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顯示具有 Week 03 標籤的文章。 顯示所有文章

2017年10月30日 星期一

Week03

一.憤怒鳥小遊戲


1.將圖片輸入至程式中








p.s 若圖片太大  可以在image函式後 加入(100,100);




2.加上mouseReleasedmouseDragged 結合牛頓第二運動定律彈出的狀態



3.調整圖片中心

4.加上AX與AY讓鳥能夠受到重力掉下來



5.讓鳥撞到豬 豬會消失


6.增加摩擦力 與 撞到牆壁反彈


二.小朋友下樓梯



2017年10月2日 星期一

Week03 J

作業一:憤怒鳥遊戲
程式碼:
PImage imgBird , imgPig;
void setup(){
  size(800,600);
  imgBird=loadImage("bird.png");
  imgPig=loadImage("pig.png");
  imageMode( CENTER); /////!!!!
}

float birdX=400, birdY=300;
float birdVX=0, birdVY=0;
float birdAX=0, birdAY=0;
float pigX=700, pigY=100;
boolean pigAlive=true;


void draw(){
  background(255);
  if(pigAlive) image(imgPig, pigX, pigY, 100, 100);
  image(imgBird, birdX, birdY, 100 , 100);
 // ellipse(birdX, birdY, 100, 100);
  if(dist(pigX, pigY, birdX, birdY) <100){
    pigAlive=false;
  }
  line(birdX, birdY, 400, 300);

  birdX += birdVX;
  birdY += birdVY;
  if(birdX<50) {birdX=50; birdVX = -birdVX;}
  if(birdX>width-50) {birdX=width-50; birdVX= -birdVX;}
  if(birdY<50) {birdY=50; birdVY = -birdVY;}
  if(birdY>height-50) {birdY=height-50; birdVY = -birdVY;}

  birdVX += birdAX;
  birdVY += birdAY;
  birdVX *=0.997;
  birdVY *=0.997;
}

void mouseDragged(){
  birdX= mouseX;
  birdY= mouseY;
  birdVX=birdVY=birdAX=birdAY=0;
}

void mouseReleased(){
  birdVX = (400-mouseX)/ 10.0;
  birdVY = (300-mouseY)/ 10.0;
  birdAY = 0.98;
}









作業二: 走樓梯

程式碼:
void setup(){
  size(600, 500);
}

int boardX=227, boardY=400;
int kidX=300, kidY=250;

void draw(){
  background(0);
  rect(boardX, boardY, 200, 50);
  rect(kidX, kidY, 50,50);


  if(kidX>boardX-50 && kidX<boardX+200 && kidY>boardY-50){
  }
  else kidY++;

  kidX=mouseX;
}

week 03

一、做出憤怒鳥Angry Bird小遊戲

1.讀入圖片,並讓中心點都在圖

PImage imgbird,imgpig;
void setup(){
  size(800,600);
  imgbird=loadImage("bird.png");
  imgpig=loadImage("pig.png");
  imageMode(CENTER);
}
float birdX=400,birdY=300;
float pigX=700,pigY=200;2
void draw(){

  background(255);
  image(imgpig,pigX,pigY,100,100);
  image(imgbird,birdX,birdY,100,100);
}

2.使憤怒鳥有速度、加速度、引力以及彈弓
PImage imgbird,imgpig;
void setup(){
  size(800,600);
  imgbird=loadImage("bird.png");
  imgpig=loadImage("pig.png");
  imageMode(CENTER);
}
float birdX=400,birdY=300;
float birdVX=0,birdVY=0;
float birdAX=0,birdAY=0;
float pigX=700,pigY=200;
void draw(){
  background(255);
  image(imgpig,pigX,pigY,100,100);
  image(imgbird,birdX,birdY,100,100);
  line(birdX,birdY,400,300);
  birdX+=birdVX;
  birdY+=birdVY;
  birdVX+=birdAX;
  birdVY+=birdAY;
}
void mouseDragged(){
  birdX=mouseX;
  birdY=mouseY;
  birdVX=birdVY=birdAX=birdAY=0;
}
void mouseReleased(){
  birdVX=(400-mouseX)/10.0;
  birdVY=(300-mouseY)/10.0;
  birdAY=0.98;
}

