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我學習處理和想提出的乒乓球比賽的修改後的版本在處理3.我有2個球同時而不是僅僅1 此外,一個球加速,而其他球減慢隨着程序運行而下降。處理3.0:加快球的乒乓球不能正確彈跳
我的加速球工作正常,它反彈並提高速度。但是,我放慢球速度並不正確。減速球在非常小的範圍內移動,甚至不會靠近邊界反彈。幫助將不勝感激。 Thanks.`
float ballXPosition;
float ballYPosition;
float ballTwoXPos;
float ballTwoYPos;
float xDirection;
float ballTwoXDir;
float yDirection;
float ballTwoYDir;
float radius = 12;
float xSpeed;
float ySpeed;
float ballTwoXSpeed;
float ballTwoYSpeed;
float MAX_SPEED = 15;
float MIN_SPEED = 0.2;
void setup()
{
size(600,600);
stroke(3);
background(255,255,255);
ballXPosition = width/2 + random(60);
ballTwoXPos= width/2 + random(60);
ballYPosition = height/2 + random(60);
ballTwoYPos = height/2 + random(60);
xDirection = random(1,3);
ballTwoXDir = random(1,3);
yDirection = random(1,3);
ballTwoYDir = random(1,3);
xSpeed = MIN_SPEED;
ySpeed = MIN_SPEED;
ballTwoXSpeed = MAX_SPEED;
ballTwoYSpeed = MAX_SPEED;
}
void createAcceleratingBall(float xpos, float ypos, float xstretch, float ystretch)
{
fill(255,0,0);
ellipse(xpos, ypos, xstretch, ystretch);
}
void createSlowingBall(float xpos, float ypos, float xstretch, float ystretch)
{
fill(0,0,255);
ellipse(xpos, ypos, xstretch, ystretch);
}
boolean isSpeedMax(float speed)
{
return speed > MAX_SPEED;
}
boolean isSpeedMin(float speed)
{
return speed < MIN_SPEED;
}
boolean isBallAtXBorder(float xpos)
{
if(xpos < radius || xpos > width - radius)
return true;
else
return false;
}
boolean isBallAtYBorder(float ypos)
{
if(ypos < radius || ypos > height - radius)
return true;
else
return false;
}
void draw()
{
background(255);
ballXPosition = ballXPosition + (xDirection * xSpeed);
ballTwoXPos = ballTwoXPos + (ballTwoXDir * ballTwoXSpeed);
ballYPosition = ballYPosition + (yDirection * ySpeed);
ballTwoYPos = ballTwoYPos + (ballTwoYDir * ballTwoYSpeed);
if(!isSpeedMax(xSpeed))
xSpeed *= 1.005;
if(!isSpeedMax(ySpeed))
ySpeed *= 1.003;
if(!isSpeedMin(ballTwoXSpeed))
ballTwoXSpeed = ballTwoXSpeed/1.005;
if(!isSpeedMin(ballTwoYSpeed))
ballTwoYSpeed = ballTwoYSpeed/1.003;
if(isBallAtXBorder(ballXPosition))
xDirection *= -1;
if(isBallAtYBorder(ballYPosition))
yDirection *= -1;
if(isBallAtXBorder(ballTwoXDir))
ballTwoXDir *= -1;
if(isBallAtYBorder(ballTwoYDir))
ballTwoYDir *= -1;
createAcceleratingBall(ballXPosition, ballYPosition, 2*radius, 2*radius);
createSlowingBall(ballTwoXPos, ballTwoYPos, 2.5*radius, 2.5*radius);
}