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so i got most of it to work still having trouble making it 2 players but lets see where i am by the time we present.
snowMan someSnowMan; snowMan [] maySnowMen;
int player1; int player2;
float hits; float ang;
float xPos; float yPos; //for the spped float player1SpeedX; float player1SpeedY;
float player2SpeedX; float player2SpeedY;
float maxSpeedX; float maxSpeedY; int counter; // for moving around the board boolean moveUp; boolean moveDown; boolean moveRight; boolean moveLeft; boolean win = true; PImage back; PImage p1; PImage p2;
// arrays for the snowBalls and the snowMan ArrayList snowBalls;// theses are for the 2 types of snowballs you can throw ArrayList snowMan; //these are the smowmen in the middle of the field that block
void setup (){ size (1699,1134); smooth ();
xPos=45; yPos=height/2;
moveUp=moveDown=moveLeft=moveRight=false; p1 = loadImage ("p1.png"); p2 = loadImage ("p2.png"); back = loadImage ("back.jpg"); player1 = 0;//both player stat at one and have to gain tree point to win player2 = 0;
player1SpeedX=0;// for player movement player1SpeedY=0;
player2SpeedX=0;// for player movement player2SpeedY=0;
maxSpeedX=4; // for player movement top speed maxSpeedY=6; ang=0; counter=0;
someSnowMan = new snowMan(); }
void draw (){
background (back);
someSnowMan.display (); //where the obstruction will be placed rect (600,250,500,500); fill (0,0,0,225);
//player 1 infomation image (p1,player1SpeedX,player1SpeedY,50,50);
if (moveUp) { //to move up player1SpeedY+=(maxSpeedY-player1SpeedY)*0.03; yPos-=player1SpeedY; if (yPos<20) { yPos=20; } } if (moveDown) { //move down player1SpeedY+=(maxSpeedY-player1SpeedY)*0.03; yPos+=player1SpeedY; if (yPos>height+20) { yPos=height+20; } } if (moveLeft) { //move left player1SpeedX+=(maxSpeedX-player1SpeedX)*0.03; xPos-=player1SpeedX; if (xPos<0) { xPos=0; } }
if (moveRight) { //move right player1SpeedX+=(maxSpeedX-player1SpeedX)*0.03; xPos+=player1SpeedX; if (xPos>width) { xPos=width; } }
// player 2 image (p2,player2SpeedX,player2SpeedY,50,50);
if (moveUp) { player2SpeedY+=(maxSpeedY-player2SpeedY)*0.03; yPos-=player2SpeedY; if (yPos<20) { yPos=20; } } if (moveDown) { player2SpeedY+=(maxSpeedY-player2SpeedY)*0.03; yPos+=player2SpeedY; if (yPos>height+20) { yPos=height+20; } } if (moveLeft) { player2SpeedX+=(maxSpeedX-player2SpeedX)*0.03; xPos-=player2SpeedX; if (xPos<0) { xPos=0; } }
if (moveRight) { player2SpeedX+=(maxSpeedX-player2SpeedX)*0.03; xPos+=player2SpeedX; if (xPos>width) { xPos=width; } } }
void mousePressed (){ if (dist (someSnowMan.xPos, someSnowMan.yPos, mouseX, mouseY) < someSnowMan.size/2){ someSnowMan.takeDmg(); } }
// i got a lot of help from a game called shooter from my last semester
class snowBall { float snowBallSpeed=8; float snowBall_x; float snowBall_y; float snowBallSize=7; boolean remove;
snowBall() { }
void init(float x, float y) { snowBall_x = x; snowBall_y = y; }
void update() { fill(0); if (snowBall_x>width) { remove=true; } else rect(snowBall_x, snowBall_y, snowBallSize, snowBallSize); snowBall_x+=snowBallSpeed; } }
class snowManPiller {
int healthamt; int xPos; int yPos; int size; int piller =2;
snowManPiller (){ healthamt = int (100);
}
void display (){ //if player1 or 2 destory all three pillers then the winer is the player that stills haves pillers standing for (int pe = 0; pe < 3; pe++){
ellipse (50,300,size,size); //pilller for player1 ellipse (50,500,size,size); //pilller for player1 ellipse (50,700,size,size); //pilller for player1
if (piller < pe ) { win = true ; } }
for (int pi = 0; pi < 3; pi++){ ellipse (950,300,100,100); //pilller for player2 ellipse (950,500,100,100); //pilller for player2 ellipse (950,700,100,100); //pilller for player2 if (piller < pi ) { win = true; } } } }
class snowMan {
int healthamt; // health int xPos; int yPos; int size;
snowMan() { healthamt = int (random (0,20)); xPos = int (random (width/2)); yPos = int (random (height/2)); size = int (random (50,100));
}
void display (){
for (int i = 0 ; i < 10; i++){ ellipse (xPos,yPos,size,size); imageMode (CENTER); }
}
void takeDmg (){ healthamt -= 50; size -= healthamt; }
}
couldn’t get it to work