3.有邊界碰撞反彈、有擊中判定(完成)
PImage imgbird,imgpig;
void setup(){
  size(800,600);
  imgbird=loadImage("bird.png");
  imgpig=loadImage("pig.png");
  imageMode(CENTER);
}
float birdX=400,birdY=300;
float birdVX=0,birdVY=0;
float birdAX=0,birdAY=0;
float pigX=700,pigY=200;
boolean pigalive=true;
void draw(){
  background(255);
  if(pigalive) image(imgpig,pigX,pigY,100,100);
  image(imgbird,birdX,birdY,100,100);
  if(dist(pigX,pigY,birdX,birdY)<100) pigalive=false;
  line(birdX,birdY,400,300);
  birdX+=birdVX;
  birdY+=birdVY;
  if(birdX<50){birdX=50;birdVX=-birdVX;}
  if(birdX>width-50){birdX=width-50;birdVX=-birdVX;}
  if(birdY<50){birdY=50;birdVY=-birdVY;}
  if(birdY>height-50){birdY=height-50;birdVY=-birdVY;}
  birdVX+=birdAX;
  birdVY+=birdAY;
  birdVX*=0.98;
  birdVY*=0.98;
}
void mouseDragged(){
  birdX=mouseX;
  birdY=mouseY;
  birdVX=birdVY=birdAX=birdAY=0;
}
void mouseReleased(){
  birdVX=(400-mouseX)/10.0;
  birdVY=(300-mouseY)/10.0;
  birdAY=0.98;
}

2017年9月30日 星期六

找筆記?

week 03
1.做一個angry bird遊戲
用滑鼠控制bird


2.讓圓能夠跟著線的方向走

3.把bird丟上來啦~


4.攻擊小豬啦



week3 玄的筆記..

Week3
今天要做憤怒鳥遊戲
先在網路下載兩張 Png 檔案當作遊戲圖片

匯入圖片  並且讓 鳥可以跟著滑鼠移動
PImage imgBird, imgPig;
void setup(){
  size(800,600);
  imgBird=loadImage("angrybird.png");
  imgPig=loadImage("pig.png");
}
void draw(){
background(255);
image(imgBird,mouseX,mouseY);
image(imgPig, 400,300);
}


設定按下滑鼠按鍵後,鳥會移到滑鼠座標
PImage imgBird, imgPig;
void setup(){
  size(800,600);
  imgBird=loadImage("angrybird.png");
  imgPig=loadImage("pig.png");
}
float birdX=400,birdY=300;
void draw(){
background(255);
image(imgBird,birdX,birdY,80,80);
image(imgPig, 300,200);
}
void mouseDragged(){
  birdX=mouseX; birdY=mouseY;
}


在鳥身上加入一個速度  (牛頓第一運動定律!!!!!!!!!)
並且加入一條線 跟著鳥 進行移動
PImage imgBird, imgPig;
void setup(){
  size(800,600);
  imgBird=loadImage("angrybird.png");
  imgPig=loadImage("pig.png");
}
float birdX=400,birdY=300;
float birdVX=0, birdVY=0;
void draw(){
background(255);
image(imgPig, 300,200);
image(imgBird,birdX,birdY,80,80);
line(birdX,birdY,400,300);
birdX += birdVX;
birdY += birdVY;
}
void mouseDragged(){
  birdX=mouseX; birdY=mouseY;
}
void mouseReleased(){
birdVX = (400-mouseX)/100.0;
birdVY = (300-mouseY)/100.0;
}

將圖片原點設定為中心
PImage imgBird, imgPig;
void setup(){
  size(800,600);
  imgBird=loadImage("angrybird.png");
  imgPig=loadImage("pig.png");
  imageMode(CENTER);
}
float birdX=400,birdY=300;
float birdVX=0, birdVY=0;
void draw(){
background(255);
image(imgPig, 400,300,100,100);
image(imgBird,birdX,birdY,80,80);
line(birdX,birdY,400,300);
birdX += birdVX;
birdY += birdVY;
}
void mouseDragged(){
  birdX=mouseX; birdY=mouseY;
}
void mouseReleased(){
birdVX = (400-mouseX)/100.0;
birdVY = (300-mouseY)/100.0;
}

