2021年12月27日 星期一

08160741_week12

 1.雲朵、快速落地、關卡平衡

PImage[] Dino_idle = new PImage[2];
PImage[] Dino_land = new PImage[3];
PImage Dino_die;
PImage cloud;
PImage[] Saboten = new PImage[3];
PImage Game_Over;

int DinoAnim_Timer = 0,PlayerFrame = 2,currentFrame = 0,bad_cooldown = 0,c_bad_cooldown = 0,score = 0,distance = 0,stage_lv = 0,LandingCD = 0;
int failednumber = 0;

float randomX,randomY,random;
float jump_force,gravity;

float playerX,playerY;
float c_playerX,c_playerY;

int cloud_posX = -100,cloud_posY = -100;

int[] saboten_if = new int[10];
int[] saboten_pos = new int[10];

int[] cloud_if = new int[10];
int[][] cloud_pos = new int[10][2];


float[] m_CollisionX = new float[10];
float[] m_CollisionY = new float[10];
float[] s_CollisionX = new float[10];
float[] s_CollisionY = new float[10];

boolean isDebug = false;

boolean jumping = false,Onground = true;
boolean isgameover = false;
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");
  
  //恐龍的落地動畫圖片
  Dino_land[0] = loadImage("dino_land_0.png");
  Dino_land[1] = loadImage("dino_land_1.png");
  Dino_land[2] = loadImage("dino_land_2.png");
  
  //恐龍的死亡圖片
  Dino_die = loadImage("dino_die_0.png");
  
  //仙人掌
  Saboten[0] = loadImage("bad_0.png"); //65x100
  Saboten[1] = loadImage("bad_1.png"); //75x110
  Saboten[2] = loadImage("bad_2.png"); //35x120
  
  //雲
  cloud = loadImage("cloud_0.png");
  //遊戲結束
  Game_Over = loadImage("game_over_0.png");
  
  //玩家初始位置
  playerX = 100;
  playerY = 580;
}

void draw()
{
   background(255);
   display();
  if(isgameover == false)
  {
    ObjectMove();
    
    //跳躍處理      
    if(LandingCD > 0)
    {
      LandingCD -= (stage_lv + 1);
      if(LandingCD < 0) LandingCD = 0;
    }
    if(LandingCD == 0)
    {
      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/2;
    
    //根據分數進行階段提升
    if(score > 100) stage_lv = 1;
    if(score > 500) stage_lv = 2;
    if(score > 1000) stage_lv = 3;
    
    //判定產生仙人掌
    random = random(0,10);
    random = int(random);
    
    if(random == 1 && bad_cooldown == 0)
    {
      for(int i = 0;i < 10;i++)
      {
        if(saboten_if[i] == 0)
        {
          random = random(0,3);
          random = int(random);
          if(random == 0)
            saboten_if[i] = 1;
          if(random == 1)
            saboten_if[i] = 2;
          if(random == 2)
            saboten_if[i] = 3;
            
          saboten_pos[i] = 1300;
          
          if(stage_lv == 0) bad_cooldown = 30;
          if(stage_lv == 1) bad_cooldown = 25;
          if(stage_lv == 2) bad_cooldown = 15;
          if(stage_lv == 3) bad_cooldown = 15;
          
          break;
        }
      }
    }
    else failednumber++;
    
    //判定生成雲朵
    random = random(0,25);
    random = int(random);
    
    if(c_bad_cooldown == 0)
    {
      for(int i = 0;i < 10;i++)
      {
        if(random == 5)
        {
          if(cloud_if[i] == 0) cloud_if[i] = 1;
          else continue;
        }
        for(int j = 0;j < 2;j++)
        {
          if(cloud_if[i] == 1)
          {
            if(cloud_pos[i][j] == 0 && j == 0) cloud_pos[i][j] = 1300;
            if(cloud_pos[i][j] == 0 && j == 1)
            {
              random = random(200,400);
              cloud_pos[i][j] = int(random);
              c_bad_cooldown = 60;
              
              break;
            }            
          }
        }
        if(cloud_if[i] == 1) break;
      }
    }
    
    
  }
}

void display()
  //debug
  if(isDebug == true) debug(); 
  //雲
  for(int i = 0;i < 10;i++)
  {
    if(cloud_if[i] == 0) continue; 
    for(int j = 0;j < 2;j++)
    { 
      if(j == 0)
      {
        cloud_posX = cloud_pos[i][j];
        continue;
      }
      if(j == 1)
      {
        cloud_posY = cloud_pos[i][j];
        image(cloud,cloud_posX,cloud_posY);
      }
    }
  }
  
  //遊戲結束
  if(isgameover) image(Game_Over,600,350);
  
  
  //分數顯示
  textSize(80);
  fill(0); 
  String m_score = nf(score, 4);
  text(m_score,950,100);
  
  //text(cloud_pos[0][0],950,300);
  //text(cloud_pos[0][1],950,400);
  
