< GMU:Immersive Strategien | Inhalte | Bälle
Die Bildschirmgröße stimmt nicht für das Tischtheater. Sie ist an die Bildschrimgröße meines PCs angepasst, weil sonst nicht alles zu sehen war, eher gesagt, er hat das Bild abgeschnitten (wie in der gallery zu sehen).
Code
Ball[] ball = new Ball[15];
int a,b,c;
void setup() {
size(1280,1024);
smooth();
noStroke();
//frameRate(5);
colorMode(HSB,360,100,100,100);
a = 500;
b = 400;
c = 40;
for (int i=0; i < 5; i++) {
ball[i] = new Ball();
ball[i].x = random(ball[i].g,a-ball[i].g);
ball[i].y = random(ball[i].g,height-ball[i].g);
ball[i].vx = random(1,10);
ball[i].vy = random(1,10);
}
for (int i=5; i < 10; i++) {
ball[i] = new Ball();
ball[i].x = random(a+c+ball[i].g,a+c+b-ball[i].g);
ball[i].y = random(ball[i].g,height-ball[i].g);
ball[i].h = (int)random(360);
ball[i].vx = random(1,10);
ball[i].vy = random(1,10);
}
for (int i=10; i < ball.length; i++) {
ball[i] = new Ball();
ball[i].x = random(a+c+b+c+ball[i].g,width-ball[i].g);
ball[i].y = random(ball[i].g,height-ball[i].g);
ball[i].h = (int)random(360);
ball[i].vx = random(1,10);
ball[i].vy = random(1,10);
}
}
void draw() {
background(0);
fill(255);
rect(a,0,c,height);
fill(255);
rect(a+c+b,0,c,height);
for (int i=0; i < 5; i++) {
ball[i].maleBall();
ball[i].x = ball[i].x + ball[i].vx;
ball[i].y = ball[i].y + ball[i].vy;
if (ball[i].x <= 0+ball[i].g/2 || ball[i].x >= a-ball[i].g/2) {
ball[i].vx = -ball[i].vx;
}
if (ball[i].y <= 0-ball[i].g) {
ball[i].y = height;
}
if (ball[i].y >= height+ball[i].g) {
ball[i].y = 0-ball[i].g;
}
}
for (int i=5; i < 10; i++) {
ball[i].maleBall();
ball[i].x = ball[i].x + ball[i].vx;
ball[i].y = ball[i].y + ball[i].vy;
if (ball[i].x <= a+c+ball[i].g/2 || ball[i].x >= a+c+b-ball[i].g/2) {
ball[i].vx = -ball[i].vx;
}
if (ball[i].y <= 0-ball[i].g) {
ball[i].y = height;
}
if (ball[i].y >= height+ball[i].g) {
ball[i].y = 0-ball[i].g;
}
}
for (int i=10; i < ball.length; i++) {
ball[i].maleBall();
ball[i].x = ball[i].x + ball[i].vx;
ball[i].y = ball[i].y + ball[i].vy;
if (ball[i].x <= a+c+b+c+ball[i].g/2 || ball[i].x >= width-ball[i].g/2) {
ball[i].vx = -ball[i].vx;
}
if (ball[i].y <= 0-ball[i].g) {
ball[i].y = height;
}
if (ball[i].y >= height+ball[i].g) {
ball[i].y = 0-ball[i].g;
}
}
}
Objekt Ball
class Ball {
int g; //Größe
float x,y; //Position
int h,s,b,a; //Farbe
float vx,vy; //Geschwindigkeit
Ball() {
g = 100;
s = 100;
b = 100;
}
void maleBall() {
fill(h,s,b);
ellipse(x,y,g,g);
}
}