加上 重力加速度0.98 還有 鳥的加速度
PImage imgBird, imgPig;
void setup(){
  size(800,600);  // 視窗大小
  imgBird=loadImage("angrybird.png");  //讀圖片
  imgPig=loadImage("pig.png"); // 讀圖片
  imageMode(CENTER); // 將圖片原點設為圖片的中心
}
float birdX=400,birdY=300;  //鳥的 一開始的座標
float birdVX=0, birdVY=0; //鳥一開始的速度為0
float birdAX=0, birdAY=0; // 鳥一開始的加速度為0
void draw(){
background(255); //背景為白色
image(imgPig, 400,300,100,100); // 豬的圖片大小
image(imgBird,birdX,birdY,80,80); // 鳥的圖片大小
line(birdX,birdY,400,300); // 線的座標
birdX += birdVX; //鳥的位子會加到速度上
birdY += birdVY; 
birdVX += birdAX //鳥的速度會加上加速度;
birdVY += birdAY;
}
void mouseDragged(){
  birdX=mouseX;  //滑鼠拖曳時 , 鳥會跟著滑鼠走
  birdY=mouseY;
  birdVX=birdVY=birdAX=birdAY=0; 
}
void mouseReleased(){
birdVX = (400-mouseX)/10.0; //當滑鼠放開時,會將豬的位子-鳥的座標位子
birdVY = (300-mouseY)/10.0;
birdAY=0.98; // 重力加速度為9.8
}

加入一個判斷 boolean 來判斷打到鳥打到豬會消失
PImage imgBird, imgPig;
void setup(){
  size(800,600);
  imgBird=loadImage("angrybird.png");
  imgPig=loadImage("pig.png");
  imageMode(CENTER);
}
float birdX=400,birdY=300;
float birdVX=0, birdVY=0;
float birdAX=0, birdAY=0;
float pigX=700, pigY=200;
boolean pigAlive=true;
void draw(){
background(255);
if(pigAlive)image(imgPig, pigX,pigY,100,100);
image(imgBird,birdX,birdY,80,80);
if(dist(pigX,pigY,birdX,birdY)<100){
  pigAlive=false;
}
line(birdX,birdY,400,300);
birdX += birdVX;
birdY += birdVY;
birdVX += birdAX;
birdVY += birdAY;
}
void mouseDragged(){
  birdX=mouseX; 
  birdY=mouseY;
  birdVX=birdVY=birdAX=birdAY=0;
}
void mouseReleased(){
birdVX = (400-mouseX)/10.0;
birdVY = (300-mouseY)/10.0;
birdAY=0.98;
}

在視窗加入邊框和反彈 並且速度愈來愈慢
PImage imgBird, imgPig;
void setup(){
  size(800,600);
  imgBird=loadImage("angrybird.png");
  imgPig=loadImage("pig.png");
  imageMode(CENTER);
}
float birdX=400,birdY=300;
float birdVX=0, birdVY=0;
float birdAX=0, birdAY=0;
float pigX=700, pigY=200;
boolean pigAlive=true;
void draw(){
background(255);
if(pigAlive)image(imgPig, pigX,pigY,100,100);
image(imgBird,birdX,birdY,80,80);
if(dist(pigX,pigY,birdX,birdY)<100){
  pigAlive=false;
}
line(birdX,birdY,400,300);
birdX += birdVX;
birdY += birdVY;
if(birdX<40){birdX=40;birdVX=-birdVX;} // 假如鳥的X座標撞到左側 ,碰撞反彈
if(birdX>width-40){birdX=width-50;birdVX=-birdVX;} //假如鳥的X座標撞到右側 ,碰撞反彈
if(birdY<40){birdY=40;birdVY=-birdVY;} //假如鳥的Y座標撞到上面 ,碰撞反彈
if(birdY>width-230){birdY=width-230;birdVY=-birdVY;}


birdVX += birdAX;
birdVY += birdAY;
birdVX *=0.99;
birdVY *=0.99;
}
void mouseDragged(){
  birdX=mouseX; 
  birdY=mouseY;
  birdVX=birdVY=birdAX=birdAY=0;
}
void mouseReleased(){
birdVX = (400-mouseX)/10.0;
birdVY = (300-mouseY)/10.0;
birdAY=0.98;
}

