Samples link
Follows is a source code listing for all files that have been open sourced. This code can be found in the ./samples
directory.
Rendering Basics link
Labels - main.rb link
# ./samples/01_rendering_basics/01_labels/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.labels: An array. Values in this array generate labels the screen.
=end
# Labels are used to represent text elements in DragonRuby
# An example of creating a label is:
# args.outputs.labels << [320, 640, "Example", 3, 1, 255, 0, 0, 200, manaspace.ttf]
# The code above does the following:
# 1. GET the place where labels go: args.outputs.labels
# 2. Request a new LABEL be ADDED: <<
# 3. The DEFINITION of a LABEL is the ARRAY:
# [320, 640, "Example
# [ X , Y, TEXT]
# 4. It's recommended to use hashes so that you're not reliant on positional values:
# { x: 320,
# y: 640,
# text: "Text",
# font: "fonts/font.ttf",
# anchor_x: 0.5, # or alignment_enum: 0, 1, or 2
# anchor_y: 0.5, # or vertical_alignment_enum: 0, 1, or 2
# r: 0,
# g: 0,
# b: 0,
# a: 255,
# size_px: 20, # or size_enum: -10 to 10 (0 means "ledgible on small devices" ie: 20px)
# blendmode_enum: 1 }
# The tick method is called by DragonRuby every frame
# args contains all the information regarding the game.
def tick args
# render the current frame to the screen using a simple array
# this is useful for quick and dirty output and is recommended to use
# a Hash to render long term.
args.outputs.labels << [640, 650, "frame: #{Kernel.tick_count}"]
# render the current frame to the screen centered vertically and horizontally at 640, 620
args.outputs.labels << { x: 640, y: 620, anchor_x: 0.5, anchor_y: 0.5, text: "frame: #{Kernel.tick_count}" }
# Here are some examples of simple labels, with the minimum number of parameters
# Note that the default values for the other parameters are 0, except for Alpha which is 255 and Font Style which is the default font
args.outputs.labels << { x: 5, y: 720 - 5, text: "This is a label located at the top left." }
args.outputs.labels << { x: 5, y: 30, text: "This is a label located at the bottom left." }
args.outputs.labels << { x: 1280 - 420, y: 720 - 5, text: "This is a label located at the top right." }
args.outputs.labels << { x: 1280 - 440, y: 30, text: "This is a label located at the bottom right." }
# Demonstration of the Size Enum Parameter
# size_enum of -2 is equivalent to using size_px: 18
args.outputs.labels << { x: 175 + 150, y: 635 - 50, text: "Smaller label.", size_enum: -2 }
args.outputs.labels << { x: 175 + 150, y: 620 - 50, text: "Smaller label.", size_px: 18 }
# size_enum of -1 is equivalent to using size_px: 20
args.outputs.labels << { x: 175 + 150, y: 595 - 50, text: "Small label.", size_enum: -1 }
args.outputs.labels << { x: 175 + 150, y: 580 - 50, text: "Small label.", size_px: 20 }
# size_enum of 0 is equivalent to using size_px: 22
args.outputs.labels << { x: 175 + 150, y: 550 - 50, text: "Medium label.", size_enum: 0 }
# size_enum of 0 is equivalent to using size_px: 24
args.outputs.labels << { x: 175 + 150, y: 520 - 50, text: "Large label.", size_enum: 1 }
# size_enum of 0 is equivalent to using size_px: 26
args.outputs.labels << { x: 175 + 150, y: 490 - 50, text: "Larger label.", size_enum: 2 }
# Demonstration of the Align Parameter
args.outputs.lines << { x: 175 + 150, y: 0, h: 720 }
# alignment_enum: 0 is equivalent to anchor_x: 0
# vertical_alignment_enum: 1 is equivalent to anchor_y: 0.5
args.outputs.labels << { x: 175 + 150, y: 360 - 50, text: "Left aligned.", alignment_enum: 0, vertical_alignment_enum: 1 }
args.outputs.labels << { x: 175 + 150, y: 342 - 50, text: "Left aligned.", anchor_x: 0, anchor_y: 0.5 }
# alignment_enum: 1 is equivalent to anchor_x: 0.5
args.outputs.labels << { x: 175 + 150, y: 325 - 50, text: "Center aligned.", alignment_enum: 1, vertical_alignment_enum: 1 }
# alignment_enum: 2 is equivalent to anchor_x: 1
args.outputs.labels << { x: 175 + 150, y: 305 - 50, text: "Right aligned.", alignment_enum: 2 }
# Demonstration of the RGBA parameters
args.outputs.labels << { x: 600 + 150, y: 590 - 50, text: "Red Label.", r: 255, g: 0, b: 0 }
args.outputs.labels << { x: 600 + 150, y: 570 - 50, text: "Green Label.", r: 0, g: 255, b: 0 }
args.outputs.labels << { x: 600 + 150, y: 550 - 50, text: "Blue Label.", r: 0, g: 0, b: 255 }
args.outputs.labels << { x: 600 + 150, y: 530 - 50, text: "Faded Label.", r: 0, g: 0, b: 0, a: 128 }
# providing a custom font
args.outputs.labels << { x: 690 + 150,
y: 330 - 50,
text: "Custom font (Hash)",
size_enum: 0, # equivalent to size_px: 22
alignment_enum: 1, # equivalent to anchor_x: 0.5
vertical_alignment_enum: 2, # equivalent to anchor_y: 1
r: 125,
g: 0,
b: 200,
a: 255,
font: "manaspc.ttf" }
# Primitives can hold anything, and can be given a label in the following forms
args.outputs.primitives << { x: 690 + 150,
y: 330 - 80,
text: "Custom font (.primitives Hash)",
size_enum: 0,
alignment_enum: 1,
r: 125,
g: 0,
b: 200,
a: 255,
font: "manaspc.ttf" }
args.outputs.labels << { x: 640,
y: 100,
anchor_x: 0.5,
anchor_y: 0.5,
text: "Ніколи не здам тебе. Ніколи не підведу тебе. Ніколи не буду бігати навколо і залишати тебе." }
end
Labels Text Wrapping - main.rb link
# ./samples/01_rendering_basics/01_labels_text_wrapping/app/main.rb
def tick args
# create a really long string
really_long_string = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. In vulputate viverra metus et vehicula. Aenean quis accumsan dolor. Nulla tempus, ex et lacinia elementum, nisi felis ullamcorper sapien, sed sagittis sem justo eu lectus. Etiam ut vehicula lorem, nec placerat ligula. Duis varius ultrices magna non sagittis. Aliquam et sem vel risus viverra hendrerit. Maecenas dapibus congue lorem, a blandit mauris feugiat sit amet."
really_long_string += "\n\n"
really_long_string += "Sed quis metus lacinia mi dapibus fermentum nec id nunc. Donec tincidunt ante a sem bibendum, eget ultricies ex mollis. Quisque venenatis erat quis pretium bibendum. Pellentesque vel laoreet nibh. Cras gravida nisi nec elit pulvinar, in feugiat leo blandit. Quisque sodales quam sed congue consequat. Vivamus placerat risus vitae ex feugiat viverra. In lectus arcu, pellentesque vel ipsum ac, dictum finibus enim. Quisque consequat leo in urna dignissim, eu tristique ipsum accumsan. In eros sem, iaculis ac rhoncus eu, laoreet vitae ipsum. In sodales, ante eu tempus vehicula, mi nulla luctus turpis, eu egestas leo sapien et mi."
# length of characters on line
max_character_length = 80
# API: String.wrapped_lines(string, max_character_length)
long_strings_split = String.wrapped_lines really_long_string,
max_character_length
# render a label for each line and offset by the index value
# setting the anchor_y for a label will offset the text by its
# height
args.outputs.labels << long_strings_split.map_with_index do |s, i|
{
x: 60,
y: 720 - 60,
anchor_y: i,
text: s
}
end
end
Lines - main.rb link
# ./samples/01_rendering_basics/02_lines/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.lines: Provided an Array or a Hash, lines will be rendered to the screen.
- Kernel.tick_count: This property contains an integer value that
represents the current frame. DragonRuby renders at 60 FPS. A value of 0
for Kernel.tick_count represents the initial load of the game.
=end
# The parameters required for lines are:
# 1. The initial point (x, y)
# 2. The end point (x2, y2)
# 3. The rgba values for the color and transparency (r, g, b, a)
# Creating a line using an Array (quick and dirty):
# [x, y, x2, y2, r, g, b, a]
# args.outputs.lines << [100, 100, 300, 300, 255, 0, 255, 255]
# This would create a line from (100, 100) to (300, 300)
# The RGB code (255, 0, 255) would determine its color, a purple
# It would have an Alpha value of 255, making it completely opaque
# 4. Using Hashes, the keys are :x, :y, :x2, :y2, :r, :g, :b, and :a
def tick args
args.outputs.labels << { x: 640,
y: 700,
text: "Sample app shows how to create lines.",
size_px: 22,
anchor_x: 0.5,
anchor_y: 0.5 }
# Render lines using Arrays/Tuples
# This is quick and dirty and it's recommended to use Hashes long term
args.outputs.lines << [380, 450, 675, 450]
args.outputs.lines << [380, 410, 875, 410]
# These examples utilize Kernel.tick_count to change the length of the lines over time
# Kernel.tick_count is the ticks that have occurred in the game
# This is accomplished by making either the starting or ending point based on the Kernel.tick_count
args.outputs.lines << { x: 380,
y: 370,
x2: 875,
y2: 370,
r: Kernel.tick_count % 255,
g: 0,
b: 0,
a: 255 }
args.outputs.lines << { x: 380,
y: 330 - Kernel.tick_count % 25,
x2: 875,
y2: 330,
r: 0,
g: 0,
b: 0,
a: 255 }
args.outputs.lines << { x: 380 + Kernel.tick_count % 400,
y: 290,
x2: 875,
y2: 290,
r: 0,
g: 0,
b: 0,
a: 255 }
end
Solids Borders - main.rb link
# ./samples/01_rendering_basics/03_solids_borders/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.solids: Provided an Array or a Hash, solid squares will be
rendered to the screen.
- args.outputs.borders: Provided an Array or a Hash, borders
will be rendered to the screen.
- args.outputs.primitives: Provided an Hash with a :primitive_marker key,
either a solid square or border will be rendered to the screen.
=end
# The parameters required for rects are:
# 1. The bottom left corner (x, y)
# 2. The width (w)
# 3. The height (h)
# 4. The rgba values for the color and transparency (r, g, b, a)
# [100, 100, 400, 500, 0, 255, 0, 180]
# Whether the rect would be filled or not depends on if
# it is added to args.outputs.solids or args.outputs.borders
# (or its :primitive_marker if Hash is sent to args.outputs.primitives)
def tick args
args.outputs.labels << { x: 640,
y: 700,
text: "Sample app shows how to create solid squares and borders.",
size_px: 22,
anchor_x: 0.5,
anchor_y: 0.5 }
# Render solids/borders using Arrays/Tuples
# Using arrays is quick and dirty and it's recommended to use Hashes long term
args.outputs.solids << [470, 520, 50, 50]
args.outputs.solids << [530, 520, 50, 50, 0, 0, 0]
args.outputs.solids << [590, 520, 50, 50, 255, 0, 0]
args.outputs.solids << [650, 520, 50, 50, 255, 0, 0, 128]
# using Hashes
args.outputs.solids << { x: 710,
y: 520,
w: 50,
h: 50,
r: 0,
g: 80,
b: 40,
a: Kernel.tick_count % 255 }
# primitives outputs requires a primitive_marker to differentiate
# between a solid or a border
args.outputs.primitives << { x: 770,
y: 520,
w: 50,
h: 50,
r: 0,
g: 80,
b: 40,
a: Kernel.tick_count % 255,
primitive_marker: :solid }
# using :solid sprite
args.outputs.sprites << { x: 710,
y: 460,
w: 50,
h: 50,
path: :solid,
r: 0,
g: 80,
b: 40,
a: Kernel.tick_count % 255 }
# using :solid sprite does not require a primitive marker
args.outputs.primitives << { x: 770,
y: 460,
w: 50,
h: 50,
path: :solid,
r: 0,
g: 80,
b: 40,
a: Kernel.tick_count % 255 }
# you can also render a border
# Using arrays is quick and dirty and it's recommended to use Hashes long term
args.outputs.borders << [470, 320, 50, 50]
args.outputs.borders << [530, 320, 50, 50, 0, 0, 0]
args.outputs.borders << [590, 320, 50, 50, 255, 0, 0]
args.outputs.borders << [650, 320, 50, 50, 255, 0, 0, 128]
args.outputs.borders << { x: 710,
y: 320,
w: 50,
h: 50,
r: 0,
g: 80,
b: 40,
a: Kernel.tick_count % 255 }
# primitives outputs requires a primitive_marker to differentiate
# between a solid or a border
args.outputs.borders << { x: 770,
y: 320,
w: 50,
h: 50,
r: 0,
g: 80,
b: 40,
a: Kernel.tick_count % 255,
primitive_marker: :border }
end
Sprites - main.rb link
# ./samples/01_rendering_basics/04_sprites/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.sprites: Provided an Array or a Hash, a sprite will be
rendered to the screen.
Properties of a sprite:
{
# common properties
x: 0,
y: 0,
w: 100,
h: 100,
path: "sprites/square/blue.png",
angle: 90,
a: 255,
# anchoring (float value representing a percentage to offset w and h)
anchor_x: 0,
anchor_y: 0,
angle_anchor_x: 0,
angle_anchor_y: 0,
# color saturation
r: 255,
g: 255,
b: 255,
# flip rendering
flip_horizontally: false,
flip_vertically: false
# sprite sheet properties/clipped rect (using the top-left as the origin)
tile_x: 0,
tile_y: 0,
tile_w: 20,
tile_h: 20
# sprite sheet properties/clipped rect (using the bottom-left as the origin)
source_x: 0,
source_y: 0,
source_w: 20,
source_h: 20,
}
=end
def tick args
args.outputs.labels << { x: 640,
y: 700,
text: "Sample app shows how to render a sprite.",
size_px: 22,
anchor_x: 0.5,
anchor_y: 0.5 }
# ==================
# ROW 1 Simple Rendering
# ==================
args.outputs.labels << { x: 460,
y: 600,
text: "Simple rendering." }
# using quick and dirty Array (use Hashes for long term maintainability)
args.outputs.sprites << [460, 470, 128, 101, 'dragonruby.png']
# using Hashes
args.outputs.sprites << { x: 610,
y: 470,
w: 128,
h: 101,
path: 'dragonruby.png',
a: Kernel.tick_count % 255 }
args.outputs.sprites << { x: 760 + 64,
y: 470 + 50,
w: 128,
h: 101,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'dragonruby.png',
flip_horizontally: true,
flip_vertically: true,
a: Kernel.tick_count % 255 }
# ==================
# ROW 2 Angle/Angle Anchors
# ==================
args.outputs.labels << { x: 460,
y: 400,
text: "Angle/Angle Anchors." }
# rotation using angle (in degrees)
args.outputs.sprites << { x: 460,
y: 270,
w: 128,
h: 101,
path: 'dragonruby.png',
angle: Kernel.tick_count % 360 }
# rotation anchor using angle_anchor_x
args.outputs.sprites << { x: 760,
y: 270,
w: 128,
h: 101,
path: 'dragonruby.png',
angle: Kernel.tick_count % 360,
angle_anchor_x: 0,
angle_anchor_y: 0 }
# ==================
# ROW 3 Sprite Cropping
# ==================
args.outputs.labels << { x: 460,
y: 200,
text: "Cropping (tile sheets)." }
# tiling using top left as the origin
args.outputs.sprites << { x: 460,
y: 90,
w: 80,
h: 80,
path: 'dragonruby.png',
tile_x: 0,
tile_y: 0,
tile_w: 80,
tile_h: 80 }
# overlay to see how tile_* crops
args.outputs.sprites << { x: 460,
y: 70,
w: 128,
h: 101,
path: 'dragonruby.png',
a: 80 }
# tiling using bottom left as the origin
args.outputs.sprites << { x: 610,
y: 70,
w: 80,
h: 80,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_w: 80,
source_h: 80 }
# overlay to see how source_* crops
args.outputs.sprites << { x: 610,
y: 70,
w: 128,
h: 101,
path: 'dragonruby.png',
a: 80 }
end
Sounds - main.rb link
# ./samples/01_rendering_basics/05_sounds/app/main.rb
=begin
APIs Listing that haven't been encountered in previous sample apps:
- sample: Chooses random element from array.
In this sample app, the target note is set by taking a sample from the collection
of available notes.
Reminders:
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
=end
# This sample app allows users to test their musical skills by matching the piano sound that plays in each
# level to the correct note.
# Runs all the methods necessary for the game to function properly.
def tick args
args.outputs.labels << [640, 360, "Click anywhere to play a random sound.", 0, 1]
args.state.notes ||= [:C3, :D3, :E3, :F3, :G3, :A3, :B3, :C4]
if args.inputs.mouse.click
# Play a sound by adding a string to args.outputs.sounds
args.outputs.sounds << "sounds/#{args.state.notes.sample}.wav" # sound of target note is output
end
end
Input Basics link
Keyboard - main.rb link
# ./samples/02_input_basics/01_keyboard/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.inputs.keyboard.key_up.KEY: The value of the properties will be set
to the frame that the key_up event occurred (the frame correlates
to Kernel.tick_count). Otherwise the value will be nil. For a
full listing of keys, take a look at mygame/documentation/06-keyboard.md.
- args.state.PROPERTY: The state property on args is a dynamic
structure. You can define ANY property here with ANY type of
arbitrary nesting. Properties defined on args.state will be retained
across frames. If you attempt access a property that doesn't exist
on args.state, it will simply return nil (no exception will be thrown).
=end
# Along with outputs, inputs are also an essential part of video game development
# DragonRuby can take input from keyboards, mouse, and controllers.
# This sample app will cover keyboard input.
# args.inputs.keyboard.key_up.a will check to see if the a key has been pressed
# This will work with the other keys as well
def tick args
tick_instructions args, "Sample app shows how keyboard events are registered and accessed.", 360
args.outputs.labels << { x: 460, y: row_to_px(args, 0), text: "Current game time: #{Kernel.tick_count}", size_enum: -1 }
args.outputs.labels << { x: 460, y: row_to_px(args, 2), text: "Keyboard input: args.inputs.keyboard.key_up.h", size_enum: -1 }
args.outputs.labels << { x: 460, y: row_to_px(args, 3), text: "Press \"h\" on the keyboard.", size_enum: -1 }
# Input on a specifc key can be found through args.inputs.keyboard.key_up followed by the key
if args.inputs.keyboard.key_up.h
args.state.h_pressed_at = Kernel.tick_count
end
# This code simplifies to if args.state.h_pressed_at has not been initialized, set it to false
args.state.h_pressed_at ||= false
if args.state.h_pressed_at
args.outputs.labels << { x: 460, y: row_to_px(args, 4), text: "\"h\" was pressed at time: #{args.state.h_pressed_at}", size_enum: -1 }
else
args.outputs.labels << { x: 460, y: row_to_px(args, 4), text: "\"h\" has never been pressed.", size_enum: -1 }
end
tick_help_text args
end
def row_to_px args, row_number, y_offset = 20
# This takes a row_number and converts it to pixels DragonRuby understands.
# Row 0 starts 5 units below the top of the grid
# Each row afterward is 20 units lower
args.grid.top - 5 - (y_offset * row_number)
end
# Don't worry about understanding the code within this method just yet.
# This method shows you the help text within the game.
def tick_help_text args
return unless args.state.h_pressed_at
args.state.key_value_history ||= {}
args.state.key_down_value_history ||= {}
args.state.key_held_value_history ||= {}
args.state.key_up_value_history ||= {}
if (args.inputs.keyboard.key_down.truthy_keys.length > 0 ||
args.inputs.keyboard.key_held.truthy_keys.length > 0 ||
args.inputs.keyboard.key_up.truthy_keys.length > 0)
args.state.help_available = true
args.state.no_activity_debounce = nil
else
args.state.no_activity_debounce ||= 5.seconds
args.state.no_activity_debounce -= 1
if args.state.no_activity_debounce <= 0
args.state.help_available = false
args.state.key_value_history = {}
args.state.key_down_value_history = {}
args.state.key_held_value_history = {}
args.state.key_up_value_history = {}
end
end
args.outputs.labels << { x: 10, y: row_to_px(args, 6), text: "This is the api for the keys you've pressed:", size_enum: -1, r: 180 }
if !args.state.help_available
args.outputs.labels << [10, row_to_px(args, 7), "Press a key and I'll show code to access the key and what value will be returned if you used the code."]
return
end
args.outputs.labels << { x: 10 , y: row_to_px(args, 7), text: "args.inputs.keyboard", size_enum: -2 }
args.outputs.labels << { x: 330, y: row_to_px(args, 7), text: "args.inputs.keyboard.key_down", size_enum: -2 }
args.outputs.labels << { x: 650, y: row_to_px(args, 7), text: "args.inputs.keyboard.key_held", size_enum: -2 }
args.outputs.labels << { x: 990, y: row_to_px(args, 7), text: "args.inputs.keyboard.key_up", size_enum: -2 }
fill_history args, :key_value_history, :down_or_held, nil
fill_history args, :key_down_value_history, :down, :key_down
fill_history args, :key_held_value_history, :held, :key_held
fill_history args, :key_up_value_history, :up, :key_up
render_help_labels args, :key_value_history, :down_or_held, nil, 10
render_help_labels args, :key_down_value_history, :down, :key_down, 330
render_help_labels args, :key_held_value_history, :held, :key_held, 650
render_help_labels args, :key_up_value_history, :up, :key_up, 990
end
def fill_history args, history_key, state_key, keyboard_method
fill_single_history args, history_key, state_key, keyboard_method, :raw_key
fill_single_history args, history_key, state_key, keyboard_method, :char
args.inputs.keyboard.keys[state_key].each do |key_name|
fill_single_history args, history_key, state_key, keyboard_method, key_name
end
end
def fill_single_history args, history_key, state_key, keyboard_method, key_name
current_value = args.inputs.keyboard.send(key_name)
if keyboard_method
current_value = args.inputs.keyboard.send(keyboard_method).send(key_name)
end
args.state.as_hash[history_key][key_name] ||= []
args.state.as_hash[history_key][key_name] << current_value
args.state.as_hash[history_key][key_name] = args.state.as_hash[history_key][key_name].reverse.uniq.take(3).reverse
end
def render_help_labels args, history_key, state_key, keyboard_method, x
idx = 8
args.outputs.labels << args.state
.as_hash[history_key]
.keys
.reverse
.map
.with_index do |k, i|
v = args.state.as_hash[history_key][k]
current_value = args.inputs.keyboard.send(k)
if keyboard_method
current_value = args.inputs.keyboard.send(keyboard_method).send(k)
end
idx += 2
[
{ x: x, y: row_to_px(args, idx + 0, 16), text: " .#{k} is #{current_value || "nil"}", size_enum: -2 },
{ x: x, y: row_to_px(args, idx + 1, 16), text: " was #{v}", size_enum: -2 }
]
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << { x: 0, y: y - 50, w: 1280, h: 60 }.solid!
args.outputs.debug << { x: 640, y: y, text: text,
size_enum: 1, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
args.outputs.debug << { x: 640, y: y - 25, text: "(click to dismiss instructions)",
size_enum: -2, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
Moving A Sprite - main.rb link
# ./samples/02_input_basics/01_moving_a_sprite/app/main.rb
def tick args
# Create a player and set default values
# NOTE: args.state is a construct that lets you define properties on the fly
args.state.player ||= { x: 100,
y: 100,
w: 50,
h: 50,
path: 'sprites/square/green.png' }
# move the player around by consulting args.inputs
# the top level args.inputs checks the keyboard's arrow keys, WASD,
# and controller one
if args.inputs.up
args.state.player.y += 10
elsif args.inputs.down
args.state.player.y -= 10
end
if args.inputs.left
args.state.player.x -= 10
elsif args.inputs.right
args.state.player.x += 10
end
# Render the player to the screen
args.outputs.sprites << args.state.player
end
Mouse - main.rb link
# ./samples/02_input_basics/02_mouse/app/main.rb
=begin
APIs that haven't been encountered in a previous sample apps:
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
- args.inputs.mouse.click.point.created_at: The frame the mouse click occurred in.
- args.inputs.mouse.click.point.created_at_elapsed: How many frames have passed
since the click event.
Reminder:
- args.state.PROPERTY: The state property on args is a dynamic
structure. You can define ANY property here with ANY type of
arbitrary nesting. Properties defined on args.state will be retained
across frames. If you attempt access a property that doesn't exist
on args.state, it will simply return nil (no exception will be thrown).
=end
# This code demonstrates DragonRuby mouse input
# To see if the a mouse click occurred
# Use args.inputs.mouse.click
# Which returns a boolean
# To see where a mouse click occurred
# Use args.inputs.mouse.click.point.x AND
# args.inputs.mouse.click.point.y
# To see which frame the click occurred
# Use args.inputs.mouse.click.created_at
# To see how many frames its been since the click occurred
# Use args.inputs.mouse.click.created_at_elapsed
# Saving the click in args.state can be quite useful
def tick args
args.outputs.labels << { x: 640,
y: 700,
anchor_x: 0.5,
anchor_y: 0.5,
text: "Sample app shows how mouse events are registered and how to measure elapsed time." }
x = 460
args.outputs.labels << small_label(args, x, 11, "Mouse input: args.inputs.mouse")
if args.inputs.mouse.click
args.state.last_mouse_click = args.inputs.mouse.click
end
if args.state.last_mouse_click
click = args.state.last_mouse_click
args.outputs.labels << small_label(args, x, 12, "Mouse click happened at: #{click.created_at}")
args.outputs.labels << small_label(args, x, 13, "Mouse clicked #{click.created_at_elapsed} ticks ago")
args.outputs.labels << small_label(args, x, 14, "Mouse click location: #{click.point.x}, #{click.point.y}")
else
args.outputs.labels << small_label(args, x, 12, "Mouse click has not occurred yet.")
args.outputs.labels << small_label(args, x, 13, "Please click mouse.")
end
end
def small_label args, x, row, message
{ x: x,
y: 720 - 5 - 20 * row,
text: message }
end
Mouse Properties - main.rb link
# ./samples/02_input_basics/02_mouse_properties/app/main.rb
def tick args
args.state.properties = [
{ name: "Top Level properties" },
{ name: "mouse.x", value: args.inputs.mouse.x },
{ name: "mouse.y", value: args.inputs.mouse.y },
{ name: "mouse.wheel", value: args.inputs.mouse.wheel },
{ name: "mouse.moved", value: args.inputs.mouse.moved },
{ name: "mouse.moved_at", value: args.inputs.mouse.moved_at },
{ name: "mouse.click", value: args.inputs.mouse.click },
{ name: "mouse.click_at", value: args.inputs.mouse.click_at },
{ name: "mouse.held", value: args.inputs.mouse.held },
{ name: "mouse.held_at", value: args.inputs.mouse.held_at },
{ name: "mouse.up", value: args.inputs.mouse.up },
{ name: "mouse.up_at", value: args.inputs.mouse.up_at },
{ name: "" },
{ name: "Keys" },
{ name: "mouse.key_down.left", value: args.inputs.mouse.key_down.left },
{ name: "mouse.key_held.left", value: args.inputs.mouse.key_held.left },
{ name: "mouse.key_up.left", value: args.inputs.mouse.key_up.left },
{ name: "mouse.key_down.right", value: args.inputs.mouse.key_down.right },
{ name: "mouse.key_held.right", value: args.inputs.mouse.key_held.right },
{ name: "mouse.key_up.right", value: args.inputs.mouse.key_up.right },
{ name: "mouse.button_bits.to_s(2)", value: args.inputs.mouse.button_bits.to_s(2) },
{ name: "mouse.button_left", value: args.inputs.mouse.button_left },
{ name: "mouse.button_right", value: args.inputs.mouse.button_right },
{ name: "" },
{ name: "Buttons" },
{ name: "mouse.button_bits", value: args.inputs.mouse.button_bits.to_s(2) },
{ name: "mouse.button_left", value: args.inputs.mouse.button_left },
{ name: "mouse.buttons.left.click", value: args.inputs.mouse.buttons.left.click },
{ name: "mouse.buttons.left.click_at", value: args.inputs.mouse.buttons.left.click_at },
{ name: "mouse.buttons.left.held", value: args.inputs.mouse.buttons.left.held },
{ name: "mouse.buttons.left.held_at", value: args.inputs.mouse.buttons.left.held_at },
{ name: "mouse.buttons.left.up", value: args.inputs.mouse.buttons.left.up },
{ name: "mouse.buttons.left.up_at", value: args.inputs.mouse.buttons.left.up_at },
{ name: "mouse.buttons.left.buffered_click", value: args.inputs.mouse.buttons.left.buffered_click },
{ name: "mouse.buttons.left.buffered_held", value: args.inputs.mouse.buttons.left.buffered_held },
{ name: "mouse.button_right", value: args.inputs.mouse.button_left },
{ name: "mouse.buttons.right.click", value: args.inputs.mouse.buttons.right.click },
{ name: "mouse.buttons.right.click_at", value: args.inputs.mouse.buttons.right.click_at },
{ name: "mouse.buttons.right.held", value: args.inputs.mouse.buttons.right.held },
{ name: "mouse.buttons.right.held_at", value: args.inputs.mouse.buttons.right.held_at },
{ name: "mouse.buttons.right.up", value: args.inputs.mouse.buttons.right.up },
{ name: "mouse.buttons.right.up_at", value: args.inputs.mouse.buttons.right.up_at },
{ name: "mouse.buttons.right.buffered_click", value: args.inputs.mouse.buttons.right.buffered_click },
{ name: "mouse.buttons.right.buffered_held", value: args.inputs.mouse.buttons.right.buffered_held },
]
args.outputs.primitives << args.state.highlight_fx
args.outputs.labels << args.state.properties.map_with_index do |property, i|
text = if property.key?(:value)
"#{property.name}: #{property.value.inspect}"
else
property.name
end
{
x: 16,
y: 720 - 8 - i * 16,
text: text,
size_px: 14
}
end
end
Mouse Point To Rect - main.rb link
# ./samples/02_input_basics/03_mouse_point_to_rect/app/main.rb
=begin
- Example usage of Hash#inside_rect? to determine if a mouse click happened
inside of a box.
```
rect_1 = { x: 100, y: 100, w: 1, h: 1 }
rect_2 = { x: 0, y: 0, w: 500, h: 500 }
result = rect_1.inside_rect? rect_2
```
=end
def tick args
# initialize the rectangle
args.state.box ||= { x: 785, y: 370, w: 50, h: 50, r: 0, g: 0, b: 170 }
# store the mouse click and the frame the click occurred
# and whether it was inside or outside the box
if args.inputs.mouse.click
args.state.last_mouse_click = args.inputs.mouse.click
args.state.last_mouse_click_at = Kernel.tick_count
if args.state.last_mouse_click.inside_rect? args.state.box
args.state.was_inside_rect = true
else
args.state.was_inside_rect = false
end
end
# render
args.outputs.labels << { x: 640, y: 700, anchor_x: 0.5, anchor_y: 0.5, text: "Sample app shows how to determine if a click happened inside a rectangle." }
args.outputs.labels << { x: 340, y: 420, text: "Click inside (or outside) the blue box ---->" }
args.outputs.borders << args.state.box
if args.state.last_mouse_click
if args.state.was_inside_rect
args.outputs.labels << { x: 810,
y: 340,
anchor_x: 0.5,
anchor_y: 0.5,
text: "Mouse click happened *inside* the box [frame #{args.state.last_mouse_click_at}]." }
else
args.outputs.labels << { x: 810,
y: 340,
anchor_x: 0.5,
anchor_y: 0.5,
text: "Mouse click happened *outside* the box [frame #{args.state.last_mouse_click_at}]." }
end
else
args.outputs.labels << { x: 810,
y: 340,
anchor_x: 0.5,
anchor_y: 0.5,
text: "Waiting for mouse click..." }
end
end
Mouse Drag And Drop - main.rb link
# ./samples/02_input_basics/04_mouse_drag_and_drop/app/main.rb
def tick args
# create 10 random squares on the screen
if !args.state.squares
# the squares will be contained in lookup/Hash so that we can access via their id
args.state.squares = {}
10.times_with_index do |id|
# for each square, store it in the hash with
# the id (we're just using the index 0-9 as the index)
args.state.squares[id] = {
id: id,
x: 100 + (rand * 1080),
y: 100 + (520 * rand),
w: 100,
h: 100,
path: "sprites/square/blue.png"
}
end
end
# two key variables are set here
# - square_reference: this represents the square that is currently being dragged
# - square_under_mouse: this represents the square that the mouse is currently being hovered over
if args.state.currently_dragging_square_id
# if the currently_dragging_square_id is set, then set the "square_under_mouse" to
# the same square as square_reference
square_reference = args.state.squares[args.state.currently_dragging_square_id]
square_under_mouse = square_reference
else
# if currently_dragging_square_id isn't set, then see if there is a square that
# the mouse is currently hovering over (the square reference will be nil since
# we haven't selected a drag target yet)
square_under_mouse = Geometry.find_intersect_rect args.inputs.mouse, args.state.squares.values
square_reference = nil
end
# if a click occurs, and there is a square under the mouse
if args.inputs.mouse.click && square_under_mouse
# capture the id of the square that the mouse is hovering over
args.state.currently_dragging_square_id = square_under_mouse.id
# also capture where in the square the mouse was clicked so that
# the movement of the square will smoothly transition with the mouse's
# location
args.state.mouse_point_inside_square = {
x: args.inputs.mouse.x - square_under_mouse.x,
y: args.inputs.mouse.y - square_under_mouse.y,
}
elsif args.inputs.mouse.held && args.state.currently_dragging_square_id
# if the mouse is currently being held and the currently_dragging_square_id was set,
# then update the x and y location of the referenced square (taking into consideration the
# relative position of the mouse when the square was clicked)
square_reference.x = args.inputs.mouse.x - args.state.mouse_point_inside_square.x
square_reference.y = args.inputs.mouse.y - args.state.mouse_point_inside_square.y
elsif args.inputs.mouse.up
# if the mouse is released, then clear out the currently_dragging_square_id
args.state.currently_dragging_square_id = nil
end
# render all the squares on the screen
args.outputs.sprites << args.state.squares.values
# if there was a square under the mouse, add an "overlay"
if square_under_mouse
args.outputs.sprites << square_under_mouse.merge(path: "sprites/square/red.png")
end
end
GTK.recording.on_replay_completed_successfully do |args|
raise "Square was not in the right place" if args.state.squares[2].x.floor != 746
end
Mouse Rect To Rect - main.rb link
# ./samples/02_input_basics/04_mouse_rect_to_rect/app/main.rb
=begin
APIs that haven't been encountered in a previous sample apps:
- args.outputs.borders: An array. Values in this array will be rendered as
unfilled rectangles on the screen.
- ARRAY#intersect_rect?: An array with at least four values is
considered a rect. The intersect_rect? function returns true
or false depending on if the two rectangles intersect.
```
# Rect One: x: 100, y: 100, w: 100, h: 100
# Rect Two: x: 0, y: 0, w: 500, h: 500
# Result: true
[100, 100, 100, 100].intersect_rect? [0, 0, 500, 500]
```
```
# Rect One: x: 100, y: 100, w: 10, h: 10
# Rect Two: x: 500, y: 500, w: 10, h: 10
# Result: false
[100, 100, 10, 10].intersect_rect? [500, 500, 10, 10]
```
=end
# Similarly, whether rects intersect can be found through
# rect1.intersect_rect? rect2
def tick args
tick_instructions args, "Sample app shows how to determine if two rectangles intersect."
x = 460
args.outputs.labels << small_label(args, x, 3, "Click anywhere on the screen")
# red_box = [460, 250, 355, 90, 170, 0, 0]
# args.outputs.borders << red_box
# args.state.box_collision_one and args.state.box_collision_two
# Are given values of a solid when they should be rendered
# They are stored in game so that they do not get reset every tick
if args.inputs.mouse.click
if !args.state.box_collision_one
args.state.box_collision_one = { x: args.inputs.mouse.click.point.x - 25,
y: args.inputs.mouse.click.point.y - 25,
w: 125, h: 125,
r: 180, g: 0, b: 0, a: 180 }
elsif !args.state.box_collision_two
args.state.box_collision_two = { x: args.inputs.mouse.click.point.x - 25,
y: args.inputs.mouse.click.point.y - 25,
w: 125, h: 125,
r: 0, g: 0, b: 180, a: 180 }
else
args.state.box_collision_one = nil
args.state.box_collision_two = nil
end
end
if args.state.box_collision_one
args.outputs.solids << args.state.box_collision_one
end
if args.state.box_collision_two
args.outputs.solids << args.state.box_collision_two
end
if args.state.box_collision_one && args.state.box_collision_two
if args.state.box_collision_one.intersect_rect? args.state.box_collision_two
args.outputs.labels << small_label(args, x, 4, 'The boxes intersect.')
else
args.outputs.labels << small_label(args, x, 4, 'The boxes do not intersect.')
end
else
args.outputs.labels << small_label(args, x, 4, '--')
end
end
def small_label args, x, row, message
{ x: x, y: row_to_px(args, row), text: message, size_enum: -2 }
end
def row_to_px args, row_number
args.grid.top - 5 - (20 * row_number)
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Controller - main.rb link
# ./samples/02_input_basics/05_controller/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- args.current_controller.key_held.KEY: Will check to see if a specific key
is being held down on the controller.
If there is more than one controller being used, they can be differentiated by
using names like controller_one and controller_two.
For a full listing of buttons, take a look at mygame/documentation/08-controllers.md.
Reminder:
- args.state.PROPERTY: The state property on args is a dynamic
structure. You can define ANY property here with ANY type of
arbitrary nesting. Properties defined on args.state will be retained
across frames. If you attempt to access a property that doesn't exist
on args.state, it will simply return nil (no exception will be thrown).
In this sample app, args.state.BUTTONS is an array that stores the buttons of the controller.
The parameters of a button are:
1. the position (x, y)
2. the input key held on the controller
3. the text or name of the button
=end
# This sample app provides a visual demonstration of a standard controller, including
# the placement and function of all buttons.
class ControllerDemo
attr_accessor :inputs, :state, :outputs
# Calls the methods necessary for the app to run successfully.
def tick
process_inputs
render
end
# Starts with an empty collection of buttons.
# Adds buttons that are on the controller to the collection.
def process_inputs
state.target ||= :controller_one
state.buttons = []
if inputs.keyboard.key_down.tab
if state.target == :controller_one
state.target = :controller_two
elsif state.target == :controller_two
state.target = :controller_three
elsif state.target == :controller_three
state.target = :controller_four
elsif state.target == :controller_four
state.target = :controller_one
end
end
state.buttons << { x: 100, y: 500, active: current_controller.key_held.l1, text: "L1"}
state.buttons << { x: 100, y: 600, active: current_controller.key_held.l2, text: "L2"}
state.buttons << { x: 1100, y: 500, active: current_controller.key_held.r1, text: "R1"}
state.buttons << { x: 1100, y: 600, active: current_controller.key_held.r2, text: "R2"}
state.buttons << { x: 540, y: 450, active: current_controller.key_held.select, text: "Select"}
state.buttons << { x: 660, y: 450, active: current_controller.key_held.start, text: "Start"}
state.buttons << { x: 200, y: 300, active: current_controller.key_held.left, text: "Left"}
state.buttons << { x: 300, y: 400, active: current_controller.key_held.up, text: "Up"}
state.buttons << { x: 400, y: 300, active: current_controller.key_held.right, text: "Right"}
state.buttons << { x: 300, y: 200, active: current_controller.key_held.down, text: "Down"}
state.buttons << { x: 800, y: 300, active: current_controller.key_held.x, text: "X"}
state.buttons << { x: 900, y: 400, active: current_controller.key_held.y, text: "Y"}
state.buttons << { x: 1000, y: 300, active: current_controller.key_held.a, text: "A"}
state.buttons << { x: 900, y: 200, active: current_controller.key_held.b, text: "B"}
state.buttons << { x: 450 + current_controller.left_analog_x_perc * 100,
y: 100 + current_controller.left_analog_y_perc * 100,
active: current_controller.key_held.l3,
text: "L3" }
state.buttons << { x: 750 + current_controller.right_analog_x_perc * 100,
y: 100 + current_controller.right_analog_y_perc * 100,
active: current_controller.key_held.r3,
text: "R3" }
end
# Gives each button a square shape.
# If the button is being pressed or held (which means it is considered active),
# the square is filled in. Otherwise, the button simply has a border.
def render
state.buttons.each do |b|
rect = { x: b.x, y: b.y, w: 75, h: 75 }
if b.active # if button is pressed
outputs.solids << rect # rect is output as solid (filled in)
else
outputs.borders << rect # otherwise, output as border
end
# Outputs the text of each button using labels.
outputs.labels << { x: b.x, y: b.y + 95, text: b.text } # add 95 to place label above button
end
outputs.labels << { x: 10, y: 60, text: "Left Analog x: #{current_controller.left_analog_x_raw} (#{current_controller.left_analog_x_perc * 100}%)" }
outputs.labels << { x: 10, y: 30, text: "Left Analog y: #{current_controller.left_analog_y_raw} (#{current_controller.left_analog_y_perc * 100}%)" }
outputs.labels << { x: 1270, y: 60, text: "Right Analog x: #{current_controller.right_analog_x_raw} (#{current_controller.right_analog_x_perc * 100}%)", alignment_enum: 2 }
outputs.labels << { x: 1270, y: 30, text: "Right Analog y: #{current_controller.right_analog_y_raw} (#{current_controller.right_analog_y_perc * 100}%)" , alignment_enum: 2 }
outputs.labels << { x: 640, y: 60, text: "Target: #{state.target} (press tab to go to next controller)", alignment_enum: 1 }
outputs.labels << { x: 640, y: 30, text: "Connected: #{current_controller.connected}", alignment_enum: 1 }
end
def current_controller
if state.target == :controller_one
return inputs.controller_one
elsif state.target == :controller_two
return inputs.controller_two
elsif state.target == :controller_three
return inputs.controller_three
elsif state.target == :controller_four
return inputs.controller_four
end
end
end
$controller_demo = ControllerDemo.new
def tick args
tick_instructions args, "Sample app shows how controller input is handled. You'll need to connect a USB controller."
$controller_demo.inputs = args.inputs
$controller_demo.state = args.state
$controller_demo.outputs = args.outputs
$controller_demo.tick
end
# Resets the app.
def r
GTK.reset
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Touch - main.rb link
# ./samples/02_input_basics/06_touch/app/main.rb
def tick args
args.outputs.background_color = [ 0, 0, 0 ]
args.outputs.primitives << [640, 700, "Touch your screen.", 5, 1, 255, 255, 255].label
# If you don't want to get fancy, you can just look for finger_one
# (and _two, if you like), which are assigned in the order new touches hit
# the screen. If not nil, they are touching right now, and are just
# references to specific items in the args.input.touch hash.
# If finger_one lifts off, it will become nil, but finger_two, if it was
# touching, remains until it also lifts off. When all fingers lift off, the
# the next new touch will be finger_one again, but until then, new touches
# don't fill in earlier slots.
if !args.inputs.finger_one.nil?
args.outputs.primitives << { x: 640, y: 650, text: "Finger #1 is touching at (#{args.inputs.finger_one.x}, #{args.inputs.finger_one.y}).",
size_enum: 5, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
if !args.inputs.finger_two.nil?
args.outputs.primitives << { x: 640, y: 600, text: "Finger #2 is touching at (#{args.inputs.finger_two.x}, #{args.inputs.finger_two.y}).",
size_enum: 5, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
# Here's the more flexible interface: this will report as many simultaneous
# touches as the system can handle, but it's a little more effort to track
# them. Each item in the args.input.touch hash has a unique key (an
# incrementing integer) that exists until the finger lifts off. You can
# tell which order the touches happened globally by the key value, or
# by the touch[id].touch_order field, which resets to zero each time all
# touches have lifted.
args.state.colors ||= [
0xFF0000, 0x00FF00, 0x1010FF, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFFFFFF
]
size = 100
args.inputs.touch.each { |k,v|
color = args.state.colors[v.touch_order % 7]
r = (color & 0xFF0000) >> 16
g = (color & 0x00FF00) >> 8
b = (color & 0x0000FF)
args.outputs.primitives << { x: v.x - (size / 2), y: v.y + (size / 2), w: size, h: size, r: r, g: g, b: b, a: 255 }.solid!
args.outputs.primitives << { x: v.x, y: v.y + size, text: k.to_s, alignment_enum: 1 }.label!
}
end
Managing Scenes - main.rb link
# ./samples/02_input_basics/07_managing_scenes/app/main.rb
def tick args
# initialize the scene to scene 1
args.state.current_scene ||= :title_scene
# capture the current scene to verify it didn't change through
# the duration of tick
current_scene = args.state.current_scene
# tick whichever scene is current
case current_scene
when :title_scene
tick_title_scene args
when :game_scene
tick_game_scene args
when :game_over_scene
tick_game_over_scene args
end
# make sure that the current_scene flag wasn't set mid tick
if args.state.current_scene != current_scene
raise "Scene was changed incorrectly. Set args.state.next_scene to change scenes."
end
# if next scene was set/requested, then transition the current scene to the next scene
if args.state.next_scene
args.state.current_scene = args.state.next_scene
args.state.next_scene = nil
end
end
def tick_title_scene args
args.outputs.labels << { x: 640,
y: 360,
text: "Title Scene (click to go to game)",
alignment_enum: 1 }
if args.inputs.mouse.click
args.state.next_scene = :game_scene
end
end
def tick_game_scene args
args.outputs.labels << { x: 640,
y: 360,
text: "Game Scene (click to go to game over)",
alignment_enum: 1 }
if args.inputs.mouse.click
args.state.next_scene = :game_over_scene
end
end
def tick_game_over_scene args
args.outputs.labels << { x: 640,
y: 360,
text: "Game Over Scene (click to go to title)",
alignment_enum: 1 }
if args.inputs.mouse.click
args.state.next_scene = :title_scene
end
end
Managing Scenes Advanced - main.rb link
# ./samples/02_input_basics/07_managing_scenes_advanced/app/main.rb
# representation of a game that has a healing mechanic
class Game
# game has access to args and hp
attr :args, :hp
# initialize game with 100 hp
def initialize
@hp = 100
end
# take damage function that reduces hp
def take_damage
@hp -= 10
end
# heal function that increases hp
def heal
@hp += 10
end
# game over if hp <= 0
def dead?
@hp <= 0
end
# resets the game from the start
def restart
@hp = 100
end
end
# scene that represents game over
class GameOverScene
# property reference to game and args
attr :game, :args
# initialize scene with game reference
def initialize game
@game = game
end
# id for scene lookup
def id
:game_over_scene
end
# main tick function for scene
def tick
# click to restart game
if args.inputs.mouse.click
# mark the game as restarted
@game.restart
# set the scene to be the heal scene
args.state.next_scene = :heal_scene
end
# render label with instructions
args.outputs.labels << { x: 640,
y: 360,
text: "Game Over. Click to restart.",
anchor_x: 0.5,
anchor_y: 0.5 }
end
end
# scene that represents healing
class HealScene
# property reference to game and args
attr :game, :args
# initialize scene with game reference
def initialize game
@game = game
end
# id for scene lookup
def id
:heal_scene
end
# main tick function for scene
def tick
# if mouse is clicked, go to the damage scene
if args.inputs.click
args.state.next_scene = :damage_scene
end
# if enter is pressed, heal
if args.inputs.keyboard.key_down.enter
@game.heal
end
# render instructions and current hp
args.outputs.labels << { x: 640,
y: 360,
text: "I am Heal Scene. Click to go to Damage Scene. Press enter to Heal.",
anchor_x: 0.5,
anchor_y: 0.5 }
args.outputs.labels << { x: 640,
y: 360,
text: "Current HP: #{@game.hp}",
anchor_x: 0.5,
anchor_y: 1.5 }
end
end
# scene that represents damage
class DamageScene
# property reference to game and args
attr :game, :args
# initialize scene with game reference
def initialize game
@game = game
end
# id for scene lookup
def id
:damage_scene
end
# main tick function for scene
def tick
# if mouse is clicked, go to heal scene
if args.inputs.click
args.state.next_scene = :heal_scene
end
# if enter is pressed, take damage
if args.inputs.keyboard.key_down.enter
@game.take_damage
end
# if the player is dead, go to the game over scene
if @game.dead?
args.state.next_scene = :game_over_scene
end
# render instructions and current hp
args.outputs.labels << { x: 640,
y: 360,
text: "I am Damage Scene. Click to go to Heal Scene. Press enter to Take Damage.",
anchor_x: 0.5,
anchor_y: 0.5 }
args.outputs.labels << { x: 640,
y: 360,
text: "Current HP: #{@game.hp}",
anchor_x: 0.5,
anchor_y: 1.5 }
end
end
# root scene holds game and all other scenes
class RootScene
# property reference to game and args
attr :args, :game
# initialize the root scene with game and all scenes
def initialize
@game = Game.new
@heal_scene = HealScene.new @game
@damage_scene = DamageScene.new @game
@game_over_scene = GameOverScene.new @game
@scenes = [@heal_scene, @damage_scene, @game_over_scene]
end
# set the starting state to the heal
def defaults
args.state.scene ||= :heal_scene
end
# top level tick function
def tick
# initialize defaults
defaults
# we want to make sure that scene transitions happen at the end
# (you never want to swap scenes mid-tick since it makes things hard to debug)
scene_before_tick = args.state.scene
# get the current scene that should be ticked
scene = get_current_scene
# set that scene's args reference
scene.args = args
# invoke tick on the scene
scene.tick
# check to make sure that the current scene wasn't changed within the tick
if args.state.scene != scene_before_tick
raise "Do not change the scene mid tick, set state.next_scene"
end
# check to see if next scene was set, and if so do the scene transition here
if args.state.next_scene
args.state.scene = args.state.next_scene
args.state.next_scene = nil
end
end
# function is used to find the current scene that should be ticked
def get_current_scene
# each scene has a scene id, we use args.state.scene to search for the
# correct scene to call tick on
scene = @scenes.find { |scene| scene.id == args.state.scene }
# raise an error if no scene was found
raise "Scene with id #{args.state.scene} does not exist." if !scene
# return the scene that was found
scene
end
end
# entry point
def tick args
# set root scene if it isn't initialized, set args, and invoke tick
$root_scene ||= RootScene.new
$root_scene.args = args
$root_scene.tick
end
# reset method that clears out root scene
def reset args
$root_scene = nil
end
GTK.reset
Rendering Sprites link
Animation Using Separate Pngs - main.rb link
# ./samples/03_rendering_sprites/01_animation_using_separate_pngs/app/main.rb
=begin
Reminders:
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
In this sample app, we're using string interpolation to iterate through images in the
sprites folder using their image path names.
- args.outputs.sprites: An array. Values in this array generate sprites on the screen.
The parameters are [X, Y, WIDTH, HEIGHT, IMAGE PATH]
For more information about sprites, go to mygame/documentation/05-sprites.md.
- args.outputs.labels: An array. Values in the array generate labels on the screen.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.inputs.keyboard.key_down.KEY: Determines if a key is in the down state, or pressed.
Stores the frame that key was pressed on.
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
=end
# This sample app demonstrates how sprite animations work.
# There are two sprites that animate forever and one sprite
# that *only* animates when you press the "f" key on the keyboard.
# This is the entry point to your game. The `tick` method
# executes at 60 frames per second. There are two methods
# in this tick "entry point": `looping_animation`, and the
# second method is `one_time_animation`.
def tick args
# uncomment the line below to see animation play out in slow motion
# GTK.slowmo! 6
looping_animation args
one_time_animation args
end
# This function shows how to animate a sprite that loops forever.
def looping_animation args
# Here we define a few local variables that will be sent
# into the magic function that gives us the correct sprite image
# over time. There are four things we need in order to figure
# out which sprite to show.
# 1. When to start the animation.
start_looping_at = 0
# 2. The number of pngs that represent the full animation.
number_of_sprites = 6
# 3. How long to show each png.
number_of_frames_to_show_each_sprite = 4
# 4. Whether the animation should loop once, or forever.
does_sprite_loop = true
# With the variables defined above, we can get a number
# which represents the sprite to show by calling the `frame_index` function.
# In this case the number will be between 0, and 5 (you can see the sprites
# in the ./sprites directory).
sprite_index = start_looping_at.frame_index number_of_sprites,
number_of_frames_to_show_each_sprite,
does_sprite_loop
# Now that we have `sprite_index, we can present the correct file.
args.outputs.sprites << { x: 100,
y: 100,
w: 100,
h: 100,
path: "sprites/dragon_fly_#{sprite_index}.png" }
# Try changing the numbers below to see how the animation changes:
args.outputs.sprites << { x: 100,
y: 200,
w: 100,
h: 100,
path: "sprites/dragon_fly_#{0.frame_index 6, 4, true}.png" }
end
# This function shows how to animate a sprite that executes
# only once when the "f" key is pressed.
def one_time_animation args
# This is just a label the shows instructions within the game.
args.outputs.labels << { x: 220, y: 350, text: "(press f to animate)" }
# If "f" is pressed on the keyboard...
if args.inputs.keyboard.key_down.f
# Print the frame that "f" was pressed on.
puts "Hello from main.rb! The \"f\" key was in the down state on frame: #{Kernel.tick_count}"
# And MOST IMPORTANTLY set the point it time to start the animation,
# equal to "now" which is represented as Kernel.tick_count.
# Also IMPORTANT, you'll notice that the value of when to start looping
# is stored in `args.state`. This construct's values are retained across
# executions of the `tick` method.
args.state.start_looping_at = Kernel.tick_count
end
# These are the same local variables that were defined
# for the `looping_animation` function.
number_of_sprites = 6
number_of_frames_to_show_each_sprite = 4
# Except this sprite does not loop again. If the animation time has passed,
# then the frame_index function returns nil.
does_sprite_loop = false
if args.state.start_looping_at
sprite_index = args.state
.start_looping_at
.frame_index number_of_sprites,
number_of_frames_to_show_each_sprite,
does_sprite_loop
end
# This line sets the frame index to zero, if
# the animation duration has passed (frame_index returned nil).
# Remeber: we are not looping forever here.
sprite_index ||= 0
# Present the sprite.
args.outputs.sprites << { x: 100,
y: 300,
w: 100,
h: 100,
path: "sprites/dragon_fly_#{sprite_index}.png" }
args.outputs.labels << { x: 640,
y: 700,
text: "Sample app shows how to use Numeric#frame_index to animate a sprite over time.",
anchor_x: 0.5,
anchor_y: 0.5 }
end
Animation Using Sprite Sheet - main.rb link
# ./samples/03_rendering_sprites/02_animation_using_sprite_sheet/app/main.rb
def tick args
args.state.player ||= { x: 100,
y: 100,
w: 64,
h: 64,
direction: 1,
is_moving: false }
# get the keyboard input and set player properties
if args.inputs.keyboard.right
args.state.player.x += 3
args.state.player.direction = 1
args.state.player.started_running_at ||= Kernel.tick_count
elsif args.inputs.keyboard.left
args.state.player.x -= 3
args.state.player.direction = -1
args.state.player.started_running_at ||= Kernel.tick_count
end
if args.inputs.keyboard.up
args.state.player.y += 1
args.state.player.started_running_at ||= Kernel.tick_count
elsif args.inputs.keyboard.down
args.state.player.y -= 1
args.state.player.started_running_at ||= Kernel.tick_count
end
# if no arrow keys are being pressed, set the player as not moving
if !args.inputs.keyboard.directional_vector
args.state.player.started_running_at = nil
end
# wrap player around the stage
if args.state.player.x > 1280
args.state.player.x = -64
args.state.player.started_running_at ||= Kernel.tick_count
elsif args.state.player.x < -64
args.state.player.x = 1280
args.state.player.started_running_at ||= Kernel.tick_count
end
if args.state.player.y > 720
args.state.player.y = -64
args.state.player.started_running_at ||= Kernel.tick_count
elsif args.state.player.y < -64
args.state.player.y = 720
args.state.player.started_running_at ||= Kernel.tick_count
end
# render player as standing or running
if args.state.player.started_running_at
args.outputs.sprites << running_sprite(args)
else
args.outputs.sprites << standing_sprite(args)
end
args.outputs.labels << [30, 700, "Use arrow keys to move around."]
end
def standing_sprite args
{
x: args.state.player.x,
y: args.state.player.y,
w: args.state.player.w,
h: args.state.player.h,
path: "sprites/horizontal-stand.png",
flip_horizontally: args.state.player.direction > 0
}
end
def running_sprite args
if !args.state.player.started_running_at
tile_index = 0
else
how_many_frames_in_sprite_sheet = 6
how_many_ticks_to_hold_each_frame = 3
should_the_index_repeat = true
tile_index = args.state
.player
.started_running_at
.frame_index(how_many_frames_in_sprite_sheet,
how_many_ticks_to_hold_each_frame,
should_the_index_repeat)
end
{
x: args.state.player.x,
y: args.state.player.y,
w: args.state.player.w,
h: args.state.player.h,
path: 'sprites/horizontal-run.png',
tile_x: 0 + (tile_index * args.state.player.w),
tile_y: 0,
tile_w: args.state.player.w,
tile_h: args.state.player.h,
flip_horizontally: args.state.player.direction > 0
}
end
Animation States 1 - main.rb link
# ./samples/03_rendering_sprites/03_animation_states_1/app/main.rb
class Game
attr_gtk
def defaults
state.show_debug_layer = true if Kernel.tick_count == 0
state.player ||= {
tile_size: 64,
speed: 3,
slash_frames: 15,
x: 50,
y: 400,
dir_x: 1,
dir_y: -1,
is_moving: false
}
state.enemies ||= []
end
def add_enemy
state.enemies << {
x: 1200 * rand,
y: 600 * rand,
w: 64,
h: 64,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'sprites/enemy.png'
}
end
def sprite_horizontal_run
tile_index = 0.frame_index(6, 3, true)
tile_index = 0 if !player.is_moving
{
x: player.x,
y: player.y,
w: player.tile_size,
h: player.tile_size,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'sprites/horizontal-run.png',
tile_x: 0 + (tile_index * player.tile_size),
tile_y: 0,
tile_w: player.tile_size,
tile_h: player.tile_size,
flip_horizontally: player.dir_x > 0,
}
end
def sprite_horizontal_stand
{
x: player.x,
y: player.y,
w: player.tile_size,
h: player.tile_size,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'sprites/horizontal-stand.png',
flip_horizontally: player.dir_x > 0,
}
end
def sprite_horizontal_slash
tile_index = player.slash_at.frame_index(5, player.slash_frames.idiv(5), false) || 0
{
x: player.x + player.dir_x.sign * 9.25,
y: player.y + 9.25,
w: 165,
h: 165,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'sprites/horizontal-slash.png',
tile_x: 0 + (tile_index * 128),
tile_y: 0,
tile_w: 128,
tile_h: 128,
flip_horizontally: player.dir_x > 0
}
end
def render_player
if player.slash_at
outputs.sprites << sprite_horizontal_slash
elsif player.is_moving
outputs.sprites << sprite_horizontal_run
else
outputs.sprites << sprite_horizontal_stand
end
end
def render_enemies
outputs.borders << state.enemies
end
def render_debug_layer
return if !state.show_debug_layer
outputs.borders << player.slash_collision_rect
end
def slash_initiate?
inputs.controller_one.key_down.a || inputs.keyboard.key_down.j
end
def input
# player movement
if slash_complete? && (vector = inputs.directional_vector)
player.x += vector.x * player.speed
player.y += vector.y * player.speed
end
player.slash_at = slash_initiate? if slash_initiate?
end
def calc_movement
# movement
if vector = inputs.directional_vector
state.debug_label = vector
player.dir_x = vector.x if vector.x != 0
player.dir_y = vector.y if vector.y != 0
player.is_moving = true
else
state.debug_label = vector
player.is_moving = false
end
end
def calc_slash
player.slash_collision_rect = {
x: player.x + player.dir_x.sign * 52,
y: player.y,
w: 40,
h: 20,
anchor_x: 0.5,
anchor_y: 0.5,
path: "sprites/debug-slash.png"
}
# recalc sword's slash state
player.slash_at = nil if slash_complete?
