size(500,500);
for(int angle=0;angle<360;angle+=30)
{
float angle2 =radians(angle);
float x =100+cos(angle2)*50;
float y =100+sin(angle2)*50;
ellipse(x,y,2,2);
}
void setup(){
size(500,500);
}
void draw(){
//background(255);
beginShape();
for(int angle=0;angle<360;angle+=120)
{
float angle2 =radians(angle+mouseX);
float x =mouseX+cos(angle2)*50;
float y =mouseY+sin(angle2)*50;
vertex(x,y);//ellipse(x,y,2,2);
}
endShape(CLOSE);
}
float [] fruitX = new float[10];
float [] fruitY = new float[10];
float kidX=150,kidY=450;
int score=0;
void setup()
{
size(500,500);
for(int i=0;i<10;i++)
{
fruitX[i] = random(50,450);
fruitY[i] = -i*100;
}
}
void draw()
{
background(255);
rect(kidX,kidY,50,80);
kidX=mouseX;
for(int i=0;i<10;i++)
{
ellipse(fruitX[i],fruitY[i],60,80);
fruitY[i]++;
if(fruitY[i]>kidY)
{
if(kidX < fruitX[i] && fruitX[i] < kidX+80)
{
score+=10;
fruitY[i]=0; fruitX[i]=random(50,450);
}
else
{
fruitY[i]=0; fruitX[i]=random(50,450);
}
}
}
}
加分
void setup(){
size(500,500);
}
void draw()
{
//background(255);
float r=0;
float num=0;
float y1=40;
float x1=40;
beginShape();
for(int line=0;line<7;y1+=60)
{
if(num==7)
{
num=0;
x1=40;
line+=1;
}
if(line%2==0)
{
for(num=0;num<7;x1+=70)
{
if(num%2==0)
{
beginShape();
for(int angle=0;angle<360;angle+=120)
{
float angle2 =radians(angle+30);
float x =x1+cos(angle2)*30;
float y =y1+sin(angle2)*30;
stroke(0,0,255);
vertex(x,y);//ellipse(x,y,2,2);
}
endShape(CLOSE);
beginShape();
for(int angle=0;angle<360;angle+=120)
{
float angle2 =radians(angle+30);
float x =x1+cos(angle2)*20;
float y =y1+sin(angle2)*20;
stroke(0,0,255);
vertex(x,y);//ellipse(x,y,2,2);
}
endShape(CLOSE);
beginShape();
for(int angle=0;angle<360;angle+=120)
{
float angle2 =radians(angle+30);
float x =x1+cos(angle2)*10;
float y =y1+sin(angle2)*10;
stroke(0,0,255);
vertex(x,y);//ellipse(x,y,2,2);
}
endShape(CLOSE);
num+=1;
}
else
{
beginShape();
for(int angle=0;angle<360;angle+=120)
{
float angle2 =radians(angle+30);
float x =x1+cos(angle2)*30;
float y =y1+sin(angle2)*30;
stroke(255,0,0);
vertex(x,y);//ellipse(x,y,2,2);
}
endShape(CLOSE);
beginShape();
for(int angle=0;angle<360;angle+=120)
{
float angle2 =radians(angle+30);
float x =x1+cos(angle2)*20;
float y =y1+sin(angle2)*20;
stroke(255,0,0);
vertex(x,y);//ellipse(x,y,2,2);
}
endShape(CLOSE);
beginShape();
for(int angle=0;angle<360;angle+=120)
{
float angle2 =radians(angle+30);
float x =x1+cos(angle2)*10;
float y =y1+sin(angle2)*10;
stroke(255,0,0);
vertex(x,y);//ellipse(x,y,2,2);
}
endShape(CLOSE);
num+=1;
}
}
}
else{
for(num=0;num<7;x1+=70)
{
if(num%2==0)
{
beginShape();
for(int angle=0;angle<360;angle+=120)
{
float angle2 =radians(angle+380);
//float angle2 =radians(angle+180);
float x =x1+cos(angle2)*30;
float y =y1+sin(angle2)*30;
stroke(255,0,0);
vertex(x,y);//ellipse(x,y,2,2);
}
endShape(CLOSE);
beginShape();
for(int angle=0;angle<360;angle+=120)
{
float angle2 =radians(angle+380);
//float angle2 =radians(angle+180);
float x =x1+cos(angle2)*20;
float y =y1+sin(angle2)*20;
stroke(255,0,0);
vertex(x,y);//ellipse(x,y,2,2);
}
endShape(CLOSE);
beginShape();
for(int angle=0;angle<360;angle+=120)
{
float angle2 =radians(angle+380);
//float angle2 =radians(angle+180);
float x =x1+cos(angle2)*10;
float y =y1+sin(angle2)*10;
stroke(255,0,0);
vertex(x,y);//ellipse(x,y,2,2);
}
endShape(CLOSE);
num+=1;
}
else
{
beginShape();
for(int angle=0;angle<360;angle+=120)
{
float angle2 =radians(angle+170);
float x =x1+cos(angle2)*30;
float y =y1+sin(angle2)*30;
stroke(0,0,255);
vertex(x,y);//ellipse(x,y,2,2);
}
endShape(CLOSE);
beginShape();
for(int angle=0;angle<360;angle+=120)
{
float angle2 =radians(angle+170);
float x =x1+cos(angle2)*20;
float y =y1+sin(angle2)*20;
stroke(0,0,255);
vertex(x,y);//ellipse(x,y,2,2);
}
endShape(CLOSE);
beginShape();
for(int angle=0;angle<360;angle+=120)
{
float angle2 =radians(angle+170);
float x =x1+cos(angle2)*10;
float y =y1+sin(angle2)*10;
stroke(0,0,255);
vertex(x,y);//ellipse(x,y,2,2);
}
endShape(CLOSE);
num+=1;
}
}
}
}
}


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