第二個遊戲     小朋友下樓梯!!!!!!!!
void setup(){
  size(600,500);
}
int boardX=230, boardY=400;
int kidX=300,kidY=250;

void draw(){
  background(0);
  rect(boardX,boardY,200,50);
  rect(kidX,kidY,50,50);
  
  if(kidX>boardX-50 && kidX<boardX+200&&
     kidY>boardY-50   ) {
     } else kidY++;  
      kidX=mouseX;
}

week03 郭晉瑜上課筆記

匯入兩張png圖檔

PImage img0,img1;
void setup(){
  size(800,600);
  img0 = loadImage("Mario.png");
  img1 = loadImage("Mario1.png");
}
void draw(){
  background(255);
  image(img1,400,300,100,100); //前面兩碼調座標,後面兩碼調大小
  image(img0,mouseX,mouseY,100,100); //座標跟著滑鼠移動
}

把跟著滑鼠移動改成用拖曳的方法移動


PImage img0,img1;
void setup(){
  size(800,600);
  img0 = loadImage("Mario.png");
  img1 = loadImage("Mario1.png");
}
float marx=400, mary=300;
void draw(){
  background(255);
  image(img1,400,300,100,100);
  image(img0,marx,mary,100,100);
}
void mouseDragged()
{
  marx=mouseX; mary=mouseY;
}


加上速度,放開滑鼠可讓圖移動

PImage img0,img1;
void setup(){
  size(800,600);
  img0 = loadImage("Mario.png");
  img1 = loadImage("Mario1.png");
}
float marx=400, mary=300;
float marvx=0, marvy=0;
void draw(){
  background(255);
  image(img1,400,300,100,100);
  image(img0,marx,mary,100,100);
  marx +=marvx; //移動位置
  mary +=marvy; //移動位置
}
void mouseDragged()
{
  marx=mouseX; mary=mouseY;
}
void mouseReleased() //放開滑鼠
{
  marvx = (400-mouseX)/100.0; //移動速度 重量
  marvy = (400-mouseY)/100.0; //移動速度 重量
}


加上imageMode(CENTER);可讓滑鼠移動時在物件中心




加上加速度

PImage img0,img1;
void setup(){
  size(800,600);
  img0 = loadImage("Mario.png");
  img1 = loadImage("Mario1.png");
  imageMode(CENTER);
}
float marx=400, mary=300;
float marvx=0, marvy=0;
float marax=0, maray=0;
void draw(){
  background(255);
  image(img1,400,300,100,100);
  image(img0,marx,mary,100,100);
  line(marx,mary,400,300);
  marx +=marvx;
  mary +=marvy;
  marvx +=marax; //加速度
  marvy += marax; //加速度
}
void mouseDragged()
{
  marx=mouseX; mary=mouseY;
  marvx=marvy=marax=maray=0; //先歸0
}
void mouseReleased()
{
  marvx = (400-mouseX)/10.0;
  marvy = (400-mouseY)/10.0;
  maray= 0.98;
}




如果馬力歐碰到烏龜烏龜會消失

PImage img0,img1;
void setup(){
  size(800,600);
  img0 = loadImage("Mario.png");
  img1 = loadImage("Mario1.png");
  imageMode(CENTER);
}
float marx=400, mary=300;
float marvx=0, marvy=0;
float marax=0, maray=0;
float mar1x=700,mar1y=100; //幫烏龜設一個位置
boolean img1Alive=true; // 決定烏龜存在或消失
void draw(){
  background(255);
  if (img1Alive) image(img1,mar1x,mar1y,100,100); // 如果存在 烏龜位置
  image(img0,marx,mary,100,100);
  if (dist(mar1x,mar1y,marx,mary)<100) // 馬力歐碰到烏龜的區域
  {
    img1Alive=false; //碰到的話烏龜消失
  }
  marx +=marvx;
  mary +=marvy;
  marvx +=marax;
  marvy += maray;
}
void mouseDragged()
{
  marx=mouseX; mary=mouseY;
  marvx=marvy=marax=maray=0;
}
void mouseReleased()
{
  marvx = (400-mouseX)/10.0;
  marvy = (400-mouseY)/30.0;
  maray= 0.98;
}