# determine collision if the sword is at it's point of damaging
return unless slash_can_damage?
state.enemies.reject! { |e| e.intersect_rect? player.slash_collision_rect }
end
def slash_complete?
!player.slash_at || player.slash_at.elapsed?(player.slash_frames)
end
def slash_can_damage?
# damage occurs half way into the slash animation
return false if slash_complete?
return false if (player.slash_at + player.slash_frames.idiv(2)) != Kernel.tick_count
return true
end
def calc
# generate an enemy if there aren't any on the screen
add_enemy if state.enemies.length == 0
calc_movement
calc_slash
end
# source is at http://github.com/amirrajan/dragonruby-link-to-the-past
def tick
defaults
render_enemies
render_player
outputs.labels << [30, 30, "Gamepad: D-Pad to move. B button to attack."]
outputs.labels << [30, 52, "Keyboard: WASD/Arrow keys to move. J to attack."]
render_debug_layer
input
calc
end
def player
state.player
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
GTK.reset
Animation States 2 - main.rb link
# ./samples/03_rendering_sprites/03_animation_states_2/app/main.rb
def tick args
defaults args
input args
calc args
render args
end
def defaults args
# uncomment the line below to slow the game down by a factor of 4 -> 15 fps (for debugging)
# GTK.slowmo! 4
args.state.player ||= {
x: 144, # render x of the player
y: 32, # render y of the player
w: 144 * 2, # render width of the player
h: 72 * 2, # render height of the player
dx: 0, # velocity x of the player
action: :standing, # current action/status of the player
action_at: 0, # frame that the action occurred
previous_direction: 1, # direction the player was facing last frame
direction: 1, # direction the player is facing this frame
launch_speed: 4, # speed the player moves when they start running
run_acceleration: 1, # how much the player accelerates when running
run_top_speed: 8, # the top speed the player can run
friction: 0.9, # how much the player slows down when have stopped attempting to run
anchor_x: 0.5, # render anchor x of the player
anchor_y: 0 # render anchor y of the player
}
end
def input args
# if the directional has been pressed on the input device
if args.inputs.left_right != 0
# determine if the player is currently running or not,
# if they aren't, set their dx to their launch speed
# otherwise, add the run acceleration to their dx
if args.state.player.action != :running
args.state.player.dx = args.state.player.launch_speed * args.inputs.left_right.sign
else
args.state.player.dx += args.inputs.left_right * args.state.player.run_acceleration
end
# capture the direction the player is facing and the previous direction
args.state.player.previous_direction = args.state.player.direction
args.state.player.direction = args.inputs.left_right.sign
end
end
def calc args
# clamp the player's dx to the top speed
args.state.player.dx = args.state.player.dx.clamp(-args.state.player.run_top_speed, args.state.player.run_top_speed)
# move the player by their dx
args.state.player.x += args.state.player.dx
# capture the player's hitbox
player_hitbox = hitbox args.state.player
# check boundary collisions and stop the player if they are colliding with the ednges of the screen
if (player_hitbox.x - player_hitbox.w / 2) < 0
args.state.player.x = player_hitbox.w / 2
args.state.player.dx = 0
# if the player is not standing, set them to standing and capture the frame
if args.state.player.action != :standing
args.state.player.action = :standing
args.state.player.action_at = Kernel.tick_count
end
elsif (player_hitbox.x + player_hitbox.w / 2) > 1280
args.state.player.x = 1280 - player_hitbox.w / 2
args.state.player.dx = 0
# if the player is not standing, set them to standing and capture the frame
if args.state.player.action != :standing
args.state.player.action = :standing
args.state.player.action_at = Kernel.tick_count
end
end
# if the player's dx is not 0, they are running. update their action and capture the frame if needed
if args.state.player.dx.abs > 0
if args.state.player.action != :running || args.state.player.direction != args.state.player.previous_direction
args.state.player.action = :running
args.state.player.action_at = Kernel.tick_count
end
elsif args.inputs.left_right == 0
# if the player's dx is 0 and they are not currently trying to run (left_right == 0), set them to standing and capture the frame
if args.state.player.action != :standing
args.state.player.action = :standing
args.state.player.action_at = Kernel.tick_count
end
end
# if the player is not trying to run (left_right == 0), slow them down by the friction amount
if args.inputs.left_right == 0
args.state.player.dx *= args.state.player.friction
# if the player's dx is less than 1, set it to 0
if args.state.player.dx.abs < 1
args.state.player.dx = 0
end
end
end
def render args
# determine if the player should be flipped horizontally
flip_horizontally = args.state.player.direction == -1
# determine the path to the sprite to render, the idle sprite is used if action == :standing
path = "sprites/link-idle.png"
# if the player is running, determine the frame to render
if args.state.player.action == :running
# the sprite animation's first 3 frames represent the launch of the run, so we skip them on the animation loop
# by setting the repeat_index to 3 (the 4th frame)
frame_index = args.state.player.action_at.frame_index(count: 9, hold_for: 8, repeat: true, repeat_index: 3)
path = "sprites/link-run-#{frame_index}.png"
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 230, text: "action: #{args.state.player.action}" }
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 200, text: "action_at: #{args.state.player.action_at}" }
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 170, text: "frame_index: #{frame_index}" }
else
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 230, text: "action: #{args.state.player.action}" }
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 200, text: "action_at: #{args.state.player.action_at}" }
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 170, text: "frame_index: n/a" }
end
# render the player's hitbox and sprite (the hitbox is used to determine boundary collision)
args.outputs.borders << hitbox(args.state.player)
args.outputs.borders << args.state.player
# render the player's sprite
args.outputs.sprites << args.state.player.merge(path: path, flip_horizontally: flip_horizontally)
end
def hitbox entity
{
x: entity.x,
y: entity.y + 5,
w: 64,
h: 96,
anchor_x: 0.5,
anchor_y: 0
}
end
GTK.reset
Animation States 3 - main.rb link
# ./samples/03_rendering_sprites/03_animation_states_3/app/main.rb
class Game
attr_gtk
def request_action name, at: nil
at ||= Kernel.tick_count
state.player.requested_action = name
state.player.requested_action_at = at
end
def defaults
state.player.x ||= 64
state.player.y ||= 0
state.player.dx ||= 0
state.player.dy ||= 0
state.player.action ||= :standing
state.player.action_at ||= 0
state.player.next_action_queue ||= {}
state.player.facing ||= 1
state.player.jump_at ||= 0
state.player.jump_count ||= 0
state.player.max_speed ||= 1.0
state.sabre.x ||= state.player.x
state.sabre.y ||= state.player.y
state.actions_lookup ||= new_actions_lookup
end
def render
outputs.background_color = [32, 32, 32]
outputs[:scene].w = 128
outputs[:scene].h = 128
outputs[:scene].borders << { x: 0, y: 0, w: 128, h: 128, r: 255, g: 255, b: 255 }
render_player
render_sabre
args.outputs.sprites << { x: 320, y: 0, w: 640, h: 640, path: :scene }
args.outputs.labels << { x: 10, y: 100, text: "Controls:", r: 255, g: 255, b: 255, size_enum: -1 }
args.outputs.labels << { x: 10, y: 80, text: "Move: left/right", r: 255, g: 255, b: 255, size_enum: -1 }
args.outputs.labels << { x: 10, y: 60, text: "Jump: space | up | right click", r: 255, g: 255, b: 255, size_enum: -1 }
args.outputs.labels << { x: 10, y: 40, text: "Attack: f | j | left click", r: 255, g: 255, b: 255, size_enum: -1 }
end
def render_sabre
return if !state.sabre.is_active
sabre_index = 0.frame_index count: 4,
hold_for: 2,
repeat: true
offset = 0
offset = -8 if state.player.facing == -1
outputs[:scene].sprites << { x: state.sabre.x + offset,
y: state.sabre.y, w: 16, h: 16, path: "sprites/sabre-throw/#{sabre_index}.png" }
end
def new_actions_lookup
r = {
slash_0: {
frame_count: 6,
interrupt_count: 4,
path: "sprites/kenobi/slash-0/:index.png"
},
slash_1: {
frame_count: 6,
interrupt_count: 4,
path: "sprites/kenobi/slash-1/:index.png"
},
throw_0: {
frame_count: 8,
throw_frame: 2,
catch_frame: 6,
path: "sprites/kenobi/slash-2/:index.png"
},
throw_1: {
frame_count: 9,
throw_frame: 2,
catch_frame: 7,
path: "sprites/kenobi/slash-3/:index.png"
},
throw_2: {
frame_count: 9,
throw_frame: 2,
catch_frame: 7,
path: "sprites/kenobi/slash-4/:index.png"
},
slash_5: {
frame_count: 11,
path: "sprites/kenobi/slash-5/:index.png"
},
slash_6: {
frame_count: 8,
interrupt_count: 6,
path: "sprites/kenobi/slash-6/:index.png"
}
}
r.each.with_index do |(k, v), i|
v.name ||= k
v.index ||= i
v.hold_for ||= 5
v.duration ||= v.frame_count * v.hold_for
v.last_index ||= v.frame_count - 1
v.interrupt_count ||= v.frame_count
v.interrupt_duration ||= v.interrupt_count * v.hold_for
v.repeat ||= false
v.next_action ||= r[r.keys[i + 1]]
end
r
end
def render_player
flip_horizontally = if state.player.facing == -1
true
else
false
end
player_sprite = { x: state.player.x + 1 - 8,
y: state.player.y,
w: 16,
h: 16,
flip_horizontally: flip_horizontally }
if state.player.action == :standing
if state.player.y != 0
if state.player.jump_count <= 1
outputs[:scene].sprites << { **player_sprite, path: "sprites/kenobi/jumping.png" }
else
index = state.player.jump_at.frame_index count: 8, hold_for: 5, repeat: false
index ||= 7
outputs[:scene].sprites << { **player_sprite, path: "sprites/kenobi/second-jump/#{index}.png" }
end
elsif state.player.dx != 0
index = state.player.action_at.frame_index count: 4, hold_for: 5, repeat: true
outputs[:scene].sprites << { **player_sprite, path: "sprites/kenobi/run/#{index}.png" }
else
outputs[:scene].sprites << { **player_sprite, path: 'sprites/kenobi/standing.png'}
end
else
v = state.actions_lookup[state.player.action]
slash_frame_index = state.player.action_at.frame_index count: v.frame_count,
hold_for: v.hold_for,
repeat: v.repeat
slash_frame_index ||= v.last_index
slash_path = v.path.sub ":index", slash_frame_index.to_s
outputs[:scene].sprites << { **player_sprite, path: slash_path }
end
end
def calc_input
if state.player.next_action_queue.length > 2
raise "Code in calc assums that key length of state.player.next_action_queue will never be greater than 2."
end
if inputs.controller_one.key_down.a ||
inputs.mouse.button_left ||
inputs.keyboard.key_down.j ||
inputs.keyboard.key_down.f
request_action :attack
end
should_update_facing = false
if state.player.action == :standing
should_update_facing = true
else
key_0 = state.player.next_action_queue.keys[0]
key_1 = state.player.next_action_queue.keys[1]
if Kernel.tick_count == key_0
should_update_facing = true
elsif Kernel.tick_count == key_1
should_update_facing = true
elsif key_0 && key_1 && Kernel.tick_count.between?(key_0, key_1)
should_update_facing = true
end
end
if should_update_facing && inputs.left_right.sign != state.player.facing.sign
state.player.dx = 0
if inputs.left
state.player.facing = -1
elsif inputs.right
state.player.facing = 1
end
state.player.dx += 0.1 * inputs.left_right
end
if state.player.action == :standing
state.player.dx += 0.1 * inputs.left_right
if state.player.dx.abs > state.player.max_speed
state.player.dx = state.player.max_speed * state.player.dx.sign
end
end
was_jump_requested = inputs.keyboard.key_down.up ||
inputs.keyboard.key_down.w ||
inputs.mouse.button_right ||
inputs.controller_one.key_down.up ||
inputs.controller_one.key_down.b ||
inputs.keyboard.key_down.space
can_jump = state.player.jump_at.elapsed_time > 20
if state.player.jump_count <= 1
can_jump = state.player.jump_at.elapsed_time > 10
end
if was_jump_requested && can_jump
if state.player.action == :slash_6
state.player.action = :standing
end
state.player.dy = 1
state.player.jump_count += 1
state.player.jump_at = Kernel.tick_count
end
end
def calc
calc_input
calc_requested_action
calc_next_action
calc_sabre
calc_player_movement
if state.player.y <= 0 && state.player.dy < 0
state.player.y = 0
state.player.dy = 0
state.player.jump_at = 0
state.player.jump_count = 0
end
end
def calc_player_movement
state.player.x += state.player.dx
state.player.y += state.player.dy
state.player.dy -= 0.05
if state.player.y <= 0
state.player.y = 0
state.player.dy = 0
state.player.jump_at = 0
state.player.jump_count = 0
end
if state.player.dx.abs < 0.09
state.player.dx = 0
end
state.player.x = 8 if state.player.x < 8
state.player.x = 120 if state.player.x > 120
end
def calc_requested_action
return if !state.player.requested_action
return if state.player.requested_action_at > Kernel.tick_count
player_action = state.player.action
player_action_at = state.player.action_at
# first attack
if state.player.requested_action == :attack
if player_action == :standing
state.player.next_action_queue.clear
state.player.next_action_queue[Kernel.tick_count] = :slash_0
state.player.next_action_queue[Kernel.tick_count + state.actions_lookup.slash_0.duration] = :standing
else
current_action = state.actions_lookup[state.player.action]
state.player.next_action_queue.clear
queue_at = player_action_at + current_action.interrupt_duration
queue_at = Kernel.tick_count if queue_at < Kernel.tick_count
next_action = current_action.next_action
next_action ||= { name: :standing,
duration: 4 }
if next_action
state.player.next_action_queue[queue_at] = next_action.name
state.player.next_action_queue[player_action_at +
current_action.interrupt_duration +
next_action.duration] = :standing
end
end
end
state.player.requested_action = nil
state.player.requested_action_at = nil
end
def calc_sabre
can_throw_sabre = true
sabre_throws = [:throw_0, :throw_1, :throw_2]
if !sabre_throws.include? state.player.action
state.sabre.facing = nil
state.sabre.is_active = false
return
end
current_action = state.actions_lookup[state.player.action]
throw_at = state.player.action_at + (current_action.throw_frame) * 5
catch_at = state.player.action_at + (current_action.catch_frame) * 5
if !Kernel.tick_count.between? throw_at, catch_at
state.sabre.facing = nil
state.sabre.is_active = false
return
end
state.sabre.facing ||= state.player.facing
state.sabre.is_active = true
spline_definition = [
[ 0, 0.25, 0.75, 1.0],
[1.0, 0.75, 0.25, 0]
]
throw_duration = catch_at - throw_at
current_progress = Easing.spline throw_at,
Kernel.tick_count,
throw_duration,
spline_definition
farthest_sabre_x = 32
state.sabre.y = state.player.y
state.sabre.x = state.player.x + farthest_sabre_x * current_progress * state.sabre.facing
end
def calc_next_action
return if !state.player.next_action_queue[Kernel.tick_count]
state.player.previous_action = state.player.action
state.player.previous_action_at = state.player.action_at
state.player.previous_action_ended_at = Kernel.tick_count
state.player.action = state.player.next_action_queue[Kernel.tick_count]
state.player.action_at = Kernel.tick_count
is_air_born = state.player.y != 0
if state.player.action == :slash_0
state.player.dy = 0 if state.player.dy > 0
if is_air_born
state.player.dy = 0.5
else
state.player.dx += 0.25 * state.player.facing
end
elsif state.player.action == :slash_1
state.player.dy = 0 if state.player.dy > 0
if is_air_born
state.player.dy = 0.5
else
state.player.dx += 0.25 * state.player.facing
end
elsif state.player.action == :throw_0
if is_air_born
state.player.dy = 1.0
end
state.player.dx += 0.5 * state.player.facing
elsif state.player.action == :throw_1
if is_air_born
state.player.dy = 1.0
end
state.player.dx += 0.5 * state.player.facing
elsif state.player.action == :throw_2
if is_air_born
state.player.dy = 1.0
end
state.player.dx += 0.5 * state.player.facing
elsif state.player.action == :slash_5
state.player.dy = 0 if state.player.dy < 0
if is_air_born
state.player.dy += 1.0
else
state.player.dy += 1.0
end
state.player.dx += 1.0 * state.player.facing
elsif state.player.action == :slash_6
state.player.dy = 0 if state.player.dy > 0
if is_air_born
state.player.dy = -0.5
end
state.player.dx += 0.5 * state.player.facing
end
end
def tick
defaults
calc
render
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
GTK.reset
Color And Rotation - main.rb link
# ./samples/03_rendering_sprites/04_color_and_rotation/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- merge: Returns a hash containing the contents of two original hashes.
Merge does not allow duplicate keys, so the value of a repeated key
will be overwritten.
For example, if we had two hashes
h1 = { "a" => 1, "b" => 2}
h2 = { "b" => 3, "c" => 3}
and we called the command
h1.merge(h2)
the result would the following hash
{ "a" => 1, "b" => 3, "c" => 3}.
Reminders:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
In this sample app, we're using a hash to create a sprite.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters are [X, Y, WIDTH, HEIGHT, PATH, ANGLE, ALPHA, RED, GREEN, BLUE]
Before continuing with this sample app, it is HIGHLY recommended that you look
at mygame/documentation/05-sprites.md.
- args.inputs.keyboard.key_held.KEY: Determines if a key is being pressed.
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
- args.inputs.controller_one: Takes input from the controller based on what key is pressed.
For more information about the controller, go to mygame/documentation/08-controllers.md.
- num1.lesser(num2): Finds the lower value of the given options.
=end
# This sample app shows a car moving across the screen. It loops back around if it exceeds the dimensions of the screen,
# and also can be moved in different directions through keyboard input from the user.
# Calls the methods necessary for the game to run successfully.
def tick args
default args
render args.grid, args.outputs, args.state
calc args.state
process_inputs args
end
# Sets default values for the car sprite
# Initialization ||= only happens in the first frame
def default args
args.state.sprite.width = 19
args.state.sprite.height = 10
args.state.sprite.scale = 4
args.state.max_speed = 5
args.state.x ||= 100
args.state.y ||= 100
args.state.speed ||= 1
args.state.angle ||= 0
end
# Outputs sprite onto screen
def render grid, outputs, state
outputs.background_color = [70, 70, 70]
outputs.sprites << { **destination_rect(state), # sets first four parameters of car sprite
path: 'sprites/86.png', # image path of car
angle: state.angle,
a: opacity, # alpha
**saturation,
**source_rect(state), # sprite sub division/tile (source x, y, w, h)
flip_horizontally: false,
flip_vertically: false, # don't flip sprites
**rotation_anchor }
end
# Calls the calc_pos and calc_wrap methods.
def calc state
calc_pos state
calc_wrap state
end
# Changes sprite's position on screen
# Vectors have magnitude and direction, so the incremented x and y values give the car direction
def calc_pos state
state.x += state.angle.vector_x * state.speed # increments x by product of angle's x vector and speed
state.y += state.angle.vector_y * state.speed # increments y by product of angle's y vector and speed
state.speed *= 1.1 # scales speed up
state.speed = state.speed.lesser(state.max_speed) # speed is either current speed or max speed, whichever has a lesser value (ensures that the car doesn't go too fast or exceed the max speed)
end
# The screen's dimensions are 1280x720. If the car goes out of scope,
# it loops back around on the screen.
def calc_wrap state
# car returns to left side of screen if it disappears on right side of screen
# sprite.width refers to tile's size, which is multipled by scale (4) to make it bigger
state.x = -state.sprite.width * state.sprite.scale if state.x - 20 > 1280
# car wraps around to right side of screen if it disappears on the left side
state.x = 1280 if state.x + state.sprite.width * state.sprite.scale + 20 < 0
# car wraps around to bottom of screen if it disappears at the top of the screen
# if you subtract 520 pixels instead of 20 pixels, the car takes longer to reappear (try it!)
state.y = 0 if state.y - 20 > 720 # if 20 pixels less than car's y position is greater than vertical scope
# car wraps around to top of screen if it disappears at the bottom of the screen
state.y = 720 if state.y + state.sprite.height * state.sprite.scale + 20 < 0
end
# Changes angle of sprite based on user input from keyboard or controller
def process_inputs args
# NOTE: increasing the angle doesn't mean that the car will continue to go
# in a specific direction. The angle is increasing, which means that if the
# left key was kept in the "down" state, the change in the angle would cause
# the car to go in a counter-clockwise direction and form a circle (360 degrees)
if args.inputs.keyboard.key_held.left # if left key is pressed
args.state.angle += 2 # car's angle is incremented by 2
# The same applies to decreasing the angle. If the right key was kept in the
# "down" state, the decreasing angle would cause the car to go in a clockwise
# direction and form a circle (360 degrees)
elsif args.inputs.keyboard.key_held.right # if right key is pressed
args.state.angle -= 2 # car's angle is decremented by 2
# Input from a controller can also change the angle of the car
elsif args.inputs.controller_one.left_analog_x_perc != 0
args.state.angle += 2 * args.inputs.controller_one.left_analog_x_perc * -1
end
end
# A sprite's center of rotation can be altered
# Increasing either of these numbers would dramatically increase the
# car's drift when it turns!
def rotation_anchor
{ angle_anchor_x: 0.7, angle_anchor_y: 0.5 }
end
# Sets opacity value of sprite to 255 so that it is not transparent at all
# Change it to 0 and you won't be able to see the car sprite on the screen
def opacity
255
end
# Sets the color of the sprite to white.
def saturation
{ r: 255, g: 255, b: 255 }
end
# Sets definition of destination_rect (used to define the car sprite)
def destination_rect state
{ x: state.x,
y: state.y,
w: state.sprite.width * state.sprite.scale, # multiplies by 4 to set size
h: state.sprite.height * state.sprite.scale }
end
# Portion of a sprite (a tile)
# Sub division of sprite is denoted as a rectangle directly related to original size of .png
# Tile is located at bottom left corner within a 19x10 pixel rectangle (based on sprite.width, sprite.height)
def source_rect state
{ source_x: 0,
source_y: 0,
source_w: state.sprite.width,
source_h: state.sprite.height }
end
Particles - main.rb link
# ./samples/03_rendering_sprites/05_particles/app/main.rb
def tick args
# Set the background color to black
args.outputs.background_color = [0, 0, 0]
# Initialize the particle queue if it doesn't exist
args.state.particle_queue ||= []
# Add a new particle to the queue if the mouse is clicked
if args.inputs.mouse.click || args.inputs.mouse.held
args.state.particle_queue << {
x: args.inputs.mouse.x, # Set the x position to the mouse's x position
y: args.inputs.mouse.y, # Set the y position to the mouse's y position
emission_speed: 5, # Set the emission speed to 5
emission_angle: rand(360), # Set the emission angle to a random angle
r: 128, # Set the red color to 128
g: rand(128) + 128, # Set the green color to a random value between 128 and 255
b: rand(128) + 128, # Set the blue color to a random value between 128 and 255
}
end
# Update the particles
args.state.particle_queue.each do |particle|
# initialize default values for particle
particle.a ||= 255
particle.path ||= :solid
particle.w ||= 5
particle.h ||= 5
particle.anchor_x ||= 0.5
particle.anchor_y ||= 0.5
# initialize dx and dy of particle based on the emission speed and angle
particle.dx ||= particle.emission_speed * particle.emission_angle.vector_x
particle.dy ||= particle.emission_speed * particle.emission_angle.vector_y
# update the particle's position based on the dx and dy
particle.x += particle.dx
particle.y += particle.dy
# decrease the speed of the particle
particle.dx *= 0.95
particle.dy *= 0.95
# if the particle's speed is less than 1.0, decrease the alpha value
if particle.dx.abs < 1.0 && particle.dy.abs < 1.0
particle.a -= 5
end
end
# Remove particles with an alpha value less than or equal to 0
args.state.particle_queue.reject! do |particle|
particle.a <= 0
end
args.outputs.labels << {
x: 640,
y: 720,
text: "Click and hold the mouse to create particles.",
r: 255,
g: 255,
b: 255,
anchor_x: 0.5,
anchor_y: 1.0,
}
# Render the particles
args.outputs.primitives << args.state.particle_queue
end
GTK.reset
Physics And Collisions link
Simple - main.rb link
# ./samples/04_physics_and_collisions/01_simple/app/main.rb
=begin
Reminders:
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
=end
# This sample app shows collisions between two boxes.
# Runs methods needed for game to run properly.
def tick args
tick_instructions args, "Sample app shows how to move a square over time and determine collision."
defaults args
render args
calc args
end
# Sets default values.
def defaults args
# These values represent the moving box.
args.state.moving_box_speed = 10
args.state.moving_box_size = 100
args.state.moving_box_dx ||= 1
args.state.moving_box_dy ||= 1
args.state.moving_box ||= [0, 0, args.state.moving_box_size, args.state.moving_box_size] # moving_box_size is set as the width and height
# These values represent the center box.
args.state.center_box ||= [540, 260, 200, 200, 180]
args.state.center_box_collision ||= false # initially no collision
end
def render args
# If the game state denotes that a collision has occurred,
# render a solid square, otherwise render a border instead.
if args.state.center_box_collision
args.outputs.solids << args.state.center_box
else
args.outputs.borders << args.state.center_box
end
# Then render the moving box.
args.outputs.solids << args.state.moving_box
end
# Generally in a pipeline for a game engine, you have rendering,
# game simulation (calculation), and input processing.
# This fuction represents the game simulation.
def calc args
position_moving_box args
determine_collision_center_box args
end
# Changes the position of the moving box on the screen by multiplying the change in x (dx) and change in y (dy) by the speed,
# and adding it to the current position.
# dx and dy are positive if the box is moving right and up, respectively
# dx and dy are negative if the box is moving left and down, respectively
def position_moving_box args
args.state.moving_box.x += args.state.moving_box_dx * args.state.moving_box_speed
args.state.moving_box.y += args.state.moving_box_dy * args.state.moving_box_speed
# 1280x720 are the virtual pixels you work with (essentially 720p).
screen_width = 1280
screen_height = 720
# Position of the box is denoted by the bottom left hand corner, in
# that case, we have to subtract the width of the box so that it stays
# in the scene (you can try deleting the subtraction to see how it
# impacts the box's movement).
if args.state.moving_box.x > screen_width - args.state.moving_box_size
args.state.moving_box_dx = -1 # moves left
elsif args.state.moving_box.x < 0
args.state.moving_box_dx = 1 # moves right
end
# Here, we're making sure the moving box remains within the vertical scope of the screen
if args.state.moving_box.y > screen_height - args.state.moving_box_size # if the box moves too high
args.state.moving_box_dy = -1 # moves down
elsif args.state.moving_box.y < 0 # if the box moves too low
args.state.moving_box_dy = 1 # moves up
end
end
def determine_collision_center_box args
# Collision is handled by the engine. You simply have to call the
# `intersect_rect?` function.
if args.state.moving_box.intersect_rect? args.state.center_box # if the two boxes intersect
args.state.center_box_collision = true # then a collision happened
else
args.state.center_box_collision = false # otherwise, no collision happened
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Simple Aabb Collision - main.rb link
# ./samples/04_physics_and_collisions/01_simple_aabb_collision/app/main.rb
def tick args
# define terrain of 32x32 sized squares
args.state.terrain ||= [
{ x: 640, y: 360, w: 32, h: 32, path: 'sprites/square/blue.png' },
{ x: 640, y: 360 - 32, w: 32, h: 32, path: 'sprites/square/blue.png' },
{ x: 640, y: 360 - 32 * 2, w: 32, h: 32, path: 'sprites/square/blue.png' },
{ x: 640 + 32, y: 360 - 32 * 2, w: 32, h: 32, path: 'sprites/square/blue.png' },
{ x: 640 + 32 * 2, y: 360 - 32 * 2, w: 32, h: 32, path: 'sprites/square/blue.png' },
]
# define player
args.state.player ||= {
x: 600,
y: 360,
w: 32,
h: 32,
dx: 0,
dy: 0,
path: 'sprites/square/red.png'
}
# render terrain and player
args.outputs.sprites << args.state.terrain
args.outputs.sprites << args.state.player
# set dx and dy based on inputs
args.state.player.dx = args.inputs.left_right * 2
args.state.player.dy = args.inputs.up_down * 2
# check for collisions on the x and y axis independently
# increment the player's position by dx
args.state.player.x += args.state.player.dx
# check for collision on the x axis first
collision = args.state.terrain.find { |t| t.intersect_rect? args.state.player }
# if there is a collision, move the player to the edge of the collision
# based on the direction of the player's movement and set the player's
# dx to 0
if collision
if args.state.player.dx > 0
args.state.player.x = collision.x - args.state.player.w
elsif args.state.player.dx < 0
args.state.player.x = collision.x + collision.w
end
args.state.player.dx = 0
end
# increment the player's position by dy
args.state.player.y += args.state.player.dy
# check for collision on the y axis next
collision = args.state.terrain.find { |t| t.intersect_rect? args.state.player }
# if there is a collision, move the player to the edge of the collision
# based on the direction of the player's movement and set the player's
# dy to 0
if collision
if args.state.player.dy > 0
args.state.player.y = collision.y - args.state.player.h
elsif args.state.player.dy < 0
args.state.player.y = collision.y + collision.h
end
args.state.player.dy = 0
end
end
Simple Aabb Collision With Map Editor - main.rb link
# ./samples/04_physics_and_collisions/01_simple_aabb_collision_with_map_editor/app/main.rb
# the sample app is an expansion of ./01_simple_aabb_collision
# but includes an in game map editor that saves map data to disk
def tick args
# if it's the first tick, read the terrain data from disk
# and create the player
if Kernel.tick_count == 0
args.state.terrain = read_terrain_data args
args.state.player = {
x: 320,
y: 320,
w: 32,
h: 32,
dx: 0,
dy: 0,
path: 'sprites/square/red.png'
}
end
# tick the game (where input and aabb collision is processed)
tick_game args
# tick the map editor
tick_map_editor args
end
def tick_game args
# render terrain and player
args.outputs.sprites << args.state.terrain
args.outputs.sprites << args.state.player
# set dx and dy based on inputs
args.state.player.dx = args.inputs.left_right * 2
args.state.player.dy = args.inputs.up_down * 2
# check for collisions on the x and y axis independently
# increment the player's position by dx
args.state.player.x += args.state.player.dx
# check for collision on the x axis first
collision = args.state.terrain.find { |t| t.intersect_rect? args.state.player }
# if there is a collision, move the player to the edge of the collision
# based on the direction of the player's movement and set the player's
# dx to 0
if collision
if args.state.player.dx > 0
args.state.player.x = collision.x - args.state.player.w
elsif args.state.player.dx < 0
args.state.player.x = collision.x + collision.w
end
args.state.player.dx = 0
end
# increment the player's position by dy
args.state.player.y += args.state.player.dy
# check for collision on the y axis next
collision = args.state.terrain.find { |t| t.intersect_rect? args.state.player }
# if there is a collision, move the player to the edge of the collision
# based on the direction of the player's movement and set the player's
# dy to 0
if collision
if args.state.player.dy > 0
args.state.player.y = collision.y - args.state.player.h
elsif args.state.player.dy < 0
args.state.player.y = collision.y + collision.h
end
args.state.player.dy = 0
end
end
def tick_map_editor args
# determine the location of the mouse, but
# aligned to the grid
grid_aligned_mouse_rect = {
x: args.inputs.mouse.x.idiv(32) * 32,
y: args.inputs.mouse.y.idiv(32) * 32,
w: 32,
h: 32
}
# determine if there's a tile at the grid aligned mouse location
existing_terrain = args.state.terrain.find { |t| t.intersect_rect? grid_aligned_mouse_rect }
# if there is, then render a red square to denote that
# the tile will be deleted
if existing_terrain
args.outputs.sprites << {
x: args.inputs.mouse.x.idiv(32) * 32,
y: args.inputs.mouse.y.idiv(32) * 32,
w: 32,
h: 32,
path: "sprites/square/red.png",
a: 128
}
else
# otherwise, render a blue square to denote that
# a tile will be added
args.outputs.sprites << {
x: args.inputs.mouse.x.idiv(32) * 32,
y: args.inputs.mouse.y.idiv(32) * 32,
w: 32,
h: 32,
path: "sprites/square/blue.png",
a: 128
}
end
# if the mouse is clicked, then add or remove a tile
if args.inputs.mouse.click
if existing_terrain
args.state.terrain.delete existing_terrain
else
args.state.terrain << { **grid_aligned_mouse_rect, path: "sprites/square/blue.png" }
end
# once the terrain state has been updated
# save the terrain data to disk
write_terrain_data args
end
end
def read_terrain_data args
# create the terrain data file if it doesn't exist
contents = GTK.read_file "data/terrain.txt"
if !contents
GTK.write_file "data/terrain.txt", ""
end
# read the terrain data from disk which is a csv
GTK.read_file('data/terrain.txt').split("\n").map do |line|
x, y, w, h = line.split(',').map(&:to_i)
{ x: x, y: y, w: w, h: h, path: 'sprites/square/blue.png' }
end
end
def write_terrain_data args
terrain_csv = args.state.terrain.map { |t| "#{t.x},#{t.y},#{t.w},#{t.h}" }.join "\n"
GTK.write_file 'data/terrain.txt', terrain_csv
end
Moving Objects - main.rb link
# ./samples/04_physics_and_collisions/02_moving_objects/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
For example, if we have a "numbers" hash that stores numbers in English as the
key and numbers in Spanish as the value, we'd have a hash that looks like this...
numbers = { "one" => "uno", "two" => "dos", "three" => "tres" }
and on it goes.
Now if we wanted to find the corresponding value of the "one" key, we could say
puts numbers["one"]
which would print "uno" to the console.
- num1.greater(num2): Returns the greater value.
For example, if we have the command
puts 4.greater(3)
the number 4 would be printed to the console since it has a greater value than 3.
Similar to lesser, which returns the lesser value.
- num1.lesser(num2): Finds the lower value of the given options.
For example, in the statement
a = 4.lesser(3)
3 has a lower value than 4, which means that the value of a would be set to 3,
but if the statement had been
a = 4.lesser(5)
4 has a lower value than 5, which means that the value of a would be set to 4.
- reject: Removes elements from a collection if they meet certain requirements.
For example, you can derive an array of odd numbers from an original array of
numbers 1 through 10 by rejecting all elements that are even (or divisible by 2).
- find_all: Finds all values that satisfy specific requirements.
For example, you can find all elements of a collection that are divisible by 2
or find all objects that have intersected with another object.
- abs: Returns the absolute value.
For example, the command
(-30).abs
would return 30 as a result.
- map: Ruby method used to transform data; used in arrays, hashes, and collections.
Can be used to perform an action on every element of a collection, such as multiplying
each element by 2 or declaring every element as a new entity.
Reminders:
- args.inputs.keyboard.KEY: Determines if a key has been pressed.
For more information about the keyboard, take a look at mygame/documentation/06-keyboard.md.
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
=end
# Calls methods needed for game to run properly
def tick args
tick_instructions args, "Use LEFT and RIGHT arrow keys to move and SPACE to jump."
defaults args
render args
calc args
input args
end
# sets default values and creates empty collections
# initialization only happens in the first frame
def defaults args
fiddle args
args.state.enemy.hammers ||= []
args.state.enemy.hammer_queue ||= []
Kernel.tick_count = Kernel.tick_count
args.state.bridge_top = 128
args.state.player.x ||= 0 # initializes player's properties
args.state.player.y ||= args.state.bridge_top
args.state.player.w ||= 64
args.state.player.h ||= 64
args.state.player.dy ||= 0
args.state.player.dx ||= 0
args.state.enemy.x ||= 800 # initializes enemy's properties
args.state.enemy.y ||= 0
args.state.enemy.w ||= 128
args.state.enemy.h ||= 128
args.state.enemy.dy ||= 0
args.state.enemy.dx ||= 0
args.state.game_over_at ||= 0
end
# sets enemy, player, hammer values
def fiddle args
args.state.gravity = -0.3
args.state.enemy_jump_power = 10 # sets enemy values
args.state.enemy_jump_interval = 60
args.state.hammer_throw_interval = 40 # sets hammer values
args.state.hammer_launch_power_default = 5
args.state.hammer_launch_power_near = 2
args.state.hammer_launch_power_far = 7
args.state.hammer_upward_launch_power = 15
args.state.max_hammers_per_volley = 10
args.state.gap_between_hammers = 10
args.state.player_jump_power = 10 # sets player values
args.state.player_jump_power_duration = 10
args.state.player_max_run_speed = 10
args.state.player_speed_slowdown_rate = 0.9
args.state.player_acceleration = 1
args.state.hammer_size = 32
end
# outputs objects onto the screen
def render args
args.outputs.solids << 20.map_with_index do |i| # uses 20 squares to form bridge
# sets x by multiplying 64 to index to find pixel value (places all squares side by side)
# subtracts 64 from bridge_top because position is denoted by bottom left corner
[i * 64, args.state.bridge_top - 64, 64, 64]
end
args.outputs.solids << [args.state.x, args.state.y, args.state.w, args.state.h, 255, 0, 0]
args.outputs.solids << [args.state.player.x, args.state.player.y, args.state.player.w, args.state.player.h, 255, 0, 0] # outputs player onto screen (red box)
args.outputs.solids << [args.state.enemy.x, args.state.enemy.y, args.state.enemy.w, args.state.enemy.h, 0, 255, 0] # outputs enemy onto screen (green box)
args.outputs.solids << args.state.enemy.hammers # outputs enemy's hammers onto screen
end
# Performs calculations to move objects on the screen
def calc args
# Since velocity is the change in position, the change in x increases by dx. Same with y and dy.
args.state.player.x += args.state.player.dx
args.state.player.y += args.state.player.dy
# Since acceleration is the change in velocity, the change in y (dy) increases every frame
args.state.player.dy += args.state.gravity
# player's y position is either current y position or y position of top of
# bridge, whichever has a greater value
# ensures that the player never goes below the bridge
args.state.player.y = args.state.player.y.greater(args.state.bridge_top)
# player's x position is either the current x position or 0, whichever has a greater value
# ensures that the player doesn't go too far left (out of the screen's scope)
args.state.player.x = args.state.player.x.greater(0)
# player is not falling if it is located on the top of the bridge
args.state.player.falling = false if args.state.player.y == args.state.bridge_top
args.state.player.rect = [args.state.player.x, args.state.player.y, args.state.player.h, args.state.player.w] # sets definition for player
args.state.enemy.x += args.state.enemy.dx # velocity; change in x increases by dx
args.state.enemy.y += args.state.enemy.dy # same with y and dy
# ensures that the enemy never goes below the bridge
args.state.enemy.y = args.state.enemy.y.greater(args.state.bridge_top)
# ensures that the enemy never goes too far left (outside the screen's scope)
args.state.enemy.x = args.state.enemy.x.greater(0)
# objects that go up must come down because of gravity
args.state.enemy.dy += args.state.gravity
args.state.enemy.y = args.state.enemy.y.greater(args.state.bridge_top)
#sets definition of enemy
args.state.enemy.rect = [args.state.enemy.x, args.state.enemy.y, args.state.enemy.h, args.state.enemy.w]
if args.state.enemy.y == args.state.bridge_top # if enemy is located on the top of the bridge
args.state.enemy.dy = 0 # there is no change in y
end
# if 60 frames have passed and the enemy is not moving vertically
if Kernel.tick_count.mod_zero?(args.state.enemy_jump_interval) && args.state.enemy.dy == 0
args.state.enemy.dy = args.state.enemy_jump_power # the enemy jumps up
end
# if 40 frames have passed or 5 frames have passed since the game ended
if Kernel.tick_count.mod_zero?(args.state.hammer_throw_interval) || args.state.game_over_at.elapsed_time == 5
# rand will return a number greater than or equal to 0 and less than given variable's value (since max is excluded)
# that is why we're adding 1, to include the max possibility
volley_dx = (rand(args.state.hammer_launch_power_default) + 1) * -1 # horizontal movement (follow order of operations)
# if the horizontal distance between the player and enemy is less than 128 pixels
if (args.state.player.x - args.state.enemy.x).abs < 128
# the change in x won't be that great since the enemy and player are closer to each other
volley_dx = (rand(args.state.hammer_launch_power_near) + 1) * -1
end
# if the horizontal distance between the player and enemy is greater than 300 pixels
if (args.state.player.x - args.state.enemy.x).abs > 300
# change in x will be more drastic since player and enemy are so far apart
volley_dx = (rand(args.state.hammer_launch_power_far) + 1) * -1 # more drastic change
end
(rand(args.state.max_hammers_per_volley) + 1).map_with_index do |i|
args.state.enemy.hammer_queue << { # stores hammer values in a hash
x: args.state.enemy.x,
w: args.state.hammer_size,
h: args.state.hammer_size,
dx: volley_dx, # change in horizontal position
# multiplication operator takes precedence over addition operator
throw_at: Kernel.tick_count + i * args.state.gap_between_hammers
}
end
end
# add elements from hammer_queue collection to the hammers collection by
# finding all hammers that were thrown before the current frame (have already been thrown)
args.state.enemy.hammers += args.state.enemy.hammer_queue.find_all do |h|
h[:throw_at] < Kernel.tick_count
end
args.state.enemy.hammers.each do |h| # sets values for all hammers in collection
h[:y] ||= args.state.enemy.y + 130
h[:dy] ||= args.state.hammer_upward_launch_power
h[:dy] += args.state.gravity # acceleration is change in gravity
h[:x] += h[:dx] # incremented by change in position
h[:y] += h[:dy]
h[:rect] = [h[:x], h[:y], h[:w], h[:h]] # sets definition of hammer's rect
end
# reject hammers that have been thrown before current frame (have already been thrown)
args.state.enemy.hammer_queue = args.state.enemy.hammer_queue.reject do |h|
h[:throw_at] < Kernel.tick_count
end
# any hammers with a y position less than 0 are rejected from the hammers collection
# since they have gone too far down (outside the scope's screen)
args.state.enemy.hammers = args.state.enemy.hammers.reject { |h| h[:y] < 0 }
# if there are any hammers that intersect with (or hit) the player,
# the reset_player method is called (so the game can start over)
if args.state.enemy.hammers.any? { |h| h[:rect].intersect_rect?(args.state.player.rect) }
reset_player args
end
# if the enemy's rect intersects with (or hits) the player,
# the reset_player method is called (so the game can start over)
if args.state.enemy.rect.intersect_rect? args.state.player.rect
reset_player args
end
end
# Resets the player by changing its properties back to the values they had at initialization
def reset_player args
args.state.player.x = 0
args.state.player.y = args.state.bridge_top
args.state.player.dy = 0
args.state.player.dx = 0
args.state.enemy.hammers.clear # empties hammer collection
args.state.enemy.hammer_queue.clear # empties hammer_queue
args.state.game_over_at = Kernel.tick_count # game_over_at set to current frame (or passage of time)
end
# Processes input from the user to move the player
def input args
if args.inputs.keyboard.space # if the user presses the space bar
args.state.player.jumped_at ||= Kernel.tick_count # jumped_at is set to current frame
# if the time that has passed since the jump is less than the player's jump duration and
# the player is not falling
if args.state.player.jumped_at.elapsed_time < args.state.player_jump_power_duration && !args.state.player.falling
args.state.player.dy = args.state.player_jump_power # change in y is set to power of player's jump
end
end
# if the space bar is in the "up" state (or not being pressed down)
if args.inputs.keyboard.key_up.space
args.state.player.jumped_at = nil # jumped_at is empty
args.state.player.falling = true # the player is falling
end
if args.inputs.keyboard.left # if left key is pressed
args.state.player.dx -= args.state.player_acceleration # dx decreases by acceleration (player goes left)
# dx is either set to current dx or the negative max run speed (which would be -10),
# whichever has a greater value
args.state.player.dx = args.state.player.dx.greater(-args.state.player_max_run_speed)
elsif args.inputs.keyboard.right # if right key is pressed
args.state.player.dx += args.state.player_acceleration # dx increases by acceleration (player goes right)
# dx is either set to current dx or max run speed (which would be 10),
# whichever has a lesser value
args.state.player.dx = args.state.player.dx.lesser(args.state.player_max_run_speed)
else
args.state.player.dx *= args.state.player_speed_slowdown_rate # dx is scaled down
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.space ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Entities - main.rb link
# ./samples/04_physics_and_collisions/03_entities/app/main.rb
=begin
Reminders:
- map: Ruby method used to transform data; used in arrays, hashes, and collections.
Can be used to perform an action on every element of a collection, such as multiplying
each element by 2 or declaring every element as a new entity.
- reject: Removes elements from a collection if they meet certain requirements.
For example, you can derive an array of odd numbers from an original array of
numbers 1 through 10 by rejecting all elements that are even (or divisible by 2).
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
In this sample app, new_entity is used to define the properties of enemies and bullets.
(Remember, you can use state to define ANY property and it will be retained across frames.)
- args.outputs.labels: An array. The values generate a label on the screen.
The parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
=end
# This sample app shows enemies that contain an id value and the time they were created.
# These enemies can be removed by shooting at them with bullets.
# Calls all methods necessary for the game to function properly.
def tick args
tick_instructions args, "Sample app shows how to use args.state.new_entity along with collisions. CLICK to shoot a bullet."
defaults args
render args
calc args
process_inputs args
end
# Sets default values
# Enemies and bullets start off as empty collections
def defaults args
args.state.enemies ||= []
args.state.bullets ||= []
end
# Provides each enemy in enemies collection with rectangular border,
# as well as a label showing id and when they were created
def render args
# When you're calling a method that takes no arguments, you can use this & syntax on map.
# Numbers are being added to x and y in order to keep the text within the enemy's borders.
args.outputs.borders << args.state.enemies.map(&:rect)
args.outputs.labels << args.state.enemies.flat_map do |enemy|
[
[enemy.x + 4, enemy.y + 29, "id: #{enemy.entity_id}", -3, 0],
[enemy.x + 4, enemy.y + 17, "created_at: #{enemy.created_at}", -3, 0] # frame enemy was created
]
end
# Outputs bullets in bullets collection as rectangular solids
args.outputs.solids << args.state.bullets.map(&:rect)
end
# Calls all methods necessary for performing calculations
def calc args
add_new_enemies_if_needed args
move_bullets args
calculate_collisions args
remove_bullets_of_screen args
end
# Adds enemies to the enemies collection and sets their values
def add_new_enemies_if_needed args
return if args.state.enemies.length >= 10 # if 10 or more enemies, enemies are not added
return unless args.state.bullets.length == 0 # if user has not yet shot bullet, no enemies are added
args.state.enemies += (10 - args.state.enemies.length).map do # adds enemies so there are 10 total
args.state.new_entity(:enemy) do |e| # each enemy is declared as a new entity
e.x = 640 + 500 * rand # each enemy is given random position on screen
e.y = 600 * rand + 50
e.rect = [e.x, e.y, 130, 30] # sets definition for enemy's rect
end
end
end
# Moves bullets across screen
# Sets definition of the bullets
def move_bullets args
args.state.bullets.each do |bullet| # perform action on each bullet in collection
bullet.x += bullet.speed # increment x by speed (bullets fly horizontally across screen)
# By randomizing the value that increments bullet.y, the bullet does not fly straight up and out
# of the scope of the screen. Try removing what follows bullet.speed, or changing 0.25 to 1.25 to
# see what happens to the bullet's movement.
bullet.y += bullet.speed.*(0.25).randomize(:ratio, :sign)
bullet.rect = [bullet.x, bullet.y, bullet.size, bullet.size] # sets definition of bullet's rect
end
end
# Determines if a bullet hits an enemy
def calculate_collisions args
args.state.bullets.each do |bullet| # perform action on every bullet and enemy in collections
args.state.enemies.each do |enemy|
# if bullet has not exploded yet and the bullet hits an enemy
if !bullet.exploded && bullet.rect.intersect_rect?(enemy.rect)
bullet.exploded = true # bullet explodes
enemy.dead = true # enemy is killed
end
end
end
# All exploded bullets are rejected or removed from the bullets collection
# and any dead enemy is rejected from the enemies collection.
args.state.bullets = args.state.bullets.reject(&:exploded)
args.state.enemies = args.state.enemies.reject(&:dead)
end
# Bullets are rejected from bullets collection once their position exceeds the width of screen
def remove_bullets_of_screen args
args.state.bullets = args.state.bullets.reject { |bullet| bullet.x > 1280 } # screen width is 1280
end
# Calls fire_bullet method
def process_inputs args
fire_bullet args
end
# Once mouse is clicked by the user to fire a bullet, a new bullet is added to bullets collection
def fire_bullet args
return unless args.inputs.mouse.click # return unless mouse is clicked
args.state.bullets << args.state.new_entity(:bullet) do |bullet| # new bullet is declared a new entity
bullet.y = args.inputs.mouse.click.point.y # set to the y value of where the mouse was clicked
bullet.x = 0 # starts on the left side of the screen
bullet.size = 10
bullet.speed = 10 * rand + 2 # speed of a bullet is randomized
bullet.rect = [bullet.x, bullet.y, bullet.size, bullet.size] # definition is set
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.space ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Box Collision - main.rb link
# ./samples/04_physics_and_collisions/04_box_collision/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- first: Returns the first element of the array.
For example, if we have an array
numbers = [1, 2, 3, 4, 5]
and we call first by saying
numbers.first
the number 1 will be returned because it is the first element of the numbers array.
- num1.idiv(num2): Divides two numbers and returns an integer.
For example,
16.idiv(3) = 5, because 16 / 3 is 5.33333 returned as an integer.
16.idiv(4) = 4, because 16 / 4 is 4 and already has no decimal.
Reminders:
- find_all: Finds all values that satisfy specific requirements.
- ARRAY#intersect_rect?: An array with at least four values is
considered a rect. The intersect_rect? function returns true
or false depending on if the two rectangles intersect.
- reject: Removes elements from a collection if they meet certain requirements.
=end
# This sample app allows users to create tiles and place them anywhere on the screen as obstacles.
# The player can then move and maneuver around them.
class PoorManPlatformerPhysics
attr_accessor :grid, :inputs, :state, :outputs
# Calls all methods necessary for the app to run successfully.
def tick
defaults
render
calc
process_inputs
end
# Sets default values for variables.
# The ||= sign means that the variable will only be set to the value following the = sign if the value has
# not already been set before. Intialization happens only in the first frame.
def defaults
state.tile_size = 64
state.gravity = -0.2
state.previous_tile_size ||= state.tile_size
state.x ||= 0
state.y ||= 800
state.dy ||= 0
state.dx ||= 0
state.world ||= []
state.world_lookup ||= {}
state.world_collision_rects ||= []
end
# Outputs solids and borders of different colors for the world and collision_rects collections.
def render
# Sets a black background on the screen (Comment this line out and the background will become white.)
# Also note that black is the default color for when no color is assigned.
outputs.solids << grid.rect
# The position, size, and color (white) are set for borders given to the world collection.
# Try changing the color by assigning different numbers (between 0 and 255) to the last three parameters.
outputs.borders << state.world.map do |x, y|
[x * state.tile_size,
y * state.tile_size,
state.tile_size,
state.tile_size, 255, 255, 255]
end
# The top, bottom, and sides of the borders for collision_rects are different colors.
outputs.borders << state.world_collision_rects.map do |e|
[
[e[:top], 0, 170, 0], # top is a shade of green
[e[:bottom], 0, 100, 170], # bottom is a shade of greenish-blue
[e[:left_right], 170, 0, 0], # left and right are a shade of red
]
end
# Sets the position, size, and color (a shade of green) of the borders of only the player's
# box and outputs it. If you change the 180 to 0, the player's box will be black and you
# won't be able to see it (because it will match the black background).
outputs.borders << [state.x,
state.y,
state.tile_size,
state.tile_size, 0, 180, 0]
end
# Calls methods needed to perform calculations.
def calc
calc_world_lookup
calc_player
end
# Performs calculations on world_lookup and sets values.
def calc_world_lookup
# If the tile size isn't equal to the previous tile size,
# the previous tile size is set to the tile size,
# and world_lookup hash is set to empty.
if state.tile_size != state.previous_tile_size
state.previous_tile_size = state.tile_size
state.world_lookup = {} # empty hash
end
# return if the world_lookup hash has keys (or, in other words, is not empty)
# return unless the world collection has values inside of it (or is not empty)
return if state.world_lookup.keys.length > 0
return unless state.world.length > 0
# Starts with an empty hash for world_lookup.
# Searches through the world and finds the coordinates that exist.
state.world_lookup = {}
state.world.each { |x, y| state.world_lookup[[x, y]] = true }
# Assigns world_collision_rects for every sprite drawn.
state.world_collision_rects =
state.world_lookup
.keys
.map do |coord_x, coord_y|
s = state.tile_size
# multiply by tile size so the grid coordinates; sets pixel value
# don't forget that position is denoted by bottom left corner
# set x = coord_x or y = coord_y and see what happens!
x = s * coord_x
y = s * coord_y
{
# The values added to x, y, and s position the world_collision_rects so they all appear
# stacked (on top of world rects) but don't directly overlap.
# Remove these added values and mess around with the rect placement!
args: [coord_x, coord_y],
left_right: [x, y + 4, s, s - 6], # hash keys and values
top: [x + 4, y + 6, s - 8, s - 6],
bottom: [x + 1, y - 1, s - 2, s - 8],
}
end
end
# Performs calculations to change the x and y values of the player's box.
def calc_player
# Since acceleration is the change in velocity, the change in y (dy) increases every frame.
# What goes up must come down because of gravity.
state.dy += state.gravity
# Calls the calc_box_collision and calc_edge_collision methods.
calc_box_collision
calc_edge_collision
# Since velocity is the change in position, the change in y increases by dy. Same with x and dx.
state.y += state.dy
state.x += state.dx
# Scales dx down.
state.dx *= 0.8
end
# Calls methods needed to determine collisions between player and world_collision rects.
def calc_box_collision
return unless state.world_lookup.keys.length > 0 # return unless hash has atleast 1 key
collision_floor!
collision_left!
collision_right!
collision_ceiling!
end
# Finds collisions between the bottom of the player's rect and the top of a world_collision_rect.
def collision_floor!
return unless state.dy <= 0 # return unless player is going down or is as far down as possible
player_rect = [state.x, state.y - 0.1, state.tile_size, state.tile_size] # definition of player
# Goes through world_collision_rects to find all intersections between the bottom of player's rect and
# the top of a world_collision_rect (hence the "-0.1" above)
floor_collisions = state.world_collision_rects
.find_all { |r| r[:top].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless floor_collisions # return unless collision occurred
state.y = floor_collisions[:top].top # player's y is set to the y of the top of the collided rect
state.dy = 0 # if a collision occurred, the player's rect isn't moving because its path is blocked
end
# Finds collisions between the player's left side and the right side of a world_collision_rect.
def collision_left!
return unless state.dx < 0 # return unless player is moving left
player_rect = [state.x - 0.1, state.y, state.tile_size, state.tile_size]
# Goes through world_collision_rects to find all intersections beween the player's left side and the
# right side of a world_collision_rect.
left_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless left_side_collisions # return unless collision occurred
# player's x is set to the value of the x of the collided rect's right side
state.x = left_side_collisions[:left_right].right
state.dx = 0 # player isn't moving left because its path is blocked
end
# Finds collisions between the right side of the player and the left side of a world_collision_rect.
def collision_right!
return unless state.dx > 0 # return unless player is moving right
player_rect = [state.x + 0.1, state.y, state.tile_size, state.tile_size]
# Goes through world_collision_rects to find all intersections between the player's right side
# and the left side of a world_collision_rect (hence the "+0.1" above)
right_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless right_side_collisions # return unless collision occurred
# player's x is set to the value of the collided rect's left, minus the size of a rect
# tile size is subtracted because player's position is denoted by bottom left corner
state.x = right_side_collisions[:left_right].left - state.tile_size
state.dx = 0 # player isn't moving right because its path is blocked
end
# Finds collisions between the top of the player's rect and the bottom of a world_collision_rect.
def collision_ceiling!
return unless state.dy > 0 # return unless player is moving up
player_rect = [state.x, state.y + 0.1, state.tile_size, state.tile_size]
# Goes through world_collision_rects to find intersections between the bottom of a
# world_collision_rect and the top of the player's rect (hence the "+0.1" above)
ceil_collisions = state.world_collision_rects
.find_all { |r| r[:bottom].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless ceil_collisions # return unless collision occurred
# player's y is set to the bottom y of the rect it collided with, minus the size of a rect
state.y = ceil_collisions[:bottom].y - state.tile_size
state.dy = 0 # if a collision occurred, the player isn't moving up because its path is blocked
end
# Makes sure the player remains within the screen's dimensions.
def calc_edge_collision
#Ensures that the player doesn't fall below the map.
if state.y < 0
state.y = 0
state.dy = 0
#Ensures that the player doesn't go too high.
# Position of player is denoted by bottom left hand corner, which is why we have to subtract the
# size of the player's box (so it remains visible on the screen)
elsif state.y > 720 - state.tile_size # if the player's y position exceeds the height of screen
state.y = 720 - state.tile_size # the player will remain as high as possible while staying on screen
state.dy = 0
end
# Ensures that the player remains in the horizontal range that it is supposed to.
if state.x >= 1280 - state.tile_size && state.dx > 0 # if player moves too far right
state.x = 1280 - state.tile_size # player will remain as right as possible while staying on screen
state.dx = 0
elsif state.x <= 0 && state.dx < 0 # if player moves too far left
state.x = 0 # player will remain as left as possible while remaining on screen
state.dx = 0
end
end
# Processes input from the user on the keyboard.
def process_inputs
if inputs.mouse.down
state.world_lookup = {}
x, y = to_coord inputs.mouse.down.point # gets x, y coordinates for the grid
if state.world.any? { |loc| loc == [x, y] } # checks if coordinates duplicate
state.world = state.world.reject { |loc| loc == [x, y] } # erases tile space
else
state.world << [x, y] # If no duplicates, adds to world collection
end
end
# Sets dx to 0 if the player lets go of arrow keys.
if inputs.keyboard.key_up.right
state.dx = 0
elsif inputs.keyboard.key_up.left
state.dx = 0
end
# Sets dx to 3 in whatever direction the player chooses.
if inputs.keyboard.key_held.right # if right key is pressed
state.dx = 3
elsif inputs.keyboard.key_held.left # if left key is pressed
state.dx = -3
end
#Sets dy to 5 to make the player ~fly~ when they press the space bar
if inputs.keyboard.key_held.space
state.dy = 5
end
end
def to_coord point
# Integer divides (idiv) point.x to turn into grid
# Then, you can just multiply each integer by state.tile_size later so the grid coordinates.
[point.x.idiv(state.tile_size), point.y.idiv(state.tile_size)]
end
# Represents the tolerance for a collision between the player's rect and another rect.
def collision_tollerance
0.0
end
end
$platformer_physics = PoorManPlatformerPhysics.new
def tick args
$platformer_physics.grid = args.grid
$platformer_physics.inputs = args.inputs
$platformer_physics.state = args.state
$platformer_physics.outputs = args.outputs
$platformer_physics.tick
tick_instructions args, "Sample app shows platformer collisions. CLICK to place box. ARROW keys to move around. SPACE to jump."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Box Collision 2 - main.rb link
# ./samples/04_physics_and_collisions/05_box_collision_2/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- times: Performs an action a specific number of times.
