GMU:Immersive Strategien/Inhalte/Bälle/Code

From Medien Wiki

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;

void setup() {
  size(1280,1024);
  smooth();
  noStroke();
  //frameRate(5);
  colorMode(HSB,360,100,100,100);
  
  a = 500;
  b = 400;
  c = 40;
  
  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);
    
    ball[i].vx = random(1,10);
    ball[i].vy = random(1,10);
  }
  
  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);
    
    ball[i].h = (int)random(360);
    
    ball[i].vx = random(1,10);
    ball[i].vy = random(1,10);
  }
  
  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);
    
    ball[i].h = (int)random(360);
    
    ball[i].vx = random(1,10);
    ball[i].vy = random(1,10);
  }
}

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