🍞Week17🍞
[1/3(一)]
程式碼:
//Doodle Jump製作步驟: (1)jumping主角 (2)跳起來 (3)卡住 (4)畫面捲動
PImage imgBoard01,imgBack;
float x=150, y=500-18, vx=0, vy=0;
boolean jumping=false;
boolean left=false;//左
boolean right=false;//右
float []boardX=new float[10];
float []boardY=new float[10];
int landing=0;//停在哪一個板子上
void setup()
{
size(300,500);
imgBoard01 = loadImage("board01.png");
imgBack = loadImage("background.png");
for(int i=0; i<10; i++)
{
boardX[i]=random(0,300-67);
boardY[i]=i*45;
}
}
float rolling=0;
void draw()
{
image(imgBack,0,0,300,500);
///background(255);
for(int i=0; i<10; i++)
{
//rect(boardX[i],boardY[i], 80, 15); //最原本
//rect(boardX[i],450-boardY[i]+rolling, 64, 18);//改過(但板子會有邊角)
image(imgBoard01, boardX[i], 450-boardY[i]+rolling);//再改(板子沒有邊角了,成功)
//if(boardY[i]+rolling<0)
//{
//boardX[i]=random(0,300-67);
//boardY[i]=boardY[i]+350;
//}
}
ellipse(x,y+rolling,15,15);
if(left) x -= 0.8;
if(right) x += 0.8;
//x += vx;
if(x< boardX[landing] || boardX[landing]+67<x) jumping=true;//landing=i;//停在哪一個板子上, 超過了,掉下來
y += vy;
if(jumping) vy += 0.98;//重力加速度(往下的速度)
if(y>500-18) y=500-18;//地板
if(vy>=0)
{//(0)往下,才有可能卡住
for(int i=0; i<10; i++)
{
if(boardX[i] < x && x < boardX[i]+67)//(1)x: 板子的左右邊界符合(主角在板子裡)
{
if(y< boardY[i]+rolling && y+vy > boardY[i]+rolling)//(2)y: 上下符合,從板子上,往板子下穿越
{
landing=i;
jumping=false;
vy=0;
y = boardY[i];
}
}
}
}
///for(int i=0; i<10; i++)
{
//image(imgBoard01, boardX[i], 450-boardY[i]+rolling);
}
//rolling+=1.5;
}
void keyPressed()
{
if(keyCode==UP)
{//(2)跳起來
vy = -20; jumping=true; //往上的速度,負的越多,跳的越慢
}
if(keyCode==LEFT)
{
vx = -0.8; left=true; right=false; //負越多,跑越快
}
if(keyCode==RIGHT)
{
vx = 0.8; right=true; left=false;
}
}
*解決畫面轉動和回收板子問題👇
程式碼:
//Doodle Jump製作步驟: (1)jumping主角 (2)跳起來 (3)卡住 (4)畫面捲動
PImage imgBoard01,imgBack;
float x=150, y=500-18, vx=0, vy=0;
boolean jumping=false;
boolean left=false;//左
boolean right=false;//右
float []boardX=new float[11];
float []boardY=new float[11];
int landing=0;//停在哪一個板子上
void setup()
{
size(300,500);
imgBoard01 = loadImage("board01.png");
imgBack = loadImage("background.png");
for(int i=0; i<11; i++)
{
boardX[i]=random(0,300-67);
boardY[i]=i*45;
}
}
float rolling=0;
void draw()
{
image(imgBack,0,0,300,500);
///background(255);
for(int i=0; i<11; i++)
{
if(boardY[i]+rolling>500){
boardY[i]-=495;
boardX[i]=random(0,300-67);
}
//rect(boardX[i],boardY[i], 80, 15); //最原本
//rect(boardX[i],450-boardY[i]+rolling, 64, 18);//改過(但板子會有邊角)
image(imgBoard01, boardX[i], boardY[i]+rolling);//再改(板子沒有邊角了,成功)
//if(boardY[i]+rolling<0)
//{
//boardX[i]=random(0,300-67);
//boardY[i]=boardY[i]+350;
//}
}
ellipse(x,y,15,15);
if(left) x -= 0.8;
if(right) x += 0.8;
//x += vx;
if(x< boardX[landing] || boardX[landing]+67<x) jumping=true;//landing=i;//停在哪一個板子上, 超過了,掉下來
y += vy;
if(jumping) vy += 0.98;//重力加速度(往下的速度)
if(y>500-18) y=500-18;//地板
if(vy>=0)
{//(0)往下,才有可能卡住
for(int i=0; i<11; i++)
{
if(boardX[i] < x && x < boardX[i]+67)//(1)x: 板子的左右邊界符合(主角在板子裡)
{
if(y< boardY[i]+rolling && y+vy > boardY[i]+rolling)//(2)y: 上下符合,從板子上,往板子下穿越
{
landing=i;
jumping=false;
vy=0;
y = boardY[i]+rolling;//boardY[i];
}
}
}
}
///for(int i=0; i<10; i++)
{
//image(imgBoard01, boardX[i], 450-boardY[i]+rolling);
}
//rolling+=1.5;
if(y<250){
float diff=250-y;
rolling += diff;
y = 250;
}
}
void keyPressed()
{
if(keyCode==UP)
{//(2)跳起來
vy = -20; jumping=true; //往上的速度,負的越多,跳的越慢
}
if(keyCode==LEFT)
{
vx = -0.8; left=true; right=false; //負越多,跑越快
}
if(keyCode==RIGHT)
{
vx = 0.8; right=true; left=false;
}
}
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