For example, if we said
5.times puts "Hello DragonRuby",
then we'd see the words "Hello DragonRuby" printed on the console 5 times.
- split: Divides a string into substrings based on a delimiter.
For example, if we had a command
"DragonRuby is awesome".split(" ")
then the result would be
["DragonRuby", "is", "awesome"] because the words are separated by a space delimiter.
- join: Opposite of split; converts each element of array to a string separated by delimiter.
For example, if we had a command
["DragonRuby","is","awesome"].join(" ")
then the result would be
"DragonRuby is awesome".
Reminders:
- to_s: Returns a string representation of an object.
For example, if we had
500.to_s
the string "500" would be returned.
Similar to to_i, which returns an integer representation of an object.
- elapsed_time: How many frames have passed since the click event.
- args.outputs.labels: An array. Values in the array generate labels on the screen.
The parameters are: [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- inputs.mouse.down: Determines whether or not the mouse is being pressed down.
The position of the mouse when it is pressed down can be found using inputs.mouse.down.point.(x|y).
- first: Returns the first element of the array.
- num1.idiv(num2): Divides two numbers and returns an integer.
- find_all: Finds all values that satisfy specific requirements.
- ARRAY#intersect_rect?: Returns true or false depending on if two rectangles intersect.
- reject: Removes elements from a collection if they meet certain requirements.
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
=end
MAP_FILE_PATH = 'app/map.txt' # the map.txt file in the app folder contains exported map
class MetroidvaniaStarter
attr_accessor :grid, :inputs, :state, :outputs, :gtk
# Calls methods needed to run the game properly.
def tick
defaults
render
calc
process_inputs
end
# Sets all the default variables.
# '||' states that initialization occurs only in the first frame.
def defaults
state.tile_size = 64
state.gravity = -0.2
state.player_width = 60
state.player_height = 64
state.collision_tolerance = 0.0
state.previous_tile_size ||= state.tile_size
state.x ||= 0
state.y ||= 800
state.dy ||= 0
state.dx ||= 0
attempt_load_world_from_file
state.world_lookup ||= { }
state.world_collision_rects ||= []
state.mode ||= :creating # alternates between :creating and :selecting for sprite selection
state.select_menu ||= [0, 720, 1280, 720]
#=======================================IMPORTANT=======================================#
# When adding sprites, please label them "image1.png", "image2.png", image3".png", etc.
# Once you have done that, adjust "state.sprite_quantity" to how many sprites you have.
#=======================================================================================#
state.sprite_quantity ||= 20 # IMPORTANT TO ALTER IF SPRITES ADDED IF YOU ADD MORE SPRITES
state.sprite_coords ||= []
state.banner_coords ||= [640, 680 + 720]
state.sprite_selected ||= 1
state.map_saved_at ||= 0
# Sets all the cordinate values for the sprite selection screen into a grid
# Displayed when 's' is pressed by player to access sprites
if state.sprite_coords == [] # if sprite_coords is an empty array
count = 1
temp_x = 165 # sets a starting x and y position for display
temp_y = 500 + 720
state.sprite_quantity.times do # for the number of sprites you have
state.sprite_coords += [[temp_x, temp_y, count]] # add element to sprite_coords array
temp_x += 100 # increment temp_x
count += 1 # increment count
if temp_x > 1280 - (165 + 50) # if exceeding specific horizontal width on screen
temp_x = 165 # a new row of sprites starts
temp_y -= 75 # new row of sprites starts 75 units lower than the previous row
end
end
end
end
# Places sprites
def render
# Sets the x, y, width, height, and image path for each sprite in the world collection.
outputs.sprites << state.world.map do |x, y, sprite|
[x * state.tile_size, # multiply by size so grid coordinates; pixel value of location
y * state.tile_size,
state.tile_size,
state.tile_size,
'sprites/image' + sprite.to_s + '.png'] # uses concatenation to create unique image path
end
# Outputs sprite for the player by setting x, y, width, height, and image path
outputs.sprites << [state.x,
state.y,
state.player_width,
state.player_height,'sprites/player.png']
# Outputs labels as primitives in top right of the screen
outputs.primitives << [920, 700, 'Press \'s\' to access sprites.', 1, 0].label
outputs.primitives << [920, 675, 'Click existing sprite to delete.', 1, 0].label
outputs.primitives << [920, 640, '<- and -> to move.', 1, 0].label
outputs.primitives << [920, 615, 'Press and hold space to jump.', 1, 0].label
outputs.primitives << [920, 580, 'Press \'e\' to export current map.', 1, 0].label
# if the map is saved and less than 120 frames have passed, the label is displayed
if state.map_saved_at > 0 && state.map_saved_at.elapsed_time < 120
outputs.primitives << [920, 555, 'Map has been exported!', 1, 0, 50, 100, 50].label
end
# If player hits 's', following appears
if state.mode == :selecting
# White background for sprite selection
outputs.primitives << [state.select_menu, 255, 255, 255].solid
# Select tile label at the top of the screen
outputs.primitives << [state.banner_coords.x, state.banner_coords.y, "Select Sprite (sprites located in \"sprites\" folder)", 10, 1, 0, 0, 0, 255].label
# Places sprites in locations calculated in the defaults function
outputs.primitives << state.sprite_coords.map do |x, y, order|
[x, y, 50, 50, 'sprites/image' + order.to_s + ".png"].sprite
end
end
# Creates sprite following mouse to help indicate which sprite you have selected
# 10 is subtracted from the mouse's x position so that the sprite is not covered by the mouse icon
outputs.primitives << [inputs.mouse.position.x - 10, inputs.mouse.position.y,
10, 10, 'sprites/image' + state.sprite_selected.to_s + ".png"].sprite
end
# Calls methods that perform calculations
def calc
calc_in_game
calc_sprite_selection
end
# Calls methods that perform calculations (if in creating mode)
def calc_in_game
return unless state.mode == :creating
calc_world_lookup
calc_player
end
def calc_world_lookup
# If the tile size isn't equal to the previous tile size,
# the previous tile size is set to the tile size,
# and world_lookup hash is set to empty.
if state.tile_size != state.previous_tile_size
state.previous_tile_size = state.tile_size
state.world_lookup = {}
end
# return if world_lookup is not empty or if world is empty
return if state.world_lookup.keys.length > 0
return unless state.world.length > 0
# Searches through the world and finds the coordinates that exist
state.world_lookup = {}
state.world.each { |x, y| state.world_lookup[[x, y]] = true }
# Assigns collision rects for every sprite drawn
state.world_collision_rects =
state.world_lookup
.keys
.map do |coord_x, coord_y|
s = state.tile_size
# Multiplying by s (the size of a tile) ensures that the rect is
# placed exactly where you want it to be placed (causes grid to coordinate)
# How many pixels horizontally across and vertically up and down
x = s * coord_x
y = s * coord_y
{
args: [coord_x, coord_y],
left_right: [x, y + 4, s, s - 6], # hash keys and values
top: [x + 4, y + 6, s - 8, s - 6],
bottom: [x + 1, y - 1, s - 2, s - 8],
}
end
end
# Calculates movement of player and calls methods that perform collision calculations
def calc_player
state.dy += state.gravity # what goes up must come down because of gravity
calc_box_collision
calc_edge_collision
state.y += state.dy # Since velocity is the change in position, the change in y increases by dy
state.x += state.dx # Ditto line above but dx and x
state.dx *= 0.8 # Scales dx down
end
# Calls methods that determine whether the player collides with any world_collision_rects.
def calc_box_collision
return unless state.world_lookup.keys.length > 0 # return unless hash has atleast 1 key
collision_floor
collision_left
collision_right
collision_ceiling
end
# Finds collisions between the bottom of the player's rect and the top of a world_collision_rect.
def collision_floor
return unless state.dy <= 0 # return unless player is going down or is as far down as possible
player_rect = [state.x, next_y, state.tile_size, state.tile_size] # definition of player
# Runs through all the sprites on the field and finds all intersections between player's
# bottom and the top of a rect.
floor_collisions = state.world_collision_rects
.find_all { |r| r[:top].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless floor_collisions # performs following changes if a collision has occurred
state.y = floor_collisions[:top].top # y of player is set to the y of the colliding rect's top
state.dy = 0 # no change in y because the player's path is blocked
end
# Finds collisions between the player's left side and the right side of a world_collision_rect.
def collision_left
return unless state.dx < 0 # return unless player is moving left
player_rect = [next_x, state.y, state.tile_size, state.tile_size]
# Runs through all the sprites on the field and finds all intersections between the player's left side
# and the right side of a rect.
left_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless left_side_collisions # return unless collision occurred
state.x = left_side_collisions[:left_right].right # sets player's x to the x of the colliding rect's right side
state.dx = 0 # no change in x because the player's path is blocked
end
# Finds collisions between the right side of the player and the left side of a world_collision_rect.
def collision_right
return unless state.dx > 0 # return unless player is moving right
player_rect = [next_x, state.y, state.tile_size, state.tile_size]
# Runs through all the sprites on the field and finds all intersections between the player's
# right side and the left side of a rect.
right_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless right_side_collisions # return unless collision occurred
state.x = right_side_collisions[:left_right].left - state.tile_size # player's x is set to the x of colliding rect's left side (minus tile size since x is the player's bottom left corner)
state.dx = 0 # no change in x because the player's path is blocked
end
# Finds collisions between the top of the player's rect and the bottom of a world_collision_rect.
def collision_ceiling
return unless state.dy > 0 # return unless player is moving up
player_rect = [state.x, next_y, state.player_width, state.player_height]
# Runs through all the sprites on the field and finds all intersections between the player's top
# and the bottom of a rect.
ceil_collisions = state.world_collision_rects
.find_all { |r| r[:bottom].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless ceil_collisions # return unless collision occurred
state.y = ceil_collisions[:bottom].y - state.tile_size # player's y is set to the y of the colliding rect's bottom (minus tile size)
state.dy = 0 # no change in y because the player's path is blocked
end
# Makes sure the player remains within the screen's dimensions.
def calc_edge_collision
# Ensures that player doesn't fall below the map
if next_y < 0 && state.dy < 0 # if player is moving down and is about to fall (next_y) below the map's scope
state.y = 0 # 0 is the lowest the player can be while staying on the screen
state.dy = 0
# Ensures player doesn't go insanely high
elsif next_y > 720 - state.tile_size && state.dy > 0 # if player is moving up, about to exceed map's scope
state.y = 720 - state.tile_size # if we don't subtract tile_size, we won't be able to see the player on the screen
state.dy = 0
end
# Ensures that player remains in the horizontal range its supposed to
if state.x >= 1280 - state.tile_size && state.dx > 0 # if the player is moving too far right
state.x = 1280 - state.tile_size # farthest right the player can be while remaining in the screen's scope
state.dx = 0
elsif state.x <= 0 && state.dx < 0 # if the player is moving too far left
state.x = 0 # farthest left the player can be while remaining in the screen's scope
state.dx = 0
end
end
def calc_sprite_selection
# Does the transition to bring down the select sprite screen
if state.mode == :selecting && state.select_menu.y != 0
state.select_menu.y = 0 # sets y position of select menu (shown when 's' is pressed)
state.banner_coords.y = 680 # sets y position of Select Sprite banner
state.sprite_coords = state.sprite_coords.map do |x, y, w, h|
[x, y - 720, w, h] # sets definition of sprites (change '-' to '+' and the sprites can't be seen)
end
end
# Does the transition to leave the select sprite screen
if state.mode == :creating && state.select_menu.y != 720
state.select_menu.y = 720 # sets y position of select menu (menu is retreated back up)
state.banner_coords.y = 1000 # sets y position of Select Sprite banner
state.sprite_coords = state.sprite_coords.map do |x, y, w, h|
[x, y + 720, w, h] # sets definition of all elements in collection
end
end
end
def process_inputs
# If the state.mode is back and if the menu has retreated back up
# call methods that process user inputs
if state.mode == :creating
process_inputs_player_movement
process_inputs_place_tile
end
# For each sprite_coordinate added, check what sprite was selected
if state.mode == :selecting
state.sprite_coords.map do |x, y, order| # goes through all sprites in collection
# checks that a specific sprite was pressed based on x, y position
if inputs.mouse.down && # the && (and) sign means ALL statements must be true for the evaluation to be true
inputs.mouse.down.point.x >= x && # x is greater than or equal to sprite's x and
inputs.mouse.down.point.x <= x + 50 && # x is less than or equal to 50 pixels to the right
inputs.mouse.down.point.y >= y && # y is greater than or equal to sprite's y
inputs.mouse.down.point.y <= y + 50 # y is less than or equal to 50 pixels up
state.sprite_selected = order # sprite is chosen
end
end
end
inputs_export_stage
process_inputs_show_available_sprites
end
# Moves the player based on the keys they press on their keyboard
def process_inputs_player_movement
# Sets dx to 0 if the player lets go of arrow keys (player won't move left or right)
if inputs.keyboard.key_up.right
state.dx = 0
elsif inputs.keyboard.key_up.left
state.dx = 0
end
# Sets dx to 3 in whatever direction the player chooses when they hold down (or press) the left or right keys
if inputs.keyboard.key_held.right
state.dx = 3
elsif inputs.keyboard.key_held.left
state.dx = -3
end
# Sets dy to 5 to make the player ~fly~ when they press the space bar on their keyboard
if inputs.keyboard.key_held.space
state.dy = 5
end
end
# Adds tile in the place the user holds down the mouse
def process_inputs_place_tile
if inputs.mouse.down # if mouse is pressed
state.world_lookup = {}
x, y = to_coord inputs.mouse.down.point # gets x, y coordinates for the grid
# Checks if any coordinates duplicate (already exist in world)
if state.world.any? { |existing_x, existing_y, n| existing_x == x && existing_y == y }
#erases existing tile space by rejecting them from world
state.world = state.world.reject do |existing_x, existing_y, n|
existing_x == x && existing_y == y
end
else
state.world << [x, y, state.sprite_selected] # If no duplicates, add the sprite
end
end
end
# Stores/exports world collection's info (coordinates, sprite number) into a file
def inputs_export_stage
if inputs.keyboard.key_down.e # if "e" is pressed
export_string = state.world.map do |x, y, sprite_number| # stores world info in a string
"#{x},#{y},#{sprite_number}" # using string interpolation
end
gtk.write_file(MAP_FILE_PATH, export_string.join("\n")) # writes string into a file
state.map_saved_at = Kernel.tick_count # frame number (passage of time) when the map was saved
end
end
def process_inputs_show_available_sprites
# Based on keyboard input, the entity (:creating and :selecting) switch
if inputs.keyboard.key_held.s && state.mode == :creating # if "s" is pressed and currently creating
state.mode = :selecting # will change to selecting
inputs.keyboard.clear # VERY IMPORTANT! If not present, it'll flicker between on and off
elsif inputs.keyboard.key_held.s && state.mode == :selecting # if "s" is pressed and currently selecting
state.mode = :creating # will change to creating
inputs.keyboard.clear # VERY IMPORTANT! If not present, it'll flicker between on and off
end
end
# Loads the world collection by reading from the map.txt file in the app folder
def attempt_load_world_from_file
return if state.world # return if the world collection is already populated
state.world ||= [] # initialized as an empty collection
exported_world = gtk.read_file(MAP_FILE_PATH) # reads the file using the path mentioned at top of code
return unless exported_world # return unless the file read was successful
state.world = exported_world.each_line.map do |l| # perform action on each line of exported_world
l.split(',').map(&:to_i) # calls split using ',' as a delimiter, and invokes .map on the collection,
# calling to_i (converts to integers) on each element
end
end
# Adds the change in y to y to determine the next y position of the player.
def next_y
state.y + state.dy
end
# Determines next x position of player
def next_x
if state.dx < 0 # if the player moves left
return state.x - (state.tile_size - state.player_width) # subtracts since the change in x is negative (player is moving left)
else
return state.x + (state.tile_size - state.player_width) # adds since the change in x is positive (player is moving right)
end
end
def to_coord point
# Integer divides (idiv) point.x to turn into grid
# Then, you can just multiply each integer by state.tile_size
# later and huzzah. Grid coordinates
[point.x.idiv(state.tile_size), point.y.idiv(state.tile_size)]
end
end
$metroidvania_starter = MetroidvaniaStarter.new
def tick args
$metroidvania_starter.grid = args.grid
$metroidvania_starter.inputs = args.inputs
$metroidvania_starter.state = args.state
$metroidvania_starter.outputs = args.outputs
$metroidvania_starter.gtk = GTK
$metroidvania_starter.tick
end
Box Collision 3 - main.rb link
# ./samples/04_physics_and_collisions/06_box_collision_3/app/main.rb
class Game
attr_gtk
def tick
defaults
render
input_edit_map
input_player
calc_player
end
def defaults
state.gravity = -0.4
state.drag = 0.15
state.tile_size = 32
state.player.size = 16
state.player.jump_power = 12
state.tiles ||= []
state.player.y ||= 800
state.player.x ||= 100
state.player.dy ||= 0
state.player.dx ||= 0
state.player.jumped_down_at ||= 0
state.player.jumped_at ||= 0
calc_player_rect if !state.player.rect
end
def render
outputs.labels << [10, 10.from_top, "tile: click to add a tile, hold X key and click to delete a tile."]
outputs.labels << [10, 35.from_top, "move: use left and right to move, space to jump, down and space to jump down."]
outputs.labels << [10, 55.from_top, " You can jump through or jump down through tiles with a height of 1."]
outputs.background_color = [80, 80, 80]
outputs.sprites << tiles.map(&:sprite)
outputs.sprites << (player.rect.merge path: 'sprites/square/green.png')
mouse_overlay = {
x: (inputs.mouse.x.ifloor state.tile_size),
y: (inputs.mouse.y.ifloor state.tile_size),
w: state.tile_size,
h: state.tile_size,
a: 100
}
mouse_overlay = mouse_overlay.merge r: 255 if state.delete_mode
if state.mouse_held
outputs.primitives << mouse_overlay.border!
else
outputs.primitives << mouse_overlay.solid!
end
end
def input_edit_map
state.mouse_held = true if inputs.mouse.down
state.mouse_held = false if inputs.mouse.up
if inputs.keyboard.x
state.delete_mode = true
elsif inputs.keyboard.key_up.x
state.delete_mode = false
end
return unless state.mouse_held
ordinal = { x: (inputs.mouse.x.idiv state.tile_size),
y: (inputs.mouse.y.idiv state.tile_size) }
found = find_tile ordinal
if !found && !state.delete_mode
tiles << (state.new_entity :tile, ordinal)
recompute_tiles
elsif found && state.delete_mode
tiles.delete found
recompute_tiles
end
end
def input_player
player.dx += inputs.left_right
if inputs.keyboard.key_down.space && inputs.keyboard.down
player.dy = player.jump_power * -1
player.jumped_at = 0
player.jumped_down_at = Kernel.tick_count
elsif inputs.keyboard.key_down.space
player.dy = player.jump_power
player.jumped_at = Kernel.tick_count
player.jumped_down_at = 0
end
end
def calc_player
calc_player_rect
calc_below
calc_left
calc_right
calc_above
calc_player_dy
calc_player_dx
reset_player if player_off_stage?
end
def calc_player_rect
player.rect = current_player_rect
player.next_rect = player.rect.merge x: player.x + player.dx,
y: player.y + player.dy
player.prev_rect = player.rect.merge x: player.x - player.dx,
y: player.y - player.dy
end
def calc_below
return unless player.dy <= 0
tiles_below = find_tiles { |t| t.rect.top <= player.prev_rect.y }
collision = find_colliding_tile tiles_below, (player.rect.merge y: player.next_rect.y)
return unless collision
if collision.neighbors.b == :none && player.jumped_down_at.elapsed_time < 10
player.dy = -1
else
player.y = collision.rect.y + state.tile_size
player.dy = 0
end
end
def calc_left
return unless player.dx < 0
tiles_left = find_tiles { |t| t.rect.right <= player.prev_rect.left }
collision = find_colliding_tile tiles_left, (player.rect.merge x: player.next_rect.x)
return unless collision
player.x = collision.rect.right
player.dx = 0
end
def calc_right
return unless player.dx > 0
tiles_right = find_tiles { |t| t.rect.left >= player.prev_rect.right }
collision = find_colliding_tile tiles_right, (player.rect.merge x: player.next_rect.x)
return unless collision
player.x = collision.rect.left - player.rect.w
player.dx = 0
end
def calc_above
return unless player.dy > 0
tiles_above = find_tiles { |t| t.rect.y >= player.prev_rect.y }
collision = find_colliding_tile tiles_above, (player.rect.merge y: player.next_rect.y)
return unless collision
return if collision.neighbors.t == :none
player.dy = 0
player.y = collision.rect.bottom - player.rect.h
end
def calc_player_dx
player.dx = player.dx.clamp(-5, 5)
player.dx *= 0.9
player.x += player.dx
end
def calc_player_dy
player.y += player.dy
player.dy += state.gravity
player.dy += player.dy * state.drag ** 2 * -1
end
def reset_player
player.x = 100
player.y = 720
player.dy = 0
end
def recompute_tiles
tiles.each do |t|
t.w = state.tile_size
t.h = state.tile_size
t.neighbors = tile_neighbors t, tiles
t.rect = [t.x * state.tile_size,
t.y * state.tile_size,
state.tile_size,
state.tile_size].rect.to_hash
sprite_sub_path = t.neighbors.mask.map { |m| flip_bit m }.join("")
t.sprite = {
x: t.x * state.tile_size,
y: t.y * state.tile_size,
w: state.tile_size,
h: state.tile_size,
path: "sprites/tile/wall-#{sprite_sub_path}.png"
}
end
end
def flip_bit bit
return 0 if bit == 1
return 1
end
def player
state.player
end
def player_off_stage?
player.rect.top < grid.bottom ||
player.rect.right < grid.left ||
player.rect.left > grid.right
end
def current_player_rect
{ x: player.x, y: player.y, w: player.size, h: player.size }
end
def tiles
state.tiles
end
def find_tile ordinal
tiles.find { |t| t.x == ordinal.x && t.y == ordinal.y }
end
def find_tiles &block
tiles.find_all(&block)
end
def find_colliding_tile tiles, target
tiles.find { |t| t.rect.intersect_rect? target }
end
def tile_neighbors tile, other_points
t = find_tile x: tile.x + 0, y: tile.y + 1
r = find_tile x: tile.x + 1, y: tile.y + 0
b = find_tile x: tile.x + 0, y: tile.y - 1
l = find_tile x: tile.x - 1, y: tile.y + 0
tile_t, tile_r, tile_b, tile_l = 0
tile_t = 1 if t
tile_r = 1 if r
tile_b = 1 if b
tile_l = 1 if l
state.new_entity :neighbors, mask: [tile_t, tile_r, tile_b, tile_l],
t: t ? :some : :none,
b: b ? :some : :none,
l: l ? :some : :none,
r: r ? :some : :none
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
Jump Physics - main.rb link
# ./samples/04_physics_and_collisions/07_jump_physics/app/main.rb
=begin
Reminders:
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
For example, if we want to create a new button, we would declare it as a new entity and
then define its properties. (Remember, you can use state to define ANY property and it will
be retained across frames.)
- args.outputs.solids: An array. The values generate a solid.
The parameters for a solid are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- num1.greater(num2): Returns the greater value.
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
- ARRAY#inside_rect?: Returns true or false depending on if the point is inside the rect.
=end
# This sample app is a game that requires the user to jump from one platform to the next.
# As the player successfully clears platforms, they become smaller and move faster.
class VerticalPlatformer
attr_gtk
# declares vertical platformer as new entity
def s
state.vertical_platformer ||= state.new_entity(:vertical_platformer)
state.vertical_platformer
end
# creates a new platform using a hash
def new_platform hash
s.new_entity_strict(:platform, hash) # platform key
end
# calls methods needed for game to run properly
def tick
defaults
render
calc
input
end
def init_game
s.platforms ||= [ # initializes platforms collection with two platforms using hashes
new_platform(x: 0, y: 0, w: 700, h: 32, dx: 1, speed: 0, rect: nil),
new_platform(x: 0, y: 300, w: 700, h: 32, dx: 1, speed: 0, rect: nil), # 300 pixels higher
]
s.tick_count = Kernel.tick_count
s.gravity = -0.3 # what goes up must come down because of gravity
s.player.platforms_cleared ||= 0 # counts how many platforms the player has successfully cleared
s.player.x ||= 0 # sets player values
s.player.y ||= 100
s.player.w ||= 64
s.player.h ||= 64
s.player.dy ||= 0 # change in position
s.player.dx ||= 0
s.player_jump_power = 15
s.player_jump_power_duration = 10
s.player_max_run_speed = 5
s.player_speed_slowdown_rate = 0.9
s.player_acceleration = 1
s.camera ||= { y: -100 } # shows view on screen (as the player moves upward, the camera does too)
end
# Sets default values
def defaults
init_game
end
# Outputs objects onto the screen
def render
outputs.solids << s.platforms.map do |p| # outputs platforms onto screen
[p.x + 300, p.y - s.camera[:y], p.w, p.h] # add 300 to place platform in horizontal center
# don't forget, position of platform is denoted by bottom left hand corner
end
# outputs player using hash
outputs.solids << {
x: s.player.x + 300, # player positioned on top of platform
y: s.player.y - s.camera[:y],
w: s.player.w,
h: s.player.h,
r: 100, # color saturation
g: 100,
b: 200
}
end
# Performs calculations
def calc
s.platforms.each do |p| # for each platform in the collection
p.rect = [p.x, p.y, p.w, p.h] # set the definition
end
# sets player point by adding half the player's width to the player's x
s.player.point = [s.player.x + s.player.w.half, s.player.y] # change + to - and see what happens!
# search the platforms collection to find if the player's point is inside the rect of a platform
collision = s.platforms.find { |p| s.player.point.inside_rect? p.rect }
# if collision occurred and player is moving down (or not moving vertically at all)
if collision && s.player.dy <= 0
s.player.y = collision.rect.y + collision.rect.h - 2 # player positioned on top of platform
s.player.dy = 0 if s.player.dy < 0 # player stops moving vertically
if !s.player.platform
s.player.dx = 0 # no horizontal movement
end
# changes horizontal position of player by multiplying collision change in x (dx) by speed and adding it to current x
s.player.x += collision.dx * collision.speed
s.player.platform = collision # player is on the platform that it collided with (or landed on)
if s.player.falling # if player is falling
s.player.dx = 0 # no horizontal movement
end
s.player.falling = false
s.player.jumped_at = nil
else
s.player.platform = nil # player is not on a platform
s.player.y += s.player.dy # velocity is the change in position
s.player.dy += s.gravity # acceleration is the change in velocity; what goes up must come down
end
s.platforms.each do |p| # for each platform in the collection
p.x += p.dx * p.speed # x is incremented by product of dx and speed (causes platform to move horizontally)
# changes platform's x so it moves left and right across the screen (between -300 and 300 pixels)
if p.x < -300 # if platform goes too far left
p.dx *= -1 # dx is scaled down
p.x = -300 # as far left as possible within scope
elsif p.x > (1000 - p.w) # if platform's x is greater than 300
p.dx *= -1
p.x = (1000 - p.w) # set to 300 (as far right as possible within scope)
end
end
delta = (s.player.y - s.camera[:y] - 100) # used to position camera view
if delta > -200
s.camera[:y] += delta * 0.01 # allows player to see view as they move upwards
s.player.x += s.player.dx # velocity is change in position; change in x increases by dx
# searches platform collection to find platforms located more than 300 pixels above the player
has_platforms = s.platforms.find { |p| p.y > (s.player.y + 300) }
if !has_platforms # if there are no platforms 300 pixels above the player
width = 700 - (700 * (0.1 * s.player.platforms_cleared)) # the next platform is smaller than previous
s.player.platforms_cleared += 1 # player successfully cleared another platform
last_platform = s.platforms[-1] # platform just cleared becomes last platform
# another platform is created 300 pixels above the last platform, and this
# new platform has a smaller width and moves faster than all previous platforms
s.platforms << new_platform(x: (700 - width) * rand, # random x position
y: last_platform.y + 300,
w: width,
h: 32,
dx: 1.randomize(:sign), # random change in x
speed: 2 * s.player.platforms_cleared,
rect: nil)
end
else
# game over
s.as_hash.clear # otherwise clear the hash (no new platform is necessary)
init_game
end
end
# Takes input from the user to move the player
def input
if inputs.keyboard.space # if the space bar is pressed
s.player.jumped_at ||= s.tick_count # set to current frame
# if the time that has passed since the jump is less than the duration of a jump (10 frames)
# and the player is not falling
if s.player.jumped_at.elapsed_time < s.player_jump_power_duration && !s.player.falling
s.player.dy = s.player_jump_power # player jumps up
end
end
if inputs.keyboard.key_up.space # if space bar is in "up" state
s.player.falling = true # player is falling
end
if inputs.keyboard.left # if left key is pressed
s.player.dx -= s.player_acceleration # player's position changes, decremented by acceleration
s.player.dx = s.player.dx.greater(-s.player_max_run_speed) # dx is either current dx or -5, whichever is greater
elsif inputs.keyboard.right # if right key is pressed
s.player.dx += s.player_acceleration # player's position changes, incremented by acceleration
s.player.dx = s.player.dx.lesser(s.player_max_run_speed) # dx is either current dx or 5, whichever is lesser
else
s.player.dx *= s.player_speed_slowdown_rate # scales dx down
end
end
end
$game = VerticalPlatformer.new
def tick args
$game.args = args
$game.tick
end
Bouncing On Collision - ball.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/ball.rb
GRAVITY = -0.08
class Ball
attr_accessor :velocity, :center, :radius, :collision_enabled
def initialize args
#Start the ball in the top center
#@x = args.grid.w / 2
#@y = args.grid.h - 20
@velocity = {x: 0, y: 0}
#@width = 20
#@height = @width
@radius = 20.0 / 2.0
@center = {x: (args.grid.w / 2), y: (args.grid.h)}
#@left_wall = (args.state.board_width + args.grid.w / 8)
#@right_wall = @left_wall + args.state.board_width
@left_wall = 0
@right_wall = Grid.right
@max_velocity = 7
@collision_enabled = true
end
#Move the ball according to its velocity
def update args
@center.x += @velocity.x
@center.y += @velocity.y
@velocity.y += GRAVITY
alpha = 0.2
if @center.y-@radius <= 0
@velocity.y = (@velocity.y.abs*0.7).abs
@velocity.x = (@velocity.x.abs*0.9).abs * ((@velocity.x < 0) ? -1 : 1)
if @velocity.y.abs() < alpha
@velocity.y=0
end
if @velocity.x.abs() < alpha
@velocity.x=0
end
end
if @center.x > args.grid.right+@radius*2
@center.x = 0-@radius
elsif @center.x< 0-@radius*2
@center.x = args.grid.right + @radius
end
end
def wallBounds args
#if @x < @left_wall || @x + @width > @right_wall
#@velocity.x *= -1.1
#if @velocity.x > @max_velocity
#@velocity.x = @max_velocity
#elsif @velocity.x < @max_velocity * -1
#@velocity.x = @max_velocity * -1
#end
#end
#if @y < 0 || @y + @height > args.grid.h
#@velocity.y *= -1.1
#if @velocity.y > @max_velocity
#@velocity.y = @max_velocity
#elsif @velocity.y < @max_velocity * -1
#@velocity.y = @max_velocity * -1
#end
#end
end
#render the ball to the screen
def draw args
#args.outputs.solids << [@x, @y, @width, @height, 255, 255, 0];
args.outputs.sprites << [
@center.x-@radius,
@center.y-@radius,
@radius*2,
@radius*2,
"sprites/circle-white.png",
0,
255,
255, #r
0, #g
255 #b
]
end
end
Bouncing On Collision - block.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/block.rb
DEGREES_TO_RADIANS = Math::PI / 180
class Block
def initialize(x, y, block_size, rotation)
@x = x
@y = y
@block_size = block_size
@rotation = rotation
#The repel velocity?
@velocity = {x: 2, y: 0}
horizontal_offset = (3 * block_size) * Math.cos(rotation * DEGREES_TO_RADIANS)
vertical_offset = block_size * Math.sin(rotation * DEGREES_TO_RADIANS)
if rotation >= 0
theta = 90 - rotation
#The line doesn't visually line up exactly with the edge of the sprite, so artificially move it a bit
modifier = 5
x_offset = modifier * Math.cos(theta * DEGREES_TO_RADIANS)
y_offset = modifier * Math.sin(theta * DEGREES_TO_RADIANS)
@x1 = @x - x_offset
@y1 = @y + y_offset
@x2 = @x1 + horizontal_offset
@y2 = @y1 + (vertical_offset * 3)
@imaginary_line = [ @x1, @y1, @x2, @y2 ]
else
theta = 90 + rotation
x_offset = @block_size * Math.cos(theta * DEGREES_TO_RADIANS)
y_offset = @block_size * Math.sin(theta * DEGREES_TO_RADIANS)
@x1 = @x + x_offset
@y1 = @y + y_offset + 19
@x2 = @x1 + horizontal_offset
@y2 = @y1 + (vertical_offset * 3)
@imaginary_line = [ @x1, @y1, @x2, @y2 ]
end
end
def draw args
args.outputs.sprites << [
@x,
@y,
@block_size*3,
@block_size,
"sprites/square-green.png",
@rotation
]
args.outputs.lines << @imaginary_line
args.outputs.solids << @debug_shape
end
def multiply_matricies
end
def calc args
if collision? args
collide args
end
end
#Determine if the ball and block are touching
def collision? args
#The minimum area enclosed by the center of the ball and the 2 corners of the block
#If the area ever drops below this value, we know there is a collision
min_area = ((@block_size * 3) * args.state.ball.radius) / 2
#https://www.mathopenref.com/coordtrianglearea.html
ax = @x1
ay = @y1
bx = @x2
by = @y2
cx = args.state.ball.center.x
cy = args.state.ball.center.y
current_area = (ax*(by-cy)+bx*(cy-ay)+cx*(ay-by))/2
collision = false
if @rotation >= 0
if (current_area < min_area &&
current_area > 0 &&
args.state.ball.center.y > @y1 &&
args.state.ball.center.x < @x2)
collision = true
end
else
if (current_area < min_area &&
current_area > 0 &&
args.state.ball.center.y > @y2 &&
args.state.ball.center.x > @x1)
collision = true
end
end
return collision
end
def collide args
#Slope of the block
slope = (@y2 - @y1) / (@x2 - @x1)
#Create a unit vector and tilt it (@rotation) number of degrees
x = -Math.cos(@rotation * DEGREES_TO_RADIANS)
y = Math.sin(@rotation * DEGREES_TO_RADIANS)
#Find the vector that is perpendicular to the slope
perpVect = { x: x, y: y }
mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magniude of the perpVect
perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magniude to make it a unit vector
previousPosition = { # calculate an ESTIMATE of the previousPosition of the ball
x:args.state.ball.center.x-args.state.ball.velocity.x,
y:args.state.ball.center.y-args.state.ball.velocity.y
}
velocityMag = (args.state.ball.velocity.x**2 + args.state.ball.velocity.y**2)**0.5 # the current velocity magnitude of the ball
theta_ball = Math.atan2(args.state.ball.velocity.y, args.state.ball.velocity.x) #the angle of the ball's velocity
theta_repel = (180 * DEGREES_TO_RADIANS) - theta_ball + (@rotation * DEGREES_TO_RADIANS)
fbx = velocityMag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = velocityMag * Math.sin(theta_ball) #the y component of the ball's velocity
frx = velocityMag * Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = velocityMag * Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
args.state.display_value = velocityMag
fsumx = fbx+frx #sum of x forces
fsumy = fby+fry #sum of y forces
fr = velocityMag #fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) #thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew) #resulting x velocity
ynew = fr*Math.sin(thetaNew) #resulting y velocity
dampener = 0.3
ynew *= dampener * 0.5
#If the bounce is very low, that means the ball is rolling and we don't want to dampenen the X velocity
if ynew > -0.1
xnew *= dampener
end
#Add the sine component of gravity back in (X component)
gravity_x = 4 * Math.sin(@rotation * DEGREES_TO_RADIANS)
xnew += gravity_x
args.state.ball.velocity.x = -xnew
args.state.ball.velocity.y = -ynew
#Set the position of the ball to the previous position so it doesn't warp throught the block
args.state.ball.center.x = previousPosition.x
args.state.ball.center.y = previousPosition.y
end
end
Bouncing On Collision - cannon.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/cannon.rb
class Cannon
def initialize args
@pointA = {x: args.grid.right/2,y: args.grid.top}
@pointB = {x: args.inputs.mouse.x, y: args.inputs.mouse.y}
end
def update args
activeBall = args.state.ball
@pointB = {x: args.inputs.mouse.x, y: args.inputs.mouse.y}
if args.inputs.mouse.click
alpha = 0.01
activeBall.velocity.y = (@pointB.y - @pointA.y) * alpha
activeBall.velocity.x = (@pointB.x - @pointA.x) * alpha
activeBall.center = {x: (args.grid.w / 2), y: (args.grid.h)}
end
end
def render args
args.outputs.lines << [@pointA.x, @pointA.y, @pointB.x, @pointB.y]
end
end
Bouncing On Collision - main.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/main.rb
INFINITY= 10**10
require 'app/vector2d.rb'
require 'app/peg.rb'
require 'app/block.rb'
require 'app/ball.rb'
require 'app/cannon.rb'
#Method to init default values
def defaults args
args.state.pegs ||= []
args.state.blocks ||= []
args.state.cannon ||= Cannon.new args
args.state.ball ||= Ball.new args
args.state.horizontal_offset ||= 0
init_pegs args
init_blocks args
args.state.display_value ||= "test"
end
begin :default_methods
def init_pegs args
num_horizontal_pegs = 14
num_rows = 5
return unless args.state.pegs.count < num_rows * num_horizontal_pegs
block_size = 32
block_spacing = 50
total_width = num_horizontal_pegs * (block_size + block_spacing)
starting_offset = (args.grid.w - total_width) / 2 + block_size
for i in (0...num_rows)
for j in (0...num_horizontal_pegs)
row_offset = 0
if i % 2 == 0
row_offset = 20
else
row_offset = -20
end
args.state.pegs.append(Peg.new(j * (block_size+block_spacing) + starting_offset + row_offset, (args.grid.h - block_size * 2) - (i * block_size * 2)-90, block_size))
end
end
end
def init_blocks args
return unless args.state.blocks.count < 10
#Sprites are rotated in degrees, but the Ruby math functions work on radians
radians_to_degrees = Math::PI / 180
block_size = 25
#Rotation angle (in degrees) of the blocks
rotation = 30
vertical_offset = block_size * Math.sin(rotation * radians_to_degrees)
horizontal_offset = (3 * block_size) * Math.cos(rotation * radians_to_degrees)
center = args.grid.w / 2
for i in (0...5)
#Create a ramp of blocks. Not going to be perfect because of the float to integer conversion and anisotropic to isotropic coversion
args.state.blocks.append(Block.new((center + 100 + (i * horizontal_offset)).to_i, 100 + (vertical_offset * i) + (i * block_size), block_size, rotation))
args.state.blocks.append(Block.new((center - 100 - (i * horizontal_offset)).to_i, 100 + (vertical_offset * i) + (i * block_size), block_size, -rotation))
end
end
end
#Render loop
def render args
args.outputs.borders << args.state.game_area
render_pegs args
render_blocks args
args.state.cannon.render args
args.state.ball.draw args
end
begin :render_methods
#Draw the pegs in a grid pattern
def render_pegs args
args.state.pegs.each do |peg|
peg.draw args
end
end
def render_blocks args
args.state.blocks.each do |block|
block.draw args
end
end
end
#Calls all methods necessary for performing calculations
def calc args
args.state.pegs.each do |peg|
peg.calc args
end
args.state.blocks.each do |block|
block.calc args
end
args.state.ball.update args
args.state.cannon.update args
end
begin :calc_methods
end
def tick args
defaults args
render args
calc args
end
Bouncing On Collision - peg.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/peg.rb
class Peg
def initialize(x, y, block_size)
@x = x # x cordinate of the LEFT side of the peg
@y = y # y cordinate of the RIGHT side of the peg
@block_size = block_size # diameter of the peg
@radius = @block_size/2.0 # radius of the peg
@center = { # cordinatees of the CENTER of the peg
x: @x+@block_size/2.0,
y: @y+@block_size/2.0
}
@r = 255 # color of the peg
@g = 0
@b = 0
@velocity = {x: 2, y: 0}
end
def draw args
args.outputs.sprites << [ # draw the peg according to the @x, @y, @radius, and the RGB
@x,
@y,
@radius*2.0,
@radius*2.0,
"sprites/circle-white.png",
0,
255,
@r, #r
@g, #g
@b #b
]
end
def calc args
if collisionWithBounce? args # if the is a collision with the bouncing ball
collide args
@r = 0
@b = 0
@g = 255
else
end
end
# do two circles (the ball and this peg) intersect
def collisionWithBounce? args
squareDistance = ( # the squared distance between the ball's center and this peg's center
(args.state.ball.center.x - @center.x) ** 2.0 +
(args.state.ball.center.y - @center.y) ** 2.0
)
radiusSum = ( # the sum of the radius squared of the this peg and the ball
(args.state.ball.radius + @radius) ** 2.0
)
# if the squareDistance is less or equal to radiusSum, then there is a radial intersection between the ball and this peg
return (squareDistance <= radiusSum)
end
# ! The following links explain the getRepelMagnitude function !
# https://raw.githubusercontent.com/DragonRuby/dragonruby-game-toolkit-physics/master/docs/docImages/LinearCollider_4.png
# https://raw.githubusercontent.com/DragonRuby/dragonruby-game-toolkit-physics/master/docs/docImages/LinearCollider_5.png
# https://github.com/DragonRuby/dragonruby-game-toolkit-physics/blob/master/docs/LinearCollider.md
def getRepelMagnitude (args, fbx, fby, vrx, vry, ballMag)
a = fbx ; b = vrx ; c = fby
d = vry ; e = ballMag
if b**2 + d**2 == 0
#unexpected
end
x1 = (-a*b+-c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 + d**2 - a**2 * d**2)**0.5)/(b**2 + d**2)
x2 = -((a*b + c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 * d**2 - a**2 * d**2)**0.5)/(b**2 + d**2))
err = 0.00001
o = ((fbx + x1*vrx)**2 + (fby + x1*vry)**2 ) ** 0.5
p = ((fbx + x2*vrx)**2 + (fby + x2*vry)**2 ) ** 0.5
r = 0
if (ballMag >= o-err and ballMag <= o+err)
r = x1
elsif (ballMag >= p-err and ballMag <= p+err)
r = x2
else
#unexpected
end
if (args.state.ball.center.x > @center.x)
return x2*-1
end
return x2
#return r
end
#this sets the new velocity of the ball once it has collided with this peg
def collide args
normalOfRCCollision = [ #this is the normal of the collision in COMPONENT FORM
{x: @center.x, y: @center.y}, #see https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.mathscard.co.uk%2Fonline%2Fcircle-coordinate-geometry%2F&psig=AOvVaw2GcD-e2-nJR_IUKpw3hO98&ust=1605731315521000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCMjBo7e1iu0CFQAAAAAdAAAAABAD
{x: args.state.ball.center.x, y: args.state.ball.center.y},
]
normalSlope = ( #normalSlope is the slope of normalOfRCCollision
(normalOfRCCollision[1].y - normalOfRCCollision[0].y) /
(normalOfRCCollision[1].x - normalOfRCCollision[0].x)
)
slope = normalSlope**-1.0 * -1 # slope is the slope of the tangent
# args.state.display_value = slope
pointA = { # pointA and pointB are using the var slope to tangent in COMPONENT FORM
x: args.state.ball.center.x-1,
y: -(slope-args.state.ball.center.y)
}
pointB = {
x: args.state.ball.center.x+1,
y: slope+args.state.ball.center.y
}
perpVect = {x: pointB.x - pointA.x, y:pointB.y - pointA.y} # perpVect is to be VECTOR of the perpendicular tangent
mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magniude of the perpVect
perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magniude to make it a unit vector
perpVect = {x: -perpVect.y, y: perpVect.x} # swap the x and y and multiply by -1 to make the vector perpendicular
args.state.display_value = perpVect
if perpVect.y > 0 #ensure perpVect points upward
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
previousPosition = { # calculate an ESTIMATE of the previousPosition of the ball
x:args.state.ball.center.x-args.state.ball.velocity.x,
y:args.state.ball.center.y-args.state.ball.velocity.y
}
yInterc = pointA.y + -slope*pointA.x
if slope == INFINITY # the perpVect presently either points in the correct dirrection or it is 180 degrees off we need to correct this
if previousPosition.x < pointA.x
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
yInterc = -INFINITY
end
elsif previousPosition.y < slope*previousPosition.x + yInterc # check if ball is bellow or above the collider to determine if perpVect is - or +
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
velocityMag = # the current velocity magnitude of the ball
(args.state.ball.velocity.x**2 + args.state.ball.velocity.y**2)**0.5
theta_ball=
Math.atan2(args.state.ball.velocity.y,args.state.ball.velocity.x) #the angle of the ball's velocity
theta_repel=
Math.atan2(args.state.ball.center.y,args.state.ball.center.x) #the angle of the repelling force(perpVect)
fbx = velocityMag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = velocityMag * Math.sin(theta_ball) #the y component of the ball's velocity
repelMag = getRepelMagnitude( # the magniude of the collision vector
args,
fbx,
fby,
perpVect.x,
perpVect.y,
(args.state.ball.velocity.x**2 + args.state.ball.velocity.y**2)**0.5
)
frx = repelMag* Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = repelMag* Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
fsumx = fbx+frx # sum of x forces
fsumy = fby+fry # sum of y forces
fr = velocityMag # fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) # thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew) # resulting x velocity
ynew = fr*Math.sin(thetaNew) # resulting y velocity
if (args.state.ball.center.x >= @center.x) # this is necessary for the ball colliding on the right side of the peg
xnew=xnew.abs
end
args.state.ball.velocity.x = xnew # set the x-velocity to the new velocity
if args.state.ball.center.y > @center.y # if the ball is above the middle of the peg we need to temporarily ignore some of the gravity
args.state.ball.velocity.y = ynew + GRAVITY * 0.01
else
args.state.ball.velocity.y = ynew - GRAVITY * 0.01 # if the ball is bellow the middle of the peg we need to temporarily increase the power of the gravity
end
args.state.ball.center.x+= args.state.ball.velocity.x # update the position of the ball so it never looks like the ball is intersecting the circle
args.state.ball.center.y+= args.state.ball.velocity.y
end
end
Bouncing On Collision - vector2d.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/vector2d.rb
class Vector2d
attr_accessor :x, :y
def initialize x=0, y=0
@x=x
@y=y
end
#returns a vector multiplied by scalar x
#x [float] scalar
def mult x
r = Vector2d.new(0,0)
r.x=@x*x
r.y=@y*x
r
end
# vect [Vector2d] vector to copy
def copy vect
Vector2d.new(@x, @y)
end
#returns a new vector equivalent to this+vect
#vect [Vector2d] vector to add to self
def add vect
Vector2d.new(@x+vect.x,@y+vect.y)
end
#returns a new vector equivalent to this-vect
#vect [Vector2d] vector to subtract to self
def sub vect
Vector2d.new(@x-vect.c, @y-vect.y)
end
#return the magnitude of the vector
def mag
((@x**2)+(@y**2))**0.5
end
#returns a new normalize version of the vector
def normalize
Vector2d.new(@x/mag, @y/mag)
end
#TODO delet?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end
end
Arbitrary Collision - ball.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/ball.rb
class Ball
attr_accessor :velocity, :child, :parent, :number, :leastChain
attr_reader :x, :y, :hypotenuse, :width, :height
def initialize args, number, leastChain, parent, child
#Start the ball in the top center
@number = number
@leastChain = leastChain
@x = args.grid.w / 2
@y = args.grid.h - 20
@velocity = Vector2d.new(2, -2)
@width = 10
@height = 10
@left_wall = (args.state.board_width + args.grid.w / 8)
@right_wall = @left_wall + args.state.board_width
@max_velocity = MAX_VELOCITY
@child = child
@parent = parent
@past = [{x: @x, y: @y}]
@next = nil
end
def reassignLeastChain (lc=nil)
if (lc == nil)
lc = @number
end
@leastChain = lc
if (parent != nil)
@parent.reassignLeastChain(lc)
end
end
def makeLeader args
if isLeader
return
end
@parent.reassignLeastChain
args.state.ballParents.push(self)
@parent = nil
end
def isLeader
return (parent == nil)
end
def receiveNext (p)
#trace!
