Processing.org games




















SoundCloud Darius Morawiec. Squarify Agathe Lenclen. Temboo Temboo. UDP Stephane Cousot. Unfolding Maps Till Nagel. Websockets Lasse Steenbock Vestergaard.

XlsReader Florian Jenett. 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. Even though the code looks long and intimidating, I promise there is nothing hard to understand. First thing to notice is ArrayList. It is resizeable, it has useful methods like list. We keep the wall data as integer arrays within the arraylist.

The data we keep in the arrays are for the gap between two walls. The arrays contain the following values:. The actual walls are drawn based on the gap wall values. We have two base methods to manage the walls, wallAdder and wallHandler. We have a global variable lastAddTime which stores the time when the last wall was added in milliseconds. If the current millisecond millis minus the last added millisecond lastAddTime is larger than our interval value wallInterval , it means it is now time to add a new wall.

Random gap variables are then generated based on the global variables defined at the very top. Then a new wall integer array that stores the gap wall data is added into the arraylist and the lastAddTime is set to the current millisecond millis. And for each item at each loop, it calls wallRemover i , wallMover i and wallDrawer i by the index value of the arraylist. These methods do what their name suggests.

It grabs the wall data array from the arraylist, and calls rect method to draw the walls to where they should actually be. Finally, wallRemover removes the walls from the arraylist which are out of the screen. And that would have been a huge loss in performance. We grab the coordinates of the gap wall, calculate the coordinates of the actual walls top and bottom and we check if the coordinates of the ball collides with the walls.

Now that we can detect the collisions of the ball and the walls, we can decide on the game mechanics. After some tuning to the game, I managed to make the game somewhat playable. But still, it was very hard. My first thought on the game was to make it like Flappy Bird, when the ball touches the walls, game ends. But then I realised it would be impossible to play.

So here is what I thought:. There should be a health bar on top of the ball. The ball should lose health while it is touching the walls. So when the health is 0, the game should end and we should switch to the game over screen.

So here we go:. We created a global variable health to keep the health of the ball. And then created a method drawHealthBar which draws two rectangles on top of the ball. First one is the base health bar, other is the active one that shows the current health. Finally, the fill colors are set according to the value of health. Last but not the least, scores :. We needed to score when the ball passes a wall.

But we need to add maximum 1 score per wall. To achieve this, we added another variable to the gap wall array within the arraylist. Then, we modified the watchWallCollision method. We added a condition that fires score method and marks the wall as passed when the ball passes a wall which it has not passed before. We are now very close to the end. The last thing to do is implement click to restart on the game over screen. We need to set all the variables we used to their initial value, and restart the game.

Here it is:. The full Processing game code can be found here. It is not a library that is capable of simply running existing Processing code; instead, p5. Our task is to convert Processing code into JavaScript using the p5. Even if you are not a JavaScript developer , the changes are very trivial and you should be able to follow along just fine.

First of all, we need to create a simple index. And here are the steps I took to update the code:. Javascript is an untyped languages there are no type declarations like int and float. So we need to change all the type declarations to var. We need to remove the type declarations of arguments from function signatures. There is no ArrayList in JavaScript.

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. Small Bug Games. Log into the console and locate "userID".

Hua Chai. Conway's Garden. A thing about open-air art museums. A fidget toy designed for the Playdate. Cell Defense. Defend a body cell against evil viruses! Read this tutorial, which will guide you through the basics of Processing.

The Processing Development Environment makes it easy to write Processing programs. Celebrate the 20th anniversary of Processing with the community on August 20—22 by sharing events, zines, cakes, and artwork. The core Processing software is augmented by libraries and tools contributed through the community. These inventive extensions are a bright future for the project. We have a list of Contributed Libraries and Contributed Tools posted online.



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