Processing org games




















For those about to have good dogfights on the WWII planes. A vector styled infinite runner, where switching colours is key to survive on a tubular highway.

Procedural Animal Generator. Simple program that creates 2D animals on every click. Eternal Lux. Control with kinect, mouse or keyboard. A pair of competitive friends play through some games to prove who is better. Pixel Dancers! Baila con los mejores ritmos usando las teclas. Meteor Run. Future Games. Play in browser. Find all the feels in this hide 'em up. Sticks and Bones. For starters, we will write our setup and draw blocks as usual, nothing fancy or new.

Then, we will handle different screens initial screen, game screen, game over screen etc. So the question arises, how do we make Processing show the correct page at the correct time?

Accomplishing this task is fairly simple. We will have a global variable that stores the information of the currently active screen. We then draw the contents of the correct screen depending on the variable. In the draw block, we will have an if statement that checks the variable and displays the contents of the screen accordingly. Whenever we want to change the screen, we will change that variable to the identifier of screen we want it to display.

With that said, here is what our skeleton code looks like:. This may look scary at first, but all we did is build the basic structure and separate different parts with comment blocks. As you can see, we define a different method for each screen to display. In our draw block, we simply check the value of our gameScreen variable, and call the corresponding method.

The first line of this method changes gameScreen variable to 1, the game screen. If this is understood, the next step is to implement our initial screen. To do that, we will be editing the initScreen method. Here it goes:. But when we click, nothing happens.

The background is still black for the same reason. Now, we will start working on the game screen. We will first create our ball. We should define variables for its coordinates, color and size because we might want to change those values later on. For instance, if we want to increase the size of the ball as the player scores higher so that the game will be harder.

We will need to change its size, so it should be a variable. We will define speed of the ball as well, after we implement gravity. We defined the coordinates as global variables, created a method that draw the ball, called from gameScreen method.

Only thing to pay attention to here is that we initialized coordinates, but we defined them in setup. The reason we did that is we wanted the ball to start at one fourth from left and one fifth from top. There is no particular reason we want that, but that is a good point for the ball to start. So we needed to get the width and height of the sketch dynamically. The sketch size is defined in setup , after the first line.

Now implementing gravity is actually the easy part. There are only a few tricks. Here is the implementation first:. Hold your horses, physicist. Instead, this is more of an animation process than anything. The variable we defined as gravity is just a numeric value—a float so that we can use decimal values, not just integers—that we add to ballSpeedVert on every loop.

And ballSpeedVert is the vertical speed of the ball, which is added to the Y coordinate of the ball ballY on each loop. We watch the coordinates of the ball and make sure it stays in the screen. For now, our ball only moves vertically. So we watch the floor and ceiling boundries of the screen. To make the ball bounce, we simply move the ball to the exact location where it had to bounce and multiply the vertical speed ballSpeedVert with -1 multiplying with -1 changes the sign.

So the ball immediately changes its direction with the same speed. Then, as we add gravity to ballSpeedVert and ballSpeedVert has a negative value, it starts to get close to 0 , eventually becomes 0 , and starts increasing again. That makes the ball rise, rise slower, stop and start falling. There is a problem with our animation process, though—the ball keeps bouncing.

If this were a real-world scenario, the ball would have faced air resistance and friction every time it touched a surface. We add the following:. As the name suggests, friction is the surface friction and airfriction is the friction of air. So obviously, friction has to apply each time the ball touches any surface.

So in those methods, we did the same thing, only this time with friction. Now we need a racket for the ball to bounce on. We should be controlling the racket.

Box2D for Processing Daniel Shiffman. Combinatorics Florian Jenett. Fisica Ricard Marxer. LiquidFunProcessing Thomas Diewald. Console Mathias Markl. Drop Ramin Soleymani. Game Control Plus Peter Lager. GifAnimation Patrick Meister extrapixel. ImageLoader Mathias Markl. Image Sequence Player George Profenza. MindSet Processing Jorge C. MuKCast Mathias Markl. Novation Launch Controller client Half Scheidl. SelectFile Ostap Andrusiv.

Simple Receipt Printer Gottfried Haider. Simple Touch Gottfried Haider. Tablet Andres Colubri. VSync for Processing Maximilian Ernestus. Video Export Abe Pazos. Ani Benedikt Gross. Green Zacchary Dempsey-Plante.

Sprites Peter Lager. Tilt for Processing Nick Fox-Gieg. XYscope Ted Davis. Apple Light Sensor Martin Raedlinger. Arduino Firmata David A. BlinkStick Arvydas Juskevicius. Eye Tribe for Processing Jorge C. Ketai Daniel Sauter. Leap Motion for Processing Darius Morawiec. Myo for Processing Darius Morawiec. PS3Eye Thomas Diewald. Simple Phidgets Shachar Geiger.

Sudden Motion Sensor Daniel Shiffman. Sweep for Processing Florian Bruggisser. Beads Ollie Bown. Cassette Shlomi Hod. ComposingForEveryone Guido Kramann. Loom Cora Johnson-Roberson. Minim Damien Di Fede. Pd4P3 Robert Esler. ProcMod player Arnaud Loonstra. Sound The Processing Foundation. SuperCollider client for Processing Daniel Jones. The MidiBus Severin Smith. BlobDetection Julien 'v3ga' Gachadoat.

GL Video Gottfried Haider. Kinect v2 for Processing Thomas Sanchez Lengeling. Open Kinect for Processing Daniel Shiffman. Spout for Processing Lynn Jarvis. Video The Processing Foundation.

Camera 3D Jim Schmitz. Lunar Boy d'Hont. Patchy Jonathan Feinberg. PeasyCam Jonathan Feinberg. Picking Nicolas Clavaud.

QueasyCam Josh Castle. Shapes 3D Peter Lager. Jasmine Peter Lager. QScript Peter Lager. Geomerative Ricard Marxer. OCT Thomas Wegener. ControlP5 Andreas Schlegel. G4P Peter Lager. Guido Florian Jenett. Leave a comment on redraw's reply. Re: AI for 2D games and simulations library - just released 15 days ago. It was incorporated with some minor mods into this library. ALL Thanks for all the really positive comments about this library.

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