GMU:Immersive Strategien/Inhalte/Bälle/CodeA

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< GMU:Immersive Strategien‎ | Inhalte‎ | Bälle
Revision as of 13:26, 26 March 2011 by Anni (talk | contribs) (Created page with "== Weiterentwicklung == Ball[] ball = new Ball[15]; int a,b,c; //Abstände der Ebenen void setup() { size(1280,1024); //size(1920,1200); smooth(); noStroke(); colorMo...")
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Weiterentwicklung

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

void setup() {

 size(1280,1024);
 //size(1920,1200);
 smooth();
 noStroke();
 colorMode(HSB,360,100,100,100);
 
 a = 500; //700 Größe der ersten Ebene
 b = 400; //600 Größe der zweiten Ebene
 c = 40; //60 Lücke
 
 for (int i=0; i < 5; i++) {
   ball[i] = new Ball();
   //in erster Ebene
   ball[i].x = random(ball[i].g1,a-ball[i].g1);
   ball[i].y = random(ball[i].g2,height-ball[i].g2);
   ball[i].h = (int)random(120);
 }
 
 for (int i=5; i < 10; i++) {
   ball[i] = new Ball();
   //in zweiter Ebene
   ball[i].x = random(a+c+ball[i].g1,a+c+b-ball[i].g1);
   ball[i].y = random(ball[i].g2,height-ball[i].g2);
   ball[i].h = (int)random(120,240);
 }
 
 for (int i=10; i < ball.length; i++) {
   ball[i] = new Ball();
   //in dritter Ebene
   ball[i].x = random(a+c+b+c+ball[i].g1,width-ball[i].g1);
   ball[i].y = random(ball[i].g2,height-ball[i].g2);
   ball[i].h = (int)random(240,360);
 }

}

void draw() {

 background(0);
 fill(255);
 rect(a,0,c,height);
 rect(a+c+b,0,c,height);
 
 for (int i=0; i < 15; i++) {
   ball[i].position[0] = ball[i].x-ball[i].g1;
   ball[i].position[1] = ball[i].x+ball[i].g1;
   ball[i].position[2] = ball[i].y-ball[i].g2;
   ball[i].position[3] = ball[i].y+ball[i].g2;
 }
 
 for (int i=0; i < 5; i++) {
   //Bewegen
   if (ball[i].angle <= 360) {
     ball[i].angle -= 2;
   }
   if (ball[i].angle <= 0) {
     ball[i].angle = 360;
   }
   //im Bogen
   ball[i].vx = cos(radians(ball[i].angle))*ball[i].g1/6;
   ball[i].vy = sin(radians(ball[i].angle))*ball[i].g2/6;
   ball[i].x = ball[i].x + ball[i].vx;
   ball[i].y = ball[i].y + ball[i].vy;
   //Ballgröße zurücksetzen
   if (ball[i].g1 != 60) {
     ball[i].g1 = 60;
   }
   //Rand oben
   if (ball[i].x <= 0+ball[i].g1) {
     ball[i].angle = 0;
   }
   //Rand unten
   if (ball[i].x >= a-ball[i].g1/2) {
     ball[i].angle = 180;
     ball[i].g1 = ball[i].g1-10;
   }
   //links raus
   if (ball[i].y <= 0-ball[i].g2) {
     ball[i].y = height+ball[i].g2/2;
   }
   //rechts raus
   if (ball[i].y >= height+ball[i].g2) {
     ball[i].y = 0-ball[i].g2/2;
   }
   //Bälle stoßen aneinander
   for (int j=i+1; j < 5; j++) {
     if ((ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[1] <= ball[j].position[1]) && 
     (ball[i].position[2] >= ball[j].position[2]) && (ball[i].position[3] <= ball[j].position[3])) {
       ball[i].vx = -ball[i].vx;
       ball[i].vy = -ball[i].vy;
     }
   }
   ball[i].maleBall();
 }
 
 for (int i=5; i < 10; i++) {
   //Bewegen
   if (ball[i].angle <= 360) {
     ball[i].angle -= 3;
   }
   if (ball[i].angle <= 0) {
     ball[i].angle = 360;
   }
   //im Bogen
   ball[i].vx = cos(radians(ball[i].angle))*ball[i].g1/6;
   ball[i].vy = sin(radians(ball[i].angle))*ball[i].g2/6;
   ball[i].x = ball[i].x + ball[i].vx;
   ball[i].y = ball[i].y + ball[i].vy;
   //Ballgröße zurücksetzen
   if (ball[i].g1 != 60) {
     ball[i].g1 = 60;
   }
   //Rand oben
   if (ball[i].x <= a+c+ball[i].g1) {
     ball[i].angle = 0;
   }
   //Rand unten
   if (ball[i].x >= a+c+b-ball[i].g1/2) {
     ball[i].angle = 180;
     ball[i].g1 = ball[i].g1-10;
   }
   //links raus
   if (ball[i].y <= 0-ball[i].g2) {
     ball[i].y = height+ball[i].g2/2;
   }
   //rechts raus
   if (ball[i].y >= height+ball[i].g2) {
     ball[i].y = 0-ball[i].g2/2;
   }
   //Bälle stoßen aneinander
   for (int j=i+1; j < 10; j++) {
     if ((ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[1] <= ball[j].position[1]) && 
     (ball[i].position[2] >= ball[j].position[2]) && (ball[i].position[3] <= ball[j].position[3])) {
       ball[i].vx = -ball[i].vx;
       ball[i].vy = -ball[i].vy;
     }
   }
   ball[i].maleBall();
 }
 
 for (int i=10; i < 15; i++) {
   //Bewegen
   if (ball[i].angle <= 360) {
     ball[i].angle -= 4;
   }
   if (ball[i].angle <= 0) {
     ball[i].angle = 360;
   }
   //im Bogen
   ball[i].vx = cos(radians(ball[i].angle))*ball[i].g1/6;
   ball[i].vy = sin(radians(ball[i].angle))*ball[i].g2/6;
   ball[i].x = ball[i].x + ball[i].vx;
   ball[i].y = ball[i].y + ball[i].vy;
   //Ballgröße zurücksetzen
   if (ball[i].g1 != 60) {
     ball[i].g1 = 60;
   }
   //Rand oben
   if (ball[i].x <= a+c+b+c+ball[i].g1) {
     ball[i].angle = 0;
   }
   //Rand unten
   if (ball[i].x >= width-ball[i].g1/2) {
     ball[i].angle = 180;
     ball[i].g1 = ball[i].g1-10;
   }
   //links raus
   if (ball[i].y <= 0-ball[i].g2) {
     ball[i].y = height+ball[i].g2/2;
   }
   //rechts raus
   if (ball[i].y >= height+ball[i].g2) {
     ball[i].y = 0-ball[i].g2/2;
   }
   //Bälle stoßen aneinander
   for (int j=i+1; j < 15; j++) {
     if ((ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[1] <= ball[j].position[1]) && 
     (ball[i].position[2] >= ball[j].position[2]) && (ball[i].position[3] <= ball[j].position[3])) {
       ball[i].vx = -ball[i].vx;
       ball[i].vy = -ball[i].vy;
     }
   }
   ball[i].maleBall();
 }

}