if parent != nil
@x = p[:x]
@y = p[:y]
@velocity = p[:velocity]
#puts @x.to_s + "|" + @y.to_s + "|"[email protected]_s
@past.append(p)
if (@past.length >= BALL_DISTANCE)
if (@child != nil)
@child.receiveNext(@past[0])
@past.shift
end
end
end
end
#Move the ball according to its velocity
def update args
if isLeader
wallBounds args
@x += @velocity.x
@y += @velocity.y
@past.append({x: @x, y: @y, velocity: @velocity})
#puts @past
if (@past.length >= BALL_DISTANCE)
if (@child != nil)
@child.receiveNext(@past[0])
@past.shift
end
end
else
puts "unexpected"
raise "unexpected"
end
end
def wallBounds args
b= false
if @x < @left_wall
@velocity.x = @velocity.x.abs() * 1
b=true
elsif @x + @width > @right_wall
@velocity.x = @velocity.x.abs() * -1
b=true
end
if @y < 0
@velocity.y = @velocity.y.abs() * 1
b=true
elsif @y + @height > args.grid.h
@velocity.y = @velocity.y.abs() * -1
b=true
end
mag = (@velocity.x**2.0 + @velocity.y**2.0)**0.5
if (b == true && mag < MAX_VELOCITY)
@velocity.x*=1.1;
@velocity.y*=1.1;
end
end
#render the ball to the screen
def draw args
#update args
#args.outputs.solids << [@x, @y, @width, @height, 255, 255, 0];
#args.outputs.sprits << {
#x: @x,
#y: @y,
#w: @width,
#h: @height,
#path: "sprites/ball10.png"
#}
#args.outputs.sprites <<[@x, @y, @width, @height, "sprites/ball10.png"]
args.outputs.sprites << {x: @x, y: @y, w: @width, h: @height, path:"sprites/ball10.png" }
end
def getDraw args
#wallBounds args
#update args
#args.outputs.labels << [@x, @y, @number.to_s + "|" + @leastChain.to_s]
return [@x, @y, @width, @height, "sprites/ball10.png"]
end
def getPoints args
points = [
{x:@x+@width/2, y: @y},
{x:@x+@width, y:@y+@height/2},
{x:@x+@width/2,y:@y+@height},
{x:@x,y:@y+@height/2}
]
#psize = 5.0
#for p in points
#args.outputs.solids << [p.x-psize/2.0, p.y-psize/2.0, psize, psize, 0, 0, 0];
#end
return points
end
def serialize
{x: @x, y:@y}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
Arbitrary Collision - blocks.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/blocks.rb
MAX_COUNT=100
def universalUpdateOne args, shape
didHit = false
hitters = []
#puts shape.to_s
toCollide = nil
for b in args.state.balls
if [b.x, b.y, b.width, b.height].intersect_rect?(shape.bold)
didSquare = false
for s in shape.squareColliders
if (s.collision?(args, b))
didSquare = true
didHit = true
#s.collide(args, b)
toCollide = s
#hitter = b
hitters.append(b)
end #end if
end #end for
if (didSquare == false)
for c in shape.colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args),b)
#c.collide args, b
toCollide = c
didHit = true
hitters.append(b)
end #end if
end #end for
end #end if
end#end if
end#end for
if (didHit)
shape.count=0
hitters = hitters.uniq
for hitter in hitters
hitter.makeLeader args
#toCollide.collide(args, hitter)
if shape.home == "squares"
args.state.squares.delete(shape)
elsif shape.home == "tshapes"
args.state.tshapes.delete(shape)
else shape.home == "lines"
args.state.lines.delete(shape)
end
end
#puts "HIT!" + hitter.number
end
end
def universalUpdate args, shape
#puts shape.home
if (shape.count <= 1)
universalUpdateOne args, shape
return
end
didHit = false
hitter = nil
for b in args.state.ballParents
if [b.x, b.y, b.width, b.height].intersect_rect?(shape.bold)
didSquare = false
for s in shape.squareColliders
if (s.collision?(args, b))
didSquare = true
didHit = true
s.collide(args, b)
hitter = b
end
end
if (didSquare == false)
for c in shape.colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args),b)
c.collide args, b
didHit = true
hitter = b
end
end
end
end
end
if (didHit)
shape.count=shape.count-1
shape.damageCount.append([(hitter.leastChain+1 - hitter.number)-1, Kernel.tick_count])
end
i=0
while i < shape.damageCount.length
if shape.damageCount[i][0] <= 0
shape.damageCount.delete_at(i)
i-=1
elsif shape.damageCount[i][1].elapsed_time > BALL_DISTANCE and shape.damageCount[i][0] > 1
shape.count-=1
shape.damageCount[i][0]-=1
shape.damageCount[i][1] = Kernel.tick_count
end
i+=1
end
end
class Square
attr_accessor :count, :x, :y, :home, :bold, :squareColliders, :colliders, :damageCount
def initialize(args, x, y, block_size, orientation, block_offset)
@x = x * block_size
@y = y * block_size
@block_size = block_size
@block_offset = block_offset
@orientation = orientation
@damageCount = []
@home = 'squares'
Kernel.srand()
@r = rand(255)
@g = rand(255)
@b = rand(255)
@count = rand(MAX_COUNT)+1
x_offset = (args.state.board_width + args.grid.w / 8) + @block_offset / 2
@x_adjusted = @x + x_offset
@y_adjusted = @y
@size_adjusted = @block_size * 2 - @block_offset
hypotenuse=args.state.ball_hypotenuse
@bold = [(@x_adjusted-hypotenuse/2)-1, (@y_adjusted-hypotenuse/2)-1, @size_adjusted + hypotenuse + 2, @size_adjusted + hypotenuse + 2]
@points = [
{x:@x_adjusted, y:@y_adjusted},
{x:@x_adjusted+@size_adjusted, y:@y_adjusted},
{x:@x_adjusted+@size_adjusted, y:@y_adjusted+@size_adjusted},
{x:@x_adjusted, y:@y_adjusted+@size_adjusted}
]
@squareColliders = [
SquareCollider.new(@points[0].x,@points[0].y,{x:-1,y:-1}),
SquareCollider.new(@points[1].x-COLLISIONWIDTH,@points[1].y,{x:1,y:-1}),
SquareCollider.new(@points[2].x-COLLISIONWIDTH,@points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(@points[3].x,@points[3].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(@points[0],@points[1], :neg),
LinearCollider.new(@points[1],@points[2], :neg),
LinearCollider.new(@points[2],@points[3], :pos),
LinearCollider.new(@points[0],@points[3], :pos)
]
end
def draw(args)
#Offset the coordinates to the edge of the game area
x_offset = (args.state.board_width + args.grid.w / 8) + @block_offset / 2
#args.outputs.solids << [@x + x_offset, @y, @block_size * 2 - @block_offset, @block_size * 2 - @block_offset, @r, @g, @b]
args.outputs.solids <<{x: (@x + x_offset), y: (@y), w: (@block_size * 2 - @block_offset), h: (@block_size * 2 - @block_offset), r: @r , g: @g , b: @b }
#args.outputs.solids << @bold.append([255,0,0])
args.outputs.labels << [@x + x_offset + (@block_size * 2 - @block_offset)/2, (@y) + (@block_size * 2 - @block_offset)/2, @count.to_s]
end
def update args
universalUpdate args, self
end
end
class TShape
attr_accessor :count, :x, :y, :home, :bold, :squareColliders, :colliders, :damageCount
def initialize(args, x, y, block_size, orientation, block_offset)
@x = x * block_size
@y = y * block_size
@block_size = block_size
@block_offset = block_offset
@orientation = orientation
@damageCount = []
@home = "tshapes"
Kernel.srand()
@r = rand(255)
@g = rand(255)
@b = rand(255)
@count = rand(MAX_COUNT)+1
@shapePoints = getShapePoints(args)
minX={x:INFINITY, y:0}
minY={x:0, y:INFINITY}
maxX={x:-INFINITY, y:0}
maxY={x:0, y:-INFINITY}
for p in @shapePoints
if p.x < minX.x
minX = p
end
if p.x > maxX.x
maxX = p
end
if p.y < minY.y
minY = p
end
if p.y > maxY.y
maxY = p
end
end
hypotenuse=args.state.ball_hypotenuse
@bold = [(minX.x-hypotenuse/2)-1, (minY.y-hypotenuse/2)-1, -((minX.x-hypotenuse/2)-1)+(maxX.x + hypotenuse + 2), -((minY.y-hypotenuse/2)-1)+(maxY.y + hypotenuse + 2)]
end
def getShapePoints(args)
points=[]
x_offset = (args.state.board_width + args.grid.w / 8) + (@block_offset / 2)
if @orientation == :right
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2, @block_size, @r, @g, @b]
points = [
{x:@x + x_offset, y:@y},
{x:(@x + x_offset)+(@block_size - @block_offset), y:@y},
{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size},
{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size},
{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size+@block_size},
{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size+@block_size},
{x:(@x + x_offset)+(@block_size - @block_offset), y:@y+ @block_size * 3 - @block_offset},
{x:@x + x_offset , y:@y+ @block_size * 3 - @block_offset}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x,points[2].y-COLLISIONWIDTH,{x:1,y:-1}),
SquareCollider.new(points[3].x-COLLISIONWIDTH,points[3].y,{x:1,y:-1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[5].x,points[5].y,{x:1,y:1}),
SquareCollider.new(points[6].x-COLLISIONWIDTH,points[6].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[7].x,points[7].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :neg),
LinearCollider.new(points[3],points[4], :neg),
LinearCollider.new(points[4],points[5], :pos),
LinearCollider.new(points[5],points[6], :neg),
LinearCollider.new(points[6],points[7], :pos),
LinearCollider.new(points[0],points[7], :pos)
]
elsif @orientation == :up
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size, @block_size * 2, @r, @g, @b]
points = [
{x:@x + x_offset, y:@y},
{x:(@x + x_offset)+(@block_size * 3 - @block_offset), y:@y},
{x:(@x + x_offset)+(@block_size * 3 - @block_offset), y:@y+(@block_size - @block_offset)},
{x:@x + x_offset + @block_size + @block_size, y:@y+(@block_size - @block_offset)},
{x:@x + x_offset + @block_size + @block_size, y:@y+@block_size*2},
{x:@x + x_offset + @block_size, y:@y+@block_size*2},
{x:@x + x_offset + @block_size, y:@y+(@block_size - @block_offset)},
{x:@x + x_offset, y:@y+(@block_size - @block_offset)}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[3].x,points[3].y,{x:1,y:1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[5].x,points[5].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[6].x-COLLISIONWIDTH,points[6].y,{x:-1,y:1}),
SquareCollider.new(points[7].x,points[7].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :pos),
LinearCollider.new(points[3],points[4], :neg),
LinearCollider.new(points[4],points[5], :pos),
LinearCollider.new(points[5],points[6], :neg),
LinearCollider.new(points[6],points[7], :pos),
LinearCollider.new(points[0],points[7], :pos)
]
elsif @orientation == :left
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2 - @block_offset, @block_size - @block_offset, @r, @g, @b]
xh = @x + x_offset
#points = [
#{x:@x + x_offset, y:@y},
#{x:(@x + x_offset)+(@block_size - @block_offset), y:@y},
#{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size},
#{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size},
#{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size+@block_size},
#{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size+@block_size},
#{x:(@x + x_offset)+(@block_size - @block_offset), y:@y+ @block_size * 3 - @block_offset},
#{x:@x + x_offset , y:@y+ @block_size * 3 - @block_offset}
#]
points = [
{x:@x + x_offset + @block_size, y:@y},
{x:@x + x_offset + @block_size + (@block_size - @block_offset), y:@y},
{x:@x + x_offset + @block_size + (@block_size - @block_offset),y:@y+@block_size*3- @block_offset},
{x:@x + x_offset + @block_size, y:@y+@block_size*3- @block_offset},
{x:@x + x_offset+@block_size, y:@y+@block_size*2- @block_offset},
{x:@x + x_offset, y:@y+@block_size*2- @block_offset},
{x:@x + x_offset, y:@y+@block_size},
{x:@x + x_offset+@block_size, y:@y+@block_size}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[3].x,points[3].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y,{x:-1,y:1}),
SquareCollider.new(points[5].x,points[5].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[6].x,points[6].y,{x:-1,y:-1}),
SquareCollider.new(points[7].x-COLLISIONWIDTH,points[7].y-COLLISIONWIDTH,{x:-1,y:-1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :pos),
LinearCollider.new(points[3],points[4], :neg),
LinearCollider.new(points[4],points[5], :pos),
LinearCollider.new(points[5],points[6], :neg),
LinearCollider.new(points[6],points[7], :neg),
LinearCollider.new(points[0],points[7], :pos)
]
elsif @orientation == :down
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 2 - @block_offset, @r, @g, @b]
points = [
{x:@x + x_offset, y:@y+(@block_size*2)-@block_offset},
{x:@x + x_offset+ @block_size*3-@block_offset, y:@y+(@block_size*2)-@block_offset},
{x:@x + x_offset+ @block_size*3-@block_offset, y:@y+(@block_size)},
{x:@x + x_offset+ @block_size*2-@block_offset, y:@y+(@block_size)},
{x:@x + x_offset+ @block_size*2-@block_offset, y:@y},#
{x:@x + x_offset+ @block_size, y:@y},#
{x:@x + x_offset + @block_size, y:@y+(@block_size)},
{x:@x + x_offset, y:@y+(@block_size)}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y,{x:1,y:-1}),
SquareCollider.new(points[3].x,points[3].y-COLLISIONWIDTH,{x:1,y:-1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y,{x:1,y:-1}),
SquareCollider.new(points[5].x,points[5].y,{x:-1,y:-1}),
SquareCollider.new(points[6].x-COLLISIONWIDTH,points[6].y-COLLISIONWIDTH,{x:-1,y:-1}),
SquareCollider.new(points[7].x,points[7].y,{x:-1,y:-1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :pos),
LinearCollider.new(points[1],points[2], :pos),
LinearCollider.new(points[2],points[3], :neg),
LinearCollider.new(points[3],points[4], :pos),
LinearCollider.new(points[4],points[5], :neg),
LinearCollider.new(points[5],points[6], :pos),
LinearCollider.new(points[6],points[7], :neg),
LinearCollider.new(points[0],points[7], :neg)
]
end
return points
end
def draw(args)
#Offset the coordinates to the edge of the game area
x_offset = (args.state.board_width + args.grid.w / 8) + (@block_offset / 2)
if @orientation == :right
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: @y, w: @block_size - @block_offset, h: (@block_size * 3 - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2, @block_size, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y + @block_size), w: (@block_size * 2), h: (@block_size), r: @r , g: @g, b: @b }
elsif @orientation == :up
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y), w: (@block_size * 3 - @block_offset), h: (@block_size - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size, @block_size * 2, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset + @block_size), y: (@y), w: (@block_size), h: (@block_size * 2), r: @r , g: @g, b: @b}
elsif @orientation == :left
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset + @block_size), y: (@y), w: (@block_size - @block_offset), h: (@block_size * 3 - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2 - @block_offset, @block_size - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y + @block_size), w: (@block_size * 2 - @block_offset), h: (@block_size - @block_offset), r: @r , g: @g, b: @b}
elsif @orientation == :down
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y + @block_size), w: (@block_size * 3 - @block_offset), h: (@block_size - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 2 - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset + @block_size), y: (@y), w: (@block_size - @block_offset), h: ( @block_size * 2 - @block_offset), r: @r , g: @g, b: @b}
end
#psize = 5.0
#for p in @shapePoints
#args.outputs.solids << [p.x-psize/2, p.y-psize/2, psize, psize, 0, 0, 0]
#end
args.outputs.labels << [@x + x_offset + (@block_size * 2 - @block_offset)/2, (@y) + (@block_size * 2 - @block_offset)/2, @count.to_s]
end
def updateOne_old args
didHit = false
hitter = nil
toCollide = nil
for b in args.state.balls
if [b.x, b.y, b.width, b.height].intersect_rect?(@bold)
didSquare = false
for s in @squareColliders
if (s.collision?(args, b))
didSquare = true
didHit = true
#s.collide(args, b)
toCollide = s
hitter = b
break
end
end
if (didSquare == false)
for c in @colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args),b)
#c.collide args, b
toCollide = c
didHit = true
hitter = b
break
end
end
end
end
if didHit
break
end
end
if (didHit)
@count=0
hitter.makeLeader args
#toCollide.collide(args, hitter)
args.state.tshapes.delete(self)
#puts "HIT!" + hitter.number
end
end
def update_old args
if (@count == 1)
updateOne args
return
end
didHit = false
hitter = nil
for b in args.state.ballParents
if [b.x, b.y, b.width, b.height].intersect_rect?(@bold)
didSquare = false
for s in @squareColliders
if (s.collision?(args, b))
didSquare = true
didHit=true
s.collide(args, b)
hitter = b
end
end
if (didSquare == false)
for c in @colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args), b)
c.collide args, b
didHit=true
hitter = b
end
end
end
end
end
if (didHit)
@count=@count-1
@damageCount.append([(hitter.leastChain+1 - hitter.number)-1, Kernel.tick_count])
if (@count == 0)
args.state.tshapes.delete(self)
return
end
end
i=0
while i < @damageCount.length
if @damageCount[i][0] <= 0
@damageCount.delete_at(i)
i-=1
elsif @damageCount[i][1].elapsed_time > BALL_DISTANCE
@count-=1
@damageCount[i][0]-=1
end
if (@count == 0)
args.state.tshapes.delete(self)
return
end
i+=1
end
end #end update
def update args
universalUpdate args, self
end
end
class Line
attr_accessor :count, :x, :y, :home, :bold, :squareColliders, :colliders, :damageCount
def initialize(args, x, y, block_size, orientation, block_offset)
@x = x * block_size
@y = y * block_size
@block_size = block_size
@block_offset = block_offset
@orientation = orientation
@damageCount = []
@home = "lines"
Kernel.srand()
@r = rand(255)
@g = rand(255)
@b = rand(255)
@count = rand(MAX_COUNT)+1
@shapePoints = getShapePoints(args)
minX={x:INFINITY, y:0}
minY={x:0, y:INFINITY}
maxX={x:-INFINITY, y:0}
maxY={x:0, y:-INFINITY}
for p in @shapePoints
if p.x < minX.x
minX = p
end
if p.x > maxX.x
maxX = p
end
if p.y < minY.y
minY = p
end
if p.y > maxY.y
maxY = p
end
end
hypotenuse=args.state.ball_hypotenuse
@bold = [(minX.x-hypotenuse/2)-1, (minY.y-hypotenuse/2)-1, -((minX.x-hypotenuse/2)-1)+(maxX.x + hypotenuse + 2), -((minY.y-hypotenuse/2)-1)+(maxY.y + hypotenuse + 2)]
end
def getShapePoints(args)
points=[]
x_offset = (args.state.board_width + args.grid.w / 8) + (@block_offset / 2)
if @orientation == :right
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size * 3 - @block_offset
ha =(@block_size - @block_offset)
elsif @orientation == :up
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size - @block_offset
ha =@block_size * 3 - @block_offset
elsif @orientation == :left
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size * 3 - @block_offset
ha =@block_size - @block_offset
elsif @orientation == :down
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size - @block_offset
ha =@block_size * 3 - @block_offset
end
points = [
{x: xa, y:ya},
{x: xa + wa,y:ya},
{x: xa + wa,y:ya+ha},
{x: xa, y:ya+ha},
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[3].x,points[3].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :pos),
LinearCollider.new(points[0],points[3], :pos),
]
return points
end
def update args
universalUpdate args, self
end
def draw(args)
x_offset = (args.state.board_width + args.grid.w / 8) + @block_offset / 2
if @orientation == :right
args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
elsif @orientation == :up
args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
elsif @orientation == :left
args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
elsif @orientation == :down
args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
end
args.outputs.labels << [@x + x_offset + (@block_size * 2 - @block_offset)/2, (@y) + (@block_size * 2 - @block_offset)/2, @count.to_s]
end
end
Arbitrary Collision - linear_collider.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/linear_collider.rb
COLLISIONWIDTH=8
class LinearCollider
attr_reader :pointA, :pointB
def initialize (pointA, pointB, mode,collisionWidth=COLLISIONWIDTH)
@pointA = pointA
@pointB = pointB
@mode = mode
@collisionWidth = collisionWidth
if (@pointA.x > @pointB.x)
@pointA, @pointB = @pointB, @pointA
end
@linearCollider_collision_once = false
end
def collisionSlope args
if (@[email protected] == 0)
return INFINITY
end
return (@pointB.y - @pointA.y) / (@pointB.x - @pointA.x)
end
def collision? (args, points, ball=nil)
slope = collisionSlope args
result = false
# calculate a vector with a magnitude of (1/2)collisionWidth and a direction perpendicular to the collision line
vect=nil;mag=nil;vect=nil;
if @mode == :both
vect = {x: @pointB.x - @pointA.x, y:@pointB.y - @pointA.y}
mag = (vect.x**2 + vect.y**2)**0.5
vect = {y: -1*(vect.x/(mag))*@collisionWidth*0.5, x: (vect.y/(mag))*@collisionWidth*0.5}
else
vect = {x: @pointB.x - @pointA.x, y:@pointB.y - @pointA.y}
mag = (vect.x**2 + vect.y**2)**0.5
vect = {y: -1*(vect.x/(mag))*@collisionWidth, x: (vect.y/(mag))*@collisionWidth}
end
rpointA=nil;rpointB=nil;rpointC=nil;rpointD=nil;
if @mode == :pos
rpointA = {x:@pointA.x + vect.x, y:@pointA.y + vect.y}
rpointB = {x:@pointB.x + vect.x, y:@pointB.y + vect.y}
rpointC = {x:@pointB.x, y:@pointB.y}
rpointD = {x:@pointA.x, y:@pointA.y}
elsif @mode == :neg
rpointA = {x:@pointA.x, y:@pointA.y}
rpointB = {x:@pointB.x, y:@pointB.y}
rpointC = {x:@pointB.x - vect.x, y:@pointB.y - vect.y}
rpointD = {x:@pointA.x - vect.x, y:@pointA.y - vect.y}
elsif @mode == :both
rpointA = {x:@pointA.x + vect.x, y:@pointA.y + vect.y}
rpointB = {x:@pointB.x + vect.x, y:@pointB.y + vect.y}
rpointC = {x:@pointB.x - vect.x, y:@pointB.y - vect.y}
rpointD = {x:@pointA.x - vect.x, y:@pointA.y - vect.y}
end
#four point rectangle
if ball != nil
xs = [rpointA.x,rpointB.x,rpointC.x,rpointD.x]
ys = [rpointA.y,rpointB.y,rpointC.y,rpointD.y]
correct = 1
rect1 = [ball.x, ball.y, ball.width, ball.height]
#$r1 = rect1
rect2 = [xs.min-correct,ys.min-correct,(xs.max-xs.min)+correct*2,(ys.max-ys.min)+correct*2]
#$r2 = rect2
if rect1.intersect_rect?(rect2) == false
return false
end
end
#area of a triangle
triArea = -> (a,b,c) { ((a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y))/2.0).abs }
#if at least on point is in the rectangle then collision? is true - otherwise false
for point in points
#Check whether a given point lies inside a rectangle or not:
#if the sum of the area of traingls, PAB, PBC, PCD, PAD equal the area of the rec, then an intersection has occurred
areaRec = triArea.call(rpointA, rpointB, rpointC)+triArea.call(rpointA, rpointC, rpointD)
areaSum = [
triArea.call(point, rpointA, rpointB),triArea.call(point, rpointB, rpointC),
triArea.call(point, rpointC, rpointD),triArea.call(point, rpointA, rpointD)
].inject(0){|sum,x| sum + x }
e = 0.0001 #allow for minor error
if areaRec>= areaSum-e and areaRec<= areaSum+e
result = true
#return true
break
end
end
#args.outputs.lines << [@pointA.x, @pointA.y, @pointB.x, @pointB.y, 000, 000, 000]
#args.outputs.lines << [rpointA.x, rpointA.y, rpointB.x, rpointB.y, 255, 000, 000]
#args.outputs.lines << [rpointC.x, rpointC.y, rpointD.x, rpointD.y, 000, 000, 255]
#puts (rpointA.x.to_s + " " + rpointA.y.to_s + " " + rpointB.x.to_s + " "+ rpointB.y.to_s)
return result
end #end collision?
def getRepelMagnitude (fbx, fby, vrx, vry, ballMag)
a = fbx ; b = vrx ; c = fby
d = vry ; e = ballMag
if b**2 + d**2 == 0
#unexpected
end
x1 = (-a*b+-c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 + d**2 - a**2 * d**2)**0.5)/(b**2 + d**2)
x2 = -((a*b + c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 * d**2 - a**2 * d**2)**0.5)/(b**2 + d**2))
err = 0.00001
o = ((fbx + x1*vrx)**2 + (fby + x1*vry)**2 ) ** 0.5
p = ((fbx + x2*vrx)**2 + (fby + x2*vry)**2 ) ** 0.5
r = 0
if (ballMag >= o-err and ballMag <= o+err)
r = x1
elsif (ballMag >= p-err and ballMag <= p+err)
r = x2
else
#unexpected
end
return r
end
def collide args, ball
slope = collisionSlope args
# perpVect: normal vector perpendicular to collision
perpVect = {x: @pointB.x - @pointA.x, y:@pointB.y - @pointA.y}
mag = (perpVect.x**2 + perpVect.y**2)**0.5
perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)}
perpVect = {x: -perpVect.y, y: perpVect.x}
if perpVect.y > 0 #ensure perpVect points upward
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
previousPosition = {
x:ball.x-ball.velocity.x,
y:ball.y-ball.velocity.y
}
yInterc = @pointA.y + -slope*@pointA.x
if slope == INFINITY
if previousPosition.x < @pointA.x
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
yInterc = -INFINITY
end
elsif previousPosition.y < slope*previousPosition.x + yInterc #check if ball is bellow or above the collider to determine if perpVect is - or +
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
velocityMag = (ball.velocity.x**2 + ball.velocity.y**2)**0.5
theta_ball=Math.atan2(ball.velocity.y,ball.velocity.x) #the angle of the ball's velocity
theta_repel=Math.atan2(perpVect.y,perpVect.x) #the angle of the repelling force(perpVect)
fbx = velocityMag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = velocityMag * Math.sin(theta_ball) #the y component of the ball's velocity
#the magnitude of the repelling force
repelMag = getRepelMagnitude(fbx, fby, perpVect.x, perpVect.y, (ball.velocity.x**2 + ball.velocity.y**2)**0.5)
frx = repelMag* Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = repelMag* Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
fsumx = fbx+frx #sum of x forces
fsumy = fby+fry #sum of y forces
fr = velocityMag#fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) #thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew)#resulting x velocity
ynew = fr*Math.sin(thetaNew)#resulting y velocity
if (velocityMag < MAX_VELOCITY)
ball.velocity = Vector2d.new(xnew*1.1, ynew*1.1)
else
ball.velocity = Vector2d.new(xnew, ynew)
end
end
end
Arbitrary Collision - main.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/main.rb
INFINITY= 10**10
MAX_VELOCITY = 8.0
BALL_COUNT = 90
BALL_DISTANCE = 20
require 'app/vector2d.rb'
require 'app/blocks.rb'
require 'app/ball.rb'
require 'app/rectangle.rb'
require 'app/linear_collider.rb'
require 'app/square_collider.rb'
#Method to init default values
def defaults args
args.state.board_width ||= args.grid.w / 4
args.state.board_height ||= args.grid.h
args.state.game_area ||= [(args.state.board_width + args.grid.w / 8), 0, args.state.board_width, args.grid.h]
args.state.balls ||= []
args.state.num_balls ||= 0
args.state.ball_created_at ||= Kernel.tick_count
args.state.ball_hypotenuse = (10**2 + 10**2)**0.5
args.state.ballParents ||= []
init_blocks args
init_balls args
end
begin :default_methods
def init_blocks args
block_size = args.state.board_width / 8
#Space inbetween each block
block_offset = 4
args.state.squares ||=[
Square.new(args, 2, 0, block_size, :right, block_offset),
Square.new(args, 5, 0, block_size, :right, block_offset),
Square.new(args, 6, 7, block_size, :right, block_offset)
]
#Possible orientations are :right, :left, :up, :down
args.state.tshapes ||= [
TShape.new(args, 0, 6, block_size, :left, block_offset),
TShape.new(args, 3, 3, block_size, :down, block_offset),
TShape.new(args, 0, 3, block_size, :right, block_offset),
TShape.new(args, 0, 11, block_size, :up, block_offset)
]
args.state.lines ||= [
Line.new(args,3, 8, block_size, :down, block_offset),
Line.new(args, 7, 3, block_size, :up, block_offset),
Line.new(args, 3, 7, block_size, :right, block_offset)
]
#exit()
end
def init_balls args
return unless args.state.num_balls < BALL_COUNT
#only create a new ball every 10 ticks
return unless args.state.ball_created_at.elapsed_time > 10
if (args.state.num_balls == 0)
args.state.balls.append(Ball.new(args,args.state.num_balls,BALL_COUNT-1, nil, nil))
args.state.ballParents = [args.state.balls[0]]
else
args.state.balls.append(Ball.new(args,args.state.num_balls,BALL_COUNT-1, args.state.balls.last, nil) )
args.state.balls[-2].child = args.state.balls[-1]
end
args.state.ball_created_at = Kernel.tick_count
args.state.num_balls += 1
end
end
#Render loop
def render args
bgClr = {r:10, g:10, b:200}
bgClr = {r:255-30, g:255-30, b:255-30}
args.outputs.solids << [0, 0, Grid.right, Grid.top, bgClr[:r], bgClr[:g], bgClr[:b]];
args.outputs.borders << args.state.game_area
render_instructions args
render_shapes args
render_balls args
#args.state.rectangle.draw args
args.outputs.sprites << [Grid.right-(args.state.board_width + Grid.w / 8), 0, Grid.right, Grid.top, "sprites/square-white-2.png", 0, 255, bgClr[:r], bgClr[:g], bgClr[:b]]
args.outputs.sprites << [0, 0, (args.state.board_width + Grid.w / 8), Grid.top, "sprites/square-white-2.png", 0, 255, bgClr[:r], bgClr[:g], bgClr[:b]]
end
begin :render_methods
def render_instructions args
#gtk.current_framerate
args.outputs.labels << [20, Grid.top-20, "FPS: " + GTK.current_framerate.to_s]
if (args.state.balls != nil && args.state.balls[0] != nil)
bx = args.state.balls[0].velocity.x
by = args.state.balls[0].velocity.y
bmg = (bx**2.0 + by**2.0)**0.5
args.outputs.labels << [20, Grid.top-20-20, "V: " + bmg.to_s ]
end
end
def render_shapes args
for s in args.state.squares
s.draw args
end
for l in args.state.lines
l.draw args
end
for t in args.state.tshapes
t.draw args
end
end
def render_balls args
#args.state.balls.each do |ball|
#ball.draw args
#end
args.outputs.sprites << args.state.balls.map do |ball|
ball.getDraw args
end
end
end
#Calls all methods necessary for performing calculations
def calc args
for b in args.state.ballParents
b.update args
end
for s in args.state.squares
s.update args
end
for l in args.state.lines
l.update args
end
for t in args.state.tshapes
t.update args
end
end
begin :calc_methods
end
def tick args
defaults args
render args
calc args
end
Arbitrary Collision - paddle.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/paddle.rb
class Paddle
attr_accessor :enabled
def initialize ()
@x=WIDTH/2
@y=100
@width=100
@height=20
@speed=10
@xyCollision = LinearCollider.new({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2 = LinearCollider.new({x: @x,y: @y}, {x: @x+@width, y: @y}, :pos)
@xyCollision3 = LinearCollider.new({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4 = LinearCollider.new({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5}, :pos)
@enabled = true
end
def update args
@xyCollision.resetPoints({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2.resetPoints({x: @x,y: @y}, {x: @x+@width, y: @y})
@xyCollision3.resetPoints({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4.resetPoints({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5})
@xyCollision.update args
@xyCollision2.update args
@xyCollision3.update args
@xyCollision4.update args
args.inputs.keyboard.key_held.left ||= false
args.inputs.keyboard.key_held.right ||= false
if not (args.inputs.keyboard.key_held.left == args.inputs.keyboard.key_held.right)
if args.inputs.keyboard.key_held.left && @enabled
@x-=@speed
elsif args.inputs.keyboard.key_held.right && @enabled
@x+=@speed
end
end
xmin =WIDTH/4
xmax = 3*(WIDTH/4)
@x = (@x+@width > xmax) ? xmax-@width : (@x<xmin) ? xmin : @x;
end
def render args
args.outputs.solids << [@x,@y,@width,@height,255,0,0];
end
def rect
[@x, @y, @width, @height]
end
end
Arbitrary Collision - rectangle.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/rectangle.rb
class Rectangle
def initialize args
@image = "sprites/roundSquare_white.png"
@width = 160.0
@height = 80.0
@x=Grid.right/2.0 - @width/2.0
@y=Grid.top/2.0 - @height/2.0
@xtmp = @width * (1.0/10.0)
@ytmp = @height * (1.0/10.0)
#ball0 = args.state.balls[0]
#hypotenuse = (args.state.balls[0].width**2 + args.state.balls[0].height**2)**0.5
hypotenuse=args.state.ball_hypotenuse
@boldXY = {x:(@x-hypotenuse/2)-1, y:(@y-hypotenuse/2)-1}
@boldWidth = @width + hypotenuse + 2
@boldHeight = @height + hypotenuse + 2
@bold = [(@x-hypotenuse/2)-1,(@y-hypotenuse/2)-1,@width + hypotenuse + 2,@height + hypotenuse + 2]
@points = [
{x:@x, y:@y+@ytmp},
{x:@x+@xtmp, y:@y},
{x:@x+@width-@xtmp, y:@y},
{x:@x+@width, y:@y+@ytmp},
{x:@x+@width, y:@y+@height-@ytmp},#
{x:@x+@width-@xtmp, y:@y+@height},
{x:@x+@xtmp, y:@y+@height},
{x:@x, y:@y+@height-@ytmp}
]
@colliders = []
#i = 0
#while i < @points.length-1
#@colliders.append(LinearCollider.new(@points[i],@points[i+1],:pos))
#i+=1
#end
@colliders.append(LinearCollider.new(@points[0],@points[1], :neg))
@colliders.append(LinearCollider.new(@points[1],@points[2], :neg))
@colliders.append(LinearCollider.new(@points[2],@points[3], :neg))
@colliders.append(LinearCollider.new(@points[3],@points[4], :neg))
@colliders.append(LinearCollider.new(@points[4],@points[5], :pos))
@colliders.append(LinearCollider.new(@points[5],@points[6], :pos))
@colliders.append(LinearCollider.new(@points[6],@points[7], :pos))
@colliders.append(LinearCollider.new(@points[0],@points[7], :pos))
end
def update args
for b in args.state.balls
if [b.x, b.y, b.width, b.height].intersect_rect?(@bold)
for c in @colliders
if c.collision?(args, b.getPoints(args),b)
c.collide args, b
end
end
end
end
end
def draw args
args.outputs.sprites << [
@x, # X
@y, # Y
@width, # W
@height, # H
@image, # PATH
0, # ANGLE
255, # ALPHA
219, # RED_SATURATION
112, # GREEN_SATURATION
147 # BLUE_SATURATION
]
#args.outputs.sprites << [@x, @y, @width, @height, "sprites/roundSquare_small_black.png"]
end
def serialize
{x: @x, y:@y}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
Arbitrary Collision - square_collider.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/square_collider.rb
class SquareCollider
def initialize x,y,direction,size=COLLISIONWIDTH
@x = x
@y = y
@size = size
@direction = direction
end
def collision? args, ball
#args.outputs.solids << [@x, @y, @size, @size, 000, 255, 255]
return [@x,@y,@size,@size].intersect_rect?([ball.x,ball.y,ball.width,ball.height])
end
def collide args, ball
vmag = (ball.velocity.x**2.0 +ball.velocity.y**2.0)**0.5
a = ((2.0**0.5)*vmag)/2.0
if vmag < MAX_VELOCITY
ball.velocity.x = (a) * @direction.x * 1.1
ball.velocity.y = (a) * @direction.y * 1.1
else
ball.velocity.x = (a) * @direction.x
ball.velocity.y = (a) * @direction.y
end
end
end
Arbitrary Collision - vector2d.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/vector2d.rb
class Vector2d
attr_accessor :x, :y
def initialize x=0, y=0
@x=x
@y=y
end
#returns a vector multiplied by scalar x
#x [float] scalar
def mult x
r = Vector2d.new(0,0)
r.x=@x*x
r.y=@y*x
r
end
# vect [Vector2d] vector to copy
def copy vect
Vector2d.new(@x, @y)
end
#returns a new vector equivalent to this+vect
#vect [Vector2d] vector to add to self
def add vect
Vector2d.new(@x+vect.x,@y+vect.y)
end
#returns a new vector equivalent to this-vect
#vect [Vector2d] vector to subtract to self
def sub vect
Vector2d.new(@x-vect.c, @y-vect.y)
end
#return the magnitude of the vector
def mag
((@x**2)+(@y**2))**0.5
end
#returns a new normalize version of the vector
def normalize
Vector2d.new(@x/mag, @y/mag)
end
#TODO delet?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end
end
Collision With Object Removal - ball.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/ball.rb
class Ball
#TODO limit accessors?
attr_accessor :xy, :width, :height, :velocity
#@xy [Vector2d] x,y position
#@velocity [Vector2d] velocity of ball
def initialize
@xy = Vector2d.new(WIDTH/2,500)
@velocity = Vector2d.new(4,-4)
@width = 20
@height = 20
end
#move the ball according to its velocity
def update args
@[email protected]
@[email protected]
end
#render the ball to the screen
def render args
args.outputs.solids << [@xy.x,@xy.y,@width,@height,255,0,255];
#args.outputs.labels << [20,HEIGHT-50,"velocity: " [email protected]_s+","[email protected]_s + " magnitude:" + @velocity.mag.to_s]
end
def rect
[@xy.x,@xy.y,@width,@height]
end
end
Collision With Object Removal - linear_collider.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/linear_collider.rb
#The LinearCollider (theoretically) produces collisions upon a line segment defined point.y two x,y cordinates
class LinearCollider
#start [Array of length 2] start of the line segment as a x,y cordinate
#last [Array of length 2] end of the line segment as a x,y cordinate
#inorder for the LinearCollider to be functional the line segment must be said to have a thickness
#(as it is unlikly that a colliding object will land exactly on the linesegment)
#extension defines if the line's thickness extends negatively or positively
#extension :pos extends positively
#extension :neg extends negatively
#thickness [float] how thick the line should be (should always be atleast as large as the magnitude of the colliding object)
def initialize (pointA, pointB, extension=:neg, thickness=10)
@pointA = pointA
@pointB = pointB
@thickness = thickness
@extension = extension
@pointAExtended={
x: @pointA.x + @thickness*(@extension == :neg ? -1 : 1),
y: @pointA.y + @thickness*(@extension == :neg ? -1 : 1)
}
@pointBExtended={
x: @pointB.x + @thickness*(@extension == :neg ? -1 : 1),
y: @pointB.y + @thickness*(@extension == :neg ? -1 : 1)
}
end
def resetPoints(pointA,pointB)
@pointA = pointA
@pointB = pointB
@pointAExtended={
x:@pointA.x + @thickness*(@extension == :neg ? -1 : 1),
y:@pointA.y + @thickness*(@extension == :neg ? -1 : 1)
}
@pointBExtended={
x:@pointB.x + @thickness*(@extension == :neg ? -1 : 1),
y:@pointB.y + @thickness*(@extension == :neg ? -1 : 1)
}
end
#TODO: Ugly function
def slope (pointA, pointB)
return (pointB.x==pointA.x) ? INFINITY : (pointB.y+-pointA.y)/(pointB.x+-pointA.x)
end
#TODO: Ugly function
def intercept(pointA, pointB)
if (slope(pointA, pointB) == INFINITY)
-INFINITY
elsif slope(pointA, pointB) == -1*INFINITY
INFINITY
else
pointA.y+-1.0*(slope(pointA, pointB)*pointA.x)
end
end
def calcY(pointA, pointB, x)
return slope(pointA, pointB)*x + intercept(pointA, pointB)
end
#test if a collision has occurred
def isCollision? (point)
#INFINITY slop breaks down when trying to determin collision, ergo it requires a special test
if slope(@pointA, @pointB) == INFINITY &&
point.x >= [@pointA.x,@pointB.x].min+(@extension == :pos ? -@thickness : 0) &&
point.x <= [@pointA.x,@pointB.x].max+(@extension == :neg ? @thickness : 0) &&
point.y >= [@pointA.y,@pointB.y].min && point.y <= [@pointA.y,@pointB.y].max
return true
end
isNegInLine = @extension == :neg &&
point.y <= slope(@pointA, @pointB)*point.x+intercept(@pointA,@pointB) &&
point.y >= point.x*slope(@pointAExtended, @pointBExtended)+intercept(@pointAExtended,@pointBExtended)
isPosInLine = @extension == :pos &&
point.y >= slope(@pointA, @pointB)*point.x+intercept(@pointA,@pointB) &&
point.y <= point.x*slope(@pointAExtended, @pointBExtended)+intercept(@pointAExtended,@pointBExtended)
isInBoxBounds = point.x >= [@pointA.x,@pointB.x].min &&
point.x <= [@pointA.x,@pointB.x].max &&
point.y >= [@pointA.y,@pointB.y].min+(@extension == :neg ? -@thickness : 0) &&
point.y <= [@pointA.y,@pointB.y].max+(@extension == :pos ? @thickness : 0)
return isInBoxBounds && (isNegInLine || isPosInLine)
end
def getRepelMagnitude (fbx, fby, vrx, vry, args)
a = fbx ; b = vrx ; c = fby
d = vry ; e = args.state.ball.velocity.mag
if b**2 + d**2 == 0
puts "magnitude error"
end
x1 = (-a*b+-c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 + d**2 - a**2 * d**2)**0.5)/(b**2 + d**2)
x2 = -((a*b + c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 * d**2 - a**2 * d**2)**0.5)/(b**2 + d**2))
return ((a+x1*b)**2 + (c+x1*d)**2 == e**2) ? x1 : x2
end
def update args
#each of the four points on the square ball - NOTE simple to extend to a circle
points= [ {x: args.state.ball.xy.x, y: args.state.ball.xy.y},
{x: args.state.ball.xy.x+args.state.ball.width, y: args.state.ball.xy.y},
{x: args.state.ball.xy.x, y: args.state.ball.xy.y+args.state.ball.height},
{x: args.state.ball.xy.x+args.state.ball.width, y: args.state.ball.xy.y + args.state.ball.height}
]
#for each point p in points
for point in points
#isCollision.md has more information on this section
#TODO: section can certainly be simplifyed
if isCollision?(point)
u = Vector2d.new(1.0,((slope(@pointA, @pointB)==0) ? INFINITY : -1/slope(@pointA, @pointB))*1.0).normalize #normal perpendicular (to line segment) vector
#the vector with the repeling force can be u or -u depending of where the ball was coming from in relation to the line segment
previousBallPosition=Vector2d.new(point.x-args.state.ball.velocity.x,point.y-args.state.ball.velocity.y)
choiceA = (u.mult(1))
choiceB = (u.mult(-1))
vectorRepel = nil
if (slope(@pointA, @pointB))!=INFINITY && u.y < 0
choiceA, choiceB = choiceB, choiceA
end
vectorRepel = (previousBallPosition.y > calcY(@pointA, @pointB, previousBallPosition.x)) ? choiceA : choiceB
#vectorRepel = (previousBallPosition.y > slope(@pointA, @pointB)*previousBallPosition.x+intercept(@pointA,@pointB)) ? choiceA : choiceB)
if (slope(@pointA, @pointB) == INFINITY) #slope INFINITY breaks down in the above test, ergo it requires a custom test
vectorRepel = (previousBallPosition.x > @pointA.x) ? (u.mult(1)) : (u.mult(-1))
end
#puts (" " + $t[0].to_s + "," + $t[1].to_s + " " + $t[2].to_s + "," + $t[3].to_s + " " + " " + u.x.to_s + "," + u.y.to_s)
#vectorRepel now has the repeling force
mag = args.state.ball.velocity.mag
theta_ball=Math.atan2(args.state.ball.velocity.y,args.state.ball.velocity.x) #the angle of the ball's velocity
theta_repel=Math.atan2(vectorRepel.y,vectorRepel.x) #the angle of the repeling force
#puts ("theta:" + theta_ball.to_s + " " + theta_repel.to_s) #theta okay
fbx = mag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = mag * Math.sin(theta_ball) #the y component of the ball's velocity
repelMag = getRepelMagnitude(fbx, fby, vectorRepel.x, vectorRepel.y, args)
frx = repelMag* Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = repelMag* Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
fsumx = fbx+frx #sum of x forces
fsumy = fby+fry #sum of y forces
fr = mag#fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) #thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew) #resulting x velocity
ynew = fr*Math.sin(thetaNew) #resulting y velocity
args.state.ball.velocity = Vector2d.new(xnew,ynew)
#args.state.ball.xy.add(args.state.ball.velocity)
break #no need to check the other points ?
else
end
end
end #end update
end
Collision With Object Removal - main.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/main.rb
# coding: utf-8
INFINITY= 10**10
WIDTH=1280
HEIGHT=720
require 'app/vector2d.rb'
require 'app/paddle.rb'
require 'app/ball.rb'
require 'app/linear_collider.rb'
#Method to init default values
def defaults args
args.state.game_board ||= [(args.grid.w / 2 - args.grid.w / 4), 0, (args.grid.w / 2), args.grid.h]
args.state.bricks ||= []
args.state.num_bricks ||= 0
args.state.game_over_at ||= 0
args.state.paddle ||= Paddle.new
args.state.ball ||= Ball.new
args.state.westWall ||= LinearCollider.new({x: args.grid.w/4, y: 0}, {x: args.grid.w/4, y: args.grid.h}, :pos)
args.state.eastWall ||= LinearCollider.new({x: 3*args.grid.w*0.25, y: 0}, {x: 3*args.grid.w*0.25, y: args.grid.h})
args.state.southWall ||= LinearCollider.new({x: 0, y: 0}, {x: args.grid.w, y: 0})
args.state.northWall ||= LinearCollider.new({x: 0, y:args.grid.h}, {x: args.grid.w, y: args.grid.h}, :pos)
#args.state.testWall ||= LinearCollider.new({x:0 , y:0},{x:args.grid.w, y:args.grid.h})
end
#Render loop
def render args
render_instructions args
render_board args
render_bricks args
end
begin :render_methods
#Method to display the instructions of the game
def render_instructions args
args.outputs.labels << [225, args.grid.h - 30, "← and → to move the paddle left and right", 0, 1]
end
def render_board args
args.outputs.borders << args.state.game_board
end
def render_bricks args
args.outputs.solids << args.state.bricks.map(&:rect)
end
end
#Calls all methods necessary for performing calculations
def calc args
add_new_bricks args
reset_game args
calc_collision args
win_game args
args.state.westWall.update args
args.state.eastWall.update args
args.state.southWall.update args
args.state.northWall.update args
args.state.paddle.update args
args.state.ball.update args
#args.state.testWall.update args
args.state.paddle.render args
args.state.ball.render args
end
begin :calc_methods
def add_new_bricks args
return if args.state.num_bricks > 40
#Width of the game board is 640px
brick_width = (args.grid.w / 2) / 10
brick_height = brick_width / 2
(4).map_with_index do |y|
#Make a box that is 10 bricks wide and 4 bricks tall
args.state.bricks += (10).map_with_index do |x|
args.state.new_entity(:brick) do |b|
b.x = x * brick_width + (args.grid.w / 2 - args.grid.w / 4)
b.y = args.grid.h - ((y + 1) * brick_height)
b.rect = [b.x + 1, b.y - 1, brick_width - 2, brick_height - 2, 235, 50 * y, 52]
#Add linear colliders to the brick
b.collider_bottom = LinearCollider.new([(b.x-2), (b.y-5)], [(b.x+brick_width+1), (b.y-5)], :pos, brick_height)
b.collider_right = LinearCollider.new([(b.x+brick_width+1), (b.y-5)], [(b.x+brick_width+1), (b.y+brick_height+1)], :pos)
b.collider_left = LinearCollider.new([(b.x-2), (b.y-5)], [(b.x-2), (b.y+brick_height+1)], :neg)
b.collider_top = LinearCollider.new([(b.x-2), (b.y+brick_height+1)], [(b.x+brick_width+1), (b.y+brick_height+1)], :neg)
# @xyCollision = LinearCollider.new({x: @x,y: @y+@height}, {x: @x+@width, y: @y+@height})
# @xyCollision2 = LinearCollider.new({x: @x,y: @y}, {x: @x+@width, y: @y}, :pos)
# @xyCollision3 = LinearCollider.new({x: @x,y: @y}, {x: @x, y: @y+@height})
# @xyCollision4 = LinearCollider.new({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height}, :pos)
b.broken = false
args.state.num_bricks += 1
end
end
end
end
def reset_game args
if args.state.ball.xy.y < 20 && args.state.game_over_at.elapsed_time > 60
#Freeze the ball
args.state.ball.velocity.x = 0
args.state.ball.velocity.y = 0
#Freeze the paddle
args.state.paddle.enabled = false
args.state.game_over_at = Kernel.tick_count
end
if args.state.game_over_at.elapsed_time < 60 && Kernel.tick_count > 60 && args.state.bricks.count != 0
#Display a "Game over" message
args.outputs.labels << [100, 100, "GAME OVER", 10]
end
#If 60 frames have passed since the game ended, restart the game
if args.state.game_over_at != 0 && args.state.game_over_at.elapsed_time == 60
# FIXME: only put value types in state
args.state.ball = Ball.new
# FIXME: only put value types in state
args.state.paddle = Paddle.new
args.state.bricks = []
args.state.num_bricks = 0
end
end
def calc_collision args
#Remove the brick if it is hit with the ball
ball = args.state.ball
ball_rect = [ball.xy.x, ball.xy.y, 20, 20]
#Loop through each brick to see if the ball is colliding with it
args.state.bricks.each do |b|
if b.rect.intersect_rect?(ball_rect)
#Run the linear collider for the brick if there is a collision
b[:collider_bottom].update args
b[:collider_right].update args
b[:collider_left].update args
b[:collider_top].update args
b.broken = true
end
end
args.state.bricks = args.state.bricks.reject(&:broken)
end
def win_game args
if args.state.bricks.count == 0 && args.state.game_over_at.elapsed_time > 60
#Freeze the ball
args.state.ball.velocity.x = 0
args.state.ball.velocity.y = 0
#Freeze the paddle
args.state.paddle.enabled = false
args.state.game_over_at = Kernel.tick_count
end
if args.state.game_over_at.elapsed_time < 60 && Kernel.tick_count > 60 && args.state.bricks.count == 0
#Display a "Game over" message
args.outputs.labels << [100, 100, "CONGRATULATIONS!", 10]
end
end
end
def tick args
defaults args
render args
calc args
#args.outputs.lines << [0, 0, args.grid.w, args.grid.h]
#$tc+=1
#if $tc == 5
#$train << [args.state.ball.xy.x, args.state.ball.xy.y]
#$tc = 0
#end
#for t in $train
#args.outputs.solids << [t[0],t[1],5,5,255,0,0];
#end
end
Collision With Object Removal - paddle.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/paddle.rb
class Paddle
attr_accessor :enabled
def initialize ()
@x=WIDTH/2
@y=100
@width=100
@height=20
@speed=10
@xyCollision = LinearCollider.new({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2 = LinearCollider.new({x: @x,y: @y}, {x: @x+@width, y: @y}, :pos)
@xyCollision3 = LinearCollider.new({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4 = LinearCollider.new({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5}, :pos)
@enabled = true
end
def update args
@xyCollision.resetPoints({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2.resetPoints({x: @x,y: @y}, {x: @x+@width, y: @y})
@xyCollision3.resetPoints({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4.resetPoints({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5})
@xyCollision.update args
@xyCollision2.update args
@xyCollision3.update args
@xyCollision4.update args
args.inputs.keyboard.key_held.left ||= false
args.inputs.keyboard.key_held.right ||= false
if not (args.inputs.keyboard.key_held.left == args.inputs.keyboard.key_held.right)
if args.inputs.keyboard.key_held.left && @enabled
@x-=@speed
elsif args.inputs.keyboard.key_held.right && @enabled
@x+=@speed
end
end
xmin =WIDTH/4
xmax = 3*(WIDTH/4)
@x = (@x+@width > xmax) ? xmax-@width : (@x<xmin) ? xmin : @x;
end
def render args
args.outputs.solids << [@x,@y,@width,@height,255,0,0];
end
def rect
[@x, @y, @width, @height]
end
end
Collision With Object Removal - tests.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/tests.rb
# For advanced users:
# You can put some quick verification tests here, any method
# that starts with the `test_` will be run when you save this file.
# Here is an example test and game
# To run the test: ./dragonruby mygame --eval app/tests.rb --no-tick
class MySuperHappyFunGame
attr_gtk
def tick
outputs.solids << [100, 100, 300, 300]
end
end
def test_universe args, assert
game = MySuperHappyFunGame.new
game.args = args
game.tick
assert.true! args.outputs.solids.length == 1, "failure: a solid was not added after tick"
assert.false! 1 == 2, "failure: some how, 1 equals 2, the world is ending"
puts "test_universe completed successfully"
end
puts "running tests"
GTK.reset 100
GTK.log_level = :off
GTK.tests.start
Collision With Object Removal - vector2d.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/vector2d.rb
class Vector2d
attr_accessor :x, :y
def initialize x=0, y=0
@x=x
@y=y
end
#returns a vector multiplied by scalar x
#x [float] scalar
def mult x
r = Vector2d.new(0,0)
r.x=@x*x
r.y=@y*x
r
end
# vect [Vector2d] vector to copy
def copy vect
Vector2d.new(@x, @y)
end
#returns a new vector equivalent to this+vect
#vect [Vector2d] vector to add to self
def add vect
Vector2d.new(@x+vect.x,@y+vect.y)
end
#returns a new vector equivalent to this-vect
#vect [Vector2d] vector to subtract to self
def sub vect
Vector2d.new(@x-vect.c, @y-vect.y)
end
#return the magnitude of the vector
def mag
((@x**2)+(@y**2))**0.5
end
#returns a new normalize version of the vector
def normalize
Vector2d.new(@x/mag, @y/mag)
end
#TODO delet?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end
end
Bouncing Ball With Gravity - main.rb link
# ./samples/04_physics_and_collisions/11_bouncing_ball_with_gravity/app/main.rb
class Game
attr_gtk
def tick
outputs.labels << { x: 30, y: 30.from_top,
text: "left/right arrow keys to spin, up arrow to jump, ctrl+r to reset, click two points to place terrain" }
defaults
calc
render
end
def defaults
state.terrain ||= []
state.player ||= { x: 100,
y: 640,
dx: 0,
dy: 0,
radius: 12,
drag: 0.05477,
gravity: 0.03,
entropy: 0.9,
angle: 0,
facing: 1,
angle_velocity: 0,
elasticity: 0.5 }
state.grid_points ||= (1280.idiv(40) + 1).flat_map do |x|
(720.idiv(40) + 1).map do |y|
{ x: x * 40,
y: y * 40,
w: 40,
h: 40,
anchor_x: 0.5,
anchor_y: 0.5 }
end
end
end
def calc
player.y = 720 if player.y < 0
player.x = 1280 if player.x < 0
player.x = 0 if player.x > 1280
player.angle_velocity = player.angle_velocity.clamp(-30, 30)
calc_edit_mode
calc_play_mode
end
def calc_edit_mode
state.current_grid_point = Geometry.find_intersect_rect(inputs.mouse, state.grid_points)
calc_edit_mode_click
end
def calc_edit_mode_click
return if !state.current_grid_point
return if !inputs.mouse.click
if !state.start_point
state.start_point = state.current_grid_point
else
state.terrain << { x: state.start_point.x,
y: state.start_point.y,
x2: state.current_grid_point.x,
y2: state.current_grid_point.y }
state.start_point = nil
end
end
def calc_play_mode
player.x += player.dx
player.dy -= player.gravity
player.y += player.dy
player.angle += player.angle_velocity
player.dy += player.dy * player.drag ** 2 * -1
player.dx += player.dx * player.drag ** 2 * -1
player.colliding = false
player.colliding_with = nil
if inputs.keyboard.key_down.up
player.dy += 5 * player.angle.vector_y
player.dx += 5 * player.angle.vector_x
end
player.angle_velocity += inputs.left_right * -1
player.facing = if inputs.left_right == -1
-1
elsif inputs.left_right == 1
1
else
player.facing
end
collisions = player_terrain_collisions
collisions.each do |collision|
collide! player, collision
end
if player.colliding_with
roll! player, player.colliding_with
end
end
def reflect_velocity! circle, line
slope = Geometry.line_slope line, replace_infinity: 1000
slope_angle = Geometry.line_angle line
if slope_angle == 90 || slope_angle == 270
circle.dx *= -circle.elasticity
else
circle.angle_velocity += slope * (circle.dx.abs + circle.dy.abs)
vec = line.x2 - line.x, line.y2 - line.y
len = Math.sqrt(vec.x**2 + vec.y**2)
vec.x /= len
vec.y /= len
n = Geometry.vec2_normal vec
v_dot_n = Geometry.vec2_dot_product({ x: circle.dx, y: circle.dy }, n)
circle.dx = circle.dx - n.x * (2 * v_dot_n)
circle.dy = circle.dy - n.y * (2 * v_dot_n)
circle.dx *= circle.elasticity
circle.dy *= circle.elasticity
half_terminal_velocity = 10
impact_intensity = (circle.dy.abs) / half_terminal_velocity
impact_intensity = 1 if impact_intensity > 1
final = (0.9 - 0.8 * impact_intensity)
next_angular_velocity = circle.angle_velocity * final
circle.angle_velocity *= final
if (circle.dx.abs + circle.dy.abs) <= 0.2
circle.dx = 0
circle.dy = 0
circle.angle_velocity *= 0.99
end
if circle.angle_velocity.abs <= 0.1
circle.angle_velocity = 0
end
end
end
def position_on_line! circle, line
circle.colliding = true
point = Geometry.line_normal line, circle
if point.y > circle.y
circle.colliding_from_above = true
else
circle.colliding_from_above = false
end
circle.colliding_with = line
if !Geometry.point_on_line? point, line
distance_from_start_of_line = Geometry.distance_squared({ x: line.x, y: line.y }, point)
distance_from_end_of_line = Geometry.distance_squared({ x: line.x2, y: line.y2 }, point)
if distance_from_start_of_line < distance_from_end_of_line
point = { x: line.x, y: line.y }
else
point = { x: line.x2, y: line.y2 }
end
end
angle = Geometry.angle_to point, circle
circle.y = point.y + angle.vector_y * (circle.radius)
circle.x = point.x + angle.vector_x * (circle.radius)
end
def collide! circle, line
return if !line
position_on_line! circle, line
reflect_velocity! circle, line
next_player = { x: player.x + player.dx,
y: player.y + player.dy,
radius: player.radius }
end
def roll! circle, line
slope_angle = Geometry.line_angle line
return if slope_angle == 90 || slope_angle == 270
ax = -circle.gravity * slope_angle.vector_y
ay = -circle.gravity * slope_angle.vector_x
if ax.abs < 0.05 && ay.abs < 0.05
ax = 0
ay = 0
end
friction_coefficient = 0.0001
friction_force = friction_coefficient * circle.gravity * slope_angle.vector_x
circle.dy += ay
circle.dx += ax
if circle.colliding_from_above
circle.dx += circle.angle_velocity * slope_angle.vector_x * 0.1
circle.dy += circle.angle_velocity * slope_angle.vector_y * 0.1
else
circle.dx += circle.angle_velocity * slope_angle.vector_x * -0.1
circle.dy += circle.angle_velocity * slope_angle.vector_y * -0.1
end
if circle.dx != 0
circle.dx -= friction_force * (circle.dx / circle.dx.abs)
end
if circle.dy != 0
circle.dy -= friction_force * (circle.dy / circle.dy.abs)
end
end
def player_terrain_collisions
terrain.find_all do |terrain|
Geometry.circle_intersect_line? player, terrain
end
.sort_by do |terrain|
if player.facing == -1
-terrain.x
else
terrain.x
end
end
end
def render
render_current_grid_point
render_preview_line
render_grid_points
render_terrain
render_player
render_player_terrain_collisions
end
def render_player_terrain_collisions
collisions = player_terrain_collisions
outputs.lines << collisions.map do |collision|
{ x: collision.x,
y: collision.y,
x2: collision.x2,
y2: collision.y2,
r: 255,
g: 0,
b: 0 }
end
end
def render_current_grid_point
return if state.game_mode == :play
return if !state.current_grid_point
outputs.sprites << state.current_grid_point
.merge(w: 8,
h: 8,
anchor_x: 0.5,
anchor_y: 0.5,
path: :solid,
g: 0,
r: 0,
b: 0,
a: 128)
end
def render_preview_line
return if state.game_mode == :play
return if !state.start_point
return if !state.current_grid_point
outputs.lines << { x: state.start_point.x,
y: state.start_point.y,
x2: state.current_grid_point.x,
y2: state.current_grid_point.y }
end
def render_grid_points
outputs
.sprites << state
.grid_points
.map do |point|
point.merge w: 8,
h: 8,
anchor_x: 0.5,
anchor_y: 0.5,
path: :solid,
g: 255,
r: 255,
b: 255,
a: 128
end
end
def render_terrain
outputs.lines << state.terrain
end
def render_player
outputs.sprites << player_prefab
end
def player_prefab
flip_horizontally = player.facing == -1
{ x: player.x,
y: player.y,
w: player.radius * 2,
h: player.radius * 2,
angle: player.angle,
anchor_x: 0.5,
anchor_y: 0.5,
path: "sprites/circle/blue.png" }
end
def player
state.player
end
def terrain
state.terrain
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
def reset args
$terrain = args.state.terrain
$game = nil
end
Ramp Collision - main.rb link
# ./samples/04_physics_and_collisions/12_ramp_collision/app/main.rb
# sample app shows how to do ramp collision
# based off of the writeup here:
# http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/
# NOTE: at the bottom of the file you'll find GTK.reset_and_replay "replay.txt"
# whenever you make changes to this file, a replay will automatically run so you can
# see how your changes affected the game. Comment out the line at the bottom if you
# don't want the replay to autmatically run.
def tick args
tick_toolbar args
tick_game args
end
def tick_game args
game_defaults args
game_input args
game_calc args
game_render args
end
def game_input args
# if space is pressed or held (signifying a jump)
if args.inputs.keyboard.space
# change the player's dy to the jump power if the
# player is not currently touching a ceiling
if !args.state.player.on_ceiling
args.state.player.dy = args.state.player.jump_power
args.state.player.on_floor = false
args.state.player.jumping = true
end
else
# if the space key is released, then jumping is false
# and the player will no longer be on the ceiling
args.state.player.jumping = false
args.state.player.on_ceiling = false
end
# set the player's dx value to the left/right input
# NOTE: that the speed of the player's dx movement has
# a sensitive relation ship with collision detection.
# If you increase the speed of the player, you may
# need to tweak the collision code to compensate for
# the extra horizontal speed.
args.state.player.dx = args.inputs.left_right * 2
end
def game_render args
# for each terrain entry, render the line that represents the connection
# from the tile's left_height to the tile's right_height
args.outputs.primitives << args.state.terrain.map { |t| t.line }
# determine if the player sprite needs to be flipped hoizontally
flip_horizontally = args.state.player.facing == -1
# render the player
args.outputs.sprites << args.state.player.merge(flip_horizontally: flip_horizontally)
args.outputs.labels << {
x: 640,
y: 100,
alignment_enum: 1,
text: "Left and Right to move player. Space to jump. Use the toolbar at the top to add more terrain."
}
args.outputs.labels << {
x: 640,
y: 60,
alignment_enum: 1,
text: "Click any existing terrain on the map to delete it."