讓瑪麗歐碰到邊界會反彈不會掉下去

PImage img0,img1;
void setup(){
  size(800,600);
  img0 = loadImage("Mario.png");
  img1 = loadImage("Mario1.png");
  imageMode(CENTER);
}
float marx=400, mary=300;
float marvx=0, marvy=0;
float marax=0, maray=0;
float mar1x=700,mar1y=100;
boolean img1Alive=true;
void draw(){
  background(255);
  if (img1Alive) image(img1,mar1x,mar1y,100,100);
  image(img0,marx,mary,100,100);
  if (dist(mar1x,mar1y,marx,mary)<100)
  {
    img1Alive=false;
  }
  marx +=marvx;
  mary +=marvy;
  if(marx<50){marx=50;marvx=-marvx;} //左右邊如果碰到邊界 速度=-速度(反彈)
  if(marx>width-50){marx=width-50;marvx=-marvx;}
  if(mary<50){mary=50;marvy=-marvy;} //上下邊界如果碰到邊界 速度=-速度(反彈)
  if(mary>height-50){mary=height-50;marvy=-marvy;}

  marvx += marax;
  marvy += maray;
  marvx *=0.995; //摩擦力
  marvy *=0.995; //摩擦力
}
void mouseDragged()
{
  marx=mouseX; mary=mouseY;
  marvx=marvy=marax=maray=0;
}
void mouseReleased()
{
  marvx = (400-mouseX)/10.0;
  marvy = (400-mouseY)/10.0;
  maray= 0.98;
}

做小朋友下樓梯

void setup()
{
  size(600,500);
}
int boardX=227,boardY=400;
int kidX=300,kidY=250;
void draw()
{
  background(0);
  rect(boardX,boardY,200,50);
  rect(kidX, kidY,50,50);
  
  if(kidX>boardX-50 && kidX<boardX+200 && kidY>boardY-50)
  {
           ///判斷有沒有碰到板子
  }
  else kidY++;
  kidX=mouseX; //用滑鼠移動
}

Week 03 : 普通的ㄒㄆ的普通的筆記


今日目標 :

1.做出angrybird遊戲
2.小朋友下樓梯


重要概念 : 

1. mouseReleased() :滑鼠放開


一、先找兩張圖,並將他們輸入至程式中


若圖片太大,可以在 image 函式後,加上(100,100)


二、加上 mouseReleased 和 mouseDragged  結合牛頓第二定律作出彈出的狀態



三、加上AX與AY 讓鳥能夠受到重力掉下來




四、讓鳥撞到豬,ˊ豬會消失 (pigAlive)



程式碼: 

PImage imgBird, imgPig;
void setup()
{
  size (800,600);
  imgBird=loadImage("bird.png");
  imgPig=loadImage("pig.png");
  imageMode(CENTER);
}
float birdX=400,birdY=300;
float birdVX=0 , birdVY=0;
float birdAX=0 , birdAY=0;
float pigX=700,pigY=100;
boolean pigAlive=true;
void draw()
{
  background(255);
  if(pigAlive) image(imgPig,pigX,pigY,100,100);
 // image(imgPig,400,300,100,100);
  image(imgBird, birdX,birdY,100,100);
  if(dist(pigX,pigY,birdX,birdY)<100)
  {
    pigAlive=false;
  }
  line(birdX,birdY,400,300);
  birdX += birdVX;
  birdY +=birdVY;
  birdVX += birdAX;
  birdVY += birdAY;
}
void mouseDragged(){
  birdX=mouseX; birdY=mouseY;
  birdVX=birdVY=birdAX=birdAY=0;
}
void mouseReleased(){
  birdVX = (400-mouseX)/ 10.0;
  birdVY = (300-mouseY)/ 10.0;
  birdAY = 0.98;

}

五、增加摩擦力與 撞到牆壁能夠反彈



程式碼: 

