2.恐龍跳躍、仙人掌、分數顯示
PImage[] Dino_idle = new PImage[2];
PImage[] Saboten = new PImage[3];
int DinoAnim_Timer = 0,PlayerFrame = 2,currentFrame = 0,bad_cooldown = 0,score = 0,distance = 0;
float randomX,randomY,random;
float jump_force,gravity;
float playerX,playerY;
int[] saboten_if = new int[10];
int[] saboten_pos = new int[10];
boolean jumping = false,Onground = true;
void setup()
{
size(1200,700);
frameRate(24);
//基本屬性
jump_force = 40;
gravity = 0;
//恐龍的預設動畫圖片
Dino_idle[0] = loadImage("dino_idle_0.png");
Dino_idle[1] = loadImage("dino_idle_1.png");
//仙人掌
Saboten[0] = loadImage("bad_0.png");
Saboten[1] = loadImage("bad_1.png");
Saboten[2] = loadImage("bad_2.png");
//玩家初始位置
playerX = 100;
playerY = 580;
}
void draw()
{
background(255);
display();
ObjectMove();
//跳躍處理
if(jumping == true)
{
playerY -= jump_force;
if(jump_force > 0) jump_force -= 3;
Onground = false;
if(playerY <= 300) jumping = false;
}
if(jumping == false && Onground == false)
{
playerY += gravity;
gravity += 8;
if(playerY >= 580)
{
playerY = 580;
Onground = true;
jump_force = 40;
gravity = 0;
}
}
//分數增加
distance++;
score = distance/3;
//判定產生仙人掌
random = random(0,50);
random = int(random);
if(random == 5 && bad_cooldown == 0)
{
for(int i = 0;i < 10;i++)
{
if(saboten_if[i] == 0)
{
saboten_if[i] = 1;
saboten_pos[i] = 1300;
bad_cooldown = 30;
break;
}
}
}
}
void display()
{
//分數顯示
textSize(80);
fill(0);
String m_score = nf(score, 4);
text(m_score,950,100);
//恐龍動畫
DinoAnim_Timer++;
imageMode(CENTER);
if(DinoAnim_Timer % PlayerFrame == 0)
{
currentFrame++;
if(currentFrame == PlayerFrame) currentFrame = 0;
DinoAnim_Timer = 0;
}
image(Dino_idle[currentFrame],playerX,playerY);
//地面
stroke(0);
line(0,600,1200,600);
//仙人掌
for(int i = 0;i < 10;i++)
{
if(saboten_if[i] != 0)
{
image(Saboten[0],saboten_pos[i],580);
}
}
}
void ObjectMove()
{
//仙人掌移動
for(int i =0;i < 10;i++)
{
if(saboten_pos[i] < -50) saboten_if[i] = 0;
saboten_pos[i] -= 20;
}
if(bad_cooldown > 0) bad_cooldown--;
}
void keyPressed()
{
if(key == 32)
{
if(Onground)
{
jumping = true;
Onground = false;
}
}
}
2.下次規劃
初步的碰撞檢測、地面開始有變化、不同階段的關卡、恐龍的速度變化
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