Ein bisschen ActioncodingZ
Der ActionCode dazu ist nicht besonders kompliziert.
// SOURCECODE FROM STORY Stars*
// ————————-
// || STARS * |||
// ————————-
function getTitle() { return ‚STARS *‘; }
function getStory() { return ‚…‘; }
var sizeStone = 20;
var radicalVersion = true;
class Obj {
constructor(x,y,typeo) {
this.active = true;
this.x = x;
this.y = y;
this.vx = random(1,4);
this.vy = 0;
this.typeo = typeo;
this.size = 10;
}
}
var arrObjects = [];
function addObj( x, y, typeo ) {
var objx = new Obj(x,y,typeo);
arrObjects.push(objx);
return objx;
}
for (var z=1;z<90;z++) {
var ob = addObj( 0,0, „stone“ );
ob.x = random(0,width/2);
ob.y = random(10,height-10);
}
var score = 0;
var timerz = 0;
var selectedObj = null;
function drawAfter() {
fill(0,0,0,128);
text(score,20,20);
for (var t=0;t<arrObjects.length;t++) {
var ob = arrObjects[t];
if (ob.active) {
fill(0,0,0,128);
if (selectedObj==ob) fill(0,0,255,128);
var sizT = ob.size;
sizT = sin(ob.x*4)*30.0;
circle(ob.x,ob.y, sizT );
//if (ob.typeo==“ball“) {
ob.x += ob.vx;
ob.y += ob.vy;
//}
if (ob.x>width) {
ob.x = -100;
}
// dist to obj
var di = dist(ob.x,ob.y,mouseX,mouseY);
if (di<20) {
// cprint(“ AAA „);
// ob.active = false;
selectedObj = ob;
ob.size += 2;
}
}
}
}
// editorcode
function update() {
// radicalVersion = false;
// cclear();
// ccVM.executorSpeed = 20;
// ccVM.executorSpeed = 1;
selectedObj.x += 3;
// timerz ++;
}
Interaktiver:
// SOURCECODE FROM STORY Stars*
// -------------------------
// || STARS * |||
// -------------------------
function getTitle() { return 'STARS *'; }
function getStory() { return '...'; }
var sizeStone = 20;
var radicalVersion = true;
class Obj {
constructor(x,y,typeo) {
this.active = true;
this.x = x;
this.y = y;
this.vx = random(1,4);
this.vy = 0;
this.typeo = typeo;
this.size = 10;
}
}
var arrObjects = [];
function addObj( x, y, typeo ) {
var objx = new Obj(x,y,typeo);
arrObjects.push(objx);
return objx;
}
for (var z=1;z<90;z++) {
var ob = addObj( 0,0, "stone" );
ob.x = random(0,width/2);
ob.y = random(10,height-10);
}
var score = 0;
var timerz = 0;
var selectedObj = null;
function drawAfter() {
fill(0,0,0,128);
text(score,20,20);
for (var t=0;t<arrObjects.length;t++) {
var ob = arrObjects[t];
if (ob.active) {
fill(0,0,0,128);
if (selectedObj==ob) fill(0,0,255,128);
var sizT = ob.size;
sizT = sin(ob.x*4)*ob.size;
circle(ob.x,ob.y, sizT );
//if (ob.typeo=="ball") {
ob.x += ob.vx;
ob.y += ob.vy;
//}
if (ob.x>width) {
ob.x = -100;
}
// dist to obj
var di = dist(ob.x,ob.y,mouseX,mouseY);
if (di<20) {
// cprint(" AAA ");
// ob.active = false;
selectedObj = ob;
ob.size += 2;
}
}
}
}
// editorcode
function update() {
// radicalVersion = false;
// cclear();
// ccVM.executorSpeed = 20;
// ccVM.executorSpeed = 1;
selectedObj.x += 3;
// timerz ++;
}