int dia = 50; int playerX = 10; int playerO = 10; int[] x = new int[playerX]; int[] y = new int[playerO]; int playersX = 10; int playersO = 10; int[] a = new int[playersX]; int[] b = new int[playersO]; boolean[] beenClickedLeft = new boolean[playerX]; boolean[] beenClickedRight = new boolean[playerO]; boolean[] antClickedLeft = new boolean[playersX]; boolean[] antClickedRight = new boolean[playersO]; PImage board; void setup() { size(800, 600); board = loadImage("board.jpeg");
for (int i = 0; i < playerX; i++) { x[0] = int(200); y[0] = int(200); x[1] = int(280); y[1] = int(200); x[2] = int(360); y[2] = int(200); x[3] = int(200); y[3] = int(280); x[4] = int(280); y[4] = int(280); x[5] = int(360); y[5] = int(280); x[6] = int(200); y[6] = int(360); x[7] = int(210); y[7] = int(360); x[8] = int(360); y[8] = int(360);
beenClickedLeft[i] = false; }
for (int e = 0; e < playerO; e++) {
a[0] = int(190); b[0] = int(200); a[1] = int(280); b[1] = int(200); a[2] = int(360); b[2] = int(200); a[3] = int(200); b[3] = int(280); a[4] = int(280); b[4] = int(280); a[5] = int(360); b[5] = int(20); a[6] = int(200); b[6] = int(360); a[7] = int(280); b[7] = int(360); a[8] = int(360); b[8] = int(360); antClickedRight[e] = false; } }
void draw() { background(0); imageMode(CENTER); image(board, length/2, width/2);
for (int i = 0; i < playerX; i++) {
if ((mouseButton == LEFT) && (dist(mouseX, mouseY, x[i], y[i]) < dia/2)) { beenClickedLeft[i] = !beenClickedLeft[i]; }
if (beenClickedLeft[i]) { } }
for (int e = 0; e < playersO; e++) { if ((mouseButton == RIGHT) && (dist(mouseX, mouseY, a[e], b[e]) < dia/2)) { antClickedRight[e] = !antClickedRight[e]; }
if (antClickedRight[e]) { ellipse(a[e], b[e], dia, dia); } } }
int x= 40; int y =50;
void setup(){ size(600,600); stroke (30); smooth (1); } void draw(){ background (200,120,50); //neck fill (200,mouseY,100); rect (250,400,100,130); //ears fill (134,91,34); ellipse (150,290,50,80); fill (134,91,34); ellipse (450,290,50,80); //Back of the head hair strokeWeight(7); line (300,150,450,400 +mouseY); line (310,150,460,400 +mouseY); line (320,150,470,400 +mouseY); line (330,150,480,400 +mouseY); line (340,150,490,400 +mouseY); line (350,150,500,400 +mouseY); line (360,150,510,400 +mouseY);
line (220,150,70,400 +mouseY); line (230,150,80,400 +mouseY); line (240,150,90,400 +mouseY); line (250,150,100,400 +mouseY); line (260,150,110,400 +mouseY); line (270,150,120,400 +mouseY); line (280,150,130,400 +mouseY); line (290,150,140,400 +mouseY); line (300,150,150,400 +mouseY);
line (300,150,405,350 +mouseY); line (300,150,395,400 +mouseY); line (300,150,385,360 +mouseY); line (300,150,375,400 +mouseY); line (300,150,385,370 +mouseY); line (300,150,395,400 +mouseY); line (300,150,265,380 +mouseY); line (300,150,255,400 +mouseY); line (300,150,245,390 +mouseY); line (300,150,235,400 +mouseY); line (300,150,215,400 +mouseY); //head fill (134,91,34); ellipse (300,300,300,300); //hair strokeWeight(7);
line (300,150,450+mouseX,300+mouseY); line (310,150,460+mouseX,300+mouseY); line (320,150,470+mouseX,300+mouseY); line (330,150,480+mouseX,300+mouseY); line (340,150,490+mouseX,300+mouseY); line (350,150,500+mouseX,300+mouseY); line (360,150,510+mouseX,300+mouseY);
line (220,150,70-mouseX,300+mouseY); line (230,150,80-mouseX,300+mouseY); line (240,150,90-mouseX,300+mouseY); line (250,150,100-mouseX,300+mouseY); line (260,150,110-mouseX,300+mouseY); line (270,150,120-mouseX,300+mouseY); line (280,150,130-mouseX,300+mouseY); line (290,150,140-mouseX,300+mouseY); line (300,150,150-mouseX,300+mouseY);
fill (random(1,225)); line (300,150,405,350); line (300,150,395,400); line (300,150,385,360); line (300,150,375,400); line (300,150,385,370); line (300,150,395,400); line (300,150,265,380); line (300,150,255,400); line (300,150,245,390); line (300,150,235,400); line (300,150,215,400);
strokeWeight(8); //eyes
fill (mouseX,225,120); ellipse (350,250,50,50); fill (mouseX,100,225); ellipse (250,250,50,50); //eyebrow fill (225,mouseY,122); quad (210,220,260,220,260,235,280,235); fill (225,mouseY,122); quad (300,220,350,220,350,235,370,235); //nose fill (190,30,mouseX); triangle (260,300,340,300,300,350); //mouth fill (110,90,mouseY); rect (270,360,60,40);
}
Adrian R.
coding and pie