PImage imgBird, imgPig;
void setup()
{
  size (800,700);
  imgBird=loadImage("bird.png");
  imgPig=loadImage("pig.png");
  imageMode(CENTER);
}
float birdX=400,birdY=300;
float birdVX=0 , birdVY=0;
float birdAX=0 , birdAY=0;
float pigX=700,pigY=100;
boolean pigAlive=true;
void draw()
{
  background(255);
  if(pigAlive) image(imgPig,pigX,pigY,100,100);
 // image(imgPig,400,300,100,100);
  image(imgBird, birdX,birdY,100,100);
  if(dist(pigX,pigY,birdX,birdY)<100)
  {
    pigAlive=false;
  }
  //line(birdX,birdY,400,300);
  birdX += birdVX;
  birdY +=birdVY;
  if(birdX<50) {birdX=50; birdVX =-birdVX;}
  if(birdX>width-50) {birdX=width-50; birdVX=-birdVX;}
  if(birdY<50) {birdY=50; birdVY =-birdVY;}
  if(birdY>width-50) {birdY=width-50; birdVY=-birdVY;}
 
  birdVX += birdAX;
  birdVY += birdAY;
  birdVX *=0.997;
  birdVY *=0.997;
}
void mouseDragged(){
  birdX=mouseX; birdY=mouseY;
  birdVX=birdVY=birdAX=birdAY=0;
}
void mouseReleased(){
  birdVX = (400-mouseX)/ 10.0;
  birdVY = (300-mouseY)/ 10.0;
  birdAY = 0.98;

}


week03 :豬與鳥

1.
PImage imgBird , imgPig;
void setup(){
  size(800,600);
  imgBird=loadImage("BIRD.jpg");
  imgPig=loadImage("PIG.jpg");


}
void draw(){
  background(255);
  image(imgPig,400,300);
  image(imgBird,mouseX,mouseY);
}

2.
PImage imgBird , imgPig;
void setup(){
  size(800,600);
  imgBird=loadImage("BIRD.jpg");
  imgPig=loadImage("PIG.jpg");


}
float birdx=400,birdy=300;
void draw(){
  background(255);
  image(imgPig,400,300);
  image(imgBird,birdx,birdy);
}
void mouseDragged(){
  birdx=mouseX;birdy=mouseY;
}












3.
void setup(){
  size(800,600);
}
float birdx=400,birdy=300;
float birdvx=0,birdvy=0;
void draw(){
  background(255);
  ellipse(birdx,birdy,100,100);
  line(birdx,birdy,400,300);
  birdx += birdvx;
  birdy +=birdvy;
}
void mouseDragged(){
  birdx=mouseX;birdy=mouseY;
}
void mouseReleased(){
  birdvx=(400-mouseX)/100.0;
  birdvy=(400-mouseY)/100.0;

}

4.
PImage imgBird , imgPig;
void setup(){
  size(800,600);
  imgBird=loadImage("BIRD.jpg");
  imgPig=loadImage("PIG.jpg");
  imageMode(CENTER);

}
float birdx=400,birdy=300;
float birdvx=0,birdvy=0;
void draw(){
  background(255);
  image(imgBird,birdx,birdy,100,100);
  line(birdx,birdy,400,300);
  birdx +=birdvx;
  birdy +=birdvy;
}
void mouseDragged(){
  birdx=mouseX;birdy=mouseY;
}
void mouseReleased(){
  birdvx=(400-mouseX)/100.0;
  birdvy=(400-mouseY)/100.0;

}

5.
PImage imgBird , imgPig;
void setup(){
  size(800,600);
  imgBird=loadImage("BIRD.jpg");
  imgPig=loadImage("PIG.jpg");
  imageMode(CENTER);

}
float birdx=400,birdy=300;
float birdvx=0,birdvy=0;
float birdax=0,birday=0;

void draw(){
  background(255);
  image(imgBird,birdx,birdy,100,100);
  line(birdx,birdy,400,300);
  birdx +=birdvx;
  birdy +=birdvy;
  birdvx +=birdax;
  birdvy +=birday;
}
void mouseDragged(){
  birdx=mouseX;birdy=mouseY;
  birdvx=birdvy=birdax=birday=0;
}
void mouseReleased(){
  birdvx=(400-mouseX)/10.0;
  birdvy=(300-mouseY)/10.0;
  birday=0.98;
}


6.
PImage imgBird , imgPig;
void setup(){
  size(800,600);
  imgBird=loadImage("BIRD.jpg");
  imgPig=loadImage("PIG.jpg");
  imageMode(CENTER);

