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//The following game has been designed as an educational resource
//for Key Stage 1 and 2 children. Children are the future of
//civil engineering, and to inspire them to get involved in the
//industry is important for innovation. However, today the
//national curriculum is very structured, and many children
//can find themselves falling behind even at the age of 7 or 8.
//It is essential that children can be supported with material
//they find difficult, and given the resources to learn in a
//fun and engaging manner.
//One of the topics that many children struggle to grasp is
//fractions. It is necessary to prevent young children feeling
//like STEM subjects are too difficult for them, so that they
//have the opportunity and confidence to explore science and
//engineering subjects as they move into secondary education and
//careers.
//This game intends to set a precedent for teaching complex
//subjects to children in a simple, but fun and interactive
//manner. It will show them that fractions can be fun, and that
//they are capable, building confidence once they return to
//the classroom.
//The game will work by challenging the user to split a group
//of balls into three buckets depending on the fraction
//displayed on the bucket.
int number_of_balls;
float bucket_1, bucket_2, bucket_3;
int bucket_1_correct, bucket_2_correct, bucket_3_correct;
PVector basket_position, basket_dimensions;
Ball[] array_of_balls;
int linethickness;
//Random generator to give number of balls, ensuring that
//they can be divided into the number of buckets available.
void setup()
{
size(500,500);
linethickness = 4;
number_of_balls = int(random(1,11))*6;
println(number_of_balls);
bucket_1 = 1/6;
bucket_2 = 1/2;
bucket_3 = 1/3;
//Working out the correct answers
bucket_1_correct = number_of_balls*bucket_1;
bucket_2_correct = number_of_balls*bucket_2;
bucket_3_correct = number_of_balls*bucket_3;
println (bucket_1, bucket_2, bucket_3);
println (bucket_1_correct, bucket_2_correct, bucket_3_correct);
//Creating the basket
basket_position = new PVector(width/4, height/8);
basket_dimensions = new PVector(width/2, height/4);
//Creating the balls & placing inside basket
array_of_balls = new Ball[number_of_balls];
for (int index=0; index<number_of_balls; index++)
{
array_of_balls[index] = new Ball();
}
}
//Drawing the balls and basket outline
void draw()
{
background (125,95,225);
for (int index=0; index<number_of_balls; index++)
{
array_of_balls[index].Draw();
}
noFill();
stroke(180,0,0);
strokeWeight(linethickness);
rect(basket_position.x, basket_position.y, basket_dimensions.x, basket_dimensions.y);
}
void mouseDragged()
{
if ((mouseX >= (ball_position.x - radius)) && (mouseX <= (ball_position.x + radius)) && (mouseY >= (ball_position.y - radius)) && (mouseY <= (ball_position.y + radius)))
{
ball_position = new PVector (mouseX, mouseY);
}
}
//Ball_class
int radius;
Ball()
{
radius = 10;
ball_position = new PVector (random(basket_position.x + radius + linethickness, basket_position.x + basket_dimensions.x - radius - linethickness), random(basket_position.y + radius + linethickness, basket_position.y + basket_dimensions.y - radius - linethickness));
colour = color(random(255), random(255), random(255));
}
void Draw()
{
noStroke();
fill(colour);
ellipse(ball_position.x,ball_position.y,radius*2,radius*2);
}
}
mousePressed()
和
mouseDragged()
但还没有运气。任何意见,将不胜感激!
最佳答案
有很多方法可以解决这个问题,但我建议的一种方法是做这样的事情:
// "Ellipse" object
function Ellipse (x, y, width, height) {
// Each Ellipse object has their own x, y, width, height, and "selected" values
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.selected = false;
// You can call the draw function whenever you want something done with the object
this.draw = function() {
// Draw ellipse
ellipse(this.x, this.y, this.width, this.height);
// Check if mouse is touching the ellipse using math
// https://www.desmos.com/calculator/7a9u1bpfvt
var xDistance = this.x - mouseX;
var yDistance = this.y - mouseY;
// Ellipse formula: (x^2)/a + (y^2)/b = r^2
// Assuming r = 1 and y = 0:
// 0 + (x^2)/a = 1 Substitute values
// ((width / 2)^2)/a = 1 x = width / 2 when y = 0
// a = (width / 2)^2 Move numbers around
// a = (width^2) / 4 Evaluate
var a = Math.pow(this.width, 2) / 4;
// Assuming r = 1 and x = 0:
// 0 + (y^2)/b = 1 Substitute values
// ((height / 2)^2)/b = 1 y = height / 2 when x = 0
// b = (height / 2)^2 Move numbers around
// b = (height^2) / 4 Evaluate
var b = Math.pow(this.height, 2) / 4;
// x^2
var x2 = Math.pow(xDistance, 2);
// y^2
var y2 = Math.pow(yDistance, 2);
// Check if coordinate is inside ellipse and mouse is pressed
if(x2 / a + y2 / b < 1 && mouseIsPressed) {
this.selected = true;
}
// If mouse is released, deselect the ellipse
if(!mouseIsPressed) {
this.selected = false;
}
// If selected, then move the ellipse
if(this.selected) {
// Moves ellipse with mouse
this.x += mouseX - pmouseX;
this.y += mouseY - pmouseY;
}
};
}
// New Ellipse object
var test = new Ellipse(100, 100, 90, 60);
draw = function() {
background(255);
// Do everything associated with that object
test.draw();
};
数学有点奇怪,我可能没有使用正确版本的处理,但希望你发现这至少有点帮助:)
关于drag-and-drop - 如何在旧版本的处理中选择和拖动椭圆?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/67358719/
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