< GMU:Immersive Strategien | Inhalte | Bälle
(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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Revision as of 13:26, 26 March 2011
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(); }
}