}
end
def game_calc args
# set the direction the player is facing based on the
# the dx value of the player
if args.state.player.dx > 0
args.state.player.facing = 1
elsif args.state.player.dx < 0
args.state.player.facing = -1
end
# preform the calcuation of ramp collision
calc_collision args
# reset the player if the go off screen
calc_off_screen args
end
def game_defaults args
# how much gravity is in the game
args.state.gravity ||= 0.1
# initialized the player to the center of the screen
args.state.player ||= {
x: 640,
y: 360,
w: 16,
h: 16,
dx: 0,
dy: 0,
jump_power: 3,
path: 'sprites/square/blue.png',
on_floor: false,
on_ceiling: false,
facing: 1
}
end
def calc_collision args
# increment the players x position by the dx value
args.state.player.x += args.state.player.dx
# if the player is not on the floor
if !args.state.player.on_floor
# then apply gravity
args.state.player.dy -= args.state.gravity
# clamp the max dy value to -12 to 12
args.state.player.dy = args.state.player.dy.clamp(-12, 12)
# update the player's y position by the dy value
args.state.player.y += args.state.player.dy
end
# get all colisions between the player and the terrain
collisions = Geometry.find_all_intersect_rect args.state.player, args.state.terrain
# if there are no collisions, then the player is not on the floor or ceiling
# return from the method since there is nothing more to process
if collisions.length == 0
args.state.player.on_floor = false
args.state.player.on_ceiling = false
return
end
# set a local variable to the player since
# we'll be accessing it a lot
player = args.state.player
# sort the collisions by the distance from the collision's center to the player's center
sorted_collisions = collisions.sort_by do |collision|
player_center = player.x + player.w / 2
collision_center = collision.x + collision.w / 2
(player_center - collision_center).abs
end
# define a one pixel wide rectangle that represents the center of the player
# we'll use this value to determine the location of the player's feet on
# a ramp
player_center_rect = {
x: player.x + player.w / 2 - 0.5,
y: player.y,
w: 1,
h: player.h
}
# for each collision...
sorted_collisions.each do |collision|
# if the player doesn't intersect with the collision,
# then set the player's on_floor and on_ceiling values to false
# and continue to the next collision
if !collision.intersect_rect? player_center_rect
player.on_floor = false
player.on_ceiling = false
next
end
if player.dy < 0
# if the player is falling
# the percentage of the player's center relative to the collision
# is a difference from the collision to the player (as opposed to the player to the collision)
perc = (collision.x - player_center_rect.x) / player.w
height_of_slope = collision.tile.left_height - collision.tile.right_height
new_y = (collision.y + collision.tile.left_height + height_of_slope * perc)
diff = new_y - player.y
if diff < 0
# if the current fall rate of the player is less than the difference
# of the player's new y position and the player's current y position
# then don't set the player's y position to the new y position
# and wait for another application of gravity to bring the player a little
# closer
if player.dy.abs >= diff.abs
# if the player's current fall speed can cover the distance to the
# new y position, then set the player's y position to the new y position
# and mark them as being on the floor so that gravity no longer get's processed
player.y = new_y
player.on_floor = true
# given the player's speed, set the player's dy to a value that will
# keep them from bouncing off the floor when the ramp is steep
# NOTE: if you change the player's speed, then this value will need to be adjusted
# to keep the player from bouncing off the floor
player.dy = -1
end
elsif diff > 0 && diff < 8
# there's a small edge case where collision may be processed from
# below the terrain (eg when the player is jumping up and hitting the
# ramp from below). The moment when jump is released, the player's dy
# value could result in the player tunneling through the terrain,
# and get popped on to the top side.
# testing to make sure the distance that will be displaced is less than
# 8 pixels will keep this tunneling from happening
player.y = new_y
player.on_floor = true
# given the player's speed, set the player's dy to a value that will
# keep them from bouncing off the floor when the ramp is steep
# NOTE: if you change the player's speed, then this value will need to be adjusted
# to keep the player from bouncing off the floor
player.dy = -1
end
elsif player.dy > 0
# if the player is jumping
# the percentage of the player's center relative to the collision
# is a difference is reversed from the player to the collision (as opposed to the player to the collision)
perc = (player_center_rect.x - collision.x) / player.w
# the height of the slope is also reversed when approaching the collision from the bottom
height_of_slope = collision.tile.right_height - collision.tile.left_height
new_y = collision.y + collision.tile.left_height + height_of_slope * perc
# since this collision is being processed from below, the difference
# between the current players position and the new y position is
# based off of the player's top position (their head)
player_top = player.y + player.h
diff = new_y - player_top
# we also need to calculate the difference between the player's bottom
# and the new position. This will be used to determine if the player
# can jump from the new_y position
diff_bottom = new_y - player.y
# if the player's current rising speed can cover the distance to the
# new y position, then set the player's y position to the new y position
# an mark them as being on the floor so that gravity no longer get's processed
can_cover_distance_to_new_y = player.dy >= diff.abs && player.dy.sign == diff.sign
# another scenario that needs to be covered is if the player's top is already passed
# the new_y position (their rising speed made them partially clip through the collision)
player_top_above_new_y = player_top > new_y
# if either of the conditions above is true then we want to set the player's y position
if can_cover_distance_to_new_y || player_top_above_new_y
# only set the player's y position to the new y position if the player's
# cannot escape the collision by jumping up from the new_y position
if diff_bottom >= player.jump_power
player.y = new_y.floor - player.h
# after setting the new_y position, we need to determine if the player
# if the player is touching the ceiling or not
# touching the ceiling disables the ability for the player to jump/increase
# their dy value any more than it already is
if player.jumping
# disable jumping if the player is currently moving upwards
player.on_ceiling = true
# NOTE: if you change the player's speed, then this value will need to be adjusted
# to keep the player from bouncing off the ceiling as they move right and left
player.dy = 1
else
# if the player is not currently jumping, then set their dy to 0
# so they can immediately start falling after the collision
# this also means that they are no longer on the ceiling and can jump again
player.dy = 0
player.on_ceiling = false
end
end
end
end
end
end
def calc_off_screen args
below_screen = args.state.player.y + args.state.player.h < 0
above_screen = args.state.player.y > 720 + args.state.player.h
off_screen_left = args.state.player.x + args.state.player.w < 0
off_screen_right = args.state.player.x > 1280
# if the player is off the screen, then reset them to the top of the screen
if below_screen || above_screen || off_screen_left || off_screen_right
args.state.player.x = 640
args.state.player.y = 720
args.state.player.dy = 0
args.state.player.on_floor = false
end
end
def tick_toolbar args
# ================================================
# tollbar defaults
# ================================================
if !args.state.toolbar
# these are the tiles you can select from
tile_definitions = [
{ name: "16-12", left_height: 16, right_height: 12 },
{ name: "12-8", left_height: 12, right_height: 8 },
{ name: "8-4", left_height: 8, right_height: 4 },
{ name: "4-0", left_height: 4, right_height: 0 },
{ name: "0-4", left_height: 0, right_height: 4 },
{ name: "4-8", left_height: 4, right_height: 8 },
{ name: "8-12", left_height: 8, right_height: 12 },
{ name: "12-16", left_height: 12, right_height: 16 },
{ name: "16-8", left_height: 16, right_height: 8 },
{ name: "8-0", left_height: 8, right_height: 0 },
{ name: "0-8", left_height: 0, right_height: 8 },
{ name: "8-16", left_height: 8, right_height: 16 },
{ name: "0-0", left_height: 0, right_height: 0 },
{ name: "8-8", left_height: 8, right_height: 8 },
{ name: "16-16", left_height: 16, right_height: 16 },
]
# toolbar data representation which will be used to render the toolbar.
# the buttons array will be used to render the buttons
# the toolbar_rect will be used to restrict the creation of tiles
# within the toolbar area
args.state.toolbar = {
toolbar_rect: nil,
buttons: []
}
# for each tile definition, create a button
args.state.toolbar.buttons = tile_definitions.map_with_index do |spec, index|
left_height = spec.left_height
right_height = spec.right_height
button_size = 48
column_size = 15
column_padding = 2
column = index % column_size
column_padding = column * column_padding
margin = 10
row = index.idiv(column_size)
row_padding = row * 2
x = margin + column_padding + (column * button_size)
y = (margin + button_size + row_padding + (row * button_size)).from_top
# when a tile is added, the data of this button will be used
# to construct the terrain
# each tile has an x, y, w, h which represents the bounding box
# of the button.
# the button also contains the left_height and right_height which is
# important when determining collision of the ramps
{
name: spec.name,
left_height: left_height,
right_height: right_height,
button_rect: {
x: x,
y: y,
w: 48,
h: 48
}
}
end
# with the buttons populated, compute the bounding box of the entire
# toolbar (again this will be used to restrict the creation of tiles)
min_x = args.state.toolbar.buttons.map { |t| t.button_rect.x }.min
min_y = args.state.toolbar.buttons.map { |t| t.button_rect.y }.min
max_x = args.state.toolbar.buttons.map { |t| t.button_rect.x }.max
max_y = args.state.toolbar.buttons.map { |t| t.button_rect.y }.max
args.state.toolbar.rect = {
x: min_x - 10,
y: min_y - 10,
w: max_x - min_x + 10 + 64,
h: max_y - min_y + 10 + 64
}
end
# set the selected tile to the last button in the toolbar
args.state.selected_tile ||= args.state.toolbar.buttons.last
# ================================================
# starting terrain generation
# ================================================
if !args.state.terrain
world = [
{ row: 14, col: 25, name: "0-8" },
{ row: 14, col: 26, name: "8-16" },
{ row: 15, col: 27, name: "0-8" },
{ row: 15, col: 28, name: "8-16" },
{ row: 16, col: 29, name: "0-8" },
{ row: 16, col: 30, name: "8-16" },
{ row: 17, col: 31, name: "0-8" },
{ row: 17, col: 32, name: "8-16" },
{ row: 18, col: 33, name: "0-8" },
{ row: 18, col: 34, name: "8-16" },
{ row: 18, col: 35, name: "16-12" },
{ row: 18, col: 36, name: "12-8" },
{ row: 18, col: 37, name: "8-4" },
{ row: 18, col: 38, name: "4-0" },
{ row: 18, col: 39, name: "0-0" },
{ row: 18, col: 40, name: "0-0" },
{ row: 18, col: 41, name: "0-0" },
{ row: 18, col: 42, name: "0-4" },
{ row: 18, col: 43, name: "4-8" },
{ row: 18, col: 44, name: "8-12" },
{ row: 18, col: 45, name: "12-16" },
]
args.state.terrain = world.map do |tile|
template = tile_by_name(args, tile.name)
next if !template
grid_rect = grid_rect_for(tile.row, tile.col)
new_terrain_definition(grid_rect, template)
end
end
# ================================================
# toolbar input and rendering
# ================================================
# store the mouse position alligned to the tile grid
mouse_grid_aligned_rect = grid_aligned_rect args.inputs.mouse, 16
# determine if the mouse intersects the toolbar
mouse_intersects_toolbar = args.state.toolbar.rect.intersect_rect? args.inputs.mouse
# determine if the mouse intersects a toolbar button
toolbar_button = args.state.toolbar.buttons.find { |t| t.button_rect.intersect_rect? args.inputs.mouse }
# determine if the mouse click occurred over a tile in the terrain
terrain_tile = Geometry.find_intersect_rect mouse_grid_aligned_rect, args.state.terrain
# if a mouse click occurs....
if args.inputs.mouse.click
if toolbar_button
# if a toolbar button was clicked, set the currently selected tile to the toolbar tile
args.state.selected_tile = toolbar_button
elsif terrain_tile
# if a tile was clicked, delete it from the terrain
args.state.terrain.delete terrain_tile
elsif !args.state.toolbar.rect.intersect_rect? args.inputs.mouse
# if the mouse was not clicked in the toolbar area
# add a new terrain based off of the information in the selected tile
args.state.terrain << new_terrain_definition(mouse_grid_aligned_rect, args.state.selected_tile)
end
end
# render a light blue background for the toolbar button that is currently
# being hovered over (if any)
if toolbar_button
args.outputs.primitives << toolbar_button.button_rect.merge(primitive_marker: :solid, a: 64, b: 255)
end
# put a blue background around the currently selected tile
args.outputs.primitives << args.state.selected_tile.button_rect.merge(primitive_marker: :solid, b: 255, r: 128, a: 64)
if !mouse_intersects_toolbar
if terrain_tile
# if the mouse is hoving over an existing terrain tile, render a red border around the
# tile to signify that it will be deleted if the mouse is clicked
args.outputs.borders << terrain_tile.merge(a: 255, r: 255)
else
# if the mouse is not hovering over an existing terrain tile, render the currently
# selected tile at the mouse position
grid_aligned_rect = grid_aligned_rect args.inputs.mouse, 16
args.outputs.solids << {
**grid_aligned_rect,
a: 30,
g: 128
}
args.outputs.lines << {
x: grid_aligned_rect.x,
y: grid_aligned_rect.y + args.state.selected_tile.left_height,
x2: grid_aligned_rect.x + grid_aligned_rect.w,
y2: grid_aligned_rect.y + args.state.selected_tile.right_height,
}
end
end
# render each toolbar button using two primitives, a border to denote
# the click area of the button, and a line to denote the terrain that
# will be created when the button is clicked
args.outputs.primitives << args.state.toolbar.buttons.map do |toolbar_tile|
primitives = []
scale = toolbar_tile.button_rect.w / 16
primitive_type = :border
[
{
**toolbar_tile.button_rect,
primitive_marker: primitive_type,
a: 64,
g: 128
},
{
x: toolbar_tile.button_rect.x,
y: toolbar_tile.button_rect.y + toolbar_tile.left_height * scale,
x2: toolbar_tile.button_rect.x + toolbar_tile.button_rect.w,
y2: toolbar_tile.button_rect.y + toolbar_tile.right_height * scale
}
]
end
end
# ================================================
# helper methods
#=================================================
# converts a row and column on the grid to
# a rect
def grid_rect_for row, col
{ x: col * 16, y: row * 16, w: 16, h: 16 }
end
# find a tile by name
def tile_by_name args, name
args.state.toolbar.buttons.find { |b| b.name == name }
end
# data structure containing terrain information
# specifcially tile.left_height and tile.right_height
def new_terrain_definition grid_rect, tile
grid_rect.merge(
tile: tile,
line: {
x: grid_rect.x,
y: grid_rect.y + tile.left_height,
x2: grid_rect.x + grid_rect.w,
y2: grid_rect.y + tile.right_height
}
)
end
# helper method that returns a grid aligned rect given
# an arbitrary rect and a grid size
def grid_aligned_rect point, size
grid_aligned_x = point.x - (point.x % size)
grid_aligned_y = point.y - (point.y % size)
{ x: grid_aligned_x.to_i, y: grid_aligned_y.to_i, w: size.to_i, h: size.to_i }
end
GTK.reset_and_replay "replay.txt", speed: 2
Ramp Collision Simple - main.rb link
# ./samples/04_physics_and_collisions/12_ramp_collision_simple/app/main.rb
class Game
attr :args
def defaults
state.terrain ||= [
{ x: 0, y: 0, w: 128, h: 128, left_perc: 0, right_perc: 0.5 },
{ x: 128, y: 64, w: 128, h: 128, left_perc: 0, right_perc: 1.0 },
{ x: 256, y: 64, w: 128, h: 128, left_perc: 1.0, right_perc: 0 },
{ x: 384, y: 64, w: 128, h: 128, left_perc: 0, right_perc: 0 },
{ x: 512, y: 64, w: 128, h: 128, left_perc: 0, right_perc: 0 },
{ x: 640, y: 0, w: 128, h: 128, left_perc: 0.5, right_perc: 0 },
{ x: 768, y: 0, w: 128, h: 128, left_perc: 0, right_perc: 1.0 },
]
state.player ||= {
x: 100,
y: 720,
w: 32,
h: 32,
dx: 0,
dy: 0,
on_ground: false
}
end
def tick
defaults
calc
render
end
def calc
if inputs.keyboard.right
player.dx = 2
elsif inputs.keyboard.left
player.dx = -2
end
if inputs.keyboard.key_down.space && player.on_ground
player.dy = 8
player.on_ground = false
end
if player.y + player.h < 0
player.x = 100
player.y = 720
end
player.prev_y = player.y
player.x += player.dx
player.dx *= 0.9
player.dy -= 0.2
player.dy = player.dy.clamp(-8, 8)
player.y += player.dy
collisions = Geometry.find_all_intersect_rect(player_feet_box, state.terrain)
collision = collisions.map do |c|
r = { rect: c, ramp_y: ramp_y_for_x(player.x, c) }
r.delta_y = (player.y - (c.y + r.ramp_y))
r
end.sort_by { |c| c.delta_y.abs }.first # sort by the smallest ramp delta
if collision
if clipping_ramp?(player.y, collision)
player.y = collision.rect.y + collision.ramp_y
player.on_ground = true
elsif player.on_ground
player.dy = 0
player.y = player.prev_y
player.on_ground = false
end
elsif player.on_ground
player.dy = 0
player.y = player.prev_y
player.on_ground = false
end
end
def render
outputs.background_color = [0, 0, 0]
outputs.primitives << state.terrain.map { |t| ramp_prefab(t) }
outputs.primitives << state.player.merge(path: :solid, r: 255, g: 255, b: 255, anchor_x: 0.5, anchor_y: 0)
outputs.primitives << player_feet_box.merge(path: :solid, r: 255, g: 0, b: 0, anchor_x: 0.5, anchor_y: 0)
end
def clipping_ramp? y, ramp
clip_height = 16
y < ramp.rect.y + ramp.ramp_y && y + clip_height > ramp.rect.y + ramp.ramp_y
end
def ramp_y_for_x x, ramp
rel_x = (x - ramp.x).fdiv ramp.w
((ramp.right_perc - ramp.left_perc) * rel_x + ramp.left_perc) * ramp.h
end
def outputs
@args.outputs
end
def state
@args.state
end
def inputs
@args.inputs
end
def player
state.player
end
def player_feet_box
{ x: player.x, y: player.y, w: 2, h: 16, anchor_x: 0.5, anchor_y: 0 }
end
def ramp_prefab ramp
{ x: ramp.x,
y: ramp.y + ramp.h * ramp.left_perc,
x2: ramp.x + ramp.w,
y2: ramp.y + ramp.h * ramp.right_perc,
r: 255,
g: 0,
b: 0 }
end
end
def boot args
args.state = {}
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
def reset args
$game = nil
end
Verlet Integration - main.rb link
# ./samples/04_physics_and_collisions/13_verlet_integration/app/main.rb
# https://www.youtube.com/watch?v=D2M8jTtKi44
class Game
attr_gtk
def initialize
end
def defaults
state.objects ||= []
end
def render
outputs.watch "#{GTK.current_framerate} FPS"
outputs.watch "#{state.objects.length}"
outputs.primitives << state.objects
end
def calc_dt dt
state.objects.each do |object|
object.prev_x ||= object.x
object.prev_y ||= object.y
if !object.acceleration_x
object.acceleration_x = object.start_acceleration_x
else
object.acceleration_x = 0
end
if !object.acceleration_y
object.acceleration_y = object.start_acceleration_y
else
object.acceleration_y = -0.25 * dt
end
if object.y < 0
object.y = 0
end
if object.x < 0
object.x = 0
elsif (object.x + object.w) > 1280
object.x = 1280 - object.w
end
dx = object.x - object.prev_x
dy = object.y - object.prev_y
dx += object.acceleration_x * dt
dy += object.acceleration_y * dt
dx *= object.drag_x ** dt
dy *= object.drag_y ** dt
object.prev_x = object.x
object.prev_y = object.y
object.x += dx
object.y += dy
end
Geometry.each_intersect_rect(state.objects, state.objects) do |o_1, o_2|
o_1_center_x = o_1.x + o_1.radius
o_1_center_y = o_1.y + o_1.radius
o_2_center_x = o_2.x + o_2.radius
o_2_center_y = o_2.y + o_2.radius
distance_x = o_1_center_x - o_2_center_x
distance_y = o_1_center_y - o_2_center_y
distance = Math.sqrt(distance_x * distance_x + distance_y * distance_y)
if distance < o_1.radius + o_2.radius
v_x = (o_2_center_x - o_1_center_x) / distance
v_y = (o_2_center_y - o_1_center_y) / distance
delta = o_1.radius + o_2.radius - distance
o_1_dx = -0.75 * dt * delta * v_x * 0.5
o_1_dy = -0.75 * dt * delta * v_y * 0.5
o_1.x += o_1_dx
o_1.y += o_1_dy
o_2_dx = 0.75 * dt * delta * v_x * 0.5
o_2_dy = 0.75 * dt * delta * v_y * 0.5
o_2.x += o_2_dx
o_2.y += o_2_dy
end
end
end
def calc
if inputs.mouse.held || state.objects.length < 100
angle = rand(360)
acc_x = angle.vector_x * 20
acc_y = angle.vector_y * 20
mouse_x = if inputs.mouse.click || inputs.mouse.held
inputs.mouse.x
else
640
end
mouse_y = if inputs.mouse.click || inputs.mouse.held
inputs.mouse.y
else
540
end
color = [:red, :blue].sample
state.objects << {
x: mouse_x - 8,
y: mouse_y - 8,
w: 16,
h: 16,
radius: 8,
path: "sprites/square/#{color}.png",
start_acceleration_x: acc_x,
start_acceleration_y: acc_y,
acceleration_x: nil,
acceleration_y: nil,
drag_x: 0.95,
drag_y: 0.99
}
end
calc_dt 0.5
calc_dt 0.5
end
def tick
defaults
calc
render
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
def sub_tick args
end
def reset args
$game = nil
end
GTK.reset
Mouse link
Mouse Click - main.rb link
# ./samples/05_mouse/01_mouse_click/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- product: Returns an array of all combinations of elements from all arrays.
For example, [1,2].product([1,2]) would return the following array...
[[1,1], [1,2], [2,1], [2,2]]
More than two arrays can be given to product and it will still work,
such as [1,2].product([1,2],[3,4]). What would product return in this case?
Answer:
[[1,1,3],[1,1,4],[1,2,3],[1,2,4],[2,1,3],[2,1,4],[2,2,3],[2,2,4]]
- num1.fdiv(num2): Returns the float division (will have a decimal) of the two given numbers.
For example, 5.fdiv(2) = 2.5 and 5.fdiv(5) = 1.0
- yield: Allows you to call a method with a code block and yield to that block.
Reminders:
- Hash#inside_rect?: Returns true or false depending on if the point is inside the rect.
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
- Ternary operator (?): Will evaluate a statement (just like an if statement)
and perform an action if the result is true or another action if it is false.
- reject: Removes elements from a collection if they meet certain requirements.
- args.outputs.borders: An array. The values generate a border.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about borders, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.
=end
# This sample app is a classic game of Tic Tac Toe.
class TicTacToe
attr_gtk # class macro that adds outputs, inputs, state, etc to class
def tick
init_new_game
render_board
input_board
end
def init_new_game
state.current_turn ||= :x
state.space_combinations ||= [-1, 0, 1].product([-1, 0, 1]).to_a
if !state.spaces
state.square_size ||= 80
state.board_left ||= grid.w_half - state.square_size * 1.5
state.board_top ||= grid.h_half - state.square_size * 1.5
state.spaces = {}
state.space_combinations.each do |x, y|
state.spaces[x] ||= {}
state.spaces[x][y] ||= {}
state.spaces[x][y].hitbox ||= {
x: state.board_left + (x + 1) * state.square_size,
y: state.board_top + (y + 1) * state.square_size,
w: state.square_size,
h: state.square_size
}
end
end
end
# Uses borders to create grid squares for the game's board. Also outputs the game pieces using labels.
def render_board
# At first glance, the add(1) looks pretty trivial. But if you remove it,
# you'll see that the positioning of the board would be skewed without it!
# Or if you put 2 in the parenthesis, the pieces will be placed in the wrong squares
# due to the change in board placement.
outputs.borders << all_spaces.map do |space| # outputs borders for all board spaces
space.hitbox
end
hovered_box = all_spaces.find do |space|
inputs.mouse.inside_rect?(space.hitbox) && !space.piece
end
if hovered_box && !state.game_over
args.outputs.solids << { x: hovered_box.hitbox.x,
y: hovered_box.hitbox.y,
w: hovered_box.hitbox.w,
h: hovered_box.hitbox.h,
r: 0,
g: 100,
b: 200,
a: 80 }
end
# put label in each filled space of board
outputs.labels << filled_spaces.map do |space|
{ x: space.hitbox.x + space.hitbox.w / 2,
y: space.hitbox.y + space.hitbox.h / 2,
anchor_x: 0.5,
anchor_y: 0.5,
size_px: 40,
text: space.piece }
end
# Uses a label to output whether x or o won, or if a draw occurred.
# If the game is ongoing, a label shows whose turn it currently is.
outputs.labels << if state.x_won
{ x: 640, y: 600, text: "x won", size_px: 40, anchor_x: 0.5, anchor_y: 0.5 }
elsif state.o_won
{ x: 640, y: 600, text: "o won", size_px: 40, anchor_x: 0.5, anchor_y: 0.5 }
elsif state.draw
{ x: 640, y: 600, text: "draw", size_px: 40, anchor_x: 0.5, anchor_y: 0.5 }
else
{ x: 640, y: 600, text: "turn: #{state.current_turn}", size_px: 40, anchor_x: 0.5, anchor_y: 0.5 }
end
end
# Calls the methods responsible for handling user input and determining the winner.
# Does nothing unless the mouse is clicked.
def input_board
return unless inputs.mouse.click
input_place_piece
input_restart_game
determine_winner
end
# Handles user input for placing pieces on the board.
def input_place_piece
return if state.game_over
# Checks to find the space that the mouse was clicked inside of, and makes sure the space does not already
# have a piece in it.
space = all_spaces.find do |space|
inputs.mouse.click.point.inside_rect?(space.hitbox) && !space.piece
end
# The piece that goes into the space belongs to the player whose turn it currently is.
return unless space
space.piece = state.current_turn
# This ternary operator statement allows us to change the current player's turn.
# If it is currently x's turn, it becomes o's turn. If it is not x's turn, it become's x's turn.
state.current_turn = state.current_turn == :x ? :o : :x
end
# Resets the game.
def input_restart_game
return unless state.game_over
gtk.reset
init_new_game
end
# Checks if x or o won the game.
# If neither player wins and all nine squares are filled, a draw happens.
# Once a player is chosen as the winner or a draw happens, the game is over.
def determine_winner
state.x_won = won? :x # evaluates to either true or false (boolean values)
state.o_won = won? :o
state.draw = true if filled_spaces.length == 9 && !state.x_won && !state.o_won
state.game_over = state.x_won || state.o_won || state.draw
end
# Determines if a player won by checking if there is a horizontal match or vertical match.
# Horizontal_match and vertical_match have boolean values. If either is true, the game has been won.
def won? piece
# performs action on all space combinations
won = [[-1, 0, 1]].product([-1, 0, 1]).map do |xs, y|
# Checks if the 3 grid spaces with the same y value (or same row) and
# x values that are next to each other have pieces that belong to the same player.
# Remember, the value of piece is equal to the current turn (which is the player).
horizontal_match = state.spaces[xs[0]][y].piece == piece &&
state.spaces[xs[1]][y].piece == piece &&
state.spaces[xs[2]][y].piece == piece
# Checks if the 3 grid spaces with the same x value (or same column) and
# y values that are next to each other have pieces that belong to the same player.
# The && represents an "and" statement: if even one part of the statement is false,
# the entire statement evaluates to false.
vertical_match = state.spaces[y][xs[0]].piece == piece &&
state.spaces[y][xs[1]].piece == piece &&
state.spaces[y][xs[2]].piece == piece
horizontal_match || vertical_match # if either is true, true is returned
end
# Sees if there is a diagonal match, starting from the bottom left and ending at the top right.
# Is added to won regardless of whether the statement is true or false.
won << (state.spaces[-1][-1].piece == piece && # bottom left
state.spaces[ 0][ 0].piece == piece && # center
state.spaces[ 1][ 1].piece == piece) # top right
# Sees if there is a diagonal match, starting at the bottom right and ending at the top left
# and is added to won.
won << (state.spaces[ 1][-1].piece == piece && # bottom right
state.spaces[ 0][ 0].piece == piece && # center
state.spaces[-1][ 1].piece == piece) # top left
# Any false statements (meaning false diagonal matches) are rejected from won
won.reject_false.any?
end
# Defines filled spaces on the board by rejecting all spaces that do not have game pieces in them.
# The ! before a statement means "not". For example, we are rejecting any space combinations that do
# NOT have pieces in them.
def filled_spaces
all_spaces.reject { |space| !space.piece } # reject spaces with no pieces in them
end
# Defines all spaces on the board.
def all_spaces
state.space_combinations.map do |x, y|
state.spaces[x][y] # yield if a block is given
end
end
end
$tic_tac_toe = nil
def tick args
args.outputs.labels << { x: 640,
y: 700,
anchor_x: 0.5,
anchor_y: 0.5,
text: "Sample app shows how to work with mouse clicks and hitboxes." }
$tic_tac_toe ||= TicTacToe.new
$tic_tac_toe.args = args
$tic_tac_toe.tick
end
Mouse Move - main.rb link
# ./samples/05_mouse/02_mouse_move/app/main.rb
=begin
Reminders:
- find_all: Finds all elements of a collection that meet certain requirements.
For example, in this sample app, we're using find_all to find all zombies that have intersected
or hit the player's sprite since these zombies have been killed.
- args.inputs.keyboard.key_down.KEY: Determines if a key is being held or pressed.
Stores the frame the "down" event occurred.
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters are [X, Y, WIDTH, HEIGHT, PATH, ANGLE, ALPHA, RED, GREEN, BLUE]
For more information about sprites, go to mygame/documentation/05-sprites.md.
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
When we want to create a new object, we can declare it as a new entity and then define
its properties. (Remember, you can use state to define ANY property and it will
be retained across frames.)
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- map: Ruby method used to transform data; used in arrays, hashes, and collections.
Can be used to perform an action on every element of a collection, such as multiplying
each element by 2 or declaring every element as a new entity.
- sample: Chooses a random element from the array.
- reject: Removes elements that meet certain requirements.
In this sample app, we're removing/rejecting zombies that reach the center of the screen. We're also
rejecting zombies that were killed more than 30 frames ago.
=end
# This sample app allows users to move around the screen in order to kill zombies. Zombies appear from every direction so the goal
# is to kill the zombies as fast as possible!
class ProtectThePuppiesFromTheZombies
attr_accessor :grid, :inputs, :state, :outputs
# Calls the methods necessary for the game to run properly.
def tick
defaults
render
calc
input
end
# Sets default values for the zombies and for the player.
# Initialization happens only in the first frame.
def defaults
state.flash_at ||= 0
state.zombie_min_spawn_rate ||= 60
state.zombie_spawn_countdown ||= random_spawn_countdown state.zombie_min_spawn_rate
state.zombies ||= []
state.killed_zombies ||= []
# Declares player as a new entity and sets its properties.
# The player begins the game in the center of the screen, not moving in any direction.
state.player ||= { x: 640,
y: 360,
w: 4 * 3,
h: 8 * 3,
attack_angle: 0,
dx: 0,
dy: 0,
created_at: Kernel.tick_count }
end
# Outputs a gray background.
# Calls the methods needed to output the player, zombies, etc onto the screen.
def render
outputs.background_color = [100, 100, 100]
render_zombies
render_killed_zombies
render_player
render_flash
end
# Outputs the zombies on the screen and sets values for the sprites, such as the position, width, height, and animation.
def render_zombies
outputs.sprites << state.zombies.map do |z| # performs action on all zombies in the collection
z.merge path: animation_sprite(z) # sets definition for sprite, calls animation_sprite method
end
end
# Outputs sprites of killed zombies, and displays a slash image to show that a zombie has been killed.
def render_killed_zombies
outputs.sprites << state.killed_zombies.map do |z| # performs action on all killed zombies in collection
zombie = { x: z.x,
y: z.y,
w: 4 * 3,
h: 8 * 3,
path: animation_sprite(z, z.death_at), # calls animation_sprite method
a: 255 * z.death_at.ease(30, :flip) } # transparency of a zombie changes when they die
# Sets values to output the slash over the zombie's sprite when a zombie is killed.
# The slash is tilted 45 degrees from the angle of the player's attack.
# Change the 3 inside scale_rect to 30 and the slash will be HUGE! Scale_rect positions
# the slash over the killed zombie's sprite.
[zombie,
zombie.merge(path: 'sprites/slash.png',
angle: 45 + (state.player.attack_angle_on_click || 0)).scale_rect(3, 0.5, 0.5)]
end
end
# Outputs the player sprite using the images in the sprites folder.
def render_player
# Outputs a small red square that previews the angles that the player can attack in.
# It can be moved in a perfect circle around the player to show possible movements.
# Change the 60 in the parenthesis and see what happens to the movement of the red square.
outputs.sprites << { x: state.player.x + state.player.attack_angle.vector_x(60),
y: state.player.y + state.player.attack_angle.vector_y(60),
w: 3,
h: 3,
r: 255,
g: 0,
b: 0,
path: :solid }
outputs.sprites << { x: state.player.x,
y: state.player.y,
w: 4 * 3,
h: 8 * 3,
path: "sprites/player-#{animation_index(state.player.created_at.elapsed_time)}.png" } # string interpolation
end
# Renders flash as a solid. The screen turns white for 10 frames when a zombie is killed.
def render_flash
return if state.flash_at.elapsed_time > 10 # return if more than 10 frames have passed since flash.
# Transparency gradually changes (or eases) during the 10 frames of flash.
outputs.primitives << { **grid.rect, r: 255, g: 255, b: 255, a: 255 * state.flash_at.ease(10, :flip), path: :solid }
end
# Calls all methods necessary for performing calculations.
def calc
calc_spawn_zombie
calc_move_zombies
calc_player
calc_kill_zombie
end
# Decreases the zombie spawn countdown by 1 if it has a value greater than 0.
def calc_spawn_zombie
if state.zombie_spawn_countdown > 0
state.zombie_spawn_countdown -= 1
return
end
# New zombies are created, positioned on the screen, and added to the zombies collection.
state.zombies << (if rand > 0.5
{
x: grid.rect.w.randomize(:ratio), # random x position on screen (within grid scope)
y: [-10, 730].sample, # y position is set to either -10 or 730 (randomly chosen)
w: 4 * 3, h: 8 * 3,
created_at: Kernel.tick_count
}
else
{
x: [-10, 1290].sample, # x position is set to either -10 or 1290 (randomly chosen)
y: grid.rect.w.randomize(:ratio), # random y position on screen
w: 4 * 3, h: 8 * 3,
created_at: Kernel.tick_count
}
end)
# Calls random_spawn_countdown method (determines how fast new zombies appear)
state.zombie_spawn_countdown = random_spawn_countdown state.zombie_min_spawn_rate
state.zombie_min_spawn_rate -= 1
# set to either the current zombie_min_spawn_rate or 0, depending on which value is greater
state.zombie_min_spawn_rate = state.zombie_min_spawn_rate.clamp(0)
end
# Moves all zombies towards the center of the screen.
# All zombies that reach the center (640, 360) are rejected from the zombies collection and disappear.
def calc_move_zombies
state.zombies.each do |z| # for each zombie in the collection
z.y = z.y.towards(360, 0.1) # move the zombie towards the center (640, 360) at a rate of 0.1
z.x = z.x.towards(640, 0.1) # change 0.1 to 1.1 and see how much faster the zombies move to the center
end
state.zombies = state.zombies.reject { |z| z.y == 360 && z.x == 640 } # remove zombies that are in center
end
# Calculates the position and movement of the player on the screen.
def calc_player
state.player.x += state.player.dx # changes x based on dx (change in x)
state.player.y += state.player.dy # changes y based on dy (change in y)
state.player.dx *= 0.9 # scales dx down
state.player.dy *= 0.9 # scales dy down
# Compares player's x to 1280 to find lesser value, then compares result to 0 to find greater value.
# This ensures that the player remains within the screen's scope.
state.player.x = state.player.x.clamp(0, 1280)
state.player.y = state.player.y.clamp(0, 720) # same with player's y
end
# Finds all zombies that intersect with the player's sprite. These zombies are removed from the zombies collection
# and added to the killed_zombies collection since any zombie that intersects with the player is killed.
def calc_kill_zombie
# Find all zombies that intersect with the player. They are considered killed.
killed_this_frame = state.zombies.find_all { |z| (z.intersect_rect? state.player) }
state.zombies = state.zombies - killed_this_frame # remove newly killed zombies from zombies collection
state.killed_zombies += killed_this_frame # add newly killed zombies to killed zombies
if killed_this_frame.length > 0 # if atleast one zombie was killed in the frame
state.flash_at = Kernel.tick_count # flash_at set to the frame when the zombie was killed
# Don't forget, the rendered flash lasts for 10 frames after the zombie is killed (look at render_flash method)
end
# Sets the tick_count (passage of time) as the value of the death_at variable for each killed zombie.
# Death_at stores the frame a zombie was killed.
killed_this_frame.each do |z|
z.death_at = Kernel.tick_count
end
# Zombies are rejected from the killed_zombies collection depending on when they were killed.
# They are rejected if more than 30 frames have passed since their death.
state.killed_zombies = state.killed_zombies.reject { |z| Kernel.tick_count - z.death_at > 30 }
end
# Uses input from the user to move the player around the screen.
def input
# If the "a" key or left key is pressed, the x position of the player decreases.
# Otherwise, if the "d" key or right key is pressed, the x position of the player increases.
if inputs.keyboard.key_held.a || inputs.keyboard.key_held.left
state.player.x -= 5
elsif inputs.keyboard.key_held.d || inputs.keyboard.key_held.right
state.player.x += 5
end
# If the "w" or up key is pressed, the y position of the player increases.
# Otherwise, if the "s" or down key is pressed, the y position of the player decreases.
if inputs.keyboard.key_held.w || inputs.keyboard.key_held.up
state.player.y += 5
elsif inputs.keyboard.key_held.s || inputs.keyboard.key_held.down
state.player.y -= 5
end
# Sets the attack angle so the player can move and attack in the precise direction it wants to go.
# If the mouse is moved, the attack angle is changed (based on the player's position and mouse position).
# Attack angle also contributes to the position of red square.
if inputs.mouse.moved
state.player.attack_angle = inputs.mouse.position.angle_from [state.player.x, state.player.y]
end
if inputs.mouse.click && state.player.dx < 0.5 && state.player.dy < 0.5
state.player.attack_angle_on_click = inputs.mouse.position.angle_from [state.player.x, state.player.y]
state.player.attack_angle = state.player.attack_angle_on_click # player's attack angle is set
state.player.dx = state.player.attack_angle.vector_x(25) # change in player's position
state.player.dy = state.player.attack_angle.vector_y(25)
end
end
# Sets the zombie spawn's countdown to a random number.
# How fast zombies appear (change the 60 to 6 and too many zombies will appear at once!)
def random_spawn_countdown minimum
10.randomize(:ratio, :sign).to_i + 60
end
# Helps to iterate through the images in the sprites folder by setting the animation index.
# 3 frames is how long to show an image, and 6 is how many images to flip through.
def animation_index at
at.idiv(3).mod(6)
end
# Animates the zombies by using the animation index to go through the images in the sprites folder.
def animation_sprite zombie, at = nil
at ||= zombie.created_at.elapsed_time # how long it is has been since a zombie was created
index = animation_index at
"sprites/zombie-#{index}.png" # string interpolation to iterate through images
end
end
$protect_the_puppies_from_the_zombies = ProtectThePuppiesFromTheZombies.new
def tick args
$protect_the_puppies_from_the_zombies.grid = args.grid
$protect_the_puppies_from_the_zombies.inputs = args.inputs
$protect_the_puppies_from_the_zombies.state = args.state
$protect_the_puppies_from_the_zombies.outputs = args.outputs
$protect_the_puppies_from_the_zombies.tick
tick_instructions args, "How to get the mouse position and translate it to an x, y position using .vector_x and .vector_y. CLICK to play."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Mouse Move Paint App - main.rb link
# ./samples/05_mouse/03_mouse_move_paint_app/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Floor: Method that returns an integer number smaller than or equal to the original with no decimal.
For example, if we have a variable, a = 13.7, and we called floor on it, it would look like this...
puts a.floor()
which would print out 13.
(There is also a ceil method, which returns an integer number greater than or equal to the original
with no decimal. If we had called ceil on the variable a, the result would have been 14.)
Reminders:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
For example, if we have a "numbers" hash that stores numbers in English as the
key and numbers in Spanish as the value, we'd have a hash that looks like this...
numbers = { "one" => "uno", "two" => "dos", "three" => "tres" }
and on it goes.
Now if we wanted to find the corresponding value of the "one" key, we could say
puts numbers["one"]
which would print "uno" to the console.
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
In this sample app, new_entity is used to create a new button that clears the grid.
(Remember, you can use state to define ANY property and it will be retained across frames.)
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
- args.inputs.mouse.click.point.created_at: The frame the mouse click occurred in.
- args.outputs.labels: An array. The values in the array generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- ARRAY#inside_rect?: Returns true or false depending on if the point is inside the rect.
=end
# This sample app shows an empty grid that the user can paint on.
# To paint, the user must keep their mouse presssed and drag it around the grid.
# The "clear" button allows users to clear the grid so they can start over.
class PaintApp
attr_accessor :inputs, :state, :outputs, :grid, :args
# Runs methods necessary for the game to function properly.
def tick
print_title
add_grid
check_click
draw_buttons
end
# Prints the title onto the screen by using a label.
# Also separates the title from the grid with a line as a horizontal separator.
def print_title
args.outputs.labels << [ 640, 700, 'Paint!', 0, 1 ]
outputs.lines << horizontal_separator(660, 0, 1280)
end
# Sets the starting position, ending position, and color for the horizontal separator.
# The starting and ending positions have the same y values.
def horizontal_separator y, x, x2
[x, y, x2, y, 150, 150, 150]
end
# Sets the starting position, ending position, and color for the vertical separator.
# The starting and ending positions have the same x values.
def vertical_separator x, y, y2
[x, y, x, y2, 150, 150, 150]
end
# Outputs a border and a grid containing empty squares onto the screen.
def add_grid
# Sets the x, y, height, and width of the grid.
# There are 31 horizontal lines and 31 vertical lines in the grid.
# Feel free to count them yourself before continuing!
x, y, h, w = 640 - 500/2, 640 - 500, 500, 500 # calculations done so the grid appears in screen's center
lines_h = 31
lines_v = 31
# Sets values for the grid's border, grid lines, and filled squares.
# The filled_squares variable is initially set to an empty array.
state.grid_border ||= [ x, y, h, w ] # definition of grid's outer border
state.grid_lines ||= draw_grid(x, y, h, w, lines_h, lines_v) # calls draw_grid method
state.filled_squares ||= [] # there are no filled squares until the user fills them in
# Outputs the grid lines, border, and filled squares onto the screen.
outputs.lines.concat state.grid_lines
outputs.borders << state.grid_border
outputs.solids << state.filled_squares
end
# Draws the grid by adding in vertical and horizontal separators.
def draw_grid x, y, h, w, lines_h, lines_v
# The grid starts off empty.
grid = []
# Calculates the placement and adds horizontal lines or separators into the grid.
curr_y = y # start at the bottom of the box
dist_y = h / (lines_h + 1) # finds distance to place horizontal lines evenly throughout 500 height of grid
lines_h.times do
curr_y += dist_y # increment curr_y by the distance between the horizontal lines
grid << horizontal_separator(curr_y, x, x + w - 1) # add a separator into the grid
end
# Calculates the placement and adds vertical lines or separators into the grid.
curr_x = x # now start at the left of the box
dist_x = w / (lines_v + 1) # finds distance to place vertical lines evenly throughout 500 width of grid
lines_v.times do
curr_x += dist_x # increment curr_x by the distance between the vertical lines
grid << vertical_separator(curr_x, y + 1, y + h) # add separator
end
# paint_grid uses a hash to assign values to keys.
state.paint_grid ||= {"x" => x, "y" => y, "h" => h, "w" => w, "lines_h" => lines_h,
"lines_v" => lines_v, "dist_x" => dist_x,
"dist_y" => dist_y }
return grid
end
# Checks if the user is keeping the mouse pressed down and sets the mouse_hold variable accordingly using boolean values.
# If the mouse is up, the user cannot drag the mouse.
def check_click
if inputs.mouse.down #is mouse up or down?
state.mouse_held = true # mouse is being held down
elsif inputs.mouse.up # if mouse is up
state.mouse_held = false # mouse is not being held down or dragged
state.mouse_dragging = false
end
if state.mouse_held && # mouse needs to be down
!inputs.mouse.click && # must not be first click
((inputs.mouse.previous_click.point.x - inputs.mouse.position.x).abs > 15) # Need to move 15 pixels before "drag"
state.mouse_dragging = true
end
# If the user clicks their mouse inside the grid, the search_lines method is called with a click input type.
if ((inputs.mouse.click) && (inputs.mouse.click.point.inside_rect? state.grid_border))
search_lines(inputs.mouse.click.point, :click)
# If the user drags their mouse inside the grid, the search_lines method is called with a drag input type.
elsif ((state.mouse_dragging) && (inputs.mouse.position.inside_rect? state.grid_border))
search_lines(inputs.mouse.position, :drag)
end
end
# Sets the definition of a grid box and handles user input to fill in or clear grid boxes.
def search_lines (point, input_type)
point.x -= state.paint_grid["x"] # subtracts the value assigned to the "x" key in the paint_grid hash
point.y -= state.paint_grid["y"] # subtracts the value assigned to the "y" key in the paint_grid hash
# Remove code following the .floor and see what happens when you try to fill in grid squares
point.x = (point.x / state.paint_grid["dist_x"]).floor * state.paint_grid["dist_x"]
point.y = (point.y / state.paint_grid["dist_y"]).floor * state.paint_grid["dist_y"]
point.x += state.paint_grid["x"]
point.y += state.paint_grid["y"]
# Sets definition of a grid box, meaning its x, y, width, and height.
# Floor is called on the point.x and point.y variables.
# Ceil method is called on values of the distance hash keys, setting the width and height of a box.
grid_box = [ point.x.floor, point.y.floor, state.paint_grid["dist_x"].ceil, state.paint_grid["dist_y"].ceil ]
if input_type == :click # if user clicks their mouse
if state.filled_squares.include? grid_box # if grid box is already filled in
state.filled_squares.delete grid_box # box is cleared and removed from filled_squares
else
state.filled_squares << grid_box # otherwise, box is filled in and added to filled_squares
end
elsif input_type == :drag # if user drags mouse
unless state.filled_squares.include? grid_box # unless the grid box dragged over is already filled in
state.filled_squares << grid_box # the box is filled in and added to filled_squares
end
end
end
# Creates and outputs a "Clear" button on the screen using a label and a border.
# If the button is clicked, the filled squares are cleared, making the filled_squares collection empty.
def draw_buttons
x, y, w, h = 390, 50, 240, 50
state.clear_button ||= state.new_entity(:button_with_fade)
# The x and y positions are set to display the label in the center of the button.
# Try changing the first two parameters to simply x, y and see what happens to the text placement!
state.clear_button.label ||= [x + w.half, y + h.half + 10, "Clear", 0, 1] # placed in center of border
state.clear_button.border ||= [x, y, w, h]
# If the mouse is clicked inside the borders of the clear button,
# the filled_squares collection is emptied and the squares are cleared.
if inputs.mouse.click && inputs.mouse.click.point.inside_rect?(state.clear_button.border)
state.clear_button.clicked_at = inputs.mouse.click.created_at # time (frame) the click occurred
state.filled_squares.clear
inputs.mouse.previous_click = nil
end
outputs.labels << state.clear_button.label
outputs.borders << state.clear_button.border
# When the clear button is clicked, the color of the button changes
# and the transparency changes, as well. If you change the time from
# 0.25.seconds to 1.25.seconds or more, the change will last longer.
if state.clear_button.clicked_at
outputs.solids << [x, y, w, h, 0, 180, 80, 255 * state.clear_button.clicked_at.ease(0.25.seconds, :flip)]
end
end
end
$paint_app = PaintApp.new
def tick args
$paint_app.inputs = args.inputs
$paint_app.state = args.state
$paint_app.grid = args.grid
$paint_app.args = args
$paint_app.outputs = args.outputs
$paint_app.tick
tick_instructions args, "How to create a simple paint app. CLICK and HOLD to draw."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Coordinate Systems - main.rb link
# ./samples/05_mouse/04_coordinate_systems/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- args.inputs.mouse.click.position: Coordinates of the mouse's position on the screen.
Unlike args.inputs.mouse.click.point, the mouse does not need to be pressed down for
position to know the mouse's coordinates.
For more information about the mouse, go to mygame/documentation/07-mouse.md.
Reminders:
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
In this sample app, string interpolation is used to show the current position of the mouse
in a label.
- args.outputs.labels: An array that generates a label.
The parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.outputs.solids: An array that generates a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE, ALPHA]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.lines: An array that generates a line.
The parameters are [X, Y, X2, Y2, RED, GREEN, BLUE, ALPHA]
For more information about lines, go to mygame/documentation/04-lines.md.
=end
# This sample app shows a coordinate system or grid. The user can move their mouse around the screen and the
# coordinates of their position on the screen will be displayed. Users can choose to view one quadrant or
# four quadrants by pressing the button.
def tick args
# The addition and subtraction in the first two parameters of the label and solid
# ensure that the outputs don't overlap each other. Try removing them and see what happens.
pos = args.inputs.mouse.position # stores coordinates of mouse's position
args.outputs.labels << [pos.x + 10, pos.y + 10, "#{pos}"] # outputs label of coordinates
args.outputs.solids << [pos.x - 2, pos.y - 2, 5, 5] # outputs small blackk box placed where mouse is hovering
button = [0, 0, 370, 50] # sets definition of toggle button
args.outputs.borders << button # outputs button as border (not filled in)
args.outputs.labels << [10, 35, "click here toggle coordinate system"] # label of button
args.outputs.lines << [ 0, -720, 0, 720] # vertical line dividing quadrants
args.outputs.lines << [-1280, 0, 1280, 0] # horizontal line dividing quadrants
if args.inputs.mouse.click # if the user clicks the mouse
pos = args.inputs.mouse.click.point # pos's value is point where user clicked (coordinates)
if pos.inside_rect? button # if the click occurred inside the button
if args.grid.name == :bottom_left # if the grid shows bottom left as origin
args.grid.origin_center! # origin will be shown in center
else
args.grid.origin_bottom_left! # otherwise, the view will change to show bottom left as origin
end
end
end
tick_instructions args, "Sample app shows the two supported coordinate systems in Game Toolkit."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Clicking Buttons - main.rb link
# ./samples/05_mouse/05_clicking_buttons/app/main.rb
def tick args
# create buttons
args.state.buttons ||= [
create_button(args, id: :button_1, row: 0, col: 0, text: "button 1"),
create_button(args, id: :button_2, row: 1, col: 0, text: "button 2"),
create_button(args, id: :clear, row: 2, col: 0, text: "clear")
]
# render button's border and label
args.outputs.primitives << args.state.buttons.map do |b|
b.primitives
end
# render center label if the text is set
if args.state.center_label_text
args.outputs.labels << { x: 640,
y: 360,
text: args.state.center_label_text,
alignment_enum: 1,
vertical_alignment_enum: 1 }
end
# if the mouse is clicked, see if the mouse click intersected
# with a button
if args.inputs.mouse.click
button = args.state.buttons.find do |b|
args.inputs.mouse.intersect_rect? b
end
# update the center label text based on button clicked
case button.id
when :button_1
args.state.center_label_text = "button 1 was clicked"
when :button_2
args.state.center_label_text = "button 2 was clicked"
when :clear
args.state.center_label_text = nil
end
end
end
def create_button args, id:, row:, col:, text:;
# Layout.rect(row:, col:, w:, h:) is method that will
# return a rectangle inside of a grid with 12 rows and 24 columns
rect = Layout.rect row: row, col: col, w: 3, h: 1
# get senter of rect for label
center = Geometry.rect_center_point rect
{
id: id,
x: rect.x,
y: rect.y,
w: rect.w,
h: rect.h,
primitives: [
{
x: rect.x,
y: rect.y,
w: rect.w,
h: rect.h,
primitive_marker: :border
},
{
x: center.x,
y: center.y,
text: text,
size_enum: -1,
alignment_enum: 1,
vertical_alignment_enum: 1,
primitive_marker: :label
}
]
}
end
GTK.reset
Save Load link
Save Load Game - main.rb link
# ./samples/06_save_load/01_save_load_game/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Symbol (:): Ruby object with a name and an internal ID. Symbols are useful
because with a given symbol name, you can refer to the same object throughout
a Ruby program.
In this sample app, we're using symbols for our buttons. We have buttons that
light fires, save, load, etc. Each of these buttons has a distinct symbol like
:light_fire, :save_game, :load_game, etc.
- to_sym: Returns the symbol corresponding to the given string; creates the symbol
if it does not already exist.
For example,
'car'.to_sym
would return the symbol :car.
- last: Returns the last element of an array.
Reminders:
- num1.lesser(num2): finds the lower value of the given options.
For example, in the statement
a = 4.lesser(3)
3 has a lower value than 4, which means that the value of a would be set to 3,
but if the statement had been
a = 4.lesser(5)
4 has a lower value than 5, which means that the value of a would be set to 4.
- num1.fdiv(num2): returns the float division (will have a decimal) of the two given numbers.
For example, 5.fdiv(2) = 2.5 and 5.fdiv(5) = 1.0
- String interpolation: uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- args.outputs.labels: An array. Values generate a label.
Parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information, go to mygame/documentation/02-labels.md.
- ARRAY#inside_rect?: An array with at least two values is considered a point. An array
with at least four values is considered a rect. The inside_rect? function returns true
or false depending on if the point is inside the rect.
=end
# This code allows users to perform different tasks, such as saving and loading the game.
# Users also have options to reset the game and light a fire.
class TextedBasedGame
# Contains methods needed for game to run properly.
# Increments tick count by 1 each time it runs (60 times in a single second)
def tick
default
show_intro
state.engine_tick_count += 1
tick_fire
end
# Sets default values.
# The ||= ensures that a variable's value is only set to the value following the = sign
# if the value has not already been set before. Intialization happens only in the first frame.
def default
state.engine_tick_count ||= 0
state.active_module ||= :room
state.fire_progress ||= 0
state.fire_ready_in ||= 10
state.previous_fire ||= :dead
state.fire ||= :dead
end
def show_intro
return unless state.engine_tick_count == 0 # return unless the game just started
set_story_line "awake." # calls set_story_line method, sets to "awake"
end
# Sets story line.
def set_story_line story_line
state.story_line = story_line # story line set to value of parameter
state.active_module = :alert # active module set to alert
end
# Clears story line.
def clear_storyline
state.active_module = :none # active module set to none
state.story_line = nil # story line is cleared, set to nil (or empty)
end
# Determines fire progress (how close the fire is to being ready to light).
def tick_fire
return if state.active_module == :alert # return if active module is alert
state.fire_progress += 1 # increment fire progress
# fire_ready_in is 10. The fire_progress is either the current value or 10, whichever has a lower value.
state.fire_progress = state.fire_progress.lesser(state.fire_ready_in)
end
# Sets the value of fire (whether it is dead or roaring), and the story line
def light_fire
return unless fire_ready? # returns unless the fire is ready to be lit
state.fire = :roaring # fire is lit, set to roaring
state.fire_progress = 0 # the fire progress returns to 0, since the fire has been lit
if state.fire != state.previous_fire
set_story_line "the fire is #{state.fire}." # the story line is set using string interpolation
state.previous_fire = state.fire
end
end
# Checks if the fire is ready to be lit. Returns a boolean value.
def fire_ready?
# If fire_progress (value between 0 and 10) is equal to fire_ready_in (value of 10),
# the fire is ready to be lit.
state.fire_progress == state.fire_ready_in
end
# Divides the value of the fire_progress variable by 10 to determine how close the user is to
# being able to light a fire.
def light_fire_progress
state.fire_progress.fdiv(10) # float division
end
# Defines fire as the state.fire variable.
def fire
state.fire
end
# Sets the title of the room.
def room_title
return "a room that is dark" if state.fire == :dead # room is dark if the fire is dead
return "a room that is lit" # room is lit if the fire is not dead
end
# Sets the active_module to room.
def go_to_room
state.active_module = :room
end
# Defines active_module as the state.active_module variable.
def active_module
state.active_module
end
# Defines story_line as the state.story_line variable.
def story_line
state.story_line
end
# Update every 60 frames (or every second)
def should_tick?
Kernel.tick_count.zmod?(60)
end
# Sets the value of the game state provider.
def initialize game_state_provider
@game_state_provider = game_state_provider
end
# Defines the game state.
# Any variable prefixed with an @ symbol is an instance variable.
def state
@game_state_provider.state
end
# Saves the state of the game in a text file called game_state.txt.
def save
GTK.serialize_state('game_state.txt', state)
end
# Loads the game state from the game_state.txt text file.
# If the load is unsuccessful, the user is informed since the story line indicates the failure.
def load
parsed_state = GTK.deserialize_state('game_state.txt')
if !parsed_state
set_story_line "no game to load. press save first."
else
GTK.args.state = parsed_state
end
end
# Resets the game.
def reset
GTK.reset
end
end
class TextedBasedGamePresenter
attr_accessor :state, :outputs, :inputs
# Creates empty collection called highlights.
# Calls methods necessary to run the game.
def tick
state.layout.highlights ||= []
game.tick if game.should_tick?
render
process_input
end
# Outputs a label of the tick count (passage of time) and calls all render methods.
def render
outputs.labels << [10, 30, Kernel.tick_count]
render_alert
render_room
render_highlights
end
# Outputs a label onto the screen that shows the story line, and also outputs a "close" button.
def render_alert
return unless game.active_module == :alert
outputs.labels << [640, 480, game.story_line, 5, 1] # outputs story line label
outputs.primitives << button(:alert_dismiss, 490, 380, "close") # positions "close" button under story line
end
def render_room
return unless game.active_module == :room
outputs.labels << [640, 700, game.room_title, 4, 1] # outputs room title label at top of screen
# The parameters for these outputs are (symbol, x, y, text, value/percentage) and each has a y value
# that positions it 60 pixels lower than the previous output.
# outputs the light_fire_progress bar, uses light_fire_progress for its percentage (which changes bar's appearance)
outputs.primitives << progress_bar(:light_fire, 490, 600, "light fire", game.light_fire_progress)
outputs.primitives << button( :save_game, 490, 540, "save") # outputs save button
outputs.primitives << button( :load_game, 490, 480, "load") # outputs load button
outputs.primitives << button( :reset_game, 490, 420, "reset") # outputs reset button
outputs.labels << [640, 30, "the fire is #{game.fire}", 0, 1] # outputs fire label at bottom of screen
end
# Outputs a collection of highlights using an array to set their values, and also rejects certain values from the collection.
def render_highlights
state.layout.highlights.each do |h| # for each highlight in the collection
h.lifetime -= 1 # decrease the value of its lifetime
end
outputs.solids << state.layout.highlights.map do |h| # outputs highlights collection
[h.x, h.y, h.w, h.h, h.color, 255 * h.lifetime / h.max_lifetime] # sets definition for each highlight
# transparency changes; divide lifetime by max_lifetime, multiply result by 255
end
# reject highlights from collection that have no remaining lifetime
state.layout.highlights = state.layout.highlights.reject { |h| h.lifetime <= 0 }
end
# Checks whether or not a button was clicked.
# Returns a boolean value.
def process_input
button = button_clicked? # calls button_clicked? method
end
# Returns a boolean value.
# Finds the button that was clicked from the button list and determines what method to call.
# Adds a highlight to the highlights collection.
def button_clicked?
return nil unless click_pos # return nil unless click_pos holds coordinates of mouse click
button = @button_list.find do |k, v| # goes through button_list to find button clicked
click_pos.inside_rect? v[:primitives].last.rect # was the mouse clicked inside the rect of button?
end
return unless button # return unless a button was clicked
method_to_call = "#{button[0]}_clicked".to_sym # sets method_to_call to symbol (like :save_game or :load_game)
if self.respond_to? method_to_call # returns true if self responds to the given method (method actually exists)
border = button[1][:primitives].last # sets border definition using value of last key in button list hash
# declares each highlight as a new entity, sets properties
state.layout.highlights << state.new_entity(:highlight) do |h|
h.x = border.x
h.y = border.y
h.w = border.w
h.h = border.h
h.max_lifetime = 10
h.lifetime = h.max_lifetime
h.color = [120, 120, 180] # sets color to shade of purple
end
self.send method_to_call # invoke method identified by symbol
else # otherwise, if self doesn't respond to given method
border = button[1][:primitives].last # sets border definition using value of last key in hash
# declares each highlight as a new entity, sets properties
state.layout.highlights << state.new_entity(:highlight) do |h|
h.x = border.x
h.y = border.y
h.w = border.w
h.h = border.h
h.max_lifetime = 4 # different max_lifetime than the one set if respond_to? had been true
h.lifetime = h.max_lifetime
h.color = [120, 80, 80] # sets color to dark color
end
# instructions for users on how to add the missing method_to_call to the code
puts "It looks like #{method_to_call} doesn't exists on TextedBasedGamePresenter. Please add this method:"
puts "Just copy the code below and put it in the #{TextedBasedGamePresenter} class definition."
puts ""
puts "```"
puts "class TextedBasedGamePresenter <--- find this class and put the method below in it"
puts ""
puts " def #{method_to_call}"
puts " puts 'Yay that worked!'"
puts " end"
puts ""
puts "end <-- make sure to put the #{method_to_call} method in between the `class` word and the final `end` statement."
puts "```"
puts ""
end
end
# Returns the position of the mouse when it is clicked.
def click_pos
return nil unless inputs.mouse.click # returns nil unless the mouse was clicked
return inputs.mouse.click.point # returns location of mouse click (coordinates)
end
# Creates buttons for the button_list and sets their values using a hash (uses symbols as keys)
def button id, x, y, text
@button_list[id] ||= { # assigns values to hash keys
id: id,
text: text,
primitives: [
[x + 10, y + 30, text, 2, 0].label, # positions label inside border
[x, y, 300, 50].border, # sets definition of border
]
}
@button_list[id][:primitives] # returns label and border for buttons
end
# Creates a progress bar (used for lighting the fire) and sets its values.
def progress_bar id, x, y, text, percentage
@button_list[id] = { # assigns values to hash keys
id: id,
text: text,
primitives: [
[x, y, 300, 50, 100, 100, 100].solid, # sets definition for solid (which fills the bar with gray)
[x + 10, y + 30, text, 2, 0].label, # sets definition for label, positions inside border
[x, y, 300, 50].border, # sets definition of border
]
}
# Fills progress bar based on percentage. If the fire was ready to be lit (100%) and we multiplied by
# 100, only 1/3 of the bar would only be filled in. 200 would cause only 2/3 to be filled in.
@button_list[id][:primitives][0][2] = 300 * percentage
@button_list[id][:primitives]
end
# Defines the game.
def game
@game
end
# Initalizes the game and creates an empty list of buttons.
def initialize
@game = TextedBasedGame.new self
@button_list ||= {}
end
# Clears the storyline and takes the user to the room.
def alert_dismiss_clicked
game.clear_storyline
game.go_to_room
end
# Lights the fire when the user clicks the "light fire" option.
def light_fire_clicked
game.light_fire
end
# Saves the game when the user clicks the "save" option.
def save_game_clicked
game.save
end
# Resets the game when the user clicks the "reset" option.
def reset_game_clicked
game.reset
end
# Loads the game when the user clicks the "load" option.
def load_game_clicked
game.load
end
end
$text_based_rpg = TextedBasedGamePresenter.new
def tick args
$text_based_rpg.state = args.state
$text_based_rpg.outputs = args.outputs
$text_based_rpg.inputs = args.inputs
$text_based_rpg.tick
end
Advanced Audio link
Audio Mixer - main.rb link
# ./samples/07_advanced_audio/01_audio_mixer/app/main.rb
# these are the properties that you can sent on args.audio
def spawn_new_sound args, name, path
# Spawn randomly in an area that won't be covered by UI.
screenx = (rand * 600.0) + 200.0
screeny = (rand * 400.0) + 100.0
id = new_sound_id! args
# you can hang anything on the audio hashes you want, so we store the
# actual screen position in here for convenience.
args.audio[id] = {
name: name,
input: path,
screenx: screenx,
screeny: screeny,
x: ((screenx / 1279.0) * 2.0) - 1.0, # scale to -1.0 - 1.0 range
y: ((screeny / 719.0) * 2.0) - 1.0, # scale to -1.0 - 1.0 range
z: 0.0,
gain: 1.0,
pitch: 1.0,
looping: true,
paused: false
}
args.state.selected = id
end
# these are values you can change on the ~args.audio~ data structure
def input_panel args
return unless args.state.panel
return if args.state.dragging
audio_entry = args.audio[args.state.selected]
results = args.state.panel
if args.state.mouse_state == :held && args.inputs.mouse.position.inside_rect?(results.pitch_slider_rect.rect)
audio_entry.pitch = 2.0 * ((args.inputs.mouse.x - results.pitch_slider_rect.rect.x).to_f / (results.pitch_slider_rect.rect.w - 1.0))
elsif args.state.mouse_state == :held && args.inputs.mouse.position.inside_rect?(results.playtime_slider_rect.rect)
audio_entry.playtime = audio_entry.length_ * ((args.inputs.mouse.x - results.playtime_slider_rect.rect.x).to_f / (results.playtime_slider_rect.rect.w - 1.0))
elsif args.state.mouse_state == :held && args.inputs.mouse.position.inside_rect?(results.gain_slider_rect.rect)
audio_entry.gain = (args.inputs.mouse.x - results.gain_slider_rect.rect.x).to_f / (results.gain_slider_rect.rect.w - 1.0)
elsif args.inputs.mouse.click && args.inputs.mouse.position.inside_rect?(results.looping_checkbox_rect.rect)
audio_entry.looping = !audio_entry.looping
elsif args.inputs.mouse.click && args.inputs.mouse.position.inside_rect?(results.paused_checkbox_rect.rect)
audio_entry.paused = !audio_entry.paused
elsif args.inputs.mouse.click && args.inputs.mouse.position.inside_rect?(results.delete_button_rect.rect)
args.audio.delete args.state.selected
end
end
def render_sources args
args.outputs.primitives << args.audio.keys.map do |k|
s = args.audio[k]
isselected = (k == args.state.selected)
color = isselected ? [ 0, 255, 0, 255 ] : [ 0, 0, 255, 255 ]
[
[s.screenx, s.screeny, args.state.boxsize, args.state.boxsize, *color].solid,
{
x: s.screenx + args.state.boxsize.half,
y: s.screeny,
text: s.name,
r: 255,
g: 255,
b: 255,
alignment_enum: 1
}.label!
