BASIC4MCU | 질문게시판 | 프로세싱 질문도 답변해주시나요..?? 부탁드립니다ㅠㅠ
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작성자 kher 작성일2019-12-01 15:30 조회11,683회 댓글3건본문
예제를 찾아서 참고하면서 프로세싱 하려고 하는데 이해가 안되는 부분이 있어서요. 해석 부탁드릴 수 있을까요???
int start_range_flag=0;
float firebullet_x[]=new float[30];
float firebullet_y[]=new float[30];
float enemy_rect[][]=new float[5][200];
int bullet_num=1;
int enemy_num=50;
int timeCount=0;
float die_mousex=-20;
float die_mousey=-20;
int die_enemy_num=0;
int die_timeCount=0;
int a=0;
int b=0;
int c=0;
int bomb_flag=0;
int bomb_count=0;
int B_circle_max_flag=0;
int bomb_ea=1;
float B_distance=0;
int frame_animator_count=0;
int final_location=0;
float speed=0;
float x_speed=0;
float y_speed=0;
float tracking_value_x=0;
float tracking_value_y=0;
int frameconstant=300;
int change_positon_flag=0;
int game_end_flag=1;
String time="d";
//color
color light_red=color(244,57,36);
color light_blue=color(36,214,244);
void setup()
{
size(1000,600);
frameRate(frameconstant);
enemy_rect[0][0]=-20;
enemy_rect[0][1]=-20;
}
void draw()
{
background(0,0,0);
if(game_end_flag==1)
{
cursor();
textAlign(CENTER);
if(mouseX>330 && mouseX<470)
{
if(mouseY>460 && mouseY<510)
start_range_flag=1;
else
start_range_flag=0;
}
else
start_range_flag=0;
if(start_range_flag==1)
textSize(60);
else
textSize(40);
text("START",400,500);
}
else
noCursor();
//enemy_circle
//enemy_generator_code
//enemy incresed
if(frameCount%frameconstant==0 && game_end_flag==0)//when every second, will create new enemy
{
enemy_num++;
}
if(game_end_flag==0)
{
for(int i=0; i<enemy_num;i++)
{
if(enemy_rect[0][i]<=0 || enemy_rect[0][i]>1000)
{
change_positon_flag=1;
}
else
{
if(enemy_rect[1][i]<=0 || enemy_rect[1][i]>600)
change_positon_flag=1;
else
change_positon_flag=0;
}
if(change_positon_flag==1)
{
//upper
if(i%4==0)
{
enemy_rect[0][i]=(int)random(0,800);
enemy_rect[1][i]=0;
enemy_rect[4][i]=enemy_rect[0][i];
}
//below
if(i%4==1)
{
enemy_rect[0][i]=(int)random(0,800);
enemy_rect[1][i]=590;
enemy_rect[4][i]=1400+enemy_rect[0][i];
}
//left
if(i%4==2)
{
enemy_rect[0][i]=0;
enemy_rect[1][i]=(int)random(0,600);
enemy_rect[4][i]=2200+enemy_rect[1][i];
}
//right
if(i%4==3)
{
enemy_rect[0][i]=790;
enemy_rect[1][i]=(int)random(0,600);
enemy_rect[4][i]=800+enemy_rect[1][i];
}
//enemy_speed
speed=(float)random(0.2,1); //speed
x_speed=sqrt((float)random(pow(speed,2)/5,pow(speed,2)/1.5));
y_speed=sqrt(pow(speed,2)-pow(x_speed,2));
//enemy_direction
if(enemy_rect[4][i]>=0 && enemy_rect[4][i]<400)
{//upper_L
enemy_rect[2][i]=x_speed;
enemy_rect[3][i]=y_speed;
}
if(enemy_rect[4][i]>=400 && enemy_rect[4][i]<800)
{//upper_R
enemy_rect[2][i]=-x_speed;
enemy_rect[3][i]=y_speed;
}
if(enemy_rect[4][i]>=800 && enemy_rect[4][i]<1100)
{//right_up
enemy_rect[2][i]=-x_speed;
enemy_rect[3][i]=y_speed;
}
if(enemy_rect[4][i]>=1100 && enemy_rect[4][i]<1400)
{//right_down
enemy_rect[2][i]=-x_speed;
enemy_rect[3][i]=-y_speed;
}
if(enemy_rect[4][i]>=1400 && enemy_rect[4][i]<1800)
{//below_right
enemy_rect[2][i]=x_speed;
enemy_rect[3][i]=-y_speed;
}
if(enemy_rect[4][i]>=1800 && enemy_rect[4][i]<2200)
{//below_left
enemy_rect[2][i]=-x_speed;
enemy_rect[3][i]=-y_speed;
}
if(enemy_rect[4][i]>=2200 && enemy_rect[4][i]<2500)
{
enemy_rect[2][i]=x_speed;
enemy_rect[3][i]=y_speed;
}
if(enemy_rect[4][i]>=2500 && enemy_rect[4][i]<2800)
{
enemy_rect[2][i]=x_speed;
enemy_rect[3][i]=-y_speed;
}
}
}
}
//when your triangle were crashed, game end.
for(int i=0;i<enemy_num;i++)
{
//enemy_rect crash
if(mouseX-5<enemy_rect[0][i]+5 && enemy_rect[0][i]+5<mouseX+5)
{
if(mouseY-5<enemy_rect[1][i]+5 && enemy_rect[1][i]+5<mouseY+5)
{
if(game_end_flag==0)
{
game_end_flag=1;
die_mousex=mouseX;
die_mousey=mouseY;
die_enemy_num=i;
die_timeCount=timeCount;
}
}
}
//final_rect crash
if(mouseX>final_location && mouseX< final_location+200)
{
if(mouseY<600 && mouseY>600+c)
{
if(game_end_flag==0)
{
game_end_flag=1;
die_mousex=mouseX;
die_mousey=mouseY;
die_timeCount=timeCount;
c=0;
final_location=0;
}
}
}
}
//Air_plane?
fill(light_blue);
if(game_end_flag==0)
{
triangle(mouseX-10,mouseY+10,mouseX+0,mouseY-10,mouseX+10,mouseY+10);
fill(light_red);
rect(mouseX-5,mouseY-2.5,10,10);
}
else
{
triangle(die_mousex-10,die_mousey+10,die_mousex+0,die_mousey-10,die_mousex+10,die_mousey+10);
fill(light_red);
rect(die_mousex-5,die_mousey-2.5,10,10);
}
//enemy_tracking and drawing
if(game_end_flag==0)
{
for(int i=0; i<enemy_num;i++)
{
if(mouseX>enemy_rect[0][i])
tracking_value_x=mouseX-enemy_rect[0][i]+50;
else
tracking_value_x=-((-mouseX)+enemy_rect[0][i]+50);
if(mouseY>enemy_rect[1][i])
tracking_value_y=mouseY-enemy_rect[1][i]+50;
else
tracking_value_y=-((-mouseY)+enemy_rect[1][i]+50);
if((i%10)==0)//enemy_tracker
{
fill(100,100,255);
if(tracking_value_x<100 && tracking_value_x>-100)
enemy_rect[2][i]=+tracking_value_x/400;
if(tracking_value_y<100 && tracking_value_y>-100)
enemy_rect[3][i]=+tracking_value_y/400;
//code will regenerate tracker,when more two trackers were crashed
for(int j=1;i+10*j<100;j++)
{
if(abs(enemy_rect[0][i]-enemy_rect[0][i+10*j])<7 && abs(enemy_rect[1][i]-enemy_rect[1][i+10*j])<7 )
{
enemy_rect[0][i+10*j]=-10000;
enemy_rect[1][i+10*j]=-10000;
}}
enemy_rect[0][i]=enemy_rect[0][i]+enemy_rect[2][i];
enemy_rect[1][i]=enemy_rect[1][i]+enemy_rect[3][i];
}
else
{
fill(120,120,120);
enemy_rect[0][i]=enemy_rect[0][i]+enemy_rect[2][i]+tracking_value_x/5000;
enemy_rect[1][i]=enemy_rect[1][i]+enemy_rect[3][i]+tracking_value_y/5000;
}
rect(enemy_rect[0][i],enemy_rect[1][i],10,10);
}
}
else
{
fill(120,120,120);
rect(enemy_rect[0][die_enemy_num],enemy_rect[1][die_enemy_num],10,10);
}
//TEST CODE
//velocity_view
fill(255,255,255);
textSize(10);
text(enemy_rect[2][enemy_num-1],100,300);
text(enemy_rect[3][enemy_num-1],100,315);
text(enemy_num,110,330);
//rect_[?][0]_information_view
text(enemy_rect[0][0],100,340);
text(enemy_rect[1][0],100,350);
text(tracking_value_x,100,370);
text(frameCount,100,390);
}
void mousePressed()
{
if(mouseButton==LEFT) //When mousebutton was pressed, fire bullet such as ellipse)
{
firebullet_x[bullet_num]=mouseX;
firebullet_y[bullet_num]=mouseY-7;
bullet_num++;
if(bullet_num==20)
bullet_num=0;
frame_animator_count=(int) frameconstant/5;
}
if(mouseButton==RIGHT)//bomb
{
bomb_flag=1;
}
if(start_range_flag==1 && game_end_flag==1 && mouseButton==LEFT)//game start
{
game_end_flag=0;
timeCount=0;
enemy_num=50;
bomb_ea=1;
for(int i=0; i<200; i++)
{
for(int j=0; j<5; j++)
{
enemy_rect[j][i]=0;
}
}
}
}
댓글 3
조회수 11,683master님의 댓글
master 작성일
프로세싱을 돌려본 적이 없으니 프로세싱에 대해서는 답변을 해드리지 못하며
c문법이 막히는 부분이 있으면 설명을 해드릴 수는 있지만
시간 상 전체 해석은 못 해드립니다.
kher님의 댓글
kher
혹시 enemy_rect[][] 이부분이 뭘 의미하는지는 알수없을까요...??
master님의 댓글
master
c문법만 보면 이중 배열입니다.
코드상에서의 역할은 전체 내용을 검토해야 하므로 설명해드리기 어렵습니다.
예제를 올린 사이트의 설명글도 읽어야하고, 동작을 시켜서 동작 상태도 봐야합니다.
프로젝트를 진행하는 분의 몫이죠