GMU:Immersive Strategien/Inhalte/Bälle/CodeD

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< GMU:Immersive Strategien‎ | Inhalte‎ | Bälle
Revision as of 17:45, 27 March 2011 by Anni (talk | contribs) (Created page with " == Code D == Ball[] ball = new Ball[15]; int a,b,c; //Abstände der Ebenen Ball mausBall; void setup() { size(1280,1024); //size(1920,1200); smooth(); noStroke(); co...")
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Code D

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

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);
 }
 
 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);
 }
 
 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);
 }
 mausBall = new Ball();

}

void draw() {

 background(0);
 mausBall.x = mouseX;
 mausBall.y = mouseY;
 mausBall.maleBall();
 
 mausBall.position[0] = mausBall.x-mausBall.g1/2;
 mausBall.position[1] = mausBall.x+mausBall.g1/2;
 mausBall.position[2] = mausBall.y-mausBall.g2/2;
 mausBall.position[3] = mausBall.y+mausBall.g2/2;
 
 for (int i=0; i < 15; i++) {
   ball[i].position[0] = ball[i].x-ball[i].g1/2;
   ball[i].position[1] = ball[i].x+ball[i].g1/2;
   ball[i].position[2] = ball[i].y-ball[i].g2/2;
   ball[i].position[3] = ball[i].y+ball[i].g2/2;
 }
 
 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 != 90) {
     ball[i].g1 = 90;
   }
   //Rand oben
   if (ball[i].x <= 0+ball[i].g1/2) {
     ball[i].angle = 60;
     ball[i].g1 = ball[i].g1-20;
   }
   //Rand unten
   if (ball[i].x >= a-ball[i].g1/2) {
     ball[i].angle = 180;
     ball[i].g1 = ball[i].g1-20;
   }
   //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[1] >= ball[j].position[0]) && (ball[i].position[3] >= ball[j].position[2]) && 
     (ball[i].position[1] <= ball[j].position[1]) && (ball[i].position[3] <= ball[j].position[3])) {
       ball[i].angle = 135;
       ball[j].angle = 45;
     }
     if ((ball[i].position[0] <= ball[j].position[1]) && (ball[i].position[3] >= ball[j].position[2]) && 
     (ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[3] <= ball[j].position[3])) {
       ball[i].angle = 45;
       ball[j].angle = 135;
     }
     if ((ball[i].position[1] >= ball[j].position[0]) && (ball[i].position[2] <= ball[j].position[3]) && 
     (ball[i].position[1] <= ball[j].position[1]) && (ball[i].position[2] >= ball[j].position[2])) {
       ball[i].angle = 135;
       ball[j].angle = 45;
     }
     if ((ball[i].position[0] <= ball[j].position[1]) && (ball[i].position[2] <= ball[j].position[3]) && 
     (ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[2] >= ball[j].position[2])) {
       ball[i].angle = 45;
       ball[j].angle = 135;
     }
   }
   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 != 90) {
     ball[i].g1 = 90;
   }
   //Rand oben
   if (ball[i].x <= a+c+ball[i].g1/2) {
     ball[i].angle = 60;
     ball[i].g1 = ball[i].g1-20;
   }
   //Rand unten
   if (ball[i].x >= a+c+b-ball[i].g1/2) {
     ball[i].angle = 180;
     ball[i].g1 = ball[i].g1-20;
   }
   //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[1] >= ball[j].position[0]) && (ball[i].position[3] >= ball[j].position[2]) && 
     (ball[i].position[1] <= ball[j].position[1]) && (ball[i].position[3] <= ball[j].position[3])) {
       ball[i].angle = 135;
       ball[j].angle = 45;
     }
     if ((ball[i].position[0] <= ball[j].position[1]) && (ball[i].position[3] >= ball[j].position[2]) && 
     (ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[3] <= ball[j].position[3])) {
       ball[i].angle = 45;
       ball[j].angle = 135;
     }
     if ((ball[i].position[1] >= ball[j].position[0]) && (ball[i].position[2] <= ball[j].position[3]) && 
     (ball[i].position[1] <= ball[j].position[1]) && (ball[i].position[2] >= ball[j].position[2])) {
       ball[i].angle = 135;
       ball[j].angle = 45;
     }
     if ((ball[i].position[0] <= ball[j].position[1]) && (ball[i].position[2] <= ball[j].position[3]) && 
     (ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[2] >= ball[j].position[2])) {
       ball[i].angle = 45;
       ball[j].angle = 135;
     }
   }
   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 != 90) {
     ball[i].g1 = 90;
   }
    //Rand oben
   if (ball[i].x <= a+c+b+c+ball[i].g1/2) {
     ball[i].angle = 60;
     ball[i].g1 = ball[i].g1-20;
   }
   //Rand unten
   if (ball[i].x >= width-ball[i].g1/2) {
     ball[i].angle = 180;
     ball[i].g1 = ball[i].g1-20;
   }
   //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[1] >= ball[j].position[0]) && (ball[i].position[3] >= ball[j].position[2]) && 
     (ball[i].position[1] <= ball[j].position[1]) && (ball[i].position[3] <= ball[j].position[3])) {
       ball[i].angle = 135;
       ball[j].angle = 45;
     }
     if ((ball[i].position[0] <= ball[j].position[1]) && (ball[i].position[3] >= ball[j].position[2]) && 
     (ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[3] <= ball[j].position[3])) {
       ball[i].angle = 45;
       ball[j].angle = 135;
     }
     if ((ball[i].position[1] >= ball[j].position[0]) && (ball[i].position[2] <= ball[j].position[3]) && 
     (ball[i].position[1] <= ball[j].position[1]) && (ball[i].position[2] >= ball[j].position[2])) {
       ball[i].angle = 135;
       ball[j].angle = 45;
     }
     if ((ball[i].position[0] <= ball[j].position[1]) && (ball[i].position[2] <= ball[j].position[3]) && 
     (ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[2] >= ball[j].position[2])) {
       ball[i].angle = 45;
       ball[j].angle = 135;
     }
   }
   ball[i].maleBall();
 }
 