]
end
end
def playtime_str t
return "" unless t
minutes = (t / 60.0).floor
seconds = t - (minutes * 60.0).to_f
return minutes.to_s + ':' + seconds.floor.to_s + ((seconds - seconds.floor).to_s + "000")[1..3]
end
def label_with_drop_shadow x, y, text
[
{ x: x + 1, y: y + 1, text: text, vertical_alignment_enum: 1, alignment_enum: 1, r: 0, g: 0, b: 0 }.label!,
{ x: x + 2, y: y + 0, text: text, vertical_alignment_enum: 1, alignment_enum: 1, r: 0, g: 0, b: 0 }.label!,
{ x: x + 0, y: y + 1, text: text, vertical_alignment_enum: 1, alignment_enum: 1, r: 200, g: 200, b: 200 }.label!
]
end
def check_box opts = {}
checkbox_template = Layout.rect(w: 0.5, h: 0.5, col: 2)
final_rect = checkbox_template.center_inside_rect_y(Layout.rect(row: opts.row, col: opts.col))
color = { r: 0, g: 0, b: 0 }
color = { r: 255, g: 255, b: 255 } if opts.checked
{
rect: final_rect,
primitives: [
(final_rect.to_solid color)
]
}
end
def progress_bar opts = {}
outer_rect = Layout.rect(row: opts.row, col: opts.col, w: 5, h: 1)
color = opts.percentage * 255
baseline_progress_bar = opts.args
.layout
.rect(w: 5, h: 0.5)
final_rect = baseline_progress_bar.center_inside_rect(outer_rect)
center = Geometry.rect_center_point(final_rect)
{
rect: final_rect,
primitives: [
final_rect.merge(r: color, g: color, b: color, a: 128).solid!,
label_with_drop_shadow(center.x, center.y, opts.text)
]
}
end
def panel_primitives args, audio_entry
results = { primitives: [] }
return results unless audio_entry
# this uses DRGTK's layout apis to layout the controls
# imagine the screen is split into equal cells (24 cells across, 12 cells up and down)
# Layout.rect returns a hash which we merge values with to create primitives
# using Layout.rect removes the need for pixel pushing
# args.outputs.debug << Layout.debug_primitives(r: 255, g: 255, b: 255)
white_color = { r: 255, g: 255, b: 255 }
label_style = white_color.merge(vertical_alignment_enum: 1)
# panel background
results.primitives << Layout.rect(row: 0, col: 0, w: 7, h: 6, include_col_gutter: true, include_row_gutter: true)
.border!(r: 255, g: 255, b: 255)
# title
results.primitives << Layout.point(row: 0, col: 3.5, row_anchor: 0.5)
.merge(label_style)
.merge(text: "Source #{args.state.selected} (#{args.audio[args.state.selected].name})",
size_enum: 3,
alignment_enum: 1)
# seperator line
results.primitives << Layout.rect(row: 1, col: 0, w: 7, h: 0)
.line!(white_color)
# screen location
results.primitives << Layout.point(row: 1.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "screen:")
results.primitives << Layout.point(row: 1.0, col: 2, row_anchor: 0.5)
.merge(label_style)
.merge(text: "(#{audio_entry.screenx.to_i}, #{audio_entry.screeny.to_i})")
# position
results.primitives << Layout.point(row: 1.5, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "position:")
results.primitives << Layout.point(row: 1.5, col: 2, row_anchor: 0.5)
.merge(label_style)
.merge(text: "(#{audio_entry[:x].round(5).to_s[0..6]}, #{audio_entry[:y].round(5).to_s[0..6]})")
results.primitives << Layout.point(row: 2.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "pitch:")
results.pitch_slider_rect = progress_bar(row: 2.0, col: 2,
percentage: audio_entry.pitch / 2.0,
text: "#{audio_entry.pitch.to_sf}",
args: args)
results.primitives << results.pitch_slider_rect.primitives
results.primitives << Layout.point(row: 2.5, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "playtime:")
results.playtime_slider_rect = progress_bar(args: args,
row: 2.5,
col: 2,
percentage: (audio_entry.playtime || 1) / (audio_entry.length_ || 1),
text: "#{playtime_str(audio_entry.playtime)} / #{playtime_str(audio_entry.length_)}")
results.primitives << results.playtime_slider_rect.primitives
results.primitives << Layout.point(row: 3.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "gain:")
results.gain_slider_rect = progress_bar(args: args,
row: 3.0,
col: 2,
percentage: audio_entry.gain,
text: "#{audio_entry.gain.to_sf}")
results.primitives << results.gain_slider_rect.primitives
results.primitives << Layout.point(row: 3.5, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "looping:")
checkbox_template = Layout.rect(w: 0.5, h: 0.5, col: 2)
results.looping_checkbox_rect = check_box(args: args, row: 3.5, col: 2, checked: audio_entry.looping)
results.primitives << results.looping_checkbox_rect.primitives
results.primitives << Layout.point(row: 4.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "paused:")
checkbox_template = Layout.rect(w: 0.5, h: 0.5, col: 2)
results.paused_checkbox_rect = check_box(args: args, row: 4.0, col: 2, checked: !audio_entry.paused)
results.primitives << results.paused_checkbox_rect.primitives
results.delete_button_rect = { rect: Layout.rect(row: 5, col: 0, w: 7, h: 1) }
results.primitives << results.delete_button_rect.rect.to_solid(r: 180)
results.primitives << Layout.point(row: 5, col: 3.5, row_anchor: 0.5)
.merge(label_style)
.merge(text: "DELETE", alignment_enum: 1)
return results
end
def render_panel args
args.state.panel = nil
audio_entry = args.audio[args.state.selected]
return unless audio_entry
mouse_down = (args.state.mouse_held >= 0)
args.state.panel = panel_primitives args, audio_entry
args.outputs.primitives << args.state.panel.primitives
end
def new_sound_id! args
args.state.sound_id ||= 0
args.state.sound_id += 1
args.state.sound_id
end
def render_launcher args
args.outputs.primitives << args.state.spawn_sound_buttons.map(&:primitives)
end
def render_ui args
render_launcher args
render_panel args
end
def tick args
defaults args
render args
input args
end
def input args
if !args.audio[args.state.selected]
args.state.selected = nil
args.state.dragging = nil
end
# spawn button and node interaction
if args.inputs.mouse.click
spawn_sound_button = args.state.spawn_sound_buttons.find { |b| args.inputs.mouse.inside_rect? b.rect }
audio_click_key, audio_click_value = args.audio.find do |k, v|
args.inputs.mouse.inside_rect? [v.screenx, v.screeny, args.state.boxsize, args.state.boxsize]
end
if spawn_sound_button
args.state.selected = nil
spawn_new_sound args, spawn_sound_button.name, spawn_sound_button.path
elsif audio_click_key
args.state.selected = audio_click_key
end
end
if args.state.mouse_state == :held && args.state.selected
v = args.audio[args.state.selected]
if args.inputs.mouse.inside_rect? [v.screenx, v.screeny, args.state.boxsize, args.state.boxsize]
args.state.dragging = args.state.selected
end
if args.state.dragging
s = args.audio[args.state.selected]
# you can hang anything on the audio hashes you want, so we store the
# actual screen position so it doesn't scale weirdly vs your mouse.
s.screenx = args.inputs.mouse.x - (args.state.boxsize / 2)
s.screeny = args.inputs.mouse.y - (args.state.boxsize / 2)
s.screeny = 50 if s.screeny < 50
s.screeny = (719 - args.state.boxsize) if s.screeny > (719 - args.state.boxsize)
s.screenx = 0 if s.screenx < 0
s.screenx = (1279 - args.state.boxsize) if s.screenx > (1279 - args.state.boxsize)
s.x = ((s.screenx / 1279.0) * 2.0) - 1.0 # scale to -1.0 - 1.0 range
s.y = ((s.screeny / 719.0) * 2.0) - 1.0 # scale to -1.0 - 1.0 range
end
elsif args.state.mouse_state == :released
args.state.dragging = nil
end
input_panel args
end
def defaults args
args.state.mouse_state ||= :released
args.state.dragging_source ||= false
args.state.selected ||= 0
args.state.next_sound_index ||= 0
args.state.boxsize ||= 30
args.state.sound_files ||= [
{ name: :tada, path: "sounds/tada.wav" },
{ name: :splash, path: "sounds/splash.wav" },
{ name: :drum, path: "sounds/drum.mp3" },
{ name: :spring, path: "sounds/spring.wav" },
{ name: :music, path: "sounds/music.ogg" }
]
# generate buttons based off the sound collection above
args.state.spawn_sound_buttons ||= begin
# create a group of buttons
# column centered (using col_offset to calculate the column offset)
# where each item is 2 columns apart
rects = Layout.rect_group row: 11,
col_offset: {
count: args.state.sound_files.length,
w: 2
},
dcol: 2,
w: 2,
h: 1,
group: args.state.sound_files
# now that you have the rects
# construct the metadata for the buttons
rects.map do |rect|
{
rect: rect,
name: rect.name,
path: rect.path,
primitives: [
rect.to_border(r: 255, g: 255, b: 255),
rect.to_label(x: rect.center_x,
y: rect.center_y,
text: "#{rect.name}",
alignment_enum: 1,
vertical_alignment_enum: 1,
r: 255, g: 255, b: 255)
]
}
end
end
if args.inputs.mouse.up
args.state.mouse_state = :released
args.state.dragging_source = false
elsif args.inputs.mouse.down
args.state.mouse_state = :held
end
args.outputs.background_color = [ 0, 0, 0, 255 ]
end
def render args
render_ui args
render_sources args
end
Sound Synthesis - main.rb link
# ./samples/07_advanced_audio/02_sound_synthesis/app/main.rb
begin # region: top level tick methods
def tick args
defaults args
render args
input args
process_audio_queue args
end
def defaults args
args.state.sine_waves ||= {}
args.state.square_waves ||= {}
args.state.saw_tooth_waves ||= {}
args.state.triangle_waves ||= {}
args.state.audio_queue ||= []
args.state.buttons ||= [
(frequency_buttons args),
(sine_wave_note_buttons args),
(bell_buttons args),
(square_wave_note_buttons args),
(saw_tooth_wave_note_buttons args),
(triangle_wave_note_buttons args),
].flatten
end
def render args
args.outputs.borders << args.state.buttons.map { |b| b[:border] }
args.outputs.labels << args.state.buttons.map { |b| b[:label] }
end
def input args
args.state.buttons.each do |b|
if args.inputs.mouse.click && (args.inputs.mouse.click.inside_rect? b[:rect])
parameter_string = (b.slice :frequency, :note, :octave).map { |k, v| "#{k}: #{v}" }.join ", "
GTK.notify! "#{b[:method_to_call]} #{parameter_string}"
send b[:method_to_call], args, b
end
end
if args.inputs.mouse.click && (args.inputs.mouse.click.inside_rect? (Layout.rect(row: 0).yield_self { |r| r.merge y: r.y + r.h.half, h: r.h.half }))
GTK.openurl 'https://www.youtube.com/watch?v=zEzovM5jT-k&ab_channel=AmirRajan'
end
end
def process_audio_queue args
to_queue = args.state.audio_queue.find_all { |v| v[:queue_at] <= args.tick_count }
args.state.audio_queue -= to_queue
to_queue.each { |a| args.audio[a[:id]] = a }
args.audio.find_all { |k, v| v[:decay_rate] }
.each { |k, v| v[:gain] -= v[:decay_rate] }
sounds_to_stop = args.audio
.find_all { |k, v| v[:stop_at] && Kernel.tick_count >= v[:stop_at] }
.map { |k, v| k }
sounds_to_stop.each { |k| args.audio.delete k }
end
end
begin # region: button definitions, ui layout, callback functions
def button args, opts
button_def = opts.merge rect: (Layout.rect (opts.merge w: 2, h: 1))
button_def[:border] = button_def[:rect].merge r: 0, g: 0, b: 0
label_offset_x = 5
label_offset_y = 30
button_def[:label] = button_def[:rect].merge text: opts[:text],
size_enum: -2.5,
x: button_def[:rect].x + label_offset_x,
y: button_def[:rect].y + label_offset_y
button_def
end
def play_sine_wave args, sender
queue_sine_wave args,
frequency: sender[:frequency],
duration: 1.seconds,
fade_out: true
end
def play_note args, sender
method_to_call = :queue_sine_wave
method_to_call = :queue_square_wave if sender[:type] == :square
method_to_call = :queue_saw_tooth_wave if sender[:type] == :saw_tooth
method_to_call = :queue_triangle_wave if sender[:type] == :triangle
method_to_call = :queue_bell if sender[:type] == :bell
send method_to_call, args,
frequency: (frequency_for note: sender[:note], octave: sender[:octave]),
duration: 1.seconds,
fade_out: true
end
def frequency_buttons args
[
(button args,
row: 4.0, col: 0, text: "300hz",
frequency: 300,
method_to_call: :play_sine_wave),
(button args,
row: 5.0, col: 0, text: "400hz",
frequency: 400,
method_to_call: :play_sine_wave),
(button args,
row: 6.0, col: 0, text: "500hz",
frequency: 500,
method_to_call: :play_sine_wave),
]
end
def sine_wave_note_buttons args
[
(button args,
row: 1.5, col: 2, text: "Sine C4",
note: :c, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 2.5, col: 2, text: "Sine D4",
note: :d, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 3.5, col: 2, text: "Sine E4",
note: :e, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 4.5, col: 2, text: "Sine F4",
note: :f, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 5.5, col: 2, text: "Sine G4",
note: :g, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 6.5, col: 2, text: "Sine A5",
note: :a, octave: 5, type: :sine, method_to_call: :play_note),
(button args,
row: 7.5, col: 2, text: "Sine B5",
note: :b, octave: 5, type: :sine, method_to_call: :play_note),
(button args,
row: 8.5, col: 2, text: "Sine C5",
note: :c, octave: 5, type: :sine, method_to_call: :play_note),
]
end
def square_wave_note_buttons args
[
(button args,
row: 1.5, col: 6, text: "Square C4",
note: :c, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 2.5, col: 6, text: "Square D4",
note: :d, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 3.5, col: 6, text: "Square E4",
note: :e, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 4.5, col: 6, text: "Square F4",
note: :f, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 5.5, col: 6, text: "Square G4",
note: :g, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 6.5, col: 6, text: "Square A5",
note: :a, octave: 5, type: :square, method_to_call: :play_note),
(button args,
row: 7.5, col: 6, text: "Square B5",
note: :b, octave: 5, type: :square, method_to_call: :play_note),
(button args,
row: 8.5, col: 6, text: "Square C5",
note: :c, octave: 5, type: :square, method_to_call: :play_note),
]
end
def saw_tooth_wave_note_buttons args
[
(button args,
row: 1.5, col: 8, text: "Saw C4",
note: :c, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 2.5, col: 8, text: "Saw D4",
note: :d, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 3.5, col: 8, text: "Saw E4",
note: :e, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 4.5, col: 8, text: "Saw F4",
note: :f, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 5.5, col: 8, text: "Saw G4",
note: :g, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 6.5, col: 8, text: "Saw A5",
note: :a, octave: 5, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 7.5, col: 8, text: "Saw B5",
note: :b, octave: 5, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 8.5, col: 8, text: "Saw C5",
note: :c, octave: 5, type: :saw_tooth, method_to_call: :play_note),
]
end
def triangle_wave_note_buttons args
[
(button args,
row: 1.5, col: 10, text: "Triangle C4",
note: :c, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 2.5, col: 10, text: "Triangle D4",
note: :d, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 3.5, col: 10, text: "Triangle E4",
note: :e, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 4.5, col: 10, text: "Triangle F4",
note: :f, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 5.5, col: 10, text: "Triangle G4",
note: :g, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 6.5, col: 10, text: "Triangle A5",
note: :a, octave: 5, type: :triangle, method_to_call: :play_note),
(button args,
row: 7.5, col: 10, text: "Triangle B5",
note: :b, octave: 5, type: :triangle, method_to_call: :play_note),
(button args,
row: 8.5, col: 10, text: "Triangle C5",
note: :c, octave: 5, type: :triangle, method_to_call: :play_note),
]
end
def bell_buttons args
[
(button args,
row: 1.5, col: 4, text: "Bell C4",
note: :c, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 2.5, col: 4, text: "Bell D4",
note: :d, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 3.5, col: 4, text: "Bell E4",
note: :e, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 4.5, col: 4, text: "Bell F4",
note: :f, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 5.5, col: 4, text: "Bell G4",
note: :g, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 6.5, col: 4, text: "Bell A5",
note: :a, octave: 5, type: :bell, method_to_call: :play_note),
(button args,
row: 7.5, col: 4, text: "Bell B5",
note: :b, octave: 5, type: :bell, method_to_call: :play_note),
(button args,
row: 8.5, col: 4, text: "Bell C5",
note: :c, octave: 5, type: :bell, method_to_call: :play_note),
]
end
end
begin # region: wave generation
begin # sine wave
def defaults_sine_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def sine_wave_for opts = {}
opts = defaults_sine_wave_for.merge opts
frequency = opts[:frequency]
sample_rate = opts[:sample_rate]
period_size = (sample_rate.fdiv frequency).ceil
period_size.map_with_index do |i|
Math::sin((2.0 * Math::PI) / (sample_rate.to_f / frequency.to_f) * i)
end.to_a
end
def defaults_queue_sine_wave
{ frequency: 440, duration: 60, gain: 1.0, fade_out: false, queue_in: 0 }
end
def queue_sine_wave args, opts = {}
opts = defaults_queue_sine_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
sine_wave = sine_wave_for frequency: frequency, sample_rate: sample_rate
args.state.sine_waves[frequency] ||= sine_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.sine_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: sine_wave
end
end
begin # region: square wave
def defaults_square_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def square_wave_for opts = {}
opts = defaults_square_wave_for.merge opts
sine_wave = sine_wave_for opts
sine_wave.map do |v|
if v >= 0
1.0
else
-1.0
end
end.to_a
end
def defaults_queue_square_wave
{ frequency: 440, duration: 60, gain: 0.3, fade_out: false, queue_in: 0 }
end
def queue_square_wave args, opts = {}
opts = defaults_queue_square_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
square_wave = square_wave_for frequency: frequency, sample_rate: sample_rate
args.state.square_waves[frequency] ||= square_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.square_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: square_wave
end
end
begin # region: saw tooth wave
def defaults_saw_tooth_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def saw_tooth_wave_for opts = {}
opts = defaults_saw_tooth_wave_for.merge opts
sine_wave = sine_wave_for opts
period_size = sine_wave.length
sine_wave.map_with_index do |v, i|
(((i % period_size).fdiv period_size) * 2) - 1
end
end
def defaults_queue_saw_tooth_wave
{ frequency: 440, duration: 60, gain: 0.3, fade_out: false, queue_in: 0 }
end
def queue_saw_tooth_wave args, opts = {}
opts = defaults_queue_saw_tooth_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
saw_tooth_wave = saw_tooth_wave_for frequency: frequency, sample_rate: sample_rate
args.state.saw_tooth_waves[frequency] ||= saw_tooth_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.saw_tooth_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: saw_tooth_wave
end
end
begin # region: triangle wave
def defaults_triangle_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def triangle_wave_for opts = {}
opts = defaults_saw_tooth_wave_for.merge opts
sine_wave = sine_wave_for opts
period_size = sine_wave.length
sine_wave.map_with_index do |v, i|
ratio = (i.fdiv period_size)
if ratio <= 0.5
(ratio * 4) - 1
else
ratio -= 0.5
1 - (ratio * 4)
end
end
end
def defaults_queue_triangle_wave
{ frequency: 440, duration: 60, gain: 1.0, fade_out: false, queue_in: 0 }
end
def queue_triangle_wave args, opts = {}
opts = defaults_queue_triangle_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
triangle_wave = triangle_wave_for frequency: frequency, sample_rate: sample_rate
args.state.triangle_waves[frequency] ||= triangle_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.triangle_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: triangle_wave
end
end
begin # region: bell
def defaults_queue_bell
{ frequency: 440, duration: 1.seconds, queue_in: 0 }
end
def queue_bell args, opts = {}
(bell_to_sine_waves (defaults_queue_bell.merge opts)).each { |b| queue_sine_wave args, b }
end
def bell_harmonics
[
{ frequency_ratio: 0.5, duration_ratio: 1.00 },
{ frequency_ratio: 1.0, duration_ratio: 0.80 },
{ frequency_ratio: 2.0, duration_ratio: 0.60 },
{ frequency_ratio: 3.0, duration_ratio: 0.40 },
{ frequency_ratio: 4.2, duration_ratio: 0.25 },
{ frequency_ratio: 5.4, duration_ratio: 0.20 },
{ frequency_ratio: 6.8, duration_ratio: 0.15 }
]
end
def defaults_bell_to_sine_waves
{ frequency: 440, duration: 1.seconds, queue_in: 0 }
end
def bell_to_sine_waves opts = {}
opts = defaults_bell_to_sine_waves.merge opts
bell_harmonics.map do |b|
{
frequency: opts[:frequency] * b[:frequency_ratio],
duration: opts[:duration] * b[:duration_ratio],
queue_in: opts[:queue_in],
gain: (1.fdiv bell_harmonics.length),
fade_out: true
}
end
end
end
begin # audio entity construction
def generate_audio_data sine_wave, sample_rate
sample_size = (sample_rate.fdiv (1000.fdiv 60)).ceil
copy_count = (sample_size.fdiv sine_wave.length).ceil
sine_wave * copy_count
end
def defaults_new_audio_state
{ frequency: 440, duration: 60, gain: 1.0, fade_out: false, queue_in: 0 }
end
def new_audio_state args, opts = {}
opts = defaults_new_audio_state.merge opts
decay_rate = 0
decay_rate = 1.fdiv(opts[:duration]) * opts[:gain] if opts[:fade_out]
frequency = opts[:frequency]
sample_rate = 48000
{
id: (new_id! args),
frequency: frequency,
sample_rate: 48000,
stop_at: args.tick_count + opts[:queue_in] + opts[:duration],
gain: opts[:gain].to_f,
queue_at: Kernel.tick_count + opts[:queue_in],
decay_rate: decay_rate,
pitch: 1.0,
looping: true,
paused: false
}
end
def queue_audio args, opts = {}
graph_wave args, opts[:wave], opts[:audio_state][:frequency]
args.state.audio_queue << opts[:audio_state]
end
def new_id! args
args.state.audio_id ||= 0
args.state.audio_id += 1
end
def graph_wave args, wave, frequency
if Kernel.tick_count != args.state.graphed_at
args.outputs.static_lines.clear
args.outputs.static_sprites.clear
end
wave = wave
r, g, b = frequency.to_i % 85,
frequency.to_i % 170,
frequency.to_i % 255
starting_rect = Layout.rect(row: 5, col: 13)
x_scale = 10
y_scale = 100
max_points = 25
points = wave
if wave.length > max_points
resolution = wave.length.idiv max_points
points = wave.find_all.with_index { |y, i| (i % resolution == 0) }
end
args.outputs.static_lines << points.map_with_index do |y, x|
next_y = points[x + 1]
if next_y
{
x: starting_rect.x + (x * x_scale),
y: starting_rect.y + starting_rect.h.half + y_scale * y,
x2: starting_rect.x + ((x + 1) * x_scale),
y2: starting_rect.y + starting_rect.h.half + y_scale * next_y,
r: r,
g: g,
b: b
}
end
end
args.outputs.static_sprites << points.map_with_index do |y, x|
{
x: (starting_rect.x + (x * x_scale)) - 2,
y: (starting_rect.y + starting_rect.h.half + y_scale * y) - 2,
w: 4,
h: 4,
path: 'sprites/square-white.png',
r: r,
g: g,
b: b
}
end
args.state.graphed_at = Kernel.tick_count
end
end
begin # region: musical note mapping
def defaults_frequency_for
{ note: :a, octave: 5, sharp: false, flat: false }
end
def frequency_for opts = {}
opts = defaults_frequency_for.merge opts
octave_offset_multiplier = opts[:octave] - 5
note = note_frequencies_octave_5[opts[:note]]
if octave_offset_multiplier < 0
note = note * 1 / (octave_offset_multiplier.abs + 1)
elsif octave_offset_multiplier > 0
note = note * (octave_offset_multiplier.abs + 1) / 1
end
note
end
def note_frequencies_octave_5
{
a: 440.0,
a_sharp: 466.16, b_flat: 466.16,
b: 493.88,
c: 523.25,
c_sharp: 554.37, d_flat: 587.33,
d: 587.33,
d_sharp: 622.25, e_flat: 659.25,
e: 659.25,
f: 698.25,
f_sharp: 739.99, g_flat: 739.99,
g: 783.99,
g_sharp: 830.61, a_flat: 830.61
}
end
end
end
GTK.reset
Rhythm Game Calibration - main.rb link
# ./samples/07_advanced_audio/03_rhythm_game_calibration/app/main.rb
def tick args
defaults args
tick_audio args
tick_calibration args
if Kernel.tick_count > args.state.start_playing_on_tick
args.state.beat_accumulator += args.state.beats_per_tick
args.state.quarter_beat = args.state.beat_accumulator.to_i
args.state.previous_quarter_beat ||= args.state.quarter_beat
end
if args.state.previous_quarter_beat != args.state.quarter_beat
args.state.previous_quarter_beat_at = args.state.quarter_beat
args.state.quarter_beat_occurred_at = Kernel.tick_count
end
if (Kernel.tick_count - args.state.quarter_beat_occurred_at + args.state.calibration_ticks).abs == 0
args.state.fx_queue << { x: 640,
y: 360,
w: 100,
h: 100,
r: 255,
anchor_x: 0.5,
anchor_y: 0.5,
g: 0,
b: 0,
a: 255,
path: :solid }
args.state.fx_queue << { x: 640,
y: 360,
w: 100,
h: 100,
r: 255,
anchor_x: 0.5,
anchor_y: 0.5,
g: 0,
b: 0,
a: 255,
d_size: 20,
path: :solid }
end
if args.inputs.keyboard.key_down.space || args.inputs.controller_one.key_down.a
input_diff = (Kernel.tick_count - args.state.quarter_beat_occurred_at + args.state.calibration_ticks)
if input_diff.abs <= 1
args.state.label_fx_queue << { x: 640,
y: 360,
anchor_x: 0.5,
anchor_y: 0.5,
text: "perfect! (#{input_diff})" }
elsif input_diff.abs <= 3
args.state.label_fx_queue << { x: 640,
y: 360,
anchor_x: 0.5,
anchor_y: 0.5,
text: "great! (#{input_diff})" }
elsif input_diff.abs <= 5
args.state.label_fx_queue << { x: 640,
y: 360,
anchor_x: 0.5,
anchor_y: 0.5,
text: "okay... (#{input_diff})" }
else
args.state.label_fx_queue << { x: 640,
y: 360,
anchor_x: 0.5,
anchor_y: 0.5,
text: "bad :-( (#{input_diff})" }
end
end
calc_fx_queues args
render args
end
def defaults args
args.state.track_length_in_ticks ||= 2057
args.state.main_track ||= :track_1
args.state.other_track ||= :track_2
args.state.fx_queue ||= []
args.state.label_fx_queue ||= []
args.state.play_head ||= 0
args.state.start_playing_on_tick ||= 180
args.state.beats_per_minute ||= 140
args.state.beats_per_second ||= args.state.beats_per_minute / 60.0
args.state.beats_per_tick ||= args.state.beats_per_second / 60.0
args.state.beat_accumulator ||= 0
args.state.quarter_beat ||= 0
args.state.calibration_ticks ||= 0
args.state.quarter_beat_interval ||= 1.fdiv(args.state.beats_per_tick).to_i
args.state.quarter_beat_inputs ||= 0
args.state.quarter_beat_diff_history ||= []
end
def tick_audio args
return if Kernel.tick_count < args.state.start_playing_on_tick
# start up audio
args.audio[:track_1] ||= {
input: "sounds/music.ogg",
gain: 1.0,
looping: false
}
args.audio[:track_2] ||= {
input: "sounds/music.ogg",
looping: false,
gain: 0.0
}
# play head increment every tick
args.state.play_head += 1
args.state.play_head = args.state.play_head % args.state.track_length_in_ticks
# every 10 seconds, cross fade
if args.state.play_head.zmod?(600) && Kernel.tick_count > args.state.start_playing_on_tick
if args.state.main_track == :track_1
args.state.main_track = :track_2
args.state.other_track = :track_1
else
args.state.main_track = :track_1
args.state.other_track = :track_2
end
if args.audio[args.state.main_track]
args.audio[args.state.main_track].playtime = args.state.play_head.idiv(60)
end
end
# perform cross fade
if args.audio[args.state.main_track]
args.audio[args.state.main_track].gain += 0.1
args.audio[args.state.main_track].gain = 1.0 if args.audio[args.state.main_track].gain > 1.0
end
if args.audio[args.state.other_track]
args.audio[args.state.other_track].gain -= 0.1
args.audio[args.state.other_track].gain = 0.0 if args.audio[args.state.other_track].gain < 0.0
end
end
def tick_calibration args
if args.inputs.keyboard.key_down.up || args.inputs.controller_one.key_down.up
args.state.calibration_ticks += 1
elsif args.inputs.keyboard.key_down.down || args.inputs.controller_one.key_down.down
args.state.calibration_ticks -= 1
end
if args.inputs.keyboard.key_down.m || args.inputs.controller_one.key_down.b
args.state.player_beat_at = Kernel.tick_count
else
args.state.player_beat_at = nil
end
if args.state.player_beat_at && args.state.quarter_beat_occurred_at
diff = args.state.player_beat_at - args.state.quarter_beat_occurred_at
description = if (diff + args.state.calibration_ticks) < 0
"early: increase calibration value"
elsif (diff + args.state.calibration_ticks) > 0
"late: decrease calibration value"
else
"perfect"
end
quarter_beat_diff = { diff: (diff + args.state.calibration_ticks), description: description }
args.state.quarter_beat_diff_history.unshift quarter_beat_diff.copy
if args.state.quarter_beat_diff_history.length > 20
args.state.quarter_beat_diff_history = args.state.quarter_beat_diff_history.take 20
end
end
end
def calc_fx_queues args
args.state.fx_queue.each do |fx|
fx.at ||= Kernel.tick_count
fx.d_size ||= 0
fx.w += fx.d_size
fx.h += fx.d_size
end
args.state.fx_queue.reject! { |fx| fx.at.elapsed_time > 5 }
args.state.label_fx_queue.each do |fx|
fx.at ||= Kernel.tick_count
fx.a ||= 255
fx.y = fx.y.lerp(540, 0.1)
fx.a -= 5
end
args.state.label_fx_queue.reject! { |fx| fx.a <= 0 }
end
def render args
if Kernel.tick_count < args.state.start_playing_on_tick
args.outputs.labels << { x: 640,
y: 360,
text: "Count down: #{(args.state.start_playing_on_tick - Kernel.tick_count).idiv(60) + 1}",
anchor_x: 0.5,
anchor_y: 0.5 }
end
args.outputs.borders << { x: 640, y: 360, w: 100, h: 100,
anchor_x: 0.5, anchor_y: 0.5,
r: 255, g: 0, b: 0, a: 255 }
args.outputs.primitives << args.state.fx_queue
args.outputs.primitives << args.state.label_fx_queue
args.state.previous_quarter_beat = args.state.quarter_beat
args.outputs.debug.watch "Instructions: Close your eyes and listen to the beat and press 'M' (or 'B' on your controller) when you hear a quarter beat."
args.outputs.debug.watch " Press 'UP' or 'DOWN' to adjust calibration_ticks."
args.outputs.debug.watch " Press 'SPACE' (or 'A' on your controller) on quarter beats to test calibration."
if args.audio[:track_1] && args.audio[:track_2]
args.outputs.debug.watch "track_1 gain: #{args.audio[:track_1].gain.to_sf}"
args.outputs.debug.watch "track_2 gain: #{args.audio[:track_2].gain.to_sf}"
end
args.outputs.debug.watch "beat accumulator: #{args.state.beat_accumulator.to_sf}"
args.outputs.debug.watch "quarter beat: #{args.state.quarter_beat}"
args.outputs.debug.watch "calibration_ticks: #{args.state.calibration_ticks.to_i}"
args.state.quarter_beat_diff_history.each do |item|
if item.diff >= 0
args.outputs.debug.watch "+#{item.diff.to_sf} #{item.description}"
elsif item.diff < 0
args.outputs.debug.watch "#{item.diff.to_sf} #{item.description}"
end
end
end
Advanced Rendering link
Render Targets Clip Area - main.rb link
# ./samples/07_advanced_rendering/01_render_targets_clip_area/app/main.rb
def tick args
# define your state
args.state.player ||= { x: 0, y: 0, w: 300, h: 300, path: "sprites/square/blue.png" }
# controller input for player
args.state.player.x += args.inputs.left_right * 5
args.state.player.y += args.inputs.up_down * 5
# create a render target that holds the
# full view that you want to render
# make the background transparent
args.outputs[:clipped_area].background_color = [0, 0, 0, 0]
# set the w/h to match the screen
args.outputs[:clipped_area].w = 1280
args.outputs[:clipped_area].h = 720
# render the player in the render target
args.outputs[:clipped_area].sprites << args.state.player
# render the player and clip area as borders to
# keep track of where everything is at regardless of clip mode
args.outputs.borders << args.state.player
args.outputs.borders << { x: 540, y: 460, w: 200, h: 200 }
# render the render target, but only the clipped area
args.outputs.sprites << {
# where to render the render target
x: 540,
y: 460,
w: 200,
h: 200,
# what part of the render target to render
source_x: 540,
source_y: 460,
source_w: 200,
source_h: 200,
# path of render target to render
path: :clipped_area
}
# mini map
args.outputs.borders << { x: 1280 - 160, y: 0, w: 160, h: 90 }
args.outputs.sprites << { x: 1280 - 160, y: 0, w: 160, h: 90, path: :clipped_area }
end
GTK.reset
Render Targets Combining Sprites - main.rb link
# ./samples/07_advanced_rendering/01_render_targets_combining_sprites/app/main.rb
# sample app shows how to use a render target to
# create a combined sprite
def tick args
create_combined_sprite args
# render the combined sprite
# using its name :two_squares
# have it move across the screen and rotate
args.outputs.sprites << { x: Kernel.tick_count % 1280,
y: 0,
w: 80,
h: 80,
angle: Kernel.tick_count,
path: :two_squares }
end
def create_combined_sprite args
# NOTE: you can have the construction of the combined
# sprite to happen every tick or only once (if the
# combined sprite never changes).
#
# if the combined sprite never changes, comment out the line
# below to only construct it on the first frame and then
# use the cached texture
# return if Kernel.tick_count != 0 # <---- guard clause to only construct on first frame and cache
# define the dimensions of the combined sprite
# the name of the combined sprite is :two_squares
args.outputs[:two_squares].w = 80
args.outputs[:two_squares].h = 80
# put a blue sprite within the combined sprite
# who's width is "thin"
args.outputs[:two_squares].sprites << {
x: 40 - 10,
y: 0,
w: 20,
h: 80,
path: 'sprites/square/blue.png'
}
# put a red sprite within the combined sprite
# who's height is "thin"
args.outputs[:two_squares].sprites << {
x: 0,
y: 40 - 10,
w: 80,
h: 20,
path: 'sprites/square/red.png'
}
end
Simple Render Targets - main.rb link
# ./samples/07_advanced_rendering/01_simple_render_targets/app/main.rb
def tick args
# args.outputs.render_targets are really really powerful.
# They essentially allow you to create a sprite programmatically and cache the result.
# Create a render_target of a :block and a :gradient on tick zero.
if Kernel.tick_count == 0
args.render_target(:block).solids << [0, 0, 1280, 100]
# The gradient is actually just a collection of black solids with increasing
# opacities.
args.render_target(:gradient).solids << 90.map_with_index do |x|
50.map_with_index do |y|
[x * 15, y * 15, 15, 15, 0, 0, 0, (x * 3).fdiv(255) * 255]
end
end
end
# Take the :block render_target and present it horizontally centered.
# Use a subsection of the render_targetd specified by source_x,
# source_y, source_w, source_h.
args.outputs.sprites << { x: 0,
y: 310,
w: 1280,
h: 100,
path: :block,
source_x: 0,
source_y: 0,
source_w: 1280,
source_h: 100 }
# After rendering :block, render gradient on top of :block.
args.outputs.sprites << [0, 0, 1280, 720, :gradient]
args.outputs.labels << [1270, 710, GTK.current_framerate, 0, 2, 255, 255, 255]
tick_instructions args, "Sample app shows how to use render_targets (programmatically create cached sprites)."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
GTK.reset
Coordinate Systems And Render Targets - main.rb link
# ./samples/07_advanced_rendering/02_coordinate_systems_and_render_targets/app/main.rb
def tick args
# every 4.5 seconds, swap between origin_bottom_left and origin_center
args.state.origin_state ||= :bottom_left
if Kernel.tick_count.zmod? 270
args.state.origin_state = if args.state.origin_state == :bottom_left
:center
else
:bottom_left
end
end
if args.state.origin_state == :bottom_left
tick_origin_bottom_left args
else
tick_origin_center args
end
end
def tick_origin_center args
# set the coordinate system to origin_center
args.grid.origin_center!
args.outputs.labels << { x: 0, y: 100, text: "args.grid.origin_center! with sprite inside of a render target, centered at 0, 0", vertical_alignment_enum: 1, alignment_enum: 1 }
# create a render target with a sprint in the center assuming the origin is center screen
args.outputs[:scene].sprites << { x: -50, y: -50, w: 100, h: 100, path: 'sprites/square/blue.png' }
args.outputs.sprites << { x: -640, y: -360, w: 1280, h: 720, path: :scene }
end
def tick_origin_bottom_left args
args.grid.origin_bottom_left!
args.outputs.labels << { x: 640, y: 360 + 100, text: "args.grid.origin_bottom_left! with sprite inside of a render target, centered at 640, 360", vertical_alignment_enum: 1, alignment_enum: 1 }
# create a render target with a sprint in the center assuming the origin is bottom left
args.outputs[:scene].sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: 'sprites/square/blue.png' }
args.outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :scene }
end
Render Targets Repeating Texture - main.rb link
# ./samples/07_advanced_rendering/02_render_targets_repeating_texture/app/main.rb
# Sample app shows how to leverage render targets to create a repeating
# texture given a source sprite.
def tick args
args.outputs.sprites << repeating_texture(args,
x: 640,
y: 360,
w: 1280,
h: 720,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'sprites/square/blue.png')
end
def repeating_texture args, x:, y:, w:, h:, path:, anchor_x: 0, anchor_y: 0
# create an area to store state for function
args.state.repeating_texture_lookup ||= {}
# create a unique name for the repeating texture
rt_name = "#{path.hash}-#{w}-#{h}"
# if the repeating texture has not been created yet, create it
if args.state.repeating_texture_lookup[rt_name]
return { x: x,
y: y,
w: w,
h: h,
anchor_x: anchor_x,
anchor_y: anchor_y,
path: rt_name }
end
# create a render target to store the repeating texture
args.outputs[rt_name].w = w
args.outputs[rt_name].h = h
# calculate the sprite box for the repeating texture
sprite_w, sprite_h = GTK.calcspritebox path
# calculate the number of rows and columns needed to fill the repeating texture
rows = h.idiv(sprite_h) + 1
cols = w.idiv(sprite_w) + 1
# generate the repeating texture using a render target
# this only needs to be done once and will be cached
args.outputs[rt_name].sprites << rows.map do |r|
cols.map do |c|
{ x: sprite_w * c,
y: h - sprite_h * (r + 1),
w: sprite_w,
h: sprite_h,
path: path }
end
end
# store a flag in state denoting that the repeating
# texture has been generated
args.state.repeating_texture_lookup[rt_name] = true
# return the repeating texture
repeating_texture args, x: x, y: y, w: w, h: h, path: path
end
GTK.reset
Render Targets Thick Lines - main.rb link
# ./samples/07_advanced_rendering/02_render_targets_thick_lines/app/main.rb
# Sample app shows how you can use render targets to create arbitrary shapes like a thicker line
def tick args
args.state.line_cache ||= {}
args.outputs.primitives << thick_line(args,
args.state.line_cache,
x: 0, y: 0, x2: 640, y2: 360, thickness: 3).merge(r: 0, g: 0, b: 0)
end
def thick_line args, cache, line
line_length = Math.sqrt((line.x2 - line.x)**2 + (line.y2 - line.y)**2)
name = "line-sprite-#{line_length}-#{line.thickness}"
cached_line = cache[name]
line_angle = Math.atan2(line.y2 - line.y, line.x2 - line.x) * 180 / Math::PI
if cached_line
perpendicular_angle = (line_angle + 90) % 360
return cached_line.sprite.merge(x: line.x - perpendicular_angle.vector_x * (line.thickness / 2),
y: line.y - perpendicular_angle.vector_y * (line.thickness / 2),
angle: line_angle)
end
cache[name] = {
line: line,
thickness: line.thickness,
sprite: {
w: line_length,
h: line.thickness,
path: name,
angle_anchor_x: 0,
angle_anchor_y: 0
}
}
args.outputs[name].w = line_length
args.outputs[name].h = line.thickness
args.outputs[name].solids << { x: 0, y: 0, w: line_length, h: line.thickness, r: 255, g: 255, b: 255 }
return thick_line args, cache, line
end
Render Targets With Tile Manipulation - main.rb link
# ./samples/07_advanced_rendering/02_render_targets_with_tile_manipulation/app/main.rb
# This sample is meant to show you how to do that dripping transition thing
# at the start of the original Doom. Most of this file is here to animate
# a scene to wipe away; the actual wipe effect is in the last 20 lines or
# so.
GTK.reset # reset all game state if reloaded.
def circle_of_blocks pass, xoffset, yoffset, angleoffset, blocksize, distance
numblocks = 10
for i in 1..numblocks do
angle = ((360 / numblocks) * i) + angleoffset
radians = angle * (Math::PI / 180)
x = (xoffset + (distance * Math.cos(radians))).round
y = (yoffset + (distance * Math.sin(radians))).round
pass.solids << [ x, y, blocksize, blocksize, 255, 255, 0 ]
end
end
def draw_scene args, pass
pass.solids << [0, 360, 1280, 360, 0, 0, 200]
pass.solids << [0, 0, 1280, 360, 0, 127, 0]
blocksize = 100
angleoffset = Kernel.tick_count * 2.5
centerx = (1280 - blocksize) / 2
centery = (720 - blocksize) / 2
circle_of_blocks pass, centerx, centery, angleoffset, blocksize * 2, 500
circle_of_blocks pass, centerx, centery, angleoffset, blocksize, 325
circle_of_blocks pass, centerx, centery, angleoffset, blocksize / 2, 200
circle_of_blocks pass, centerx, centery, angleoffset, blocksize / 4, 100
end
def tick args
segments = 160
# On the first tick, initialize some stuff.
if !args.state.yoffsets
args.state.baseyoff = 0
args.state.yoffsets = []
for i in 0..segments do
args.state.yoffsets << rand * 100
end
end
# Just draw some random stuff for a few seconds.
args.state.static_debounce ||= 60 * 2.5
if args.state.static_debounce > 0
last_frame = args.state.static_debounce == 1
target = last_frame ? args.render_target(:last_frame) : args.outputs
draw_scene args, target
args.state.static_debounce -= 1
return unless last_frame
end
# build up the wipe...
# this is the thing we're wiping to.
args.outputs.sprites << [ 0, 0, 1280, 720, 'dragonruby.png' ]
return if (args.state.baseyoff > (1280 + 100)) # stop when done sliding
segmentw = 1280 / segments
x = 0
for i in 0..segments do
yoffset = 0
if args.state.yoffsets[i] < args.state.baseyoff
yoffset = args.state.baseyoff - args.state.yoffsets[i]
end
# (720 - yoffset) flips the coordinate system, (- 720) adjusts for the height of the segment.
args.outputs.sprites << [ x, (720 - yoffset) - 720, segmentw, 720, 'last_frame', 0, 255, 255, 255, 255, x, 0, segmentw, 720 ]
x += segmentw
end
args.state.baseyoff += 4
tick_instructions args, "Sample app shows an advanced usage of render_target."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Render Target Viewports - main.rb link
# ./samples/07_advanced_rendering/03_render_target_viewports/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
For example, if we want to create a new button, we would declare it as a new entity and
then define its properties. (Remember, you can use state to define ANY property and it will
be retained across frames.)
If you have a solar system and you're creating args.state.sun and setting its image path to an
image in the sprites folder, you would do the following:
(See samples/99_sample_nddnug_workshop for more details.)
args.state.sun ||= args.state.new_entity(:sun) do |s|
s.path = 'sprites/sun.png'
end
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
For example, if we have a variable
name = "Ruby"
then the line
puts "How are you, #{name}?"
would print "How are you, Ruby?" to the console.
(Remember, string interpolation only works with double quotes!)
- Ternary operator (?): Similar to if statement; first evalulates whether a statement is
true or false, and then executes a command depending on that result.
For example, if we had a variable
grade = 75
and used the ternary operator in the command
pass_or_fail = grade > 65 ? "pass" : "fail"
then the value of pass_or_fail would be "pass" since grade's value was greater than 65.
Reminders:
- args.grid.(left|right|top|bottom): Pixel value for the boundaries of the virtual
720 p screen (Dragon Ruby Game Toolkits's virtual resolution is always 1280x720).
- Numeric#shift_(left|right|up|down): Shifts the Numeric in the correct direction
by adding or subracting.
- ARRAY#inside_rect?: An array with at least two values is considered a point. An array
with at least four values is considered a rect. The inside_rect? function returns true
or false depending on if the point is inside the rect.
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
For more information about the mouse, go to mygame/documentation/07-mouse.md.
- args.inputs.keyboard.key_up.KEY: The value of the properties will be set
to the frame that the key_up event occurred (the frame correlates
to Kernel.tick_count).
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
- args.state.labels:
The parameters for a label are
1. the position (x, y)
2. the text
3. the size
4. the alignment
5. the color (red, green, and blue saturations)
6. the alpha (or transparency)
For more information about labels, go to mygame/documentation/02-labels.md.
- args.state.lines:
The parameters for a line are
1. the starting position (x, y)
2. the ending position (x2, y2)
3. the color (red, green, and blue saturations)
4. the alpha (or transparency)
For more information about lines, go to mygame/documentation/04-lines.md.
- args.state.solids (and args.state.borders):
The parameters for a solid (or border) are
1. the position (x, y)
2. the width (w)
3. the height (h)
4. the color (r, g, b)
5. the alpha (or transparency)
For more information about solids and borders, go to mygame/documentation/03-solids-and-borders.md.
- args.state.sprites:
The parameters for a sprite are
1. the position (x, y)
2. the width (w)
3. the height (h)
4. the image path
5. the angle
6. the alpha (or transparency)
For more information about sprites, go to mygame/documentation/05-sprites.md.
=end
# This sample app shows different objects that can be used when making games, such as labels,
# lines, sprites, solids, buttons, etc. Each demo section shows how these objects can be used.
# Also note that Kernel.tick_count refers to the passage of time, or current frame.
class TechDemo
attr_accessor :inputs, :state, :outputs, :grid, :args
# Calls all methods necessary for the app to run properly.
def tick
labels_tech_demo
lines_tech_demo
solids_tech_demo
borders_tech_demo
sprites_tech_demo
keyboards_tech_demo
controller_tech_demo
mouse_tech_demo
point_to_rect_tech_demo
rect_to_rect_tech_demo
button_tech_demo
export_game_state_demo
window_state_demo
render_seperators
end
# Shows output of different kinds of labels on the screen
def labels_tech_demo
outputs.labels << [grid.left.shift_right(5), grid.top.shift_down(5), "This is a label located at the top left."]
outputs.labels << [grid.left.shift_right(5), grid.bottom.shift_up(30), "This is a label located at the bottom left."]
outputs.labels << [ 5, 690, "Labels (x, y, text, size, align, r, g, b, a)"]
outputs.labels << [ 5, 660, "Smaller label.", -2]
outputs.labels << [ 5, 630, "Small label.", -1]
outputs.labels << [ 5, 600, "Medium label.", 0]
outputs.labels << [ 5, 570, "Large label.", 1]
outputs.labels << [ 5, 540, "Larger label.", 2]
outputs.labels << [300, 660, "Left aligned.", 0, 2]
outputs.labels << [300, 640, "Center aligned.", 0, 1]
outputs.labels << [300, 620, "Right aligned.", 0, 0]
outputs.labels << [175, 595, "Red Label.", 0, 0, 255, 0, 0]
outputs.labels << [175, 575, "Green Label.", 0, 0, 0, 255, 0]
outputs.labels << [175, 555, "Blue Label.", 0, 0, 0, 0, 255]
outputs.labels << [175, 535, "Faded Label.", 0, 0, 0, 0, 0, 128]
end
# Shows output of lines on the screen
def lines_tech_demo
outputs.labels << [5, 500, "Lines (x, y, x2, y2, r, g, b, a)"]
outputs.lines << [5, 450, 100, 450]
outputs.lines << [5, 430, 300, 430]
outputs.lines << [5, 410, 300, 410, Kernel.tick_count % 255, 0, 0, 255] # red saturation changes
outputs.lines << [5, 390 - Kernel.tick_count % 25, 300, 390, 0, 0, 0, 255] # y position changes
outputs.lines << [5 + Kernel.tick_count % 200, 360, 300, 360, 0, 0, 0, 255] # x position changes
end
# Shows output of different kinds of solids on the screen
def solids_tech_demo
outputs.labels << [ 5, 350, "Solids (x, y, w, h, r, g, b, a)"]
outputs.solids << [ 10, 270, 50, 50]
outputs.solids << [ 70, 270, 50, 50, 0, 0, 0]
outputs.solids << [130, 270, 50, 50, 255, 0, 0]
outputs.solids << [190, 270, 50, 50, 255, 0, 0, 128]
outputs.solids << [250, 270, 50, 50, 0, 0, 0, 128 + Kernel.tick_count % 128] # transparency changes
end
# Shows output of different kinds of borders on the screen
# The parameters for a border are the same as the parameters for a solid
def borders_tech_demo
outputs.labels << [ 5, 260, "Borders (x, y, w, h, r, g, b, a)"]
outputs.borders << [ 10, 180, 50, 50]
outputs.borders << [ 70, 180, 50, 50, 0, 0, 0]
outputs.borders << [130, 180, 50, 50, 255, 0, 0]
outputs.borders << [190, 180, 50, 50, 255, 0, 0, 128]
outputs.borders << [250, 180, 50, 50, 0, 0, 0, 128 + Kernel.tick_count % 128] # transparency changes
end
# Shows output of different kinds of sprites on the screen
def sprites_tech_demo
outputs.labels << [ 5, 170, "Sprites (x, y, w, h, path, angle, a)"]
outputs.sprites << [ 10, 40, 128, 101, 'dragonruby.png']
outputs.sprites << [ 150, 40, 128, 101, 'dragonruby.png', Kernel.tick_count % 360] # angle changes
outputs.sprites << [ 300, 40, 128, 101, 'dragonruby.png', 0, Kernel.tick_count % 255] # transparency changes
end
# Holds size, alignment, color (black), and alpha (transparency) parameters
# Using small_font as a parameter accounts for all remaining parameters
# so they don't have to be repeatedly typed
def small_font
[-2, 0, 0, 0, 0, 255]
end
# Sets position of each row
# Converts given row value to pixels that DragonRuby understands
def row_to_px row_number
# Row 0 starts 5 units below the top of the grid.
# Each row afterward is 20 units lower.
grid.top.shift_down(5).shift_down(20 * row_number)
end
# Uses labels to output current game time (passage of time), and whether or not "h" was pressed
# If "h" is pressed, the frame is output when the key_up event occurred
def keyboards_tech_demo
outputs.labels << [460, row_to_px(0), "Current game time: #{Kernel.tick_count}", small_font]
outputs.labels << [460, row_to_px(2), "Keyboard input: inputs.keyboard.key_up.h", small_font]
outputs.labels << [460, row_to_px(3), "Press \"h\" on the keyboard.", small_font]
if inputs.keyboard.key_up.h # if "h" key_up event occurs
state.h_pressed_at = Kernel.tick_count # frame it occurred is stored
end
# h_pressed_at is initially set to false, and changes once the user presses the "h" key.
state.h_pressed_at ||= false
if state.h_pressed_at # if h is pressed (pressed_at has a frame number and is no longer false)
outputs.labels << [460, row_to_px(4), "\"h\" was pressed at time: #{state.h_pressed_at}", small_font]
else # otherwise, label says "h" was never pressed
outputs.labels << [460, row_to_px(4), "\"h\" has never been pressed.", small_font]
end
# border around keyboard input demo section
outputs.borders << [455, row_to_px(5), 360, row_to_px(2).shift_up(5) - row_to_px(5)]
end
# Sets definition for a small label
# Makes it easier to position labels in respect to the position of other labels
def small_label x, row, message
[x, row_to_px(row), message, small_font]
end
# Uses small labels to show whether the "a" button on the controller is down, held, or up.
# y value of each small label is set by calling the row_to_px method
def controller_tech_demo
x = 460
outputs.labels << small_label(x, 6, "Controller one input: inputs.controller_one")
outputs.labels << small_label(x, 7, "Current state of the \"a\" button.")
outputs.labels << small_label(x, 8, "Check console window for more info.")
if inputs.controller_one.key_down.a # if "a" is in "down" state
outputs.labels << small_label(x, 9, "\"a\" button down: #{inputs.controller_one.key_down.a}")
puts "\"a\" button down at #{inputs.controller_one.key_down.a}" # prints frame the event occurred
elsif inputs.controller_one.key_held.a # if "a" is held down
outputs.labels << small_label(x, 9, "\"a\" button held: #{inputs.controller_one.key_held.a}")
elsif inputs.controller_one.key_up.a # if "a" is in up state
outputs.labels << small_label(x, 9, "\"a\" button up: #{inputs.controller_one.key_up.a}")
puts "\"a\" key up at #{inputs.controller_one.key_up.a}"
else # if no event has occurred
outputs.labels << small_label(x, 9, "\"a\" button state is nil.")
end
# border around controller input demo section
outputs.borders << [455, row_to_px(10), 360, row_to_px(6).shift_up(5) - row_to_px(10)]
end
# Outputs when the mouse was clicked, as well as the coordinates on the screen
# of where the click occurred
def mouse_tech_demo
x = 460
outputs.labels << small_label(x, 11, "Mouse input: inputs.mouse")
if inputs.mouse.click # if click has a value and is not nil
state.last_mouse_click = inputs.mouse.click # coordinates of click are stored
end
if state.last_mouse_click # if mouse is clicked (has coordinates as value)
# outputs the time (frame) the click occurred, as well as how many frames have passed since the event
outputs.labels << small_label(x, 12, "Mouse click happened at: #{state.last_mouse_click.created_at}, #{state.last_mouse_click.created_at_elapsed}")
# outputs coordinates of click
outputs.labels << small_label(x, 13, "Mouse click location: #{state.last_mouse_click.point.x}, #{state.last_mouse_click.point.y}")
else # otherwise if the mouse has not been clicked
outputs.labels << small_label(x, 12, "Mouse click has not occurred yet.")
outputs.labels << small_label(x, 13, "Please click mouse.")
end
end
# Outputs whether a mouse click occurred inside or outside of a box
def point_to_rect_tech_demo
x = 460
outputs.labels << small_label(x, 15, "Click inside the blue box maybe ---->")
box = [765, 370, 50, 50, 0, 0, 170] # blue box
outputs.borders << box
if state.last_mouse_click # if the mouse was clicked
if state.last_mouse_click.point.inside_rect? box # if mouse clicked inside box
outputs.labels << small_label(x, 16, "Mouse click happened inside the box.")
else # otherwise, if mouse was clicked outside the box
outputs.labels << small_label(x, 16, "Mouse click happened outside the box.")
end
else # otherwise, if was not clicked at all
outputs.labels << small_label(x, 16, "Mouse click has not occurred yet.") # output if the mouse was not clicked
end
# border around mouse input demo section
outputs.borders << [455, row_to_px(14), 360, row_to_px(11).shift_up(5) - row_to_px(14)]
end
# Outputs a red box onto the screen. A mouse click from the user inside of the red box will output
# a smaller box. If two small boxes are inside of the red box, it will be determined whether or not
# they intersect.
def rect_to_rect_tech_demo
x = 460
outputs.labels << small_label(x, 17.5, "Click inside the red box below.") # label with instructions
red_box = [460, 250, 355, 90, 170, 0, 0] # definition of the red box
outputs.borders << red_box # output as a border (not filled in)
# If the mouse is clicked inside the red box, two collision boxes are created.
if inputs.mouse.click
if inputs.mouse.click.point.inside_rect? red_box
if !state.box_collision_one # if the collision_one box does not yet have a definition
# Subtracts 25 from the x and y positions of the click point in order to make the click point the center of the box.
# You can try deleting the subtraction to see how it impacts the box placement.
state.box_collision_one = [inputs.mouse.click.point.x - 25, inputs.mouse.click.point.y - 25, 50, 50, 180, 0, 0, 180] # sets definition
elsif !state.box_collision_two # if collision_two does not yet have a definition
state.box_collision_two = [inputs.mouse.click.point.x - 25, inputs.mouse.click.point.y - 25, 50, 50, 0, 0, 180, 180] # sets definition
else
state.box_collision_one = nil # both boxes are empty
state.box_collision_two = nil
end
end
end
# If collision boxes exist, they are output onto screen inside the red box as solids
if state.box_collision_one
outputs.solids << state.box_collision_one
end
if state.box_collision_two
outputs.solids << state.box_collision_two
end
# Outputs whether or not the two collision boxes intersect.
if state.box_collision_one && state.box_collision_two # if both collision_boxes are defined (and not nil or empty)
if state.box_collision_one.intersect_rect? state.box_collision_two # if the two boxes intersect
outputs.labels << small_label(x, 23.5, 'The boxes intersect.')
else # otherwise, if the two boxes do not intersect
outputs.labels << small_label(x, 23.5, 'The boxes do not intersect.')
end
else
outputs.labels << small_label(x, 23.5, '--') # if the two boxes are not defined (are nil or empty), this label is output
end
end
# Creates a button and outputs it onto the screen using labels and borders.
# If the button is clicked, the color changes to make it look faded.
def button_tech_demo
x, y, w, h = 460, 160, 300, 50
state.button ||= state.new_entity(:button_with_fade)
# Adds w.half to x and h.half + 10 to y in order to display the text inside the button's borders.
state.button.label ||= [x + w.half, y + h.half + 10, "click me and watch me fade", 0, 1]
state.button.border ||= [x, y, w, h]
if inputs.mouse.click && inputs.mouse.click.point.inside_rect?(state.button.border) # if mouse is clicked, and clicked inside button's border
state.button.clicked_at = inputs.mouse.click.created_at # stores the time the click occurred
end
outputs.labels << state.button.label
outputs.borders << state.button.border
if state.button.clicked_at # if button was clicked (variable has a value and is not nil)
# The appearance of the button changes for 0.25 seconds after the time the button is clicked at.
# The color changes (rgb is set to 0, 180, 80) and the transparency gradually changes.
# Change 0.25 to 1.25 and notice that the transparency takes longer to return to normal.
outputs.solids << [x, y, w, h, 0, 180, 80, 255 * state.button.clicked_at.ease(0.25.seconds, :flip)]
end
end
# Creates a new button by declaring it as a new entity, and sets values.
def new_button_prefab x, y, message
w, h = 300, 50
button = state.new_entity(:button_with_fade)
button.label = [x + w.half, y + h.half + 10, message, 0, 1] # '+ 10' keeps label's text within button's borders
button.border = [x, y, w, h] # sets border definition
button
end
# If the mouse has been clicked and the click's location is inside of the button's border, that means
# that the button has been clicked. This method returns a boolean value.
def button_clicked? button
inputs.mouse.click && inputs.mouse.click.point.inside_rect?(button.border)
end
# Determines if button was clicked, and changes its appearance if it is clicked
def tick_button_prefab button
outputs.labels << button.label # outputs button's label and border
outputs.borders << button.border
if button_clicked? button # if button is clicked
button.clicked_at = inputs.mouse.click.created_at # stores the time that the button was clicked
end
if button.clicked_at # if clicked_at has a frame value and is not nil
# button is output; color changes and transparency changes for 0.25 seconds after click occurs
outputs.solids << [button.border.x, button.border.y, button.border.w, button.border.h,
0, 180, 80, 255 * button.clicked_at.ease(0.25.seconds, :flip)] # transparency changes for 0.25 seconds
end
end
# Exports the app's game state if the export button is clicked.
def export_game_state_demo
state.export_game_state_button ||= new_button_prefab(460, 100, "click to export app state")
tick_button_prefab(state.export_game_state_button) # calls method to output button
if button_clicked? state.export_game_state_button # if the export button is clicked
GTK.export! "Exported from clicking the export button in the tech demo." # the export occurs
end
end
# The mouse and keyboard focus are set to "yes" when the Dragonruby window is the active window.
def window_state_demo
m = GTK.args.inputs.mouse.has_focus ? 'Y' : 'N' # ternary operator (similar to if statement)
k = GTK.args.inputs.keyboard.has_focus ? 'Y' : 'N'
outputs.labels << [460, 20, "mouse focus: #{m} keyboard focus: #{k}", small_font]
end
#Sets values for the horizontal separator (divides demo sections)
def horizontal_seperator y, x, x2
[x, y, x2, y, 150, 150, 150]
end
#Sets the values for the vertical separator (divides demo sections)
def vertical_seperator x, y, y2
[x, y, x, y2, 150, 150, 150]
end
# Outputs vertical and horizontal separators onto the screen to separate each demo section.
def render_seperators
outputs.lines << horizontal_seperator(505, grid.left, 445)
outputs.lines << horizontal_seperator(353, grid.left, 445)
outputs.lines << horizontal_seperator(264, grid.left, 445)
outputs.lines << horizontal_seperator(174, grid.left, 445)
outputs.lines << vertical_seperator(445, grid.top, grid.bottom)
outputs.lines << horizontal_seperator(690, 445, 820)
outputs.lines << horizontal_seperator(426, 445, 820)
outputs.lines << vertical_seperator(820, grid.top, grid.bottom)
end
end
$tech_demo = TechDemo.new
def tick args
$tech_demo.inputs = args.inputs
$tech_demo.state = args.state
$tech_demo.grid = args.grid
$tech_demo.args = args
$tech_demo.outputs = args.render_target(:mini_map)
$tech_demo.tick
args.outputs.labels << [830, 715, "Render target:", [-2, 0, 0, 0, 0, 255]]
args.outputs.sprites << [0, 0, 1280, 720, :mini_map]
args.outputs.sprites << [830, 300, 675, 379, :mini_map]
tick_instructions args, "Sample app shows all the rendering apis available."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Render Primitive Hierarchies - main.rb link
# ./samples/07_advanced_rendering/04_render_primitive_hierarchies/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Nested array: An array whose individual elements are also arrays; useful for
storing groups of similar data. Also called multidimensional arrays.
