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- import java.awt.Rectangle;
- // Breakout // // 28/02/2007
- // Steph Thirion - Game Mod workshop: < http://trsp.net/teaching/gamemod >
- //
- // english version :)
- // made with Processing 0124 Beta
- Rectangle gameFrame;
- Brick[] bricks;
- Paddle paddle (x,y);
- Ball[] balls;
- Paddle block;}
- //
- //
- int frameNum = 0;
- //
- // SCREEN PROPERTIES --
- int displayWidth = 400;
- int displayHeight = 400;
- color backgroundColor = #303030;
- boolean backgroundRefreshes = false;
- //
- // GAME FRAME PROPERTIES --
- int gameFrameWidth = 300;
- int gameFrameHeight = 300;
- color gameFrameStroke = #FFFFFF;
- boolean gameFrameHasStroke = false;
- color gameFrameFill = #000000;
- int opacityOfRefresh = 255;
- boolean gameFrameRefreshes = true;
- //
- //
- int recX = (displayWidth-gameFrameWidth)/2;
- int recY = (displayHeight-gameFrameHeight)/2;
- //
- // SETUP FUNCTION --
- void setup() {
- size(displayWidth, displayHeight, P3D);
- background(backgroundColor);
- frameRate(60);
- //
- // create objects
- gameFrame = new Rectangle(gameFrameWidth, gameFrameHeight, gameFrameHasStroke, gameFrameStroke, true, gameFrameFill);
- gameFrame.opacity = opacityOfRefresh;
- createBricks();
- createBalls();
- paddle = new Paddle(60,100);
- block = new Paddle(100,200);
- //
- refreshScreen();
- }
- // DRAW FUNCTION --
- void draw() {
- refreshScreen();
- //
- //
- //
- saveScreenshots();
- }
- void createBalls() {
- // BALL(S) PROPERTIES --
- int numberOfBalls = 1;
- int yBalls = 150;
- //
- balls = new Ball[numberOfBalls];
- for (int i=0; i<numberOfBalls; i++) {
- int x = i*20;
- balls[i] = new Ball(x, yBalls);
- }
- }
- void createBricks() {
- // BRICK GROUP PROPERTIES --
- int numberOfBricks = 60;
- int bricksPerRow = 10;
- int brickWidth = gameFrameWidth/bricksPerRow;
- int brickHeight = 10;
- boolean brickHasStroke = false;
- color brickStroke = #ffffff;
- boolean brickHasFill = true;
- int yBricks = 50;
- color[] rowsColors = {#ff00ff, #ff0000, #ff9900, #ffff00, #00ff00, #00ffff};
- //
- //
- // CREATE BRICKS --
- bricks = new Brick[numberOfBricks];
- for (int i=0; i<numberOfBricks; i++) {
- int rowNum = i/bricksPerRow;
- // coords
- int x = brickWidth*i;
- x -= rowNum*bricksPerRow*brickWidth;
- int y = yBricks+i/bricksPerRow*brickHeight;
- // color
- int num = min(rowNum, rowsColors.length-1);
- color rowColor = rowsColors[num];
- // create brick
- bricks[i] = new Brick(x, y, brickWidth, brickHeight, brickHasStroke, brickStroke, brickHasFill, rowColor);
- }
- }
- void refreshScreen() {
- // BACKGROUND
- if (backgroundRefreshes) {
- background(backgroundColor);
- }
- // GAME FRAME
- if (gameFrameRefreshes) {
- gameFrame.drawYourself();
- }
- // PADDLE
- paddle.refresh();
- block.refresh();
- //
- // BRICKS
- for (int i=0; i<=bricks.length-1; i++) {
- bricks[i].refresh();
- // println(i);
- }
- // BALLS
- for (int i=0; i<balls.length; i++) {
- balls[i].refresh();
- }
- }
- // be careful with this function - only change if you know what you're doing
- // the hard disk could fill up with images in a few minutes
- //
- //
- // press the 'G' key to save frames in TGA pictures in 'saved' folder
- //
- void saveScreenshots() {
- frameNum++;
- if (keyPressed) {
- if (key == 'g' || key == 'G') {
- if (frameNum%2==0) {
- saveFrame("saved/frame-####.tga");
- }
- }
- }
- }
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