 for (int i=0; i < 15; i++) {
   if ((ball[i].position[1] >= mausBall.position[0]) && (ball[i].position[3] >= mausBall.position[2]) && 
   (ball[i].position[1] <= mausBall.position[1]) && (ball[i].position[3] <= mausBall.position[3])) {
     ball[i].angle = 225;
   }
   if ((ball[i].position[0] <= mausBall.position[1]) && (ball[i].position[3] >= mausBall.position[2]) && 
   (ball[i].position[0] >= mausBall.position[0]) && (ball[i].position[3] <= mausBall.position[3])) {
     ball[i].angle = 315;
   }
   if ((ball[i].position[1] >= mausBall.position[0]) && (ball[i].position[2] <= mausBall.position[3]) && 
   (ball[i].position[1] <= mausBall.position[1]) && (ball[i].position[2] >= mausBall.position[2])) {
     ball[i].angle = 135;
   }
   if ((ball[i].position[0] <= mausBall.position[1]) && (ball[i].position[2] <= mausBall.position[3]) && 
   (ball[i].position[0] >= mausBall.position[0]) && (ball[i].position[2] >= mausBall.position[2])) {
     ball[i].angle = 45;
   }
 }
 
 fill(255);
 rect(a,0,c,height);
 rect(a+c+b,0,c,height);

}

void mousePressed() {

 mausBall.h = (int)random(360);

}


Objekt Ball

class Ball {

 int g1,g2; //Größe
 float x,y; //Position
 
 int h,s,b,a; //Farbe
 
 float vx,vy; //Geschwindigkeit
 float angle; //Gradzahl
 
 float[] position = new float[4]; // die 4 Ecken des Balls;
 
 Ball() {
   g1 = 90;
   g2 = g1;
   
   h = (int)random(360);
   s = 100;
   b = 100-g1; 
   a = 100;
   
   angle = 90;
 }
 
 void maleBall() {
   for (int i=0; i<g1; i+=5) { //Abrundungen bzw. Schatten
      fill(h,s,b+i,a);
      ellipse(x,y,g1-i,g2-i);
   }
 }

}