  //恐龍動畫
  DinoAnim_Timer++;  
  imageMode(CENTER);
  if(isgameover)
  {
    image(Dino_die,playerX,playerY);
  }
  else if(LandingCD == 0)
  {
    if(DinoAnim_Timer % PlayerFrame == 0)
    {
      currentFrame++;
      if(currentFrame == PlayerFrame) currentFrame = 0;
      DinoAnim_Timer = 0;
    }
    image(Dino_idle[currentFrame],playerX,playerY);
  }
  else if(LandingCD > 0)
  {
    if(LandingCD > LandingCD/2)
    {
      image(Dino_land[0],playerX,playerY);
    }
    if(LandingCD > (LandingCD/2)/2)
    {
      image(Dino_land[1],playerX,playerY);
    }
    if(LandingCD > 0)
    {
      image(Dino_land[2],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)
    {
        if(saboten_if[i] == 1) image(Saboten[0],saboten_pos[i],580);
        if(saboten_if[i] == 2) image(Saboten[1],saboten_pos[i],580);
        if(saboten_if[i] == 3) image(Saboten[2],saboten_pos[i],580);
      
    }
  }
}

void ObjectMove()
{
  //根據階段有不同的移動速度
  //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 * ((stage_lv/1.8) + 1);
  }
  if(bad_cooldown > 0) bad_cooldown--;
  
  CollisionDet();
  
  for(int i = 0;i < 10;i++)
  {
    if(cloud_if[i] == 0) continue;
    for(int j = 0;j < 2;j++)
    {  
      if(j == 1) cloud_pos[i][j] = 0;
      if(j == 0)
      {
        if(cloud_pos[i][j] < -100)
        {
          cloud_pos[i][j] = 0;
          cloud_if[i] = 0;
          continue;
        }
        
        
        cloud_pos[i][j] -= 20;
        break;
      }
    }
  }
  if(c_bad_cooldown > 0) c_bad_cooldown--;
}

void keyPressed()
{
  if(key == 32)
  {
    if(Onground && LandingCD == 0)
    {
      jumping = true;
      Onground = false;
    }
    
    if(isgameover == true)
    {
      restart();
    }  
    return;

  }
  
  if(key == CODED)
  {
    if(keyCode == DOWN)
    {
      if(jumping) jumping = false;
      if(!Onground) Onground = true;
      
      LandingCD = 8 - stage_lv;
      
      jump_force = 40;
      gravity = 0;
      playerY = 580;
    }
    return;
  }
  /*if(key == 's')
  {
    stop();
  }*/
}

void CollisionDet()
{
  c_playerX = playerX;
  c_playerY = playerY;
  
  for(int i = 0;i < 10;i++)
  {
    if(saboten_if[i] == 1)
    {
      s_CollisionX[i] = saboten_pos[i] - 32.5 + 5;
      s_CollisionY[i] = 580 - 50;
      m_CollisionX[i] = saboten_pos[i] + 32.5 - 5;
      m_CollisionY[i] = 580 + 50;
    }
    if(saboten_if[i] == 2)
    {
      s_CollisionX[i] = saboten_pos[i] - 37.5 + 8;
      s_CollisionY[i] = 580 - 55;
      m_CollisionX[i] = saboten_pos[i] + 37.5 - 8;
      m_CollisionY[i] = 580 + 55;
    }
    if(saboten_if[i] == 3)
    {
      s_CollisionX[i] = saboten_pos[i] - 17.5 + 3;
      s_CollisionY[i] = 580 - 60;
      m_CollisionX[i] = saboten_pos[i] + 17.5 - 3;
      m_CollisionY[i] = 580 + 60;
    }
    
    if(saboten_if[i] != 0 && c_playerX + 30 >= s_CollisionX[i] && c_playerX + 30 <= m_CollisionX[i] && c_playerY + 40 >= s_CollisionY[i] && c_playerY + 40 <= m_CollisionY[i])
    {
         //撞到了
      isgameover = true;   
      
          textSize(40);
      text(c_playerX,0,100);
      text(c_playerY,0,200);
      
      
      text(s_CollisionX[i],200,100);
      text(m_CollisionX[i],200,200);
      text(s_CollisionY[i],200,300);
      text(m_CollisionY[i],200,400); 
         
    }
    else if(saboten_if[i] != 0 && c_playerX - 30 >= s_CollisionX[i] && c_playerX - 30 <= m_CollisionX[i] && c_playerY + 40 >= s_CollisionY[i] && c_playerY + 40 <= m_CollisionY[i])
    {
      //撞到了
      isgameover = true;    
      
          textSize(40);
      text(c_playerX,0,100);
      text(c_playerY,0,200);
      
      text(s_CollisionX[i],200,100);
      text(m_CollisionX[i],200,200);
      text(s_CollisionY[i],200,300);
      text(m_CollisionY[i],200,400); 
    }
  }
  
}

void restart()
{
  for(int i = 0;i < 10;i++)
  {
    saboten_if[i] = 0;
    saboten_pos[i] = 0;
    
  }
  distance = 0;
  stage_lv = 0;  
  
  for(int i = 0;i < 10;i++)
  {
    saboten_if[i] = 0;
    saboten_pos[i] = 0;
    
    cloud_if[i] = 0;
  }
  
  for(int i = 0;i < 10;i++)
  {
    for(int j = 0;j < 2;j++)
    {
      cloud_pos[i][j] = 0;
    }
  }
  
  
  isgameover = false;
}

void debug()
{
    textSize(40);
    text(c_playerX,0,100);
    text(c_playerY,0,200);
    
    text(failednumber,400,100);
}

2.預計進度:階段提高提示、地面些微變化、空中障礙、場景裝飾

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