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Processing 2: Creative Coding Hotshot

You're reading from   Processing 2: Creative Coding Hotshot Learn Processing with exciting and engaging projects to make your computer talk, see, hear, express emotions, and even design physical objects

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Product type Paperback
Published in May 2013
Publisher Packt
ISBN-13 9781782166726
Length 266 pages
Edition 1st Edition
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Author (1):
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Nikolaus Gradwohl Nikolaus Gradwohl
Author Profile Icon Nikolaus Gradwohl
Nikolaus Gradwohl
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Table of Contents (16) Chapters Close

Processing 2: Creative Coding Hotshot
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Romeo and Juliet FREE CHAPTER 2. The Stick Figure Dance Company 3. The Disco Dance Floor 4. Smilie-O-Mat 5. The Smilie-O-Mat Controller 6. Fly to the Moon 7. The Neon Globe 8. Logfile Geo-visualizer 9. From Virtual to Real Index

Initiating the landing sequence


The second task of our current mission is to implement the physics simulation and the game controls for our moon-lander game. In this task, the game should able to run on desktop computers and laptops running Java. We will add keyboard controls to enable the player to turn the rocket left and right, and when the player hits the up cursor key, the thruster will fire and accelerate the rocket a bit in the direction it has been turned.

Engage Thrusters

Let's start implementing the physics by adding moon gravity:

  1. The first thing we need to implement for our moon physics simulation are the variables to store the ship's position, the direction, the current speed, and the strength of the moon's gravity.

    int[] moon;
    int landingX = 0;
    PImage ship;
    
    PVector pos = new PVector( 150, 20 );
    PVector speed = new PVector( 0, 0 );
    PVector g = new PVector( 0, 1.622 );
    
  2. Now we need to update the position of our ship at every frame, so we add an update() method to our sketch and call...

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