jimbob
YaBB Newbies
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Posts: 3
please help me!!!
Sep 9th , 2008, 5:41am
hey i cant get these two pieces of code to work, any help would be great int ii; int NUMSHOTS = 100; Shoot[] history = new Shoot[NUMSHOTS]; boolean hit; void setup() { frameRate(60); size(400, 400); smooth(); } void draw() { for (int ii = 0; ii < NUMSHOTS; ii = ii + 1) { draw_shot(history[ii], ii); } for(int i = 0; i < NUMSHOTS; i = i + 1) if( hit(history[i],300,350,300,350)) {rect(300,300,50,50); } } class Shoot { int x; int y; int creationFrame; } // Draw this shot object to the screen. // If the shot object is 'old' (was made at least 50 frames ago) // then remove it from the shot array. void draw_shot(Shoot shot, int index) { if (shot == null) return; strokeWeight(2); stroke(220,200,0); line(shot.x, shot.y, shot.x, shot.y+10); shot.y+=3; if (shot.creationFrame + 350 < frameCount || shot.y > height - 10 ) { history[index] = null; } } // Find a slot on our shot array that is unused, // then create a shot object at x. void create_shot(int x, int y) { for (ii = 0; ii < NUMSHOTS; ii = ii + 1) { if (history[ii] == null) { history[ii] = new Shoot(); history[ii].x = x; history[ii].y = y; history[ii].creationFrame = frameCount; break; // I'm done } } } void mousePressed() { create_shot(mouseX, mouseY); } boolean hit(Shoot shot, int x1, int x2, int y1, int y2){ if(x1<shot.x && shot.x>x2 && y1<shot.y && shot.y>y2){ return true; } else{ return false; } } the second is meant to draw a bulding made up of windows but only draws one window city [] history = new city[10]; window [] structure = new window[100]; int speed; void setup(){ size(400,400); smooth(); } void draw(){ for(int i = 0; i<10; i++){ draw_building(history[i],i); } } class city { int y; int x; } void draw_building(city building, int index) { if(building == null) return; int XstartPoint = building.x; int YstartPoint = building.y; for(int i = 0; i<6; i++){ for(int k = 0; k<3; k++){ fill(255); stroke(0); strokeWeight(1); create_window(XstartPoint, YstartPoint); for(int b = 0; b<100;b++){ draw_window(structure[b],b); XstartPoint +=10; } YstartPoint +=10; } } } void create_building(int x,int y) { for (int i = 0; i < 10; i = i + 1) { if (history[i] == null) { history[i] = new city(); history[i].x = x; history[i].y = y; break; // I'm doneint ii; int NUMSHOTS = 100; Shoot[] history = new Shoot[NUMSHOTS]; boolean hit; void setup() { frameRate(60); size(400, 400); smooth(); } void draw() { for (int ii = 0; ii < NUMSHOTS; ii = ii + 1) { draw_shot(history[ii], ii); } for(int i = 0; i < NUMSHOTS; i = i + 1) if( hit(history[i],300,350,300,350)) {rect(300,300,50,50); } } class Shoot { int x; int y; int creationFrame; } // Draw this shot object to the screen. // If the shot object is 'old' (was made at least 50 frames ago) // then remove it from the shot array. void draw_shot(Shoot shot, int index) { if (shot == null) return; strokeWeight(2); stroke(220,200,0); line(shot.x, shot.y, shot.x, shot.y+10); shot.y+=3; if (shot.creationFrame + 350 < frameCount || shot.y > height - 10 ) { history[index] = null; } } // Find a slot on our shot array that is unused, // then create a shot object at x. void create_shot(int x, int y) { for (ii = 0; ii < NUMSHOTS; ii = ii + 1) { if (history[ii] == null) { history[ii] = new Shoot(); history[ii].x = x; history[ii].y = y; history[ii].creationFrame = frameCount; break; // I'm done } } } void mousePressed() { create_shot(mouseX, mouseY); } boolean hit(Shoot shot, int x1, int x2, int y1, int y2){ if(x1<shot.x && shot.x>x2 && y1<shot.y && shot.y>y2){ return true; } else{ return false; } } } } } void mousePressed() { create_building(mouseX,mouseY); } class window{ int x; int y; } void draw_window(window glass, int index){ if (glass == null) return; rect(glass.x,glass.y,10,10); } void create_window(int x, int y){ for (int w = 0; w < 100; w = w + 1) { if (structure[w] == null) { structure[w] = new window(); structure[w].x = x; structure[w].y = y; break; // I'm done } } } cheers