Processing : Différence entre versions
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La feuille de triche 1 de tout PROCESSING.ORG | La feuille de triche 1 de tout PROCESSING.ORG | ||
===STRUCTURE DE BASE=== | ===STRUCTURE DE BASE=== | ||
+ | <pre> | ||
void setup(){ // les insctructions dans cette fonction ne jouée qu'une foi pendant l'initialisation. | void setup(){ // les insctructions dans cette fonction ne jouée qu'une foi pendant l'initialisation. | ||
} | } | ||
void draw(){ // toutes les instructions ici sont jouées en boucle à environ 60 images par seconde | void draw(){ // toutes les instructions ici sont jouées en boucle à environ 60 images par seconde | ||
} | } | ||
+ | </pre> | ||
===COMMENTAIRES + DEBUG=== | ===COMMENTAIRES + DEBUG=== | ||
+ | <pre> | ||
/* | /* | ||
this is a multiline comment. | this is a multiline comment. | ||
nothing between here will be run or executed */ | nothing between here will be run or executed */ | ||
// this is a single line comment println(foo); // writes the value of 'foo' to the console, use to learn value of variable! | // this is a single line comment println(foo); // writes the value of 'foo' to the console, use to learn value of variable! | ||
+ | </pre> | ||
===ATTRIBUTS DE STYLE DE BASE=== | ===ATTRIBUTS DE STYLE DE BASE=== | ||
+ | <pre> | ||
background(0); //sets background black (test having and not having in draw function ) size(640, 480); //sets canvas size to 640px * 480px size(screen.width, screen.height); //full screen canvas frameRate(15); //default frameRate is 30, only change when necessary noFill(); // turns off the fill of any object following this code | background(0); //sets background black (test having and not having in draw function ) size(640, 480); //sets canvas size to 640px * 480px size(screen.width, screen.height); //full screen canvas frameRate(15); //default frameRate is 30, only change when necessary noFill(); // turns off the fill of any object following this code | ||
fill(255); // turns fill on and sets color to white (note, one value for grayscale) fill(255, 145, 90, 150); // same but with color (r, g, b) + alpha as 4th digit noStroke(); // turns off stroke | fill(255); // turns fill on and sets color to white (note, one value for grayscale) fill(255, 145, 90, 150); // same but with color (r, g, b) + alpha as 4th digit noStroke(); // turns off stroke | ||
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smooth(); // turns on anti-aliasing for smoothening vectors rectMode(CENTER); // sets x and y of rect to center of rect (alt: ellipseMode, imageMode) noLoop(); // stops draw{} function from default 30fps looping | smooth(); // turns on anti-aliasing for smoothening vectors rectMode(CENTER); // sets x and y of rect to center of rect (alt: ellipseMode, imageMode) noLoop(); // stops draw{} function from default 30fps looping | ||
loop(); // resumes looping | loop(); // resumes looping | ||
+ | </pre> | ||
===FORMES DE BASE=== | ===FORMES DE BASE=== | ||
+ | <pre> | ||
point(x, y); // places single point on canvas based on x and y values | point(x, y); // places single point on canvas based on x and y values | ||
line(x1, y1, x2, y2); // draws line from starting x2, y2 - to ending x2, y2 rect(x, y, width, height); // draws rectangle at given postition and size ellipse(x, y, w, h); // draws ellipse at given postition and size quad(x1, y1, x2, y2, x3, y3, x4, y4); // draws quad triangle(x1, y1, x2, y2, x3, y3); // draws triangle | line(x1, y1, x2, y2); // draws line from starting x2, y2 - to ending x2, y2 rect(x, y, width, height); // draws rectangle at given postition and size ellipse(x, y, w, h); // draws ellipse at given postition and size quad(x1, y1, x2, y2, x3, y3, x4, y4); // draws quad triangle(x1, y1, x2, y2, x3, y3); // draws triangle | ||