}
float birdx=400,birdy=300;
float birdvx=0,birdvy=0;
float birdax=0,birday=0;
float pigx=700,pigy=100;
boolean pigAlive=true;
void draw(){
  background(255);
  if(pigAlive)image(imgPig,pigx,pigy,100,100);
  image(imgBird,birdx,birdy,100,100);
  if(dist(pigx,pigy,birdx,birdy)<100){
  pigAlive=false;}
  line(birdx,birdy,400,300);
  birdx +=birdvx;
  birdy +=birdvy;
  birdvx +=birdax;
  birdvy +=birday;
}
void mouseDragged(){
  birdx=mouseX;birdy=mouseY;
  birdvx=birdvy=birdax=birday=0;
}
void mouseReleased(){
  birdvx=(400-mouseX)/10.0;
  birdvy=(300-mouseY)/10.0;
  birday=0.98;
}

7.
PImage imgBird , imgPig;
void setup(){
  size(800,600);
  imgBird=loadImage("BIRD.jpg");
  imgPig=loadImage("PIG.jpg");
  imageMode(CENTER);

}
float birdx=400,birdy=300;
float birdvx=0,birdvy=0;
float birdax=0,birday=0;
float pigx=700,pigy=100;
boolean pigAlive=true;
void draw(){
  background(255);
  if(pigAlive)image(imgPig,pigx,pigy,100,100);
  image(imgBird,birdx,birdy,100,100);
  if(dist(pigx,pigy,birdx,birdy)<100){
  pigAlive=false;}
  line(birdx,birdy,400,300);
  birdx +=birdvx;
  birdy +=birdvy;
  if(birdx<50){birdx=50;birdvx= -birdvx;}
  if(birdx>width-50){birdx=width-50;birdvx=-birdvx;}
  if(birdy<50){birdy=50;birdvy=-birdvy;}
  if(birdy>height-50){birdy=height-50;birdvy=-birdvy;}
  birdvx +=birdax;
  birdvy +=birday;
  birdvx *=0.997;
  birdvy *=0.997;
}
void mouseDragged(){
  birdx=mouseX;birdy=mouseY;
  birdvx=birdvy=birdax=birday=0;
}
void mouseReleased(){
  birdvx=(400-mouseX)/10.0;
  birdvy=(300-mouseY)/10.0;
  birday=0.98;
}

8.
void setup(){
  size(600,500);
}
int boardX=227, boardY=400;
int kidX=300,kidY=250;
void draw(){
  background(0);
  rect(boardX,boardY,200,50);
  rect(kidX,kidY,50,50);

  if(kidX>boardX-50 && kidX<boardX+200 &&
      kidY>boardY-50){}
      else kidY++;
      kidX=mouseX;
}

2017年9月25日 星期一

Week03_03160755郭芳蓁

Hw1.

stroke(rgb);
line( x1, y1, x2, y2);

Hw2.

Help


size( w, h);
strokeWeight(//寬度);

Hw3.

void setup(){
 //初始設定
}
void draw(){
//開始畫
}
mouseX, mouseY //滑鼠X,Y軸的位置

Hw4.


  line(10,10,90,90); //做一條線做標從(10,10)到(90,90)
  stroke(#2863F5); //從tools->color selector 選取要得顏色copy
size(800,600); //增加視窗大小
strokeWeight(10); //讓line變10倍粗
///Help -> Reference 可以查詢所有指令
///指令反白右鍵->Find in Reference 可以查詢指令用法
void setup(){...} //宣告準備 
void draw(){...} //開始畫
  line ( 181,502, 205,557);
  line ( 235,502, 205,557);
  line ( 205,609, 205,557);  //可從小畫家得知相對做標畫線再修正
  line ( 181,506, mouseX,mouseY);
  line ( 235,506, mouseX,mouseY); //做出相對於滑鼠左標的線
background(#28F5E9); //定背景顏色
PImage img; //宣告圖片
img=loadImage("bird.png"); //讀data中的圖片bird.png
imageMode(CENTER); //圖片對位置的中心
image (img, mouseX,mouseY,80,80); //畫出圖片在滑鼠的位置,後面的80,80為自己設定的圖片大小