In this sample app, we see nested arrays being used in object definitions.
Notice the parameters for solids, listed below. Parameters 1-3 set the
definition for the rect, and parameter 4 sets the definition of the color.
Instead of having a solid definition that looks like this,
[X, Y, W, H, R, G, B]
we can separate it into two separate array definitions in one, like this
[[X, Y, W, H], [R, G, B]]
and both options work fine in defining our solid (or any object).
- Collections: Lists of data; useful for organizing large amounts of data.
One element of a collection could be an array (which itself contains many elements).
For example, a collection that stores two solid objects would look like this:
[
[100, 100, 50, 50, 0, 0, 0],
[100, 150, 50, 50, 255, 255, 255]
]
If this collection was added to args.outputs.solids, two solids would be output
next to each other, one black and one white.
Nested arrays can be used in collections, as you will see in this sample app.
Reminders:
- args.outputs.solids: An array. The values generate a solid.
The parameters for a solid are
1. The position on the screen (x, y)
2. The width (w)
3. The height (h)
4. The color (r, g, b) (if a color is not assigned, the object's default color will be black)
NOTE: THE PARAMETERS ARE THE SAME FOR BORDERS!
Here is an example of a (red) border or solid definition:
[100, 100, 400, 500, 255, 0, 0]
It will be a solid or border depending on if it is added to args.outputs.solids or args.outputs.borders.
For more information about solids and borders, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters for sprites are
1. The position on the screen (x, y)
2. The width (w)
3. The height (h)
4. The image path (p)
Here is an example of a sprite definition:
[100, 100, 400, 500, 'sprites/dragonruby.png']
For more information about sprites, go to mygame/documentation/05-sprites.md.
=end
# This code demonstrates the creation and output of objects like sprites, borders, and solids
# If filled in, they are solids
# If hollow, they are borders
# If images, they are sprites
# Solids are added to args.outputs.solids
# Borders are added to args.outputs.borders
# Sprites are added to args.outputs.sprites
# The tick method runs 60 frames every second.
# Your game is going to happen under this one function.
def tick args
border_as_solid_and_solid_as_border args
sprite_as_border_or_solids args
collection_of_borders_and_solids args
collection_of_sprites args
end
# Shows a border being output onto the screen as a border and a solid
# Also shows how colors can be set
def border_as_solid_and_solid_as_border args
border = [0, 0, 50, 50]
args.outputs.borders << border
args.outputs.solids << border
# Red, green, blue saturations (last three parameters) can be any number between 0 and 255
border_with_color = [0, 100, 50, 50, 255, 0, 0]
args.outputs.borders << border_with_color
args.outputs.solids << border_with_color
border_with_nested_color = [0, 200, 50, 50, [0, 255, 0]] # nested color
args.outputs.borders << border_with_nested_color
args.outputs.solids << border_with_nested_color
border_with_nested_rect = [[0, 300, 50, 50], 0, 0, 255] # nested rect
args.outputs.borders << border_with_nested_rect
args.outputs.solids << border_with_nested_rect
border_with_nested_color_and_rect = [[0, 400, 50, 50], [255, 0, 255]] # nested rect and color
args.outputs.borders << border_with_nested_color_and_rect
args.outputs.solids << border_with_nested_color_and_rect
end
# Shows a sprite output onto the screen as a sprite, border, and solid
# Demonstrates that all three outputs appear differently on screen
def sprite_as_border_or_solids args
sprite = [100, 0, 50, 50, 'sprites/ship.png']
args.outputs.sprites << sprite
# Sprite_as_border variable has same parameters (excluding position) as above object,
# but will appear differently on screen because it is added to args.outputs.borders
sprite_as_border = [100, 100, 50, 50, 'sprites/ship.png']
args.outputs.borders << sprite_as_border
# Sprite_as_solid variable has same parameters (excluding position) as above object,
# but will appear differently on screen because it is added to args.outputs.solids
sprite_as_solid = [100, 200, 50, 50, 'sprites/ship.png']
args.outputs.solids << sprite_as_solid
end
# Holds and outputs a collection of borders and a collection of solids
# Collections are created by using arrays to hold parameters of each individual object
def collection_of_borders_and_solids args
collection_borders = [
[
[200, 0, 50, 50], # black border
[200, 100, 50, 50, 255, 0, 0], # red border
[200, 200, 50, 50, [0, 255, 0]], # nested color
],
[[200, 300, 50, 50], 0, 0, 255], # nested rect
[[200, 400, 50, 50], [255, 0, 255]] # nested rect and nested color
]
args.outputs.borders << collection_borders
collection_solids = [
[
[[300, 300, 50, 50], 0, 0, 255], # nested rect
[[300, 400, 50, 50], [255, 0, 255]] # nested rect and nested color
],
[300, 0, 50, 50],
[300, 100, 50, 50, 255, 0, 0],
[300, 200, 50, 50, [0, 255, 0]], # nested color
]
args.outputs.solids << collection_solids
end
# Holds and outputs a collection of sprites by adding it to args.outputs.sprites
# Also outputs a collection with same parameters (excluding position) by adding
# it to args.outputs.solids and another to args.outputs.borders
def collection_of_sprites args
sprites_collection = [
[
[400, 0, 50, 50, 'sprites/ship.png'],
[400, 100, 50, 50, 'sprites/ship.png'],
],
[400, 200, 50, 50, 'sprites/ship.png']
]
args.outputs.sprites << sprites_collection
args.outputs.solids << [
[500, 0, 50, 50, 'sprites/ship.png'],
[500, 100, 50, 50, 'sprites/ship.png'],
[[[500, 200, 50, 50, 'sprites/ship.png']]]
]
args.outputs.borders << [
[
[600, 0, 50, 50, 'sprites/ship.png'],
[600, 100, 50, 50, 'sprites/ship.png'],
],
[600, 200, 50, 50, 'sprites/ship.png']
]
end
Render Primitives As Hash - main.rb link
# ./samples/07_advanced_rendering/05_render_primitives_as_hash/app/main.rb
=begin
Reminders:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
For example, if we have a "numbers" hash that stores numbers in English as the
key and numbers in Spanish as the value, we'd have a hash that looks like this...
numbers = { "one" => "uno", "two" => "dos", "three" => "tres" }
and on it goes.
Now if we wanted to find the corresponding value of the "one" key, we could say
puts numbers["one"]
which would print "uno" to the console.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters are [X, Y, WIDTH, HEIGHT, PATH, ANGLE, ALPHA, RED, GREEN, BLUE]
For more information about sprites, go to mygame/documentation/05-sprites.md.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE, ALPHA]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.borders: An array. The values generate a border.
The parameters are the same as a solid.
For more information about borders, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.lines: An array. The values generate a line.
The parameters are [X, Y, X2, Y2, RED, GREEN, BLUE]
For more information about labels, go to mygame/documentation/02-labels.md.
=end
# This sample app demonstrates how hashes can be used to output different kinds of objects.
def tick args
args.state.angle ||= 0 # initializes angle to 0
args.state.angle += 1 # increments angle by 1 every frame (60 times a second)
# Outputs sprite using a hash
args.outputs.sprites << {
x: 30, # sprite position
y: 550,
w: 128, # sprite size
h: 101,
path: "dragonruby.png", # image path
angle: args.state.angle, # angle
a: 255, # alpha (transparency)
r: 255, # color saturation
g: 255,
b: 255,
tile_x: 0, # sprite sub division/tile
tile_y: 0,
tile_w: -1,
tile_h: -1,
flip_vertically: false, # don't flip sprite
flip_horizontally: false,
angle_anchor_x: 0.5, # rotation center set to middle
angle_anchor_y: 0.5
}
# Outputs label using a hash
args.outputs.labels << {
x: 200, # label position
y: 550,
text: "dragonruby", # label text
size_enum: 2,
alignment_enum: 1,
r: 155, # color saturation
g: 50,
b: 50,
a: 255, # transparency
font: "fonts/manaspc.ttf" # font style; without mentioned file, label won't output correctly
}
# Outputs solid using a hash
# [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE, ALPHA]
args.outputs.solids << {
x: 400, # position
y: 550,
w: 160, # size
h: 90,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}
# Outputs border using a hash
# Same parameters as a solid
args.outputs.borders << {
x: 600,
y: 550,
w: 160,
h: 90,
r: 120,
g: 50,
b: 50,
a: 255
}
# Outputs line using a hash
args.outputs.lines << {
x: 900, # starting position
y: 550,
x2: 1200, # ending position
y2: 550,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}
# Outputs sprite as a primitive using a hash
args.outputs.primitives << {
x: 30, # position
y: 200,
w: 128, # size
h: 101,
path: "dragonruby.png", # image path
angle: args.state.angle, # angle
a: 255, # transparency
r: 255, # color saturation
g: 255,
b: 255,
tile_x: 0, # sprite sub division/tile
tile_y: 0,
tile_w: -1,
tile_h: -1,
flip_vertically: false, # don't flip
flip_horizontally: false,
angle_anchor_x: 0.5, # rotation center set to middle
angle_anchor_y: 0.5
}.sprite!
# Outputs label as primitive using a hash
args.outputs.primitives << {
x: 200, # position
y: 200,
text: "dragonruby", # text
size: 2,
alignment: 1,
r: 155, # color saturation
g: 50,
b: 50,
a: 255, # transparency
font: "fonts/manaspc.ttf" # font style
}.label!
# Outputs solid as primitive using a hash
args.outputs.primitives << {
x: 400, # position
y: 200,
w: 160, # size
h: 90,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}.solid!
# Outputs border as primitive using a hash
# Same parameters as solid
args.outputs.primitives << {
x: 600, # position
y: 200,
w: 160, # size
h: 90,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}.border!
# Outputs line as primitive using a hash
args.outputs.primitives << {
x: 900, # starting position
y: 200,
x2: 1200, # ending position
y2: 200,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}.line!
end
Buttons As Render Targets - main.rb link
# ./samples/07_advanced_rendering/06_buttons_as_render_targets/app/main.rb
def tick args
# create a texture/render_target that's composed of a border and a label
create_button args, :hello_world_button, "Hello World", 500, 50
# two button primitives using the hello_world_button render_target
args.state.buttons ||= [
# one button at the top
{ id: :top_button, x: 640 - 250, y: 80.from_top, w: 500, h: 50, path: :hello_world_button },
# another button at the buttom, upside down, and flipped horizontally
{ id: :bottom_button, x: 640 - 250, y: 30, w: 500, h: 50, path: :hello_world_button, angle: 180, flip_horizontally: true },
]
# check if a mouse click occurred
if args.inputs.mouse.click
# check to see if any of the buttons were intersected
# and set the selected button if so
args.state.selected_button = args.state.buttons.find { |b| b.intersect_rect? args.inputs.mouse }
end
# render the buttons
args.outputs.sprites << args.state.buttons
# if there was a selected button, print it's id
if args.state.selected_button
args.outputs.labels << { x: 30, y: 30.from_top, text: "#{args.state.selected_button.id} was clicked." }
end
end
def create_button args, id, text, w, h
# render_targets only need to be created once, we use the the id to determine if the texture
# has already been created
args.state.created_buttons ||= {}
return if args.state.created_buttons[id]
# if the render_target hasn't been created, then generate it and store it in the created_buttons cache
args.state.created_buttons[id] = { created_at: Kernel.tick_count, id: id, w: w, h: h, text: text }
# define the w/h of the texture
args.outputs[id].w = w
args.outputs[id].h = h
# create a border
args.outputs[id].borders << { x: 0, y: 0, w: w, h: h }
# create a label centered vertically and horizontally within the texture
args.outputs[id].labels << { x: w / 2, y: h / 2, text: text, vertical_alignment_enum: 1, alignment_enum: 1 }
end
Pixel Arrays - main.rb link
# ./samples/07_advanced_rendering/06_pixel_arrays/app/main.rb
def tick args
args.state.posinc ||= 1
args.state.pos ||= 0
args.state.rotation ||= 0
dimension = 10 # keep it small and let the GPU scale it when rendering the sprite.
# Set up our "scanner" pixel array and fill it with black pixels.
args.pixel_array(:scanner).width = dimension
args.pixel_array(:scanner).height = dimension
args.pixel_array(:scanner).pixels.fill(0xFF000000, 0, dimension * dimension) # black, full alpha
# Draw a green line that bounces up and down the sprite.
args.pixel_array(:scanner).pixels.fill(0xFF00FF00, dimension * args.state.pos, dimension) # green, full alpha
# Adjust position for next frame.
args.state.pos += args.state.posinc
if args.state.posinc > 0 && args.state.pos >= dimension
args.state.posinc = -1
args.state.pos = dimension - 1
elsif args.state.posinc < 0 && args.state.pos < 0
args.state.posinc = 1
args.state.pos = 1
end
# New/changed pixel arrays get uploaded to the GPU before we render
# anything. At that point, they can be scaled, rotated, and otherwise
# used like any other sprite.
w = 100
h = 100
x = (1280 - w) / 2
y = (720 - h) / 2
args.outputs.background_color = [64, 0, 128]
args.outputs.primitives << [x, y, w, h, :scanner, args.state.rotation].sprite
args.state.rotation += 1
args.outputs.primitives << GTK.current_framerate_primitives
end
GTK.reset
Pixel Arrays From File - main.rb link
# ./samples/07_advanced_rendering/06_pixel_arrays_from_file/app/main.rb
def tick args
args.state.rotation ||= 0
# on load, get pixels from png and load it into a pixel array
if Kernel.tick_count == 0
pixel_array = GTK.get_pixels 'sprites/square/blue.png'
args.pixel_array(:square).w = pixel_array.w
args.pixel_array(:square).h = pixel_array.h
pixel_array.pixels.each_with_index do |p, i|
args.pixel_array(:square).pixels[i] = p
end
end
w = 100
h = 100
x = (1280 - w) / 2
y = (720 - h) / 2
args.outputs.background_color = [64, 0, 128]
# render the pixel array by name
args.outputs.primitives << { x: x, y: y, w: w, h: h, path: :square, angle: args.state.rotation }
args.state.rotation += 1
args.outputs.primitives << GTK.current_framerate_primitives
end
GTK.reset
Shake Camera - main.rb link
# ./samples/07_advanced_rendering/07_shake_camera/app/main.rb
# Demo of camera shake
# Hold space to shake and release to stop
class ScreenShake
attr_gtk
def tick
defaults
calc_camera
outputs.labels << { x: 600, y: 400, text: "Hold Space!" }
# Add outputs to :scene
outputs[:scene].sprites << { x: 100, y: 100, w: 80, h: 80, path: 'sprites/square/blue.png' }
outputs[:scene].sprites << { x: 200, y: 300.from_top, w: 80, h: 80, path: 'sprites/square/blue.png' }
outputs[:scene].sprites << { x: 900, y: 200, w: 80, h: 80, path: 'sprites/square/blue.png' }
# Describe how to render :scene
outputs.sprites << { x: 0 - state.camera.x_offset,
y: 0 - state.camera.y_offset,
w: 1280,
h: 720,
angle: state.camera.angle,
path: :scene }
end
def defaults
state.camera.trauma ||= 0
state.camera.angle ||= 0
state.camera.x_offset ||= 0
state.camera.y_offset ||= 0
end
def calc_camera
if inputs.keyboard.key_held.space
state.camera.trauma += 0.02
end
next_camera_angle = 180.0 / 20.0 * state.camera.trauma**2
next_offset = 100.0 * state.camera.trauma**2
# Ensure that the camera angle always switches from
# positive to negative and vice versa
# which gives the effect of shaking back and forth
state.camera.angle = state.camera.angle > 0 ?
next_camera_angle * -1 :
next_camera_angle
state.camera.x_offset = next_offset.randomize(:sign, :ratio)
state.camera.y_offset = next_offset.randomize(:sign, :ratio)
# Gracefully degrade trauma
state.camera.trauma *= 0.95
end
end
def tick args
$screen_shake ||= ScreenShake.new
$screen_shake.args = args
$screen_shake.tick
end
Simple Camera - main.rb link
# ./samples/07_advanced_rendering/07_simple_camera/app/main.rb
def tick args
# variables you can play around with
args.state.world.w ||= 1280
args.state.world.h ||= 720
args.state.player.x ||= 0
args.state.player.y ||= 0
args.state.player.size ||= 32
args.state.enemy.x ||= 700
args.state.enemy.y ||= 700
args.state.enemy.size ||= 16
args.state.camera.x ||= 640
args.state.camera.y ||= 300
args.state.camera.scale ||= 1.0
args.state.camera.show_empty_space ||= :yes
# instructions
args.outputs.primitives << { x: 0, y: 80.from_top, w: 360, h: 80, r: 0, g: 0, b: 0, a: 128 }.solid!
args.outputs.primitives << { x: 10, y: 10.from_top, text: "arrow keys to move around", r: 255, g: 255, b: 255}.label!
args.outputs.primitives << { x: 10, y: 30.from_top, text: "+/- to change zoom of camera", r: 255, g: 255, b: 255}.label!
args.outputs.primitives << { x: 10, y: 50.from_top, text: "tab to change camera edge behavior", r: 255, g: 255, b: 255}.label!
# render scene
args.outputs[:scene].w = args.state.world.w
args.outputs[:scene].h = args.state.world.h
args.outputs[:scene].solids << { x: 0, y: 0, w: args.state.world.w, h: args.state.world.h, r: 20, g: 60, b: 80 }
args.outputs[:scene].solids << { x: args.state.player.x, y: args.state.player.y,
w: args.state.player.size, h: args.state.player.size, r: 80, g: 155, b: 80 }
args.outputs[:scene].solids << { x: args.state.enemy.x, y: args.state.enemy.y,
w: args.state.enemy.size, h: args.state.enemy.size, r: 155, g: 80, b: 80 }
# render camera
scene_position = calc_scene_position args
args.outputs.sprites << { x: scene_position.x,
y: scene_position.y,
w: scene_position.w,
h: scene_position.h,
path: :scene }
# move player
if args.inputs.directional_angle
args.state.player.x += args.inputs.directional_angle.vector_x * 5
args.state.player.y += args.inputs.directional_angle.vector_y * 5
args.state.player.x = args.state.player.x.clamp(0, args.state.world.w - args.state.player.size)
args.state.player.y = args.state.player.y.clamp(0, args.state.world.h - args.state.player.size)
end
# +/- to zoom in and out
if args.inputs.keyboard.plus && Kernel.tick_count.zmod?(3)
args.state.camera.scale += 0.05
elsif args.inputs.keyboard.hyphen && Kernel.tick_count.zmod?(3)
args.state.camera.scale -= 0.05
elsif args.inputs.keyboard.key_down.tab
if args.state.camera.show_empty_space == :yes
args.state.camera.show_empty_space = :no
else
args.state.camera.show_empty_space = :yes
end
end
args.state.camera.scale = args.state.camera.scale.greater(0.1)
end
def calc_scene_position args
result = { x: args.state.camera.x - (args.state.player.x * args.state.camera.scale),
y: args.state.camera.y - (args.state.player.y * args.state.camera.scale),
w: args.state.world.w * args.state.camera.scale,
h: args.state.world.h * args.state.camera.scale,
scale: args.state.camera.scale }
return result if args.state.camera.show_empty_space == :yes
if result.w < args.grid.w
result.merge!(x: (args.grid.w - result.w).half)
elsif (args.state.player.x * result.scale) < args.grid.w.half
result.merge!(x: 10)
elsif (result.x + result.w) < args.grid.w
result.merge!(x: - result.w + (args.grid.w - 10))
end
if result.h < args.grid.h
result.merge!(y: (args.grid.h - result.h).half)
elsif (result.y) > 10
result.merge!(y: 10)
elsif (result.y + result.h) < args.grid.h
result.merge!(y: - result.h + (args.grid.h - 10))
end
result
end
Simple Camera Multiple Targets - main.rb link
# ./samples/07_advanced_rendering/07_simple_camera_multiple_targets/app/main.rb
def tick args
args.outputs.background_color = [0, 0, 0]
# variables you can play around with
args.state.world.w ||= 1280
args.state.world.h ||= 720
args.state.target_hero ||= :hero_1
args.state.target_hero_changed_at ||= -30
args.state.hero_size ||= 32
# initial state of heros and camera
args.state.hero_1 ||= { x: 100, y: 100 }
args.state.hero_2 ||= { x: 100, y: 600 }
args.state.camera ||= { x: 640, y: 360, scale: 1.0 }
# render instructions
args.outputs.primitives << { x: 0, y: 80.from_top, w: 360, h: 80, r: 0, g: 0, b: 0, a: 128 }.solid!
args.outputs.primitives << { x: 10, y: 10.from_top, text: "+/- to change zoom of camera", r: 255, g: 255, b: 255}.label!
args.outputs.primitives << { x: 10, y: 30.from_top, text: "arrow keys to move target hero", r: 255, g: 255, b: 255}.label!
args.outputs.primitives << { x: 10, y: 50.from_top, text: "space to cycle target hero", r: 255, g: 255, b: 255}.label!
# render scene
args.outputs[:scene].w = args.state.world.w
args.outputs[:scene].h = args.state.world.h
# render world
args.outputs[:scene].solids << { x: 0, y: 0, w: args.state.world.w, h: args.state.world.h, r: 20, g: 60, b: 80 }
# render hero_1
args.outputs[:scene].solids << { x: args.state.hero_1.x, y: args.state.hero_1.y,
w: args.state.hero_size, h: args.state.hero_size, r: 255, g: 155, b: 80 }
# render hero_2
args.outputs[:scene].solids << { x: args.state.hero_2.x, y: args.state.hero_2.y,
w: args.state.hero_size, h: args.state.hero_size, r: 155, g: 255, b: 155 }
# render scene relative to camera
scene_position = calc_scene_position args
args.outputs.sprites << { x: scene_position.x,
y: scene_position.y,
w: scene_position.w,
h: scene_position.h,
path: :scene }
# mini map
args.outputs.borders << { x: 10,
y: 10,
w: args.state.world.w.idiv(8),
h: args.state.world.h.idiv(8),
r: 255,
g: 255,
b: 255 }
args.outputs.sprites << { x: 10,
y: 10,
w: args.state.world.w.idiv(8),
h: args.state.world.h.idiv(8),
path: :scene }
# cycle target hero
if args.inputs.keyboard.key_down.space
if args.state.target_hero == :hero_1
args.state.target_hero = :hero_2
else
args.state.target_hero = :hero_1
end
args.state.target_hero_changed_at = Kernel.tick_count
end
# move target hero
hero_to_move = if args.state.target_hero == :hero_1
args.state.hero_1
else
args.state.hero_2
end
if args.inputs.directional_angle
hero_to_move.x += args.inputs.directional_angle.vector_x * 5
hero_to_move.y += args.inputs.directional_angle.vector_y * 5
hero_to_move.x = hero_to_move.x.clamp(0, args.state.world.w - hero_to_move.size)
hero_to_move.y = hero_to_move.y.clamp(0, args.state.world.h - hero_to_move.size)
end
# +/- to zoom in and out
if args.inputs.keyboard.plus && Kernel.tick_count.zmod?(3)
args.state.camera.scale += 0.05
elsif args.inputs.keyboard.hyphen && Kernel.tick_count.zmod?(3)
args.state.camera.scale -= 0.05
end
args.state.camera.scale = 0.1 if args.state.camera.scale < 0.1
end
def other_hero args
if args.state.target_hero == :hero_1
return args.state.hero_2
else
return args.state.hero_1
end
end
def calc_scene_position args
target_hero = if args.state.target_hero == :hero_1
args.state.hero_1
else
args.state.hero_2
end
other_hero = if args.state.target_hero == :hero_1
args.state.hero_2
else
args.state.hero_1
end
# calculate the lerp percentage based on the time since the target hero changed
lerp_percentage = Easing.ease args.state.target_hero_changed_at,
Kernel.tick_count,
30,
:smooth_stop_quint,
:flip
# calculate the angle and distance between the target hero and the other hero
angle_to_other_hero = Geometry.angle_to target_hero, other_hero
# calculate the distance between the target hero and the other hero
distance_to_other_hero = Geometry.distance target_hero, other_hero
# the camera position is the target hero position plus the angle and distance to the other hero (lerped)
{ x: args.state.camera.x - (target_hero.x + (angle_to_other_hero.vector_x * distance_to_other_hero * lerp_percentage)) * args.state.camera.scale,
y: args.state.camera.y - (target_hero.y + (angle_to_other_hero.vector_y * distance_to_other_hero * lerp_percentage)) * args.state.camera.scale,
w: args.state.world.w * args.state.camera.scale,
h: args.state.world.h * args.state.camera.scale }
end
Splitscreen Camera - main.rb link
# ./samples/07_advanced_rendering/08_splitscreen_camera/app/main.rb
class CameraMovement
attr_accessor :state, :inputs, :outputs, :grid
#==============================================================================================
#Serialize
def serialize
{state: state, inputs: inputs, outputs: outputs, grid: grid }
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
#==============================================================================================
#Tick
def tick
defaults
calc
render
input
end
#==============================================================================================
#Default functions
def defaults
outputs[:scene].background_color = [0,0,0]
state.trauma ||= 0.0
state.trauma_power ||= 2
state.player_cyan ||= new_player_cyan
state.player_magenta ||= new_player_magenta
state.camera_magenta ||= new_camera_magenta
state.camera_cyan ||= new_camera_cyan
state.camera_center ||= new_camera_center
state.room ||= new_room
end
def default_player x, y, w, h, sprite_path
state.new_entity(:player,
{ x: x,
y: y,
dy: 0,
dx: 0,
w: w,
h: h,
damage: 0,
dead: false,
orientation: "down",
max_alpha: 255,
sprite_path: sprite_path})
end
def default_floor_tile x, y, w, h, sprite_path
state.new_entity(:room,
{ x: x,
y: y,
w: w,
h: h,
sprite_path: sprite_path})
end
def default_camera x, y, w, h
state.new_entity(:camera,
{ x: x,
y: y,
dx: 0,
dy: 0,
w: w,
h: h})
end
def new_player_cyan
default_player(0, 0, 64, 64,
"sprites/player/player_#{state.player_cyan.orientation}_standing.png")
end
def new_player_magenta
default_player(64, 0, 64, 64,
"sprites/player/player_#{state.player_magenta.orientation}_standing.png")
end
def new_camera_magenta
default_camera(0,0,720,720)
end
def new_camera_cyan
default_camera(0,0,720,720)
end
def new_camera_center
default_camera(0,0,1280,720)
end
def new_room
default_floor_tile(0,0,1024,1024,'sprites/rooms/camera_room.png')
end
#==============================================================================================
#Calculation functions
def calc
calc_camera_magenta
calc_camera_cyan
calc_camera_center
calc_player_cyan
calc_player_magenta
calc_trauma_decay
end
def center_camera_tolerance
return Math.sqrt(((state.player_magenta.x - state.player_cyan.x) ** 2) +
((state.player_magenta.y - state.player_cyan.y) ** 2)) > 640
end
def calc_player_cyan
state.player_cyan.x += state.player_cyan.dx
state.player_cyan.y += state.player_cyan.dy
end
def calc_player_magenta
state.player_magenta.x += state.player_magenta.dx
state.player_magenta.y += state.player_magenta.dy
end
def calc_camera_center
timeScale = 1
midX = (state.player_magenta.x + state.player_cyan.x)/2
midY = (state.player_magenta.y + state.player_cyan.y)/2
targetX = midX - state.camera_center.w/2
targetY = midY - state.camera_center.h/2
state.camera_center.x += (targetX - state.camera_center.x) * 0.1 * timeScale
state.camera_center.y += (targetY - state.camera_center.y) * 0.1 * timeScale
end
def calc_camera_magenta
timeScale = 1
targetX = state.player_magenta.x + state.player_magenta.w - state.camera_magenta.w/2
targetY = state.player_magenta.y + state.player_magenta.h - state.camera_magenta.h/2
state.camera_magenta.x += (targetX - state.camera_magenta.x) * 0.1 * timeScale
state.camera_magenta.y += (targetY - state.camera_magenta.y) * 0.1 * timeScale
end
def calc_camera_cyan
timeScale = 1
targetX = state.player_cyan.x + state.player_cyan.w - state.camera_cyan.w/2
targetY = state.player_cyan.y + state.player_cyan.h - state.camera_cyan.h/2
state.camera_cyan.x += (targetX - state.camera_cyan.x) * 0.1 * timeScale
state.camera_cyan.y += (targetY - state.camera_cyan.y) * 0.1 * timeScale
end
def calc_player_quadrant angle
if angle < 45 and angle > -45 and state.player_cyan.x < state.player_magenta.x
return 1
elsif angle < 45 and angle > -45 and state.player_cyan.x > state.player_magenta.x
return 3
elsif (angle > 45 or angle < -45) and state.player_cyan.y < state.player_magenta.y
return 2
elsif (angle > 45 or angle < -45) and state.player_cyan.y > state.player_magenta.y
return 4
end
end
def calc_camera_shake
state.trauma
end
def calc_trauma_decay
state.trauma = state.trauma * 0.9
end
def calc_random_float_range(min, max)
rand * (max-min) + min
end
#==============================================================================================
#Render Functions
def render
render_floor
render_player_cyan
render_player_magenta
if center_camera_tolerance
render_split_camera_scene
else
render_camera_center_scene
end
end
def render_player_cyan
outputs[:scene].sprites << {x: state.player_cyan.x,
y: state.player_cyan.y,
w: state.player_cyan.w,
h: state.player_cyan.h,
path: "sprites/player/player_#{state.player_cyan.orientation}_standing.png",
r: 0,
g: 255,
b: 255}
end
def render_player_magenta
outputs[:scene].sprites << {x: state.player_magenta.x,
y: state.player_magenta.y,
w: state.player_magenta.w,
h: state.player_magenta.h,
path: "sprites/player/player_#{state.player_magenta.orientation}_standing.png",
r: 255,
g: 0,
b: 255}
end
def render_floor
outputs[:scene].sprites << [state.room.x, state.room.y,
state.room.w, state.room.h,
state.room.sprite_path]
end
def render_camera_center_scene
zoomFactor = 1
outputs[:scene].width = state.room.w
outputs[:scene].height = state.room.h
maxAngle = 10.0
maxOffset = 20.0
angle = maxAngle * calc_camera_shake * calc_random_float_range(-1,1)
offsetX = 32 - (maxOffset * calc_camera_shake * calc_random_float_range(-1,1))
offsetY = 32 - (maxOffset * calc_camera_shake * calc_random_float_range(-1,1))
outputs.sprites << {x: (-state.camera_center.x - offsetX)/zoomFactor,
y: (-state.camera_center.y - offsetY)/zoomFactor,
w: outputs[:scene].width/zoomFactor,
h: outputs[:scene].height/zoomFactor,
path: :scene,
angle: angle,
source_w: -1,
source_h: -1}
outputs.labels << [128,64,"#{state.trauma.round(1)}",8,2,255,0,255,255]
end
def render_split_camera_scene
outputs[:scene].width = state.room.w
outputs[:scene].height = state.room.h
render_camera_magenta_scene
render_camera_cyan_scene
angle = Math.atan((state.player_magenta.y - state.player_cyan.y)/(state.player_magenta.x- state.player_cyan.x)) * 180/Math::PI
output_split_camera angle
end
def render_camera_magenta_scene
zoomFactor = 1
offsetX = 32
offsetY = 32
outputs[:scene_magenta].sprites << {x: (-state.camera_magenta.x*2),
y: (-state.camera_magenta.y),
w: outputs[:scene].width*2,
h: outputs[:scene].height,
path: :scene}
end
def render_camera_cyan_scene
zoomFactor = 1
offsetX = 32
offsetY = 32
outputs[:scene_cyan].sprites << {x: (-state.camera_cyan.x*2),
y: (-state.camera_cyan.y),
w: outputs[:scene].width*2,
h: outputs[:scene].height,
path: :scene}
end
def output_split_camera angle
#TODO: Clean this up!
quadrant = calc_player_quadrant angle
outputs.labels << [128,64,"#{quadrant}",8,2,255,0,255,255]
if quadrant == 1
set_camera_attributes(w: 640, h: 720, m_x: 640, m_y: 0, c_x: 0, c_y: 0)
elsif quadrant == 2
set_camera_attributes(w: 1280, h: 360, m_x: 0, m_y: 360, c_x: 0, c_y: 0)
elsif quadrant == 3
set_camera_attributes(w: 640, h: 720, m_x: 0, m_y: 0, c_x: 640, c_y: 0)
elsif quadrant == 4
set_camera_attributes(w: 1280, h: 360, m_x: 0, m_y: 0, c_x: 0, c_y: 360)
end
end
def set_camera_attributes(w: 0, h: 0, m_x: 0, m_y: 0, c_x: 0, c_y: 0)
state.camera_cyan.w = w + 64
state.camera_cyan.h = h + 64
outputs[:scene_cyan].width = (w) * 2
outputs[:scene_cyan].height = h
state.camera_magenta.w = w + 64
state.camera_magenta.h = h + 64
outputs[:scene_magenta].width = (w) * 2
outputs[:scene_magenta].height = h
outputs.sprites << {x: m_x,
y: m_y,
w: w,
h: h,
path: :scene_magenta}
outputs.sprites << {x: c_x,
y: c_y,
w: w,
h: h,
path: :scene_cyan}
end
def add_trauma amount
state.trauma = [state.trauma + amount, 1.0].min
end
def remove_trauma amount
state.trauma = [state.trauma - amount, 0.0].max
end
#==============================================================================================
#Input functions
def input
input_move_cyan
input_move_magenta
if inputs.keyboard.key_down.t
add_trauma(0.5)
elsif inputs.keyboard.key_down.y
remove_trauma(0.1)
end
end
def input_move_cyan
if inputs.keyboard.key_held.up
state.player_cyan.dy = 5
state.player_cyan.orientation = "up"
elsif inputs.keyboard.key_held.down
state.player_cyan.dy = -5
state.player_cyan.orientation = "down"
else
state.player_cyan.dy *= 0.8
end
if inputs.keyboard.key_held.left
state.player_cyan.dx = -5
state.player_cyan.orientation = "left"
elsif inputs.keyboard.key_held.right
state.player_cyan.dx = 5
state.player_cyan.orientation = "right"
else
state.player_cyan.dx *= 0.8
end
outputs.labels << [128,512,"#{state.player_cyan.x.round()}",8,2,0,255,255,255]
outputs.labels << [128,480,"#{state.player_cyan.y.round()}",8,2,0,255,255,255]
end
def input_move_magenta
if inputs.keyboard.key_held.w
state.player_magenta.dy = 5
state.player_magenta.orientation = "up"
elsif inputs.keyboard.key_held.s
state.player_magenta.dy = -5
state.player_magenta.orientation = "down"
else
state.player_magenta.dy *= 0.8
end
if inputs.keyboard.key_held.a
state.player_magenta.dx = -5
state.player_magenta.orientation = "left"
elsif inputs.keyboard.key_held.d
state.player_magenta.dx = 5
state.player_magenta.orientation = "right"
else
state.player_magenta.dx *= 0.8
end
outputs.labels << [128,360,"#{state.player_magenta.x.round()}",8,2,255,0,255,255]
outputs.labels << [128,328,"#{state.player_magenta.y.round()}",8,2,255,0,255,255]
end
end
$camera_movement = CameraMovement.new
def tick args
args.outputs.background_color = [0,0,0]
$camera_movement.inputs = args.inputs
$camera_movement.outputs = args.outputs
$camera_movement.state = args.state
$camera_movement.grid = args.grid
$camera_movement.tick
end
Z Targeting Camera - main.rb link
# ./samples/07_advanced_rendering/09_z_targeting_camera/app/main.rb
class Game
attr_gtk
def tick
defaults
render
input
calc
end
def defaults
outputs.background_color = [219, 208, 191]
player.x ||= 634
player.y ||= 153
player.angle ||= 90
player.distance ||= arena_radius
target.x ||= 634
target.y ||= 359
end
def render
outputs[:scene].sprites << ({ x: 0, y: 0, w: 933, h: 700, path: 'sprites/arena.png' }.center_inside_rect grid.rect)
outputs[:scene].sprites << target_sprite
outputs[:scene].sprites << player_sprite
outputs.sprites << scene
end
def target_sprite
{
x: target.x, y: target.y,
w: 10, h: 10,
path: 'sprites/square/black.png'
}.anchor_rect 0.5, 0.5
end
def input
if inputs.up && player.distance > 30
player.distance -= 2
elsif inputs.down && player.distance < 200
player.distance += 2
end
player.angle += inputs.left_right * -1
end
def calc
player.x = target.x + ((player.angle * 1).vector_x player.distance)
player.y = target.y + ((player.angle * -1).vector_y player.distance)
end
def player_sprite
{
x: player.x,
y: player.y,
w: 50,
h: 100,
path: 'sprites/player.png',
angle: (player.angle * -1) + 90
}.anchor_rect 0.5, 0
end
def center_map
{ x: 634, y: 359 }
end
def zoom_factor_single
2 - ((Geometry.distance player, center_map).fdiv arena_radius)
end
def zoom_factor
zoom_factor_single ** 2
end
def arena_radius
206
end
def scene
{
x: (640 - player.x) + (640 - (640 * zoom_factor)),
y: (360 - player.y - (75 * zoom_factor)) + (320 - (320 * zoom_factor)),
w: 1280 * zoom_factor,
h: 720 * zoom_factor,
path: :scene,
angle: player.angle - 90,
angle_anchor_x: (player.x.fdiv 1280),
angle_anchor_y: (player.y.fdiv 720)
}
end
def player
state.player
end
def target
state.target
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
GTK.reset
Camera And Large Map - main.rb link
# ./samples/07_advanced_rendering/10_camera_and_large_map/app/main.rb
def tick args
# you want to make sure all of your pngs are a maximum size of 1280x1280
# low-end android devices and machines with underpowered GPUs are unable to
# load very large textures.
# this sample app creates 640x640 tiles of a 6400x6400 pixel png and displays them
# on the screen relative to the player's position
# tile creation process
create_tiles_if_needed args
# if tiles are already present the show map
display_tiles args
end
def display_tiles args
# set the player's starting location
args.state.player ||= {
x: 0,
y: 0,
w: 40,
h: 40,
path: "sprites/square/blue.png"
}
# if all tiles have been created, then we are
# in "displaying_tiles" mode
if args.state.displaying_tiles
# create a render target that can hold 9 640x640 tiles
args.outputs[:scene].background_color = [0, 0, 0, 0]
args.outputs[:scene].w = 1920
args.outputs[:scene].h = 1920
# allow player to be moved with arrow keys
args.state.player.x += args.inputs.left_right * 10
args.state.player.y += args.inputs.up_down * 10
# given the player's location, return a collection of primitives
# to render that are within the 1920x1920 viewport
args.outputs[:scene].primitives << tiles_in_viewport(args)
# place the player in the center of the render_target
args.outputs[:scene].primitives << {
x: 960 - 20,
y: 960 - 20,
w: 40,
h: 40,
path: "sprites/square/blue.png"
}
# center the 1920x1920 render target within the 1280x720 window
args.outputs.sprites << {
x: -320,
y: -600,
w: 1920,
h: 1920,
path: :scene
}
end
end
def tiles_in_viewport args
state = args.state
# define the size of each tile
tile_size = 640
# determine what tile the player is on
tile_player_is_on = { x: state.player.x.idiv(tile_size), y: state.player.y.idiv(tile_size) }
# calculate the x and y offset of the player so that tiles are positioned correctly
offset_x = 960 - (state.player.x - (tile_player_is_on.x * tile_size))
offset_y = 960 - (state.player.y - (tile_player_is_on.y * tile_size))
primitives = []
# get 9 tiles in total (the tile the player is on and the 8 surrounding tiles)
# center tile
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 0,
offset_col: 0,
dy: offset_y,
dx: offset_x)
# tile to the right
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 0,
offset_col: 1,
dy: offset_y,
dx: offset_x)
# tile to the left
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 0,
offset_col: -1,
dy: offset_y,
dx: offset_x)
# tile directly above
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 1,
offset_col: 0,
dy: offset_y,
dx: offset_x)
# tile directly below
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: -1,
offset_col: 0,
dy: offset_y,
dx: offset_x)
# tile up and to the left
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 1,
offset_col: -1,
dy: offset_y,
dx: offset_x)
# tile up and to the right
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 1,
offset_col: 1,
dy: offset_y,
dx: offset_x)
# tile down and to the left
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: -1,
offset_col: -1,
dy: offset_y,
dx: offset_x)
# tile down and to the right
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: -1,
offset_col: 1,
dy: offset_y,
dx: offset_x)
primitives
end
def tile_in_viewport size:, from_row:, from_col:, offset_row:, offset_col:, dy:, dx:;
x = size * offset_col + dx
y = size * offset_row + dy
return nil if (from_row + offset_row) < 0
return nil if (from_row + offset_row) > 9
return nil if (from_col + offset_col) < 0
return nil if (from_col + offset_col) > 9
# return the tile sprite, a border demarcation, and label of which tile x and y
[
{
x: x,
y: y,
w: size,
h: size,
path: "sprites/tile-#{from_col + offset_col}-#{from_row + offset_row}.png",
},
{
x: x,
y: y,
w: size,
h: size,
r: 255,
primitive_marker: :border,
},
{
x: x + size / 2 - 150,
y: y + size / 2 - 25,
w: 300,
h: 50,
primitive_marker: :solid,
r: 0,
g: 0,
b: 0,
a: 128
},
{
x: x + size / 2,
y: y + size / 2,
text: "tile #{from_col + offset_col}, #{from_row + offset_row}",
alignment_enum: 1,
vertical_alignment_enum: 1,
size_enum: 2,
r: 255,
g: 255,
b: 255
},
]
end
def create_tiles_if_needed args
# We are going to use args.outputs.screenshots to generate tiles of a
# png of size 6400x6400 called sprites/large.png.
if !GTK.stat_file("sprites/tile-9-9.png") && !args.state.creating_tiles
args.state.displaying_tiles = false
args.outputs.labels << {
x: 960,
y: 360,
text: "Press enter to generate tiles of sprites/large.png.",
alignment_enum: 1,
vertical_alignment_enum: 1
}
elsif !args.state.creating_tiles
args.state.displaying_tiles = true
end
# pressing enter will start the tile creation process
if args.inputs.keyboard.key_down.enter && !args.state.creating_tiles
args.state.displaying_tiles = false
args.state.creating_tiles = true
args.state.tile_clock = 0
end
# the tile creation process renders an area of sprites/large.png
# to the screen and takes a screenshot of it every half second
# until all tiles are generated.
# once all tiles are generated a map viewport will be rendered that
# stitches tiles together.
if args.state.creating_tiles
args.state.tile_x ||= 0
args.state.tile_y ||= 0
# render a sub-square of the large png.
args.outputs.sprites << {
x: 0,
y: 0,
w: 640,
h: 640,
source_x: args.state.tile_x * 640,
source_y: args.state.tile_y * 640,
source_w: 640,
source_h: 640,
path: "sprites/large.png"
}
# determine tile file name
tile_path = "sprites/tile-#{args.state.tile_x}-#{args.state.tile_y}.png"
args.outputs.labels << {
x: 960,
y: 320,
text: "Generating #{tile_path}",
alignment_enum: 1,
vertical_alignment_enum: 1
}
# take a screenshot on frames divisible by 29
if args.state.tile_clock.zmod?(29)
args.outputs.screenshots << {
x: 0,
y: 0,
w: 640,
h: 640,
path: tile_path,
a: 255
}
end
# increment tile to render on frames divisible by 30 (half a second)
# (one frame is allotted to take screenshot)
if args.state.tile_clock.zmod?(30)
args.state.tile_x += 1
if args.state.tile_x >= 10
args.state.tile_x = 0
args.state.tile_y += 1
end
# once all of tile tiles are created, begin displaying map
if args.state.tile_y >= 10
args.state.creating_tiles = false
args.state.displaying_tiles = true
end
end
args.state.tile_clock += 1
end
end
GTK.reset
Camera And Large Sprites - main.rb link
# ./samples/07_advanced_rendering/10_camera_and_large_sprites/app/main.rb
# When using a render target as a camera, sprite rendered
# within the camera can become very large and tax the GPU. This
# example shows how to calculate the crop rectangle for the sprite and only
# render the portion of the sprite that is visible within the camera.
class Game
attr :args
def tick
defaults
calc
render
end
def defaults
@args.state.orbit ||= {
x: 640,
y: 640,
w: 1280,
h: 1280,
anchor_x: 0.5,
anchor_y: 0.5
}
@args.state.viewport ||= {
x: 0,
y: 0,
w: 720,
h: 720
}
@args.state.camera ||= {
x: 0,
y: 0,
scale: 0.25,
w: 720,
h: 720
}
if [email protected]_sprite_size
w, h = GTK.calcspritebox("sprites/ring-1280.png")
@args.state.orbit_sprite_size = {
w: w,
h: h
}
end
end
def calc
if inputs.keyboard.i
state.camera.scale += 0.005 * state.camera.scale
elsif inputs.keyboard.o
state.camera.scale -= 0.005 * state.camera.scale
end
if inputs.keyboard.d
state.camera.x += 10 / state.camera.scale
elsif inputs.keyboard.a
state.camera.x -= 10 / state.camera.scale
end
if inputs.keyboard.s
state.camera.y -= 10 / state.camera.scale
elsif inputs.keyboard.w
state.camera.y += 10 / state.camera.scale
end
state.camera.scale = state.camera.scale.clamp(0.25, 10)
state.camera.x = state.camera.x.round(2)
state.camera.y = state.camera.y.round(2)
state.orbit_in_camera = {
x: (state.orbit.x - state.camera.x) * state.camera.scale,
y: (state.orbit.y - state.camera.y) * state.camera.scale,
w: state.orbit.w * state.camera.scale,
h: state.orbit.h * state.camera.scale,
anchor_x: state.orbit.anchor_x,
anchor_y: state.orbit.anchor_y
}
end
def render
outputs.background_color = [32, 32, 32]
outputs[:scene].w = 720
outputs[:scene].h = 720
outputs[:scene].background_color = [0, 0, 0, 0]
orbit_sprite_rect = sprite_rect state.viewport, state.orbit_in_camera, state.orbit_sprite_size
outputs[:scene].sprites << {
**orbit_sprite_rect,
path: "sprites/ring-1280.png"
}
outputs.borders << {
x: Grid.w / 2,
y: Grid.h / 2,
w: 720,
h: 720,
path: :scene,
anchor_x: 0.5,
anchor_y: 0.5,
r: 255,
g: 255,
b: 255
}
outputs.sprites << {
x: Grid.w / 2,
y: Grid.h / 2,
w: 720,
h: 720,
path: :scene,
anchor_x: 0.5,
anchor_y: 0.5
}
outputs.watch("Instructions WASD: move camera, I: zoom in, O: zoom out")
outputs.watch("state.camera: #{state.camera.to_sf}")
outputs.watch("orbit_in_camera: #{state.orbit_in_camera.to_sf}")
outputs.watch("sprite_rect: #{orbit_sprite_rect.to_sf}")
end
def sprite_rect viewport_rect, destination_rect, sprite_size
ratio = destination_rect.w / sprite_size.w
# if the destination rect is not within the viewport, return an empty rect
if !Geometry.intersect_rect? viewport_rect, destination_rect
return { x: 0, y: 0, w: 0, h: 0 }
end
# Geometry.rect_props returns a hash with x, y, w, h (removes/recomputes anchor_x, anchor_y)
destination_rect = Geometry.rect_props destination_rect
viewport_rect = Geometry.rect_props viewport_rect
# calculate the x, w, source_x, source_w of the sprite
destination_left = destination_rect.x
viewport_left = viewport_rect.x
destination_right = destination_rect.x + destination_rect.w
viewport_right = viewport_rect.x + viewport_rect.w
left_diff = viewport_left - destination_left
right_diff = destination_right - viewport_right
if destination_left <= viewport_left && destination_right >= viewport_right
# destination rect's x, w is larger than the viewport
x = viewport_left
w = destination_rect.w - (viewport_left - destination_left) - right_diff
source_x = 0 + left_diff / ratio
source_w = sprite_size.w - left_diff / ratio - right_diff / ratio
elsif destination_left <= viewport_left && destination_right <= viewport_right
# destination rect's x, w is partially within the viewport
x = viewport_left
w = destination_rect.w - (viewport_left - destination_left)
source_x = 0 + left_diff / ratio
source_w = sprite_size.w - left_diff / ratio
elsif destination_right >= viewport_right && destination_left >= viewport_left
# destination rect's x, w is partially within the viewport
x = destination_left
w = destination_rect.w - right_diff
source_x = 0
source_w = sprite_size.w - right_diff / ratio
else
# destination rect's x, w is completely within the viewport
x = destination_left
w = destination_rect.w
source_x = 0
source_w = sprite_size.w
end
# calculate the y, h, source_y, source_h of the sprite
destination_top = destination_rect.y + destination_rect.h
viewport_top = viewport_rect.y + viewport_rect.h
destination_bottom = destination_rect.y
viewport_bottom = viewport_rect.y
bottom_diff = viewport_bottom - destination_bottom
top_diff = destination_top - viewport_top
if destination_top >= viewport_top && destination_bottom <= viewport_bottom
# destination rect's y, h is larger than the viewport
y = viewport_bottom
h = destination_rect.h - (viewport_bottom - destination_bottom) - top_diff
source_y = 0 + (viewport_bottom - destination_bottom) / ratio
source_h = sprite_size.h - (viewport_bottom - destination_bottom) / ratio - top_diff / ratio
elsif destination_top >= viewport_top && destination_bottom >= viewport_bottom
# destination rect's y, h is partially within the viewport
y = destination_bottom
h = destination_rect.h - top_diff
source_y = 0
source_h = sprite_size.h - top_diff / ratio
elsif destination_bottom <= viewport_bottom && destination_top <= viewport_top
# destination rect's y, h is partially within the viewport
source_y = 0 + bottom_diff / ratio
source_h = sprite_size.h - bottom_diff / ratio
y = viewport_bottom
h = destination_rect.h - bottom_diff
else
# destination rect's y, h is completely within the viewport
y = destination_bottom
h = destination_rect.h
source_y = 0
source_h = sprite_size.h
end
# return the calculated values
{
x: x,
y: y,
w: w,
h: h,
source_x: source_x,
source_y: source_y,
source_w: source_w,
source_h: source_h
}
end
def state
@args.state
end
def outputs
@args.outputs
end
def inputs
@args.inputs
end
end
def boot args
args.state = {}
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
def reset args
$game = nil
end
GTK.reset
Blend Modes - main.rb link
# ./samples/07_advanced_rendering/11_blend_modes/app/main.rb
def draw_blendmode args, mode
w = 160
h = w
args.state.x += (1280-w) / (args.state.blendmodes.length + 1)
x = args.state.x
y = (720 - h) / 2
s = 'sprites/blue-feathered.png'
args.outputs.sprites << { blendmode_enum: mode.value, x: x, y: y, w: w, h: h, path: s }
args.outputs.labels << [x + (w/2), y, mode.name.to_s, 1, 1, 255, 255, 255]
end
def tick args
# Different blend modes do different things, depending on what they
# blend against (in this case, the pixels of the background color).
args.state.bg_element ||= 1
args.state.bg_color ||= 255
args.state.bg_color_direction ||= 1
bg_r = (args.state.bg_element == 1) ? args.state.bg_color : 0
bg_g = (args.state.bg_element == 2) ? args.state.bg_color : 0
bg_b = (args.state.bg_element == 3) ? args.state.bg_color : 0
args.state.bg_color += args.state.bg_color_direction
if (args.state.bg_color_direction > 0) && (args.state.bg_color >= 255)
args.state.bg_color_direction = -1
args.state.bg_color = 255
elsif (args.state.bg_color_direction < 0) && (args.state.bg_color <= 0)
args.state.bg_color_direction = 1
args.state.bg_color = 0
args.state.bg_element += 1
if args.state.bg_element >= 4
args.state.bg_element = 1
end
end
args.outputs.background_color = [ bg_r, bg_g, bg_b, 255 ]
args.state.blendmodes ||= [
{ name: :none, value: 0 },
{ name: :blend, value: 1 },
{ name: :add, value: 2 },
{ name: :mod, value: 3 },
{ name: :mul, value: 4 }
]
args.state.x = 0 # reset this, draw_blendmode will increment it.