+ | </pre> | ||
===TYPES DE VARIABLES=== | ===TYPES DE VARIABLES=== | ||
+ | <pre> | ||
int foo = 1; // integer or whole number (1, 2, 3, 4, ...) | int foo = 1; // integer or whole number (1, 2, 3, 4, ...) | ||
float foo = 3.14; // float is decimal number (3.14159265) String foo = "blah"; // will be a "string which is written in quotes" boolean foo = false; // true or false | float foo = 3.14; // float is decimal number (3.14159265) String foo = "blah"; // will be a "string which is written in quotes" boolean foo = false; // true or false | ||
+ | </pre> | ||
===INTERACTION=== | ===INTERACTION=== | ||
+ | <pre> | ||
mouseX // grabs the X mouse coordinates, int variable | mouseX // grabs the X mouse coordinates, int variable | ||
mouseY // grabs the Y mouse coordinates, int variable | mouseY // grabs the Y mouse coordinates, int variable | ||
if(mousePressed){ } // used in the draw{ } function to know if mouse was pressed if(keyPressed){ } // used in the draw{ } function to know if any key was pressed if (key == 'a'){ } // is true if the letter a is pressed | if(mousePressed){ } // used in the draw{ } function to know if mouse was pressed if(keyPressed){ } // used in the draw{ } function to know if any key was pressed if (key == 'a'){ } // is true if the letter a is pressed | ||
if (keyCode == 32){ } // alternative for key, in this case is SP println(keyCode); // use this to learn the keyCode for any key on the keyboard | if (keyCode == 32){ } // alternative for key, in this case is SP println(keyCode); // use this to learn the keyCode for any key on the keyboard | ||
+ | </pre> | ||
===FONCTIONS D'INTERACTION=== | ===FONCTIONS D'INTERACTION=== | ||
+ | <pre> | ||
void mousePressed(){ } // will only trigger once when mouse is pressed void mouseReleased(){ } // will only trigger once when mouse is released void keyPressed(){ } // will only trigger once when key is pressed | void mousePressed(){ } // will only trigger once when mouse is pressed void mouseReleased(){ } // will only trigger once when mouse is released void keyPressed(){ } // will only trigger once when key is pressed | ||
void keyReleased(){ } // will only trigger once when key is released | void keyReleased(){ } // will only trigger once when key is released | ||
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of most concepts on this page, be sure to visit: www. processing.org/reference/ | of most concepts on this page, be sure to visit: www. processing.org/reference/ | ||
where you'll find this + much much more! cc teddavis.org 2011 – fhnw hgk ivk | where you'll find this + much much more! cc teddavis.org 2011 – fhnw hgk ivk | ||
+ | </pre> | ||
===PROPRIETES UTILES=== | ===PROPRIETES UTILES=== | ||
+ | <pre> | ||
width // refers to canvas width, int variable, 'width/2' for horizontal center height // refers to canvas height, int variable, 'height/2' for vertical center frameCount // returns current frame number, int variable | width // refers to canvas width, int variable, 'width/2' for horizontal center height // refers to canvas height, int variable, 'height/2' for vertical center frameCount // returns current frame number, int variable | ||
+ | </pre> | ||
===MATH=== | ===MATH=== | ||
+ | <pre> | ||
+ - * / // add, subtract, multiply, divide = basic math operations | + - * / // add, subtract, multiply, divide = basic math operations | ||
