Projeto

Geral

Perfil

Revisão 18

Adicionado por Dinis Adriano Domingosmais de 9 anos atrás

Future Places RC

Ver diferenças:

processing/blacklight/Input.pde
104 104

  
105 105
  boolean fire ()
106 106
    {
107
    return ((this.bZ == 1) || (keyPressed));
107

  
108
    return ((this.bZ == 1) || (keyPressed && ( keyCode == ENTER )));
108 109
    
109 110
 //   return true;
110 111
//   return (this.bZ == 1);
......
351 352
    
352 353
  
353 354
  }
354
  */  
355
  */  
processing/blacklight/Logo.pde
13 13
    
14 14
    }
15 15
    
16
  void draw (int balance, int whites, int blacks)
16
  void draw (int timer, int whites, int blacks)
17 17
    {
18 18
      
19 19
     //println ("drawing!");
......
21 21
     
22 22
     textFont (_bold_, 60);
23 23
     text ("LIGHT", 10, 55);
24
     text ( timer, 10, _game_.height - 10  );
24 25
     textFont (_bold_, 24);
25 26
     text (whites + " cells", 186, 31);
26
     text ("23 battles", 186, 55);
27
     text ( _game_.lightBattles +  " battles", 186, 55);
28
     
27 29

  
28 30
     fill (0);
29 31
     scale (-1  , 1);
30 32
     textFont (_bold_, 57);
31 33
     text ("BLACK", -_game_.width + 12, 55);
34
     text ( timer, -_game_.width + 12, _game_.height - 10  );
32 35
     textFont (_bold_, 24);
33 36
     text (blacks + " cells",  -_game_.width + 190, 31);
34
     text ("1 battles",  -_game_.width + 190, 55);
37
     text ( _game_.blackBattles + " battles",  -_game_.width + 190, 55);
35 38
     scale (-1, 1);
39
     
40

  
36 41
    }
37
  }
42
  }
processing/blacklight/Winner.pde
26 26

  
27 27
    
28 28
    this.countdown--;
29
    
29 30

  
30

  
31
    textFont (_bold_, 48);
31
    textFont (_bold_, 40);
32 32
    text (message, 50, _game_.height / 2 + 50);
33 33
    text ("next battle in " + this.countdown + " time units.", 50, _game_.height / 2 + 100);
34 34

  
processing/blacklight/blacklight.pde
24 24
void setup ()
25 25
  {
26 26
  size (1024, 768, OPENGL);
27
  
27 28
  _root_ = this;
28 29

  
30
//  smooth ();
31
//  frameRate (30);
29 32
  
30 33
  println ("the beat starts here.");
31
  _fs_ = new SoftFullScreen (this);
32
  _fs_.enter ();
34
  /*_fs_ = new SoftFullScreen (this);
35
  _fs_.enter ();*/
33 36

  
34 37
  Ess.start (this);
35 38
  _bold_    = loadFont ("Code-Bold-48.vlw");
......
51 54
void draw ()
52 55
  {
53 56
  _game_.draw ();
54
  }
57
  }
processing/blacklight/Level.pde
13 13
  Blacklord      blacklord   = null;
14 14
  Lightlord      lightlord   = null;
15 15
  Scoreboard scoreboard = null;
16
  int timer = 0;
16 17
  
17 18
  Serial         port = null;
18 19

  
......
34 35
      return;
35 36
    }  
36 37

  
37

  
38
    this.timer = 1000;
39
    
38 40
    this.battlefield = new Battlefield (1024, 768);
39 41
    this.lightlord = new Lightlord ();
40 42
    this.blacklord = new Blacklord ();
......
88 90

  
89 91
    for (int j = 0; j < this.blacklord.blackmatter.size (); j++)
90 92
    {
91
    Blackmatter b = (Blackmatter) this.blacklord.blackmatter.get (j);      
92
    Cell cell = this.battlefield.getCell (b.x, b.y);
93
    cell.update(1);
93
      Blackmatter b = (Blackmatter) this.blacklord.blackmatter.get (j);      
94
      Cell cell = this.battlefield.getCell (b.x, b.y);
95
      cell.update(1);
94 96
    }
95 97

  
96 98
    this.scoreboard.draw (); 
......
99 101

  
100 102
    // DESCOMENTAR!! LEDS
101 103
    //this.output (balance);
104
    if ( this.timer <= 0 ) this.outcome ();
105
    this.timer--;
102 106

  
103
    //this.outcome (balance);
104 107

  
105

  
106 108
    //    this.blacklord.attack ();
107 109

  
108 110
    //    this.lightlord.defend ();
......
132 134
    //  println (value);
133 135
  }
134 136

  
135
  void outcome (int balance)
137
  void outcome ()
136 138
  {
137
    this.rate--;
139
    int score = this.battlefield.blacks - this.battlefield.whites;
140
    
141
    if ( score > 0 ) {
142
       _game_.blackWins ();
143
    } else if ( score < 0 ) {
144
      _game_.lightWins (); 
145
    } else {
146
     this.timer += 1000; 
147
    }
148
      
149
      
150
    
151
/*    this.rate--;
138 152

  
139 153
    if (this.rate == 0)
140 154
    {
......
192 206
    if (blackpower == 6)
193 207
      _game_.blackWins ();
194 208
    else if (lightpower == 6)
195
      _game_.lightWins ();
209
      _game_.lightWins ();*/
196 210
  }
197 211
}
198

  
212

  
processing/blacklight/Detector.pde
20 20
  void setup ()
21 21
  {
22 22
    println ("camera!!");
23
    this.cam = new GSCapture(_root_, this.width, this.height, 30);
23
    this.cam = new GSCapture(_root_, this.width, this.height);
24 24
    this.cam.start ();
25 25
    this.total_pixels = this.width * this.height;
26 26
  }
27 27

  
28 28
  int[] image ()
29 29
  {
30
  this.cam.read ();
30
    
31 31
  
32 32
  return this.cam.pixels;
33 33
  }
34 34

  
35 35
  void draw ()
36 36
  {
37

  
37 38
  }
39
  
40

  
38 41
}
39 42

  
40 43

  
44
public void captureEvent(GSCapture c) {
45
  
46
  c.read();
47
}
48

  
49

  
50

  
51

  
processing/blacklight/Game.pde
24 24
  AudioChannel sfx = null;
25 25
  Serial leds = null;
26 26
  
27
  int blackBattles = 0;
28
  int lightBattles = 0;
27 29
  
30
  
28 31
  PImage bgimage = null;
29 32
  
30 33
  void setup ()
......
120 123
    if (this.logo != null)
121 124
      {
122 125
      if (this.current != null)
123
        this.logo.draw (this.current.balance (), this.current.battlefield.whites, this.current.battlefield.blacks);
124
      else if (this.winner != null)
125
        this.logo.draw ((this.winner.team == 0) ? 0 : 255, 0, 0);      
126
        this.logo.draw (this.current.timer, this.current.battlefield.whites, this.current.battlefield.blacks);
127
      //else if (this.winner != null)
128
        //this.logo.draw ((this.winner.team == 0) ? 0 : 255, 0, 0);      
126 129
      }
127 130

  
128 131
    }
......
250 253
      this.ost.stop ();
251 254
    println ("The new black.");
252 255
    this.current = null;
256
    this.blackBattles ++;
253 257
    this.winner = new Winner ();
254 258
    this.winner.setup (0);
255 259
    this.playBlackWins ();
......
261 265
      this.ost.stop ();
262 266
    println ("Whitey.");
263 267
    this.current = null;
268
    this.lightBattles ++;
264 269
    this.winner = new Winner ();
265 270
    this.winner.setup (1);
266 271
    this.playLightWins ();
......
286 291
      }
287 292
      
288 293
    }
289
  }
294
  }
processing/blacklight/Lightminion.pde
30 30
    
31 31
    this.lighted = new ArrayList ();
32 32

  
33
    for(int y = 0; y < this.detector.height; y += 5)
33
    for(int y = 0; y < this.detector.height; y += 10)
34 34
      { 
35
      for(int x = 0; x < this.detector.width; x += 5)
35
      for(int x = 0; x < this.detector.width; x += 10)
36 36
        { 
37 37
        float av = (red(img[y*this.detector.width+x])+green(img[y*this.detector.width+x])+blue(img[y*this.detector.width+x]))/3.0;
38 38
  
......
55 55
          
56 56
          this.lighted.add (l);
57 57
          
58
          ellipse  (l[0], l[1], 10, 10);
59
//        ellipse  (l[0], l[1], this.lightlord.level.battlefield.cell_width, this.lightlord.level.battlefield.cell_height);
58
         ellipse  (l[0], l[1], 50, 50);
59
        //ellipse  (l[0], l[1], this.lightlord.level.battlefield.videoScale, this.lightlord.level.battlefield.videoScale);
60 60
//          point  (x, y, 0);
61 61
          }     
62 62
        }
processing/blacklight/Blackminion.pde
10 10
  {
11 11
  int x = 200;
12 12
  int y = 200;
13
  int diameter = 20;
13
  int diameter = 50;
14 14
  Input input = null;  
15 15
  Blacklord blacklord = null;
16 16
  
......
42 42
    this.x = this.x + (this.input.horizontal ()/10);  
43 43
    this.y = this.y + (this.input.vertical ()/10);  
44 44
    
45
    if (this.x >= _game_.width - 20 - this.diameter)
46
      this.x = _game_.width - 20 - this.diameter;
47
    if (this.y >= _game_.height - 20 - this.diameter)
48
      this.y = _game_.height - 20 - this.diameter;
49
    if (this.x <= this.diameter + 20)
50
      this.x = this.diameter + 20;
51
    if (this.y <= this.diameter + 20)
52
      this.y = this.diameter + 20;
45
    if (this.x >= _game_.width - 10 - this.diameter)
46
      this.x = _game_.width - 10 - this.diameter;
47
    if (this.y >= _game_.height - 10 - this.diameter)
48
      this.y = _game_.height - 10 - this.diameter;
49
    if (this.x <= this.diameter + 10)
50
      this.x = this.diameter + 10;
51
    if (this.y <= this.diameter + 10)
52
      this.y = this.diameter + 10;
53 53
    
54 54
//    if (this.input.fire () && (this.jammed == false))
55 55
//      {
......
67 67
      }
68 68
    
69 69
    fill (1);
70
    stroke (255, 75);
71
    strokeWeight (3);
70
    noStroke();
72 71
    ellipse (this.x, this.y, this.diameter, this.diameter);
73
    strokeWeight (1);
74 72
    }
75 73
    
76 74
  void fire ()
......
92 90
      {
93 91
      Blackmatter matter = new Blackmatter ();
94 92
    
95
      matter.x = int (random (20, _game_.width - 20));
96
      matter.y = int (random (20, _game_.height - 20));
93
//      matter.x = int (random (20, _game_.width - 20));
94
//      matter.y = int (random (20, _game_.height - 20));
95

  
96
      matter.x = this.x; //int (random (20, _game_.width - 20));
97
      matter.y = this.y; // int (random (20, _game_.height - 20));
98
      matter.vx = random (-5, 5);
99
      matter.vy = random (-5, 5);
100

  
97 101
    
98 102
      matter.setup ();
99 103
      this.blacklord.blackmatter.add (matter);
100 104
      }
101 105
    }
102
  }
106
  }
processing/blacklight/Blackmatter.pde
13 13
  int y = 0;  
14 14
  int diameter = 50;
15 15
  boolean dead = false;
16
  float vx = 0;
17
  float vy = 0;
16 18
  
17 19
  void setup ()
18 20
    {
......
29 31

  
30 32
    ellipse (this.x, this.y, this.diameter, this.diameter);
31 33
    
34
    
35
    if ( ( this.x + vx <= 0 ) || ( this.x + vx >= _game_.width) ) {
36
          this.vx = -vx;
37
    }
38
    if ( ( this.y + vy <= 0 ) || ( this.y + vy >= _game_.height) ) {
39
          this.vy = -vy;
40
    }
41

  
42
    this.x += vx;
43
    this.y += vy;
44
   
45

  
32 46
    if (this.diameter > 0)
33 47
      this.diameter--;
34 48
    
......
67 81
    return false;
68 82
 */  
69 83
  }
70
  }
84
  }

Também disponível em: Unified diff