GMU:Immersive Strategien/Inhalte/Bälle/Code: Difference between revisions

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Line 10: Line 10:
   smooth();
   smooth();
   noStroke();
   noStroke();
  //frameRate(5);
   colorMode(HSB,360,100,100,100);
   colorMode(HSB,360,100,100,100);
    
    

Revision as of 19:24, 23 February 2011

Die Bildschirmgröße stimmt nicht für das Tischtheater. Sie ist an die Bildschrimgröße meines PCs angepasst, weil sonst nicht alles zu sehen war, eher gesagt, er hat das Bild abgeschnitten (wie in der gallery zu sehen).

Code

Ball[] ball = new Ball[15];
int a,b,c; //Abstände der Ebenen

void setup() {
  size(1280,1024);
  smooth();
  noStroke();
  colorMode(HSB,360,100,100,100);
  
  a = 500; //erste Ebene
  b = 400; //zweite Ebene
  c = 40; //Lücke
  
  for (int i=0; i < 5; i++) {
    ball[i] = new Ball(); 
    ball[i].x = random(ball[i].g,a-ball[i].g);
    ball[i].y = random(ball[i].g,height-ball[i].g);
  }
  
  for (int i=5; i < 10; i++) {
    ball[i] = new Ball();
    ball[i].x = random(a+c+ball[i].g,a+c+b-ball[i].g);
    ball[i].y = random(ball[i].g,height-ball[i].g);
  }
  
  for (int i=10; i < ball.length; i++) {
    ball[i] = new Ball();
    ball[i].x = random(a+c+b+c+ball[i].g,width-ball[i].g);
    ball[i].y = random(ball[i].g,height-ball[i].g);
  }
}

void draw() {
  background(0);
  fill(255);
  rect(a,0,c,height);
  fill(255);
  rect(a+c+b,0,c,height);
  
  for (int i=0; i < 5; i++) {
    ball[i].maleBall();
    
    ball[i].x = ball[i].x + ball[i].vx;
    ball[i].y = ball[i].y + ball[i].vy;
    
    if (ball[i].x <= 0+ball[i].g/2 || ball[i].x >= a-ball[i].g/2) {
      ball[i].vx = -ball[i].vx;
    }
    if (ball[i].y <= 0-ball[i].g) {
      ball[i].y = height;
    }
    if (ball[i].y >= height+ball[i].g) {
      ball[i].y = 0-ball[i].g;
    }
  }
  
  for (int i=5; i < 10; i++) {
    ball[i].maleBall();
    
    ball[i].x = ball[i].x + ball[i].vx;
    ball[i].y = ball[i].y + ball[i].vy;
    
    if (ball[i].x <= a+c+ball[i].g/2 || ball[i].x >= a+c+b-ball[i].g/2) {
      ball[i].vx = -ball[i].vx;
    }
    if (ball[i].y <= 0-ball[i].g) {
      ball[i].y = height;
    }
    if (ball[i].y >= height+ball[i].g) {
      ball[i].y = 0-ball[i].g;
    }
  }
  
  for (int i=10; i < ball.length; i++) {
    ball[i].maleBall();
    
    ball[i].x = ball[i].x + ball[i].vx;
    ball[i].y = ball[i].y + ball[i].vy;
    
    if (ball[i].x <= a+c+b+c+ball[i].g/2 || ball[i].x >= width-ball[i].g/2) {
      ball[i].vx = -ball[i].vx;
    }
    if (ball[i].y <= 0-ball[i].g) {
      ball[i].y = height;
    }
    if (ball[i].y >= height+ball[i].g) {
      ball[i].y = 0-ball[i].g;
    }
  }
}

Objekt Ball

class Ball {
  
  int g; //Größe
  float x,y; //Position
  
  int h,s,b,a; //Farbe
  
  float vx,vy; //Geschwindigkeit
  
  Ball() {
    g = 100;

    vx = random(1,10);
    vy = random(1,10);

    h = (int)random(360);
    s = 100;
    b = 100; 
  }
  
  void maleBall() {
    fill(h,s,b);
    ellipse(x,y,g,g);
  }
}