args.state.blendmodes.each { |blendmode| draw_blendmode args, blendmode }
end
GTK.reset
Blend Modes Additive Modulo - main.rb link
# ./samples/07_advanced_rendering/12_blend_modes_additive_modulo/app/main.rb
# Sample app shows how to use blend modes to create a masking layer
# Special thanks to akzidenz@discord (https://akzidenz.itch.io/) for providing this sample app
#
# blendmode_enum reference:
# 0: no blend
# 1: alpha blending (default)
# 2: additive blending
# 3: modulo blending
# 4: multiply blending
def tick args
# create a render target to represent the masking layer
args.outputs[:mask].w = 1280
args.outputs[:mask].h = 720
# don't erase the texture when new items are added
args.outputs[:mask].clear_before_render = false
# the "cover" only goes in once
if Kernel.tick_count == 0
# place a black background in the render target
args.outputs[:mask].sprites << {
x: 0, y: 0, w: 1280, h: 720,
path: :solid,
r: 0, g: 0, b: 0 # <-- important (black color)
}
end
# the "reveal" sprite is added to the render target
# when the left mouse button is clicked or held
# NOTE: setting `clear_before_render = false` keeps the RT from resetting
# when a new primitive is drawn to it
if args.inputs.mouse.key_down.left || args.inputs.mouse.key_held.left
args.outputs[:mask].sprites << {
x: args.inputs.mouse.x,
y: args.inputs.mouse.y,
w: 240, h: 240,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'sprites/mask.png', # <-- sprite representing the "reveal shape"
blendmode_enum: 2, # <-- important (2 means additive blending)
r: 255, g: 255, b: 255 # <-- important (white color)
}
end
# render background to reveal
args.outputs.sprites << { x: 0,
y: 0,
w: 1280,
h: 720,
path: 'sprites/bg.png' }
# render masking layer over the bg to reveal
args.outputs.sprites << {
x: 0, y: 0, w: 1280, h: 720,
path: :mask,
blendmode_enum: 3 # <-- important (3 means modulo blending)
}
# render mouse overlay
args.outputs.sprites << {
x: args.inputs.mouse.x,
y: args.inputs.mouse.y,
w: 180, h: 180,
anchor_x: 0.5, anchor_y: 0.5,
a: 32
}
# render instructions
args.outputs.labels << { x: 8,
y: 720 - 8,
text: "click/drag move to uncover bg image",
r: 255,
g: 255,
b: 255 }
end
Render Target Noclear - main.rb link
# ./samples/07_advanced_rendering/12_render_target_noclear/app/main.rb
def tick args
args.state.x ||= 500
args.state.y ||= 350
args.state.xinc ||= 7
args.state.yinc ||= 7
args.state.bgcolor ||= 1
args.state.bginc ||= 1
# clear the render target on the first tick, and then never again. Draw
# another box to it every tick, accumulating over time.
clear_target = (Kernel.tick_count == 0) || (args.inputs.keyboard.key_down.space)
args.render_target(:accumulation).background_color = [ 0, 0, 0, 0 ];
args.render_target(:accumulation).clear_before_render = clear_target
args.render_target(:accumulation).solids << [args.state.x, args.state.y, 25, 25, 255, 0, 0, 255];
args.state.x += args.state.xinc
args.state.y += args.state.yinc
args.state.bgcolor += args.state.bginc
# animation upkeep...change where we draw the next box and what color the
# window background will be.
if args.state.xinc > 0 && args.state.x >= 1280
args.state.xinc = -7
elsif args.state.xinc < 0 && args.state.x < 0
args.state.xinc = 7
end
if args.state.yinc > 0 && args.state.y >= 720
args.state.yinc = -7
elsif args.state.yinc < 0 && args.state.y < 0
args.state.yinc = 7
end
if args.state.bginc > 0 && args.state.bgcolor >= 255
args.state.bginc = -1
elsif args.state.bginc < 0 && args.state.bgcolor <= 0
args.state.bginc = 1
end
# clear the screen to a shade of blue and draw the render target, which
# is not clearing every frame, on top of it. Note that you can NOT opt to
# skip clearing the screen, only render targets. The screen clears every
# frame; double-buffering would prevent correct updates between frames.
args.outputs.background_color = [ 0, 0, args.state.bgcolor, 255 ]
args.outputs.sprites << [ 0, 0, 1280, 720, :accumulation ]
end
GTK.reset
Lighting - main.rb link
# ./samples/07_advanced_rendering/13_lighting/app/main.rb
def calc args
args.state.swinging_light_sign ||= 1
args.state.swinging_light_start_at ||= 0
args.state.swinging_light_duration ||= 300
swinging_light_perc = Easing.spline(args.state.swinging_light_start_at,
Kernel.tick_count,
args.state.swinging_light_duration,
[
[0.0, 1.0, 1.0, 1.0],
[1.0, 1.0, 1.0, 0.0]
])
args.state.max_swing_angle ||= 45
if args.state.swinging_light_start_at.elapsed_time > args.state.swinging_light_duration
args.state.swinging_light_start_at = Kernel.tick_count
args.state.swinging_light_sign *= -1
end
args.state.swinging_light_angle = 360 + ((args.state.max_swing_angle * swinging_light_perc) * args.state.swinging_light_sign)
end
def render args
args.outputs.background_color = [0, 0, 0]
# render scene
args.outputs[:scene].sprites << { x: 0, y: 0, w: 1280, h: 720, path: :pixel }
args.outputs[:scene].sprites << { x: 640 - 40, y: 100, w: 80, h: 80, path: 'sprites/square/blue.png' }
args.outputs[:scene].sprites << { x: 640 - 40, y: 200, w: 80, h: 80, path: 'sprites/square/blue.png' }
args.outputs[:scene].sprites << { x: 640 - 40, y: 300, w: 80, h: 80, path: 'sprites/square/blue.png' }
args.outputs[:scene].sprites << { x: 640 - 40, y: 400, w: 80, h: 80, path: 'sprites/square/blue.png' }
args.outputs[:scene].sprites << { x: 640 - 40, y: 500, w: 80, h: 80, path: 'sprites/square/blue.png' }
# render light
swinging_light_w = 1100
args.outputs[:lights].background_color = [0, 0, 0, 0]
args.outputs[:lights].sprites << { x: 640 - swinging_light_w.half,
y: -1300,
w: swinging_light_w,
h: 3000,
angle_anchor_x: 0.5,
angle_anchor_y: 1.0,
path: "sprites/lights/mask.png",
angle: args.state.swinging_light_angle }
args.outputs[:lights].sprites << { x: args.inputs.mouse.x - 400,
y: args.inputs.mouse.y - 400,
w: 800,
h: 800,
path: "sprites/lights/mask.png" }
# merge unlighted scene with lights
args.outputs[:lighted_scene].sprites << { x: 0, y: 0, w: 1280, h: 720, path: :lights, blendmode_enum: 0 }
args.outputs[:lighted_scene].sprites << { blendmode_enum: 2, x: 0, y: 0, w: 1280, h: 720, path: :scene }
# output lighted scene to main canvas
args.outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :lighted_scene }
# render lights and scene render_targets as a mini map
args.outputs.debug << { x: 16, y: (16 + 90).from_top, w: 160, h: 90, r: 255, g: 255, b: 255 }.solid!
args.outputs.debug << { x: 16, y: (16 + 90).from_top, w: 160, h: 90, path: :lights }
args.outputs.debug << { x: 16 + 80, y: (16 + 90 + 8).from_top, text: ":lights render_target", r: 255, g: 255, b: 255, size_enum: -3, alignment_enum: 1 }
args.outputs.debug << { x: 16 + 160 + 16, y: (16 + 90).from_top, w: 160, h: 90, r: 255, g: 255, b: 255 }.solid!
args.outputs.debug << { x: 16 + 160 + 16, y: (16 + 90).from_top, w: 160, h: 90, path: :scene }
args.outputs.debug << { x: 16 + 160 + 16 + 80, y: (16 + 90 + 8).from_top, text: ":scene render_target", r: 255, g: 255, b: 255, size_enum: -3, alignment_enum: 1 }
end
def tick args
render args
calc args
end
GTK.reset
Triangles - main.rb link
# ./samples/07_advanced_rendering/14_triangles/app/main.rb
def tick args
dragonruby_logo_width = 128
dragonruby_logo_height = 101
row_0 = 400
row_1 = 250
col_0 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 0
col_1 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 1
col_2 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 2
col_3 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 3
col_4 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 4
# row 0
args.outputs.solids << make_triangle(
col_0,
row_0,
col_0 + dragonruby_logo_width.half,
row_0 + dragonruby_logo_height,
col_0 + dragonruby_logo_width.half + dragonruby_logo_width.half,
row_0,
0, 128, 128,
128
)
args.outputs.solids << {
x: col_1,
y: row_0,
x2: col_1 + dragonruby_logo_width.half,
y2: row_0 + dragonruby_logo_height,
x3: col_1 + dragonruby_logo_width,
y3: row_0,
}
args.outputs.sprites << {
x: col_2,
y: row_0,
w: dragonruby_logo_width,
h: dragonruby_logo_height,
path: 'dragonruby.png'
}
args.outputs.sprites << {
x: col_3,
y: row_0,
x2: col_3 + dragonruby_logo_width.half,
y2: row_0 + dragonruby_logo_height,
x3: col_3 + dragonruby_logo_width,
y3: row_0,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_x2: dragonruby_logo_width.half,
source_y2: dragonruby_logo_height,
source_x3: dragonruby_logo_width,
source_y3: 0
}
args.outputs.sprites << TriangleLogo.new(x: col_4,
y: row_0,
x2: col_4 + dragonruby_logo_width.half,
y2: row_0 + dragonruby_logo_height,
x3: col_4 + dragonruby_logo_width,
y3: row_0,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_x2: dragonruby_logo_width.half,
source_y2: dragonruby_logo_height,
source_x3: dragonruby_logo_width,
source_y3: 0)
# row 1
args.outputs.primitives << make_triangle(
col_0,
row_1,
col_0 + dragonruby_logo_width.half,
row_1 + dragonruby_logo_height,
col_0 + dragonruby_logo_width,
row_1,
0, 128, 128,
Kernel.tick_count.to_radians.sin_r.abs * 255
)
args.outputs.primitives << {
x: col_1,
y: row_1,
x2: col_1 + dragonruby_logo_width.half,
y2: row_1 + dragonruby_logo_height,
x3: col_1 + dragonruby_logo_width,
y3: row_1,
r: 0, g: 0, b: 0, a: Kernel.tick_count.to_radians.sin_r.abs * 255
}
args.outputs.sprites << {
x: col_2,
y: row_1,
w: dragonruby_logo_width,
h: dragonruby_logo_height,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_w: dragonruby_logo_width,
source_h: dragonruby_logo_height.half +
dragonruby_logo_height.half * Math.sin(Kernel.tick_count.to_radians).abs,
}
args.outputs.primitives << {
x: col_3,
y: row_1,
x2: col_3 + dragonruby_logo_width.half,
y2: row_1 + dragonruby_logo_height,
x3: col_3 + dragonruby_logo_width,
y3: row_1,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_x2: dragonruby_logo_width.half,
source_y2: dragonruby_logo_height.half +
dragonruby_logo_height.half * Math.sin(Kernel.tick_count.to_radians).abs,
source_x3: dragonruby_logo_width,
source_y3: 0
}
args.outputs.primitives << TriangleLogo.new(x: col_4,
y: row_1,
x2: col_4 + dragonruby_logo_width.half,
y2: row_1 + dragonruby_logo_height,
x3: col_4 + dragonruby_logo_width,
y3: row_1,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_x2: dragonruby_logo_width.half,
source_y2: dragonruby_logo_height.half +
dragonruby_logo_height.half * Math.sin(Kernel.tick_count.to_radians).abs,
source_x3: dragonruby_logo_width,
source_y3: 0)
end
def make_triangle *opts
x, y, x2, y2, x3, y3, r, g, b, a = opts
{
x: x, y: y, x2: x2, y2: y2, x3: x3, y3: y3,
r: r || 0,
g: g || 0,
b: b || 0,
a: a || 255
}
end
class TriangleLogo
attr_sprite
def initialize x:, y:, x2:, y2:, x3:, y3:, path:, source_x:, source_y:, source_x2:, source_y2:, source_x3:, source_y3:;
@x = x
@y = y
@x2 = x2
@y2 = y2
@x3 = x3
@y3 = y3
@path = path
@source_x = source_x
@source_y = source_y
@source_x2 = source_x2
@source_y2 = source_y2
@source_x3 = source_x3
@source_y3 = source_y3
end
end
Triangles Trapezoid - main.rb link
# ./samples/07_advanced_rendering/15_triangles_trapezoid/app/main.rb
def tick args
transform_scale = ((Kernel.tick_count / 3).sin.abs ** 5).half
args.outputs.sprites << [
{ x: 600,
y: 320,
x2: 600,
y2: 400,
x3: 640,
y3: 360,
path: "sprites/square/blue.png",
source_x: 0,
source_y: 0,
source_x2: 0,
source_y2: 80,
source_x3: 40,
source_y3: 40 },
{ x: 600,
y: 400,
x2: 680,
y2: (400 - 80 * transform_scale).round,
x3: 640,
y3: 360,
path: "sprites/square/blue.png",
source_x: 0,
source_y: 80,
source_x2: 80,
source_y2: 80,
source_x3: 40,
source_y3: 40 },
{ x: 640,
y: 360,
x2: 680,
y2: (400 - 80 * transform_scale).round,
x3: 680,
y3: (320 + 80 * transform_scale).round,
path: "sprites/square/blue.png",
source_x: 40,
source_y: 40,
source_x2: 80,
source_y2: 80,
source_x3: 80,
source_y3: 0 },
{ x: 600,
y: 320,
x2: 640,
y2: 360,
x3: 680,
y3: (320 + 80 * transform_scale).round,
path: "sprites/square/blue.png",
source_x: 0,
source_y: 0,
source_x2: 40,
source_y2: 40,
source_x3: 80,
source_y3: 0 }
]
end
Camera Space World Space Simple - main.rb link
# ./samples/07_advanced_rendering/16_camera_space_world_space_simple/app/main.rb
def tick args
# camera must have the following properties (x, y, and scale)
args.state.camera ||= {
x: 0,
y: 0,
scale: 1
}
args.state.camera.x += args.inputs.left_right * 10 * args.state.camera.scale
args.state.camera.y += args.inputs.up_down * 10 * args.state.camera.scale
# generate 500 shapes with random positions
args.state.objects ||= 500.map do
{
x: -2000 + rand(4000),
y: -2000 + rand(4000),
w: 16,
h: 16,
path: 'sprites/square/blue.png'
}
end
# "i" to zoom in, "o" to zoom out
if args.inputs.keyboard.key_down.i || args.inputs.keyboard.key_down.equal_sign || args.inputs.keyboard.key_down.plus
args.state.camera.scale += 0.1
elsif args.inputs.keyboard.key_down.o || args.inputs.keyboard.key_down.minus
args.state.camera.scale -= 0.1
args.state.camera.scale = 0.1 if args.state.camera.scale < 0.1
end
# "zero" to reset zoom and camera
if args.inputs.keyboard.key_down.zero
args.state.camera.scale = 1
args.state.camera.x = 0
args.state.camera.y = 0
end
# if mouse is clicked
if args.inputs.mouse.click
# convert the mouse to world space and delete any objects that intersect with the mouse
rect = Camera.to_world_space args.state.camera, args.inputs.mouse
args.state.objects.reject! { |o| rect.intersect_rect? o }
end
# "r" to reset
if args.inputs.keyboard.key_down.r
GTK.reset_next_tick
end
# define scene
args.outputs[:scene].w = Camera::WORLD_SIZE
args.outputs[:scene].h = Camera::WORLD_SIZE
# render diagonals and background of scene
args.outputs[:scene].lines << { x: 0, y: 0, x2: 1500, y2: 1500, r: 0, g: 0, b: 0, a: 255 }
args.outputs[:scene].lines << { x: 0, y: 1500, x2: 1500, y2: 0, r: 0, g: 0, b: 0, a: 255 }
args.outputs[:scene].solids << { x: 0, y: 0, w: 1500, h: 1500, a: 128 }
# find all objects to render
objects_to_render = Camera.find_all_intersect_viewport args.state.camera, args.state.objects
# for objects that were found, convert the rect to screen coordinates and place them in scene
args.outputs[:scene].sprites << objects_to_render.map { |o| Camera.to_screen_space args.state.camera, o }
# render scene to screen
args.outputs.sprites << { **Camera.viewport, path: :scene }
# render instructions
args.outputs.sprites << { x: 0, y: 110.from_top, w: 1280, h: 110, path: :pixel, r: 0, g: 0, b: 0, a: 128 }
label_style = { r: 255, g: 255, b: 255, anchor_y: 0.5 }
args.outputs.labels << { x: 30, y: 30.from_top, text: "Arrow keys to move around. I and O Keys to zoom in and zoom out (0 to reset camera, R to reset everything).", **label_style }
args.outputs.labels << { x: 30, y: 60.from_top, text: "Click square to remove from world.", **label_style }
args.outputs.labels << { x: 30, y: 90.from_top, text: "Mouse locationin world: #{(Camera.to_world_space args.state.camera, args.inputs.mouse).to_sf}", **label_style }
end
# helper methods to create a camera and go to and from screen space and world space
class Camera
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720
WORLD_SIZE = 1500
WORLD_SIZE_HALF = WORLD_SIZE / 2
OFFSET_X = (SCREEN_WIDTH - WORLD_SIZE) / 2
OFFSET_Y = (SCREEN_HEIGHT - WORLD_SIZE) / 2
class << self
# given a rect in screen space, converts the rect to world space
def to_world_space camera, rect
rect_x = rect.x
rect_y = rect.y
rect_w = rect.w || 0
rect_h = rect.h || 0
x = (rect_x - WORLD_SIZE_HALF + camera.x * camera.scale - OFFSET_X) / camera.scale
y = (rect_y - WORLD_SIZE_HALF + camera.y * camera.scale - OFFSET_Y) / camera.scale
w = rect_w / camera.scale
h = rect_h / camera.scale
rect.merge x: x, y: y, w: w, h: h
end
# given a rect in world space, converts the rect to screen space
def to_screen_space camera, rect
rect_x = rect.x
rect_y = rect.y
rect_w = rect.w || 0
rect_h = rect.h || 0
x = rect_x * camera.scale - camera.x * camera.scale + WORLD_SIZE_HALF
y = rect_y * camera.scale - camera.y * camera.scale + WORLD_SIZE_HALF
w = rect_w * camera.scale
h = rect_h * camera.scale
rect.merge x: x, y: y, w: w, h: h
end
# viewport of the scene
def viewport
{
x: OFFSET_X,
y: OFFSET_Y,
w: 1500,
h: 1500
}
end
# viewport in the context of the world
def viewport_world camera
to_world_space camera, viewport
end
# helper method to find objects within viewport
def find_all_intersect_viewport camera, os
Geometry.find_all_intersect_rect viewport_world(camera), os
end
end
end
GTK.reset
Camera Space World Space Simple Grid Map - main.rb link
# ./samples/07_advanced_rendering/16_camera_space_world_space_simple_grid_map/app/main.rb
def tick args
defaults args
calc args
render args
end
def defaults args
tile_size = 100
tiles_per_row = 32
number_of_rows = 32
number_of_tiles = tiles_per_row * number_of_rows
# generate map tiles
args.state.tiles ||= number_of_tiles.map_with_index do |i|
row = i.idiv(tiles_per_row)
col = i.mod(tiles_per_row)
{
x: row * tile_size,
y: col * tile_size,
w: tile_size,
h: tile_size,
path: 'sprites/square/blue.png'
}
end
center_map = {
x: tiles_per_row.idiv(2) * tile_size,
y: number_of_rows.idiv(2) * tile_size,
w: 1,
h: 1
}
args.state.center_tile ||= args.state.tiles.find { |o| o.intersect_rect? center_map }
args.state.selected_tile ||= args.state.center_tile
# camera must have the following properties (x, y, and scale)
if !args.state.camera
args.state.camera = {
x: 0,
y: 0,
scale: 1,
target_x: 0,
target_y: 0,
target_scale: 1
}
args.state.camera.target_x = args.state.selected_tile.x + args.state.selected_tile.w.half
args.state.camera.target_y = args.state.selected_tile.y + args.state.selected_tile.h.half
args.state.camera.x = args.state.camera.target_x
args.state.camera.y = args.state.camera.target_y
end
end
def calc args
calc_inputs args
calc_camera args
end
def calc_inputs args
# "i" to zoom in, "o" to zoom out
if args.inputs.keyboard.key_down.i || args.inputs.keyboard.key_down.equal_sign || args.inputs.keyboard.key_down.plus
args.state.camera.target_scale += 0.1 * args.state.camera.scale
elsif args.inputs.keyboard.key_down.o || args.inputs.keyboard.key_down.minus
args.state.camera.target_scale -= 0.1 * args.state.camera.scale
args.state.camera.target_scale = 0.1 if args.state.camera.scale < 0.1
end
# "zero" to reset zoom and camera
if args.inputs.keyboard.key_down.zero
args.state.camera.target_scale = 1
args.state.selected_tile = args.state.center_tile
end
# if mouse is clicked
if args.inputs.mouse.click
# convert the mouse to world space and delete any tiles that intersect with the mouse
rect = Camera.to_world_space args.state.camera, args.inputs.mouse
selected_tile = args.state.tiles.find { |o| rect.intersect_rect? o }
if selected_tile
args.state.selected_tile = selected_tile
args.state.camera.target_scale = 1
end
end
# "r" to reset
if args.inputs.keyboard.key_down.r
GTK.reset_next_tick
end
end
def calc_camera args
args.state.camera.target_x = args.state.selected_tile.x + args.state.selected_tile.w.half
args.state.camera.target_y = args.state.selected_tile.y + args.state.selected_tile.h.half
dx = args.state.camera.target_x - args.state.camera.x
dy = args.state.camera.target_y - args.state.camera.y
ds = args.state.camera.target_scale - args.state.camera.scale
args.state.camera.x += dx * 0.1 * args.state.camera.scale
args.state.camera.y += dy * 0.1 * args.state.camera.scale
args.state.camera.scale += ds * 0.1
end
def render args
args.outputs.background_color = [0, 0, 0]
# define scene
args.outputs[:scene].w = Camera::WORLD_SIZE
args.outputs[:scene].h = Camera::WORLD_SIZE
args.outputs[:scene].background_color = [0, 0, 0, 0]
# render diagonals and background of scene
args.outputs[:scene].lines << { x: 0, y: 0, x2: 1500, y2: 1500, r: 0, g: 0, b: 0, a: 255 }
args.outputs[:scene].lines << { x: 0, y: 1500, x2: 1500, y2: 0, r: 0, g: 0, b: 0, a: 255 }
args.outputs[:scene].solids << { x: 0, y: 0, w: 1500, h: 1500, a: 128 }
# find all tiles to render
objects_to_render = Camera.find_all_intersect_viewport args.state.camera, args.state.tiles
# convert mouse to world space to see if it intersects with any tiles (hover color)
mouse_in_world = Camera.to_world_space args.state.camera, args.inputs.mouse
# for tiles that were found, convert the rect to screen coordinates and place them in scene
args.outputs[:scene].sprites << objects_to_render.map do |o|
if o == args.state.selected_tile
tile_to_render = o.merge path: 'sprites/square/green.png'
elsif o.intersect_rect? mouse_in_world
tile_to_render = o.merge path: 'sprites/square/orange.png'
else
tile_to_render = o.merge path: 'sprites/square/blue.png'
end
Camera.to_screen_space args.state.camera, tile_to_render
end
# render scene to screen
args.outputs.sprites << { **Camera.viewport, path: :scene }
# render instructions
args.outputs.sprites << { x: 0, y: 110.from_top, w: 1280, h: 110, path: :pixel, r: 0, g: 0, b: 0, a: 200 }
label_style = { r: 255, g: 255, b: 255, anchor_y: 0.5 }
args.outputs.labels << { x: 30, y: 30.from_top, text: "I/O or +/- keys to zoom in and zoom out (0 to reset camera, R to reset everything).", **label_style }
args.outputs.labels << { x: 30, y: 60.from_top, text: "Click to center on square.", **label_style }
args.outputs.labels << { x: 30, y: 90.from_top, text: "Mouse location in world: #{(Camera.to_world_space args.state.camera, args.inputs.mouse).to_sf}", **label_style }
end
# helper methods to create a camera and go to and from screen space and world space
class Camera
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720
WORLD_SIZE = 1500
WORLD_SIZE_HALF = WORLD_SIZE / 2
OFFSET_X = (SCREEN_WIDTH - WORLD_SIZE) / 2
OFFSET_Y = (SCREEN_HEIGHT - WORLD_SIZE) / 2
class << self
# given a rect in screen space, converts the rect to world space
def to_world_space camera, rect
rect_x = rect.x
rect_y = rect.y
rect_w = rect.w || 0
rect_h = rect.h || 0
x = (rect_x - WORLD_SIZE_HALF + camera.x * camera.scale - OFFSET_X) / camera.scale
y = (rect_y - WORLD_SIZE_HALF + camera.y * camera.scale - OFFSET_Y) / camera.scale
w = rect_w / camera.scale
h = rect_h / camera.scale
rect.merge x: x, y: y, w: w, h: h
end
# given a rect in world space, converts the rect to screen space
def to_screen_space camera, rect
rect_x = rect.x
rect_y = rect.y
rect_w = rect.w || 0
rect_h = rect.h || 0
x = rect_x * camera.scale - camera.x * camera.scale + WORLD_SIZE_HALF
y = rect_y * camera.scale - camera.y * camera.scale + WORLD_SIZE_HALF
w = rect_w * camera.scale
h = rect_h * camera.scale
rect.merge x: x, y: y, w: w, h: h
end
# viewport of the scene
def viewport
{
x: OFFSET_X,
y: OFFSET_Y,
w: WORLD_SIZE,
h: WORLD_SIZE
}
end
# viewport in the context of the world
def viewport_world camera
to_world_space camera, viewport
end
# helper method to find objects within viewport
def find_all_intersect_viewport camera, os
Geometry.find_all_intersect_rect viewport_world(camera), os
end
end
end
GTK.reset
Matrix And Triangles 2d - main.rb link
# ./samples/07_advanced_rendering/16_matrix_and_triangles_2d/app/main.rb
include MatrixFunctions
def tick args
args.state.square_one_sprite = { x: 0,
y: 0,
w: 100,
h: 100,
path: "sprites/square/blue.png",
source_x: 0,
source_y: 0,
source_w: 80,
source_h: 80 }
args.state.square_two_sprite = { x: 0,
y: 0,
w: 100,
h: 100,
path: "sprites/square/red.png",
source_x: 0,
source_y: 0,
source_w: 80,
source_h: 80 }
args.state.square_one = sprite_to_triangles args.state.square_one_sprite
args.state.square_two = sprite_to_triangles args.state.square_two_sprite
args.state.camera.x ||= 0
args.state.camera.y ||= 0
args.state.camera.zoom ||= 1
args.state.camera.rotation ||= 0
zmod = 1
move_multiplier = 1
dzoom = 0.01
if Kernel.tick_count.zmod? zmod
args.state.camera.x += args.inputs.left_right * -1 * move_multiplier
args.state.camera.y += args.inputs.up_down * -1 * move_multiplier
end
if args.inputs.keyboard.i
args.state.camera.zoom += dzoom
elsif args.inputs.keyboard.o
args.state.camera.zoom -= dzoom
end
args.state.camera.zoom = args.state.camera.zoom.clamp(0.25, 10)
args.outputs.sprites << triangles_mat3_mul(args.state.square_one,
mat3_translate(-50, -50),
mat3_rotate(Kernel.tick_count),
mat3_translate(0, 0),
mat3_translate(args.state.camera.x, args.state.camera.y),
mat3_scale(args.state.camera.zoom),
mat3_translate(640, 360))
args.outputs.sprites << triangles_mat3_mul(args.state.square_two,
mat3_translate(-50, -50),
mat3_rotate(Kernel.tick_count),
mat3_translate(100, 100),
mat3_translate(args.state.camera.x, args.state.camera.y),
mat3_scale(args.state.camera.zoom),
mat3_translate(640, 360))
mouse_coord = vec3 args.inputs.mouse.x,
args.inputs.mouse.y,
1
mouse_coord = mul mouse_coord,
mat3_translate(-640, -360),
mat3_scale(args.state.camera.zoom),
mat3_translate(-args.state.camera.x, -args.state.camera.y)
args.outputs.lines << { x: 640, y: 0, h: 720 }
args.outputs.lines << { x: 0, y: 360, w: 1280 }
args.outputs.labels << { x: 30, y: 60.from_top, text: "x: #{args.state.camera.x.to_sf} y: #{args.state.camera.y.to_sf} z: #{args.state.camera.zoom.to_sf}" }
args.outputs.labels << { x: 30, y: 90.from_top, text: "Mouse: #{mouse_coord.x.to_sf} #{mouse_coord.y.to_sf}" }
args.outputs.labels << { x: 30,
y: 30.from_top,
text: "W,A,S,D to move. I, O to zoom." }
end
def sprite_to_triangles sprite
[
{
x: sprite.x, y: sprite.y,
x2: sprite.x, y2: sprite.y + sprite.h,
x3: sprite.x + sprite.w, y3: sprite.y + sprite.h,
source_x: sprite.source_x, source_y: sprite.source_y,
source_x2: sprite.source_x, source_y2: sprite.source_y + sprite.source_h,
source_x3: sprite.source_x + sprite.source_w, source_y3: sprite.source_y + sprite.source_h,
path: sprite.path
},
{
x: sprite.x, y: sprite.y,
x2: sprite.x + sprite.w, y2: sprite.y + sprite.h,
x3: sprite.x + sprite.w, y3: sprite.y,
source_x: sprite.source_x, source_y: sprite.source_y,
source_x2: sprite.source_x + sprite.source_w, source_y2: sprite.source_y + sprite.source_h,
source_x3: sprite.source_x + sprite.source_w, source_y3: sprite.source_y,
path: sprite.path
}
]
end
def mat3_translate dx, dy
mat3 1, 0, dx,
0, 1, dy,
0, 0, 1
end
def mat3_rotate angle_d
angle_r = angle_d.to_radians
mat3 Math.cos(angle_r), -Math.sin(angle_r), 0,
Math.sin(angle_r), Math.cos(angle_r), 0,
0, 0, 1
end
def mat3_scale scale
mat3 scale, 0, 0,
0, scale, 0,
0, 0, 1
end
def triangles_mat3_mul triangles, *matrices
triangles.map { |triangle| triangle_mat3_mul triangle, *matrices }
end
def triangle_mat3_mul triangle, *matrices
result = [
(vec3 triangle.x, triangle.y, 1),
(vec3 triangle.x2, triangle.y2, 1),
(vec3 triangle.x3, triangle.y3, 1)
].map do |coord|
mul coord, *matrices
end
{
**triangle,
x: result[0].x,
y: result[0].y,
x2: result[1].x,
y2: result[1].y,
x3: result[2].x,
y3: result[2].y,
}
rescue Exception => e
pretty_print triangle
pretty_print result
pretty_print matrices
puts "#{matrices}"
raise e
end
Matrix And Triangles 3d - main.rb link
# ./samples/07_advanced_rendering/16_matrix_and_triangles_3d/app/main.rb
include MatrixFunctions
def tick args
args.outputs.labels << { x: 0,
y: 30.from_top,
text: "W,A,S,D to move. Q,E,U,O to turn, I,K for elevation.",
alignment_enum: 1 }
args.grid.origin_center!
args.state.cam_x ||= 0.00
if args.inputs.keyboard.left
args.state.cam_x += 0.01
elsif args.inputs.keyboard.right
args.state.cam_x -= 0.01
end
args.state.cam_y ||= 0.00
if args.inputs.keyboard.i
args.state.cam_y += 0.01
elsif args.inputs.keyboard.k
args.state.cam_y -= 0.01
end
args.state.cam_z ||= 6.5
if args.inputs.keyboard.s
args.state.cam_z += 0.1
elsif args.inputs.keyboard.w
args.state.cam_z -= 0.1
end
args.state.cam_angle_y ||= 0
if args.inputs.keyboard.q
args.state.cam_angle_y += 0.25
elsif args.inputs.keyboard.e
args.state.cam_angle_y -= 0.25
end
args.state.cam_angle_x ||= 0
if args.inputs.keyboard.u
args.state.cam_angle_x += 0.1
elsif args.inputs.keyboard.o
args.state.cam_angle_x -= 0.1
end
# model A
args.state.a = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.a_world = mul_world args,
args.state.a,
(translate -0.25, -0.25, 0),
(translate 0, 0, 0.25),
(rotate_x Kernel.tick_count)
args.state.a_camera = mul_cam args, args.state.a_world
args.state.a_projected = mul_perspective args, args.state.a_camera
render_projection args, args.state.a_projected
# model B
args.state.b = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.b_world = mul_world args,
args.state.b,
(translate -0.25, -0.25, 0),
(translate 0, 0, -0.25),
(rotate_x Kernel.tick_count)
args.state.b_camera = mul_cam args, args.state.b_world
args.state.b_projected = mul_perspective args, args.state.b_camera
render_projection args, args.state.b_projected
# model C
args.state.c = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.c_world = mul_world args,
args.state.c,
(translate -0.25, -0.25, 0),
(rotate_y 90),
(translate -0.25, 0, 0),
(rotate_x Kernel.tick_count)
args.state.c_camera = mul_cam args, args.state.c_world
args.state.c_projected = mul_perspective args, args.state.c_camera
render_projection args, args.state.c_projected
# model D
args.state.d = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.d_world = mul_world args,
args.state.d,
(translate -0.25, -0.25, 0),
(rotate_y 90),
(translate 0.25, 0, 0),
(rotate_x Kernel.tick_count)
args.state.d_camera = mul_cam args, args.state.d_world
args.state.d_projected = mul_perspective args, args.state.d_camera
render_projection args, args.state.d_projected
# model E
args.state.e = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.e_world = mul_world args,
args.state.e,
(translate -0.25, -0.25, 0),
(rotate_x 90),
(translate 0, 0.25, 0),
(rotate_x Kernel.tick_count)
args.state.e_camera = mul_cam args, args.state.e_world
args.state.e_projected = mul_perspective args, args.state.e_camera
render_projection args, args.state.e_projected
# model E
args.state.f = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.f_world = mul_world args,
args.state.f,
(translate -0.25, -0.25, 0),
(rotate_x 90),
(translate 0, -0.25, 0),
(rotate_x Kernel.tick_count)
args.state.f_camera = mul_cam args, args.state.f_world
args.state.f_projected = mul_perspective args, args.state.f_camera
render_projection args, args.state.f_projected
# render_debug args, args.state.a, args.state.a_transform, args.state.a_projected
# args.outputs.labels << { x: -630, y: 10.from_top, text: "x: #{args.state.cam_x.to_sf} -> #{( args.state.cam_x * 1000 ).to_sf}" }
# args.outputs.labels << { x: -630, y: 30.from_top, text: "y: #{args.state.cam_y.to_sf} -> #{( args.state.cam_y * 1000 ).to_sf}" }
# args.outputs.labels << { x: -630, y: 50.from_top, text: "z: #{args.state.cam_z.fdiv(10).to_sf} -> #{( args.state.cam_z * 100 ).to_sf}" }
end
def mul_world args, model, *mul_def
model.map do |vecs|
vecs.map do |vec|
mul vec,
*mul_def
end
end
end
def mul_cam args, world_vecs
world_vecs.map do |vecs|
vecs.map do |vec|
mul vec,
(translate -args.state.cam_x, args.state.cam_y, -args.state.cam_z),
(rotate_y args.state.cam_angle_y),
(rotate_x args.state.cam_angle_x)
end
end
end
def mul_perspective args, camera_vecs
camera_vecs.map do |vecs|
vecs.map do |vec|
perspective vec
end
end
end
def render_debug args, model, transform, projected
args.outputs.labels << { x: -630, y: 10.from_top, text: "model: #{vecs_to_s model[0]}" }
args.outputs.labels << { x: -630, y: 30.from_top, text: " #{vecs_to_s model[1]}" }
args.outputs.labels << { x: -630, y: 50.from_top, text: "transform: #{vecs_to_s transform[0]}" }
args.outputs.labels << { x: -630, y: 70.from_top, text: " #{vecs_to_s transform[1]}" }
args.outputs.labels << { x: -630, y: 90.from_top, text: "projected: #{vecs_to_s projected[0]}" }
args.outputs.labels << { x: -630, y: 110.from_top, text: " #{vecs_to_s projected[1]}" }
end
def render_projection args, projection
p0 = projection[0]
args.outputs.sprites << {
x: p0[0].x, y: p0[0].y,
x2: p0[1].x, y2: p0[1].y,
x3: p0[2].x, y3: p0[2].y,
source_x: 0, source_y: 0,
source_x2: 80, source_y2: 0,
source_x3: 0, source_y3: 80,
a: 40,
# r: 128, g: 128, b: 128,
path: 'sprites/square/blue.png'
}
p1 = projection[1]
args.outputs.sprites << {
x: p1[0].x, y: p1[0].y,
x2: p1[1].x, y2: p1[1].y,
x3: p1[2].x, y3: p1[2].y,
source_x: 80, source_y: 0,
source_x2: 80, source_y2: 80,
source_x3: 0, source_y3: 80,
a: 40,
# r: 128, g: 128, b: 128,
path: 'sprites/square/blue.png'
}
end
def perspective vec
left = -1.0
right = 1.0
bottom = -1.0
top = 1.0
near = 300.0
far = 1000.0
sx = 2 * near / (right - left)
sy = 2 * near / (top - bottom)
c2 = - (far + near) / (far - near)
c1 = 2 * near * far / (near - far)
tx = -near * (left + right) / (right - left)
ty = -near * (bottom + top) / (top - bottom)
p = mat4 sx, 0, 0, tx,
0, sy, 0, ty,
0, 0, c2, c1,
0, 0, -1, 0
r = mul vec, p
r.x *= r.z / r.w / 100
r.y *= r.z / r.w / 100
r
end
def mat_scale scale
mat4 scale, 0, 0, 0,
0, scale, 0, 0,
0, 0, scale, 0,
0, 0, 0, 1
end
def rotate_y angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, 0, sin_t, 0,
0, 1, 0, 0,
-sin_t, 0, cos_t, 0,
0, 0, 0, 1)
end
def rotate_z angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, -sin_t, 0, 0,
sin_t, cos_t, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1)
end
def translate dx, dy, dz
mat4 1, 0, 0, dx,
0, 1, 0, dy,
0, 0, 1, dz,
0, 0, 0, 1
end
def rotate_x angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 1, 0, 0, 0,
0, cos_t, -sin_t, 0,
0, sin_t, cos_t, 0,
0, 0, 0, 1)
end
def vecs_to_s vecs
vecs.map do |vec|
"[#{vec.x.to_sf} #{vec.y.to_sf} #{vec.z.to_sf}]"
end.join " "
end
Matrix Camera Space World Space - main.rb link
# ./samples/07_advanced_rendering/16_matrix_camera_space_world_space/app/main.rb
# sample app shows how to translate between screen and world coordinates using matrix multiplication
class Game
attr_gtk
def tick
defaults
input
calc
render
end
def defaults
return if Kernel.tick_count != 0
# define the size of the world
state.world_size = 1280
# initialize the camera
state.camera = {
x: 0,
y: 0,
zoom: 1
}
# initialize entities: place entities randomly in the world
state.entities = 200.map do
{
x: (rand * state.world_size - 100).to_i * (rand > 0.5 ? 1 : -1),
y: (rand * state.world_size - 100).to_i * (rand > 0.5 ? 1 : -1),
w: 32,
h: 32,
angle: 0,
path: "sprites/square/blue.png",
rotation_speed: rand * 5
}
end
# backdrop for the world
state.backdrop = { x: -state.world_size,
y: -state.world_size,
w: state.world_size * 2,
h: state.world_size * 2,
r: 200,
g: 100,
b: 0,
a: 128,
path: :pixel }
# rect representing the screen
state.screen_rect = { x: 0, y: 0, w: 1280, h: 720 }
# update the camera matricies (initial state)
update_matricies!
end
# if the camera is ever changed, recompute the matricies that are used
# to translate between screen and world coordinates. we want to cache
# the resolved matrix for speed
def update_matricies!
# camera space is defined with three matricies
# every entity is:
# - offset by the location of the camera
# - scaled
# - then centered on the screen
state.to_camera_space_matrix = MatrixFunctions.mul(mat3_translate(state.camera.x, state.camera.y),
mat3_scale(state.camera.zoom),
mat3_translate(640, 360))
# world space is defined based off the camera matricies but inverted:
# every entity is:
# - uncentered from the screen
# - unscaled
# - offset by the location of the camera in the opposite direction
state.to_world_space_matrix = MatrixFunctions.mul(mat3_translate(-640, -360),
mat3_scale(1.0 / state.camera.zoom),
mat3_translate(-state.camera.x, -state.camera.y))
# the viewport is computed by taking the screen rect and moving it into world space.
# what entities get rendered is based off of the viewport
state.viewport = rect_mul_matrix(state.screen_rect, state.to_world_space_matrix)
end
def input
# if the camera is changed, invalidate/recompute the translation matricies
should_update_matricies = false
# + and - keys zoom in and out
if inputs.keyboard.equal_sign || inputs.keyboard.plus || inputs.mouse.wheel && inputs.mouse.wheel.y > 0
state.camera.zoom += 0.01 * state.camera.zoom
should_update_matricies = true
elsif inputs.keyboard.minus || inputs.mouse.wheel && inputs.mouse.wheel.y < 0
state.camera.zoom -= 0.01 * state.camera.zoom
should_update_matricies = true
end
# clamp the zoom to a minimum of 0.25
if state.camera.zoom < 0.25
state.camera.zoom = 0.25
should_update_matricies = true
end
# left and right keys move the camera left and right
if inputs.left_right != 0
state.camera.x += -1 * (inputs.left_right * 10) * state.camera.zoom
should_update_matricies = true
end
# up and down keys move the camera up and down
if inputs.up_down != 0
state.camera.y += -1 * (inputs.up_down * 10) * state.camera.zoom
should_update_matricies = true
end
# reset the camera to the default position
if inputs.keyboard.key_down.zero
state.camera.x = 0
state.camera.y = 0
state.camera.zoom = 1
should_update_matricies = true
end
# if the update matricies flag is set, recompute the matricies
update_matricies! if should_update_matricies
end
def calc
# rotate all the entities by their rotation speed
# and reset their hovered state
state.entities.each do |entity|
entity.hovered = false
entity.angle += entity.rotation_speed
end
# find all the entities that are hovered by the mouse and update their state back to hovered
mouse_in_world = rect_to_world_coordinates inputs.mouse.rect
hovered_entities = Geometry.find_all_intersect_rect mouse_in_world, state.entities
hovered_entities.each { |entity| entity.hovered = true }
end
def render
# create a render target to represent the camera's viewport
outputs[:scene].w = state.world_size
outputs[:scene].h = state.world_size
# render the backdrop
outputs[:scene].primitives << rect_to_screen_coordinates(state.backdrop)
# get all entities that are within the camera's viewport
entities_to_render = Geometry.find_all_intersect_rect state.viewport, state.entities
# render all the entities within the viewport
outputs[:scene].primitives << entities_to_render.map do |entity|
r = rect_to_screen_coordinates entity
# change the color of the entity if it's hovered
r.merge!(path: "sprites/square/red.png") if entity.hovered
r
end
# render the camera's viewport
outputs.sprites << {
x: 0,
y: 0,
w: state.world_size,
h: state.world_size,
path: :scene
}
# show a label that shows the mouse's screen and world coordinates
outputs.labels << { x: 30, y: 30.from_top, text: "#{gtk.current_framerate.to_sf}" }
mouse_in_world = rect_to_world_coordinates inputs.mouse.rect
outputs.labels << {
x: 30,
y: 55.from_top,
text: "Screen Coordinates: #{inputs.mouse.x}, #{inputs.mouse.y}",
}
outputs.labels << {
x: 30,
y: 80.from_top,
text: "World Coordinates: #{mouse_in_world.x.to_sf}, #{mouse_in_world.y.to_sf}",
}
end
def rect_to_screen_coordinates rect
rect_mul_matrix rect, state.to_camera_space_matrix
end
def rect_to_world_coordinates rect
rect_mul_matrix rect, state.to_world_space_matrix
end
def rect_mul_matrix rect, matrix
# the bottom left and top right corners of the rect
# are multiplied by the matrix to get the new coordinates
bottom_left = MatrixFunctions.mul (MatrixFunctions.vec3 rect.x, rect.y, 1), matrix
top_right = MatrixFunctions.mul (MatrixFunctions.vec3 rect.x + rect.w, rect.y + rect.h, 1), matrix
# with the points of the rect recomputed, reconstruct the rect
rect.merge x: bottom_left.x,
y: bottom_left.y,
w: top_right.x - bottom_left.x,
h: top_right.y - bottom_left.y
end
# this is the definition of how to move a point in 2d space using a matrix
def mat3_translate x, y
MatrixFunctions.mat3 1, 0, x,
0, 1, y,
0, 0, 1
end
# this is the definition of how to scale a point in 2d space using a matrix
def mat3_scale scale
MatrixFunctions.mat3 scale, 0, 0,
0, scale, 0,
0, 0, 1
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
GTK.reset
Matrix Cubeworld - main.rb link
# ./samples/07_advanced_rendering/16_matrix_cubeworld/app/main.rb
require 'app/modeling-api.rb'
include MatrixFunctions
def tick args
args.outputs.labels << { x: 0,
y: 30.from_top,
text: "W,A,S,D to move. Mouse to look.",
alignment_enum: 1 }
args.grid.origin_center!
args.state.cam_y ||= 0.00
if args.inputs.keyboard.i
args.state.cam_y += 0.01
elsif args.inputs.keyboard.k
args.state.cam_y -= 0.01
end
args.state.cam_angle_y ||= 0
if args.inputs.keyboard.q
args.state.cam_angle_y += 0.25
elsif args.inputs.keyboard.e
args.state.cam_angle_y -= 0.25
end
args.state.cam_angle_x ||= 0
if args.inputs.keyboard.u
args.state.cam_angle_x += 0.1
elsif args.inputs.keyboard.o
args.state.cam_angle_x -= 0.1
end
if args.inputs.mouse.has_focus
y_change_rate = (args.inputs.mouse.x / 640) ** 2
if args.inputs.mouse.x < 0
args.state.cam_angle_y -= 0.8 * y_change_rate
else
args.state.cam_angle_y += 0.8 * y_change_rate
end
x_change_rate = (args.inputs.mouse.y / 360) ** 2
if args.inputs.mouse.y < 0
args.state.cam_angle_x += 0.8 * x_change_rate
else
args.state.cam_angle_x -= 0.8 * x_change_rate
end
end
args.state.cam_z ||= 6.4
if args.inputs.keyboard.up
point_1 = { x: 0, y: 0.02 }
point_r = Geometry.rotate_point point_1, args.state.cam_angle_y
args.state.cam_x -= point_r.x
args.state.cam_z -= point_r.y
elsif args.inputs.keyboard.down
point_1 = { x: 0, y: -0.02 }
point_r = Geometry.rotate_point point_1, args.state.cam_angle_y
args.state.cam_x -= point_r.x
args.state.cam_z -= point_r.y
end
args.state.cam_x ||= 0.00
if args.inputs.keyboard.right
point_1 = { x: -0.02, y: 0 }
point_r = Geometry.rotate_point point_1, args.state.cam_angle_y
args.state.cam_x -= point_r.x
args.state.cam_z -= point_r.y
elsif args.inputs.keyboard.left
point_1 = { x: 0.02, y: 0 }
point_r = Geometry.rotate_point point_1, args.state.cam_angle_y
args.state.cam_x -= point_r.x
args.state.cam_z -= point_r.y
end
if args.inputs.keyboard.key_down.r || args.inputs.keyboard.key_down.zero
args.state.cam_x = 0.00
args.state.cam_y = 0.00
args.state.cam_z = 1.00
args.state.cam_angle_y = 0
args.state.cam_angle_x = 0
end
if !args.state.models
args.state.models = []
25.times do
args.state.models.concat new_random_cube
end
end
args.state.models.each do |m|
render_triangles args, m
end
args.outputs.lines << { x: 0, y: -50, h: 100, a: 80 }
args.outputs.lines << { x: -50, y: 0, w: 100, a: 80 }
end
def mul_triangles model, *mul_def
combined = mul mul_def
model.map do |vecs|
vecs.map do |vec|
mul vec, *combined
end
end
end
def mul_cam args, world_vecs
mul_triangles world_vecs,
(translate -args.state.cam_x, -args.state.cam_y, -args.state.cam_z),
(rotate_y args.state.cam_angle_y),
(rotate_x args.state.cam_angle_x)
end
def mul_perspective camera_vecs
camera_vecs.map do |vecs|
r = vecs.map do |vec|
perspective vec
end
r if r[0] && r[1] && r[2]
end.reject_nil
end
def render_debug args, model, transform, projected
args.outputs.labels << { x: -630, y: 10.from_top, text: "model: #{vecs_to_s model[0]}" }
args.outputs.labels << { x: -630, y: 30.from_top, text: " #{vecs_to_s model[1]}" }
args.outputs.labels << { x: -630, y: 50.from_top, text: "transform: #{vecs_to_s transform[0]}" }
args.outputs.labels << { x: -630, y: 70.from_top, text: " #{vecs_to_s transform[1]}" }
args.outputs.labels << { x: -630, y: 90.from_top, text: "projected: #{vecs_to_s projected[0]}" }
args.outputs.labels << { x: -630, y: 110.from_top, text: " #{vecs_to_s projected[1]}" }
end
def render_triangles args, triangles
camera_space = mul_cam args, triangles
projection = mul_perspective camera_space
args.outputs.sprites << projection.map_with_index do |i, index|
if i
{
x: i[0].x, y: i[0].y,
x2: i[1].x, y2: i[1].y,
x3: i[2].x, y3: i[2].y,
source_x: 0, source_y: 0,
source_x2: 80, source_y2: 0,
source_x3: 0, source_y3: 80,
r: 128, g: 128, b: 128,
a: 80 + 128 * 1 / (index + 1),
path: :pixel
}
end
end
end
def perspective vec
left = 100.0
right = -100.0
bottom = 100.0
top = -100.0
near = 3000.0
far = 8000.0
sx = 2 * near / (right - left)
sy = 2 * near / (top - bottom)
c2 = - (far + near) / (far - near)
c1 = 2 * near * far / (near - far)
tx = -near * (left + right) / (right - left)
ty = -near * (bottom + top) / (top - bottom)
p = mat4 sx, 0, 0, tx,
0, sy, 0, ty,
0, 0, c2, c1,
0, 0, -1, 0
r = mul vec, p
return nil if r.w < 0
r.x *= r.z / r.w / 100
r.y *= r.z / r.w / 100
r
end
def mat_scale scale
mat4 scale, 0, 0, 0,
0, scale, 0, 0,
0, 0, scale, 0,
0, 0, 0, 1
end
def rotate_y angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, 0, sin_t, 0,
0, 1, 0, 0,
-sin_t, 0, cos_t, 0,
0, 0, 0, 1)
end
def rotate_z angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, -sin_t, 0, 0,
sin_t, cos_t, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1)
end
def translate dx, dy, dz
mat4 1, 0, 0, dx,
0, 1, 0, dy,
0, 0, 1, dz,
0, 0, 0, 1
end
def rotate_x angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 1, 0, 0, 0,
0, cos_t, -sin_t, 0,
0, sin_t, cos_t, 0,
0, 0, 0, 1)
end
def vecs_to_s vecs
vecs.map do |vec|
"[#{vec.x.to_sf} #{vec.y.to_sf} #{vec.z.to_sf}]"
end.join " "
end
def new_random_cube
cube_w = rand * 0.2 + 0.1
cube_h = rand * 0.2 + 0.1
randx = rand * 2.0 * [1, -1].sample
randy = rand * 2.0
randz = rand * 5 * [1, -1].sample
cube = [
square do
scale x: cube_w, y: cube_h
translate x: -cube_w / 2, y: -cube_h / 2
rotate_x 90
translate y: -cube_h / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_w, y: cube_h
translate x: -cube_w / 2, y: -cube_h / 2
rotate_x 90
translate y: cube_h / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_h, y: cube_h
translate x: -cube_h / 2, y: -cube_h / 2
rotate_y 90
translate x: -cube_w / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_h, y: cube_h
translate x: -cube_h / 2, y: -cube_h / 2
rotate_y 90
translate x: cube_w / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_w, y: cube_h
translate x: -cube_w / 2, y: -cube_h / 2
translate z: -cube_h / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_w, y: cube_h
translate x: -cube_w / 2, y: -cube_h / 2
translate z: cube_h / 2
translate x: randx, y: randy, z: randz
end
]
cube
end
GTK.reset
Matrix Cubeworld - modeling-api.rb link
# ./samples/07_advanced_rendering/16_matrix_cubeworld/app/modeling-api.rb
class ModelingApi
attr :matricies
def initialize
@matricies = []
end
def scale x: 1, y: 1, z: 1
@matricies << scale_matrix(x: x, y: y, z: z)
if block_given?
yield
@matricies << scale_matrix(x: -x, y: -y, z: -z)
end
end
def translate x: 0, y: 0, z: 0
@matricies << translate_matrix(x: x, y: y, z: z)
if block_given?
yield
@matricies << translate_matrix(x: -x, y: -y, z: -z)
end
end
def rotate_x x
@matricies << rotate_x_matrix(x)
if block_given?
yield
@matricies << rotate_x_matrix(-x)
end
end
def rotate_y y
@matricies << rotate_y_matrix(y)
if block_given?
yield
@matricies << rotate_y_matrix(-y)
end
end
def rotate_z z
@matricies << rotate_z_matrix(z)
if block_given?
yield
@matricies << rotate_z_matrix(-z)
end
end
def scale_matrix x:, y:, z:;
mat4 x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1
end
def translate_matrix x:, y:, z:;
mat4 1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1
end
def rotate_y_matrix angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, 0, sin_t, 0,
0, 1, 0, 0,
-sin_t, 0, cos_t, 0,
0, 0, 0, 1)
end
def rotate_z_matrix angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, -sin_t, 0, 0,
sin_t, cos_t, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1)
end
def rotate_x_matrix angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 1, 0, 0, 0,
0, cos_t, -sin_t, 0,
0, sin_t, cos_t, 0,
0, 0, 0, 1)
end
def __mul_triangles__ model, *mul_def
model.map do |vecs|
vecs.map do |vec|
mul vec,
*mul_def
end
end
end
end
def square &block
square_verticies = [
[vec4(0, 0, 0, 1), vec4(1.0, 0, 0, 1), vec4(0, 1.0, 0, 1)],
[vec4(1.0, 0, 0, 1), vec4(1.0, 1.0, 0, 1), vec4(0, 1.0, 0, 1)]
]
m = ModelingApi.new
m.instance_eval &block if block
m.__mul_triangles__ square_verticies, *m.matricies
end
Override Core Rendering - main.rb link
# ./samples/07_advanced_rendering/17_override_core_rendering/app/main.rb
class GTK::Runtime
# You can completely override how DR renders by defining this method
# It is strongly recommend that you do not do this unless you know what you're doing.
def primitives pass
# pass.solids.each { |o| draw_solid o }
# pass.static_solids.each { |o| draw_solid o }
# pass.sprites.each { |o| draw_sprite o }
# pass.static_sprites.each { |o| draw_sprite o }
# pass.primitives.each { |o| draw_primitive o }
# pass.static_primitives.each { |o| draw_primitive o }
pass.labels.each { |o| draw_label o }
pass.static_labels.each { |o| draw_label o }
# pass.lines.each { |o| draw_line o }
# pass.static_lines.each { |o| draw_line o }
# pass.borders.each { |o| draw_border o }
# pass.static_borders.each { |o| draw_border o }
# if !self.production
# pass.debug.each { |o| draw_primitive o }
# pass.static_debug.each { |o| draw_primitive o }
# end
# pass.reserved.each { |o| draw_primitive o }
# pass.static_reserved.each { |o| draw_primitive o }
end
end
def tick args
args.outputs.labels << { x: 30, y: 30, text: "primitives function defined, only labels rendered" }
args.outputs.sprites << { x: 100, y: 100, w: 100, h: 100, path: "dragonruby.png" }
end
Layouts - main.rb link
# ./samples/07_advanced_rendering/18_layouts/app/main.rb
def tick args
args.outputs.solids << Layout.rect(row: 0,
col: 0,
w: 24,
h: 12,
include_row_gutter: true,
include_col_gutter: true).merge(b: 255, a: 80)
render_row_examples args
render_column_examples args
render_max_width_max_height_examples args
render_points_with_anchored_label_examples args
render_centered_rect_examples args
render_rect_group_examples args
end
def render_row_examples args
# rows (light blue)
args.outputs.labels << Layout.rect(row: 1, col: 6 + 3).merge(text: "row examples", anchor_x: 0.5, anchor_y: 0.5)
4.map_with_index do |row|
args.outputs.solids << Layout.rect(row: row, col: 6, w: 1, h: 1).merge(**light_blue)
end
2.map_with_index do |row|
args.outputs.solids << Layout.rect(row: row * 2, col: 6 + 1, w: 1, h: 2).merge(**light_blue)
end
4.map_with_index do |row|
args.outputs.solids << Layout.rect(row: row, col: 6 + 2, w: 2, h: 1).merge(**light_blue)
end
2.map_with_index do |row|
args.outputs.solids << Layout.rect(row: row * 2, col: 6 + 4, w: 2, h: 2).merge(**light_blue)
end
end
def render_column_examples args
# columns (yellow)
yellow = { r: 255, g: 255, b: 128 }
args.outputs.labels << Layout.rect(row: 1, col: 12 + 3).merge(text: "column examples", anchor_x: 0.5, anchor_y: 0.5)
6.times do |col|
args.outputs.solids << Layout.rect(row: 0, col: 12 + col, w: 1, h: 1).merge(**yellow)
end
3.times do |col|
args.outputs.solids << Layout.rect(row: 1, col: 12 + col * 2, w: 2, h: 1).merge(**yellow)
end
6.times do |col|
args.outputs.solids << Layout.rect(row: 2, col: 12 + col, w: 1, h: 2).merge(**yellow)
end
end
def render_max_width_max_height_examples args
# max width/height baseline (transparent green)
args.outputs.labels << Layout.rect(row: 4, col: 12).merge(text: "max width/height examples", anchor_x: 0.5, anchor_y: 0.5)
args.outputs.solids << Layout.rect(row: 4, col: 0, w: 24, h: 2).merge(a: 64, **green)
# max height
args.outputs.solids << Layout.rect(row: 4, col: 0, w: 24, h: 2, max_height: 1).merge(a: 64, **green)
# max width
args.outputs.solids << Layout.rect(row: 4, col: 0, w: 24, h: 2, max_width: 12).merge(a: 64, **green)
end
def render_points_with_anchored_label_examples args
# labels relative to rects
label_color = { r: 0, g: 0, b: 0 }
# labels realtive to point, achored at 0.0, 0.0
args.outputs.borders << Layout.rect(row: 6, col: 3, w: 6, h: 5)
args.outputs.labels << Layout.rect(row: 6, col: 3, w: 6, h: 1).center.merge(text: "layout.point anchored to 0.0, