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Writing Games with Processing: Moving Around
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// Version 3: Moving Around | |
int px = 320, py = 240; | |
int tileSize = 20; | |
class Enemy { | |
color c; | |
int x, y; | |
String name; | |
Enemy(String name) { | |
this.name = name; | |
c = color(222,40,107); | |
} | |
void draw() { | |
fill(c); | |
ellipse(x + tileSize/2, y + tileSize/2, tileSize, tileSize); | |
fill(0); | |
textAlign(CENTER, TOP); | |
textSize(12); | |
text(name, x + tileSize/2, y + tileSize + 2); | |
} | |
} | |
ArrayList<Enemy> enemies = new ArrayList<Enemy>(); | |
void addEnemy(int x, int y, String name) { | |
Enemy enemy = new Enemy(name); | |
enemy.x = x; | |
enemy.y = y; | |
enemies.add(enemy); | |
} | |
void drawEnemies() { | |
for(Enemy e: enemies) { | |
e.draw(); | |
} | |
} | |
void setup() { | |
size(640, 480); //VGA for those old enough to remember | |
addEnemy(20, 20, "Kenny"); | |
addEnemy(600, 20, "Benny"); | |
} | |
void drawPlatty() { | |
fill(235,220,160); | |
rect(px, py, tileSize, tileSize); | |
fill(0); | |
textSize(tileSize-2); | |
textAlign(CENTER, CENTER); | |
text("P", px+tileSize/2, py+tileSize/2-2); | |
} | |
void drawBackground() { | |
fill(174, 204, 27); | |
rect(0, 0, width, height); | |
} | |
void draw() { | |
drawBackground(); | |
drawPlatty(); | |
drawEnemies(); | |
} | |
void movePlayer(int dx, int dy) { | |
dx *= tileSize; | |
dy *= tileSize; | |
int newX = px + dx; | |
int newY = py + dy; | |
if(newX >= 0 | |
&& newX < width | |
&& newY >= 0 | |
&& newY < height | |
) { | |
px = newX; | |
py = newY; | |
} | |
} | |
void keyPressed() { | |
if(key == CODED) { | |
if(keyCode == UP) { | |
movePlayer(0, -1); | |
} else if(keyCode == DOWN) { | |
movePlayer(0, 1); | |
} else if(keyCode == LEFT) { | |
movePlayer(-1, 0); | |
} else if(keyCode == RIGHT) { | |
movePlayer(1, 0); | |
} | |
} else if(key == ' ') { | |
movePlayer(0, 0); | |
} | |
} |
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