(800,800);
}
void draw(){
background(128);
strokeWeight(20);
ellipse(100,200,180,360);
ellipse(300,200,180,360);
float angle1 = atan2((mouseY-200)/2,mouseX-300);
float newX1 = 300+100*cos(angle1)/2;
float newY1 = 200+200*sin(angle1)/2;
ellipse(newX1,newY1,10,10);
float angle2 = atan2((mouseY-200)/2,mouseX-100);
float newX2 = 100+100*cos(angle2)/2;
float newY2 = 200+200*sin(angle2)/2;
ellipse(newX2,newY2,10,10);
}
作業二: 砲塔射擊遊戲
程式教學
用滑鼠發射砲彈,但限制10顆砲彈
void setup(){
size(400,800);
}
float [] ballx=new float[10];
float [] bally=new float[10];
float [] ballvx=new float[10];
float [] ballvy=new float[10];
float [] angle=new float[10];
int now=0;
void draw(){
background(0,128,0);
fill(#F20C0C);ellipse(200,600,100,100);
for(int i=0;i<10;i++){
fill(#F2740C); ellipse(ballx[i],bally[i],30,30);
ballx[i]+=ballvx[i]; bally[i]+=ballvy[i];
}
angle[now]= atan2(mouseY-600,mouseX-200);
}
void mouseMoved(){
ballx[now]=200+50*cos(angle[now]);
bally[now]=600+50*sin(angle[now]);
}
void mousePressed(){
ballvx[now]=cos(angle[now]);
ballvy[now]=sin(angle[now]);
now++;
}
未完成的程式
void setup(){
size(400,800);
for(int i=0;i<20;i++){
badDead[i]=false;
badx[i]=random(0-300,400+300);
bady[i]=random(-200,0);
badvx[i]=-(badx[i]-200)/800;
badvy[i]=-(bady[i]-600)/800;
}
}
float [] ballx=new float[10];
float [] bally=new float[10];
float [] ballvx=new float[10];
float [] ballvy=new float[10];
float [] angle=new float[10];
float [] badx=new float[20];
float [] bady=new float[20];
float [] badvx=new float[20];
float [] badvy=new float[20];
boolean [] badDead=new boolean[20];
int now=0;
boolean bGameOver=false;
void draw(){
background(0,128,0);
fill(#F20C0C);ellipse(200,600,100,100);
for(int i=0;i<10;i++){
fill(#F2740C); ellipse(ballx[i],bally[i],30,30);
ballx[i]+=ballvx[i]; bally[i]+=ballvy[i];
}
angle[now]= atan2(mouseY-600,mouseX-200);
}
void mouseMoved(){
ballx[now]=200+50*cos(angle[now]);
bally[now]=600+50*sin(angle[now]);
}
void mousePressed(){
ballvx[now]=cos(angle[now]);
ballvy[now]=sin(angle[now]);
now++;
}
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