foo += 5; // value = it's current value + 5, used for constant motion in draw loop (+, -, *, /) foo = foo + 5; // same as above, but requires more code | foo += 5; // value = it's current value + 5, used for constant motion in draw loop (+, -, *, /) foo = foo + 5; // same as above, but requires more code | ||
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abs(); // absolute value, useful when comparing two numbers with subtraction floor(); // convert a float into an int | abs(); // absolute value, useful when comparing two numbers with subtraction floor(); // convert a float into an int | ||
if(foo %2==0){ }; // checks if number is even (2 « or multiple of any other value) | if(foo %2==0){ }; // checks if number is even (2 « or multiple of any other value) | ||
+ | </pre> | ||
===HASARD !=== | ===HASARD !=== | ||
+ | <pre> | ||
random(100); // generates a random float number from 0 » 99 random(75, 100); // generates a random float number from 75 » 99 noise(foo); // more organic than random = less jumpy, google 'perlin noise' | random(100); // generates a random float number from 0 » 99 random(75, 100); // generates a random float number from 75 » 99 noise(foo); // more organic than random = less jumpy, google 'perlin noise' | ||
+ | </pre> | ||
===CONDITIONS=== | ===CONDITIONS=== | ||
+ | <pre> | ||
a == b // a is EQUAL to b (note the use of two == signs) a != b // a is NOT EQUAL to b | a == b // a is EQUAL to b (note the use of two == signs) a != b // a is NOT EQUAL to b | ||
a > b // a is GREATER than b | a > b // a is GREATER than b | ||
a < b // a is SMALLER than b | a < b // a is SMALLER than b | ||
a >= b // a is GREATER or EQUAL to b a <= b // a is SMALLER or EQUAL to b | a >= b // a is GREATER or EQUAL to b a <= b // a is SMALLER or EQUAL to b | ||
+ | </pre> | ||
===TEST CONDITIONNELLE=== | ===TEST CONDITIONNELLE=== | ||
+ | <pre> | ||
// if / or | // if / or | ||
if(a == b){ | if(a == b){ | ||
Ligne 67 : | Ligne 90 : | ||
} | } | ||
// or if this is true, this code is executed //otherwise this will be executed | // or if this is true, this code is executed //otherwise this will be executed | ||
− | + | </pre> | |
===OPERATEURS LOGIQUES=== | ===OPERATEURS LOGIQUES=== | ||
+ | <pre> | ||
if(a>0 && a<10){ } // BOTH statements must be true = AND | if(a>0 && a<10){ } // BOTH statements must be true = AND | ||
if(a<10 || a>100){ } // EITHER statement must be true = OR // FOR LOOP // your BEST friend for repetition... your BEST friend for repetition | if(a<10 || a>100){ } // EITHER statement must be true = OR // FOR LOOP // your BEST friend for repetition... your BEST friend for repetition | ||
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} // int i starts at 0; as long as i is less than 100, the following loops; add 1 to i on each loop // MISC | } // int i starts at 0; as long as i is less than 100, the following loops; add 1 to i on each loop // MISC | ||
foo = "pic_" + num + ".png"; // connect variable + "string" with plus signs saveFrame("output-####.png"); // save a PNG bitmap image | foo = "pic_" + num + ".png"; // connect variable + "string" with plus signs saveFrame("output-####.png"); // save a PNG bitmap image | ||
+ | </pre> |
Version du 25 juin 2020 à 11:19
Sommaire
Présenbtation
CheatSheet
La feuille de triche 1 de tout PROCESSING.ORG
STRUCTURE DE BASE
void setup(){ // les insctructions dans cette fonction ne jouée qu'une foi pendant l'initialisation. } void draw(){ // toutes les instructions ici sont jouées en boucle à environ 60 images par seconde }
COMMENTAIRES + DEBUG
/* this is a multiline comment. nothing between here will be run or executed */ // this is a single line comment println(foo); // writes the value of 'foo' to the console, use to learn value of variable!
ATTRIBUTS DE STYLE DE BASE
background(0); //sets background black (test having and not having in draw function ) size(640, 480); //sets canvas size to 640px * 480px size(screen.width, screen.height); //full screen canvas frameRate(15); //default frameRate is 30, only change when necessary noFill(); // turns off the fill of any object following this code fill(255); // turns fill on and sets color to white (note, one value for grayscale) fill(255, 145, 90, 150); // same but with color (r, g, b) + alpha as 4th digit noStroke(); // turns off stroke stroke(0); // turns stroke back on and is black (use color as listed above) strokeWeight(5); // sets thickness of stroke (any value goes here) smooth(); // turns on anti-aliasing for smoothening vectors rectMode(CENTER); // sets x and y of rect to center of rect (alt: ellipseMode, imageMode) noLoop(); // stops draw{} function from default 30fps looping loop(); // resumes looping
FORMES DE BASE
point(x, y); // places single point on canvas based on x and y values line(x1, y1, x2, y2); // draws line from starting x2, y2 - to ending x2, y2 rect(x, y, width, height); // draws rectangle at given postition and size ellipse(x, y, w, h); // draws ellipse at given postition and size quad(x1, y1, x2, y2, x3, y3, x4, y4); // draws quad triangle(x1, y1, x2, y2, x3, y3); // draws triangle
TYPES DE VARIABLES
int foo = 1; // integer or whole number (1, 2, 3, 4, ...) float foo = 3.14; // float is decimal number (3.14159265) String foo = "blah"; // will be a "string which is written in quotes" boolean foo = false; // true or false
INTERACTION
mouseX // grabs the X mouse coordinates, int variable mouseY // grabs the Y mouse coordinates, int variable if(mousePressed){ } // used in the draw{ } function to know if mouse was pressed if(keyPressed){ } // used in the draw{ } function to know if any key was pressed if (key == 'a'){ } // is true if the letter a is pressed if (keyCode == 32){ } // alternative for key, in this case is SP println(keyCode); // use this to learn the keyCode for any key on the keyboard
FONCTIONS D'INTERACTION
void mousePressed(){ } // will only trigger once when mouse is pressed void mouseReleased(){ } // will only trigger once when mouse is released void keyPressed(){ } // will only trigger once when key is pressed void keyReleased(){ } // will only trigger once when key is released Of course not everything is here... but it would be of little help if it were. This is merely */ a reference guide for basic shapes, functions, math, etc... For a thorough explaination of most concepts on this page, be sure to visit: www. processing.org/reference/ where you'll find this + much much more! cc teddavis.org 2011 – fhnw hgk ivk
PROPRIETES UTILES
width // refers to canvas width, int variable, 'width/2' for horizontal center height // refers to canvas height, int variable, 'height/2' for vertical center frameCount // returns current frame number, int variable
MATH
+ - * / // add, subtract, multiply, divide = basic math operations foo += 5; // value = it's current value + 5, used for constant motion in draw loop (+, -, *, /) foo = foo + 5; // same as above, but requires more code foo ++; //similar to above, however only adds 1 each time (also works with --) abs(); // absolute value, useful when comparing two numbers with subtraction floor(); // convert a float into an int if(foo %2==0){ }; // checks if number is even (2 « or multiple of any other value)
HASARD !
random(100); // generates a random float number from 0 » 99 random(75, 100); // generates a random float number from 75 » 99 noise(foo); // more organic than random = less jumpy, google 'perlin noise'
CONDITIONS
a == b // a is EQUAL to b (note the use of two == signs) a != b // a is NOT EQUAL to b a > b // a is GREATER than b a < b // a is SMALLER than b a >= b // a is GREATER or EQUAL to b a <= b // a is SMALLER or EQUAL to b
TEST CONDITIONNELLE
// if / or if(a == b){ // if ‘a’ IS EQUAL to ‘b’ all code in between these { } will be executed }else{ } // if / ifelse / or if(a == 1){ // if ‘a’ is equal to 1, this code is executed }else if(a == 2){ // or if this is true, this code is executed }else if(a == 3){ // if NOT this code will be executed (note: an else{} is not always needed) }else{ } // or if this is true, this code is executed //otherwise this will be executed
OPERATEURS LOGIQUES
if(a>0 && a<10){ } // BOTH statements must be true = AND if(a<10 || a>100){ } // EITHER statement must be true = OR // FOR LOOP // your BEST friend for repetition... your BEST friend for repetition for (int i = 0; i < 100; i++){ // looping events go here! point(i*5, 10); // i produces a unique number on every loop, use it! } // int i starts at 0; as long as i is less than 100, the following loops; add 1 to i on each loop // MISC foo = "pic_" + num + ".png"; // connect variable + "string" with plus signs saveFrame("output-####.png"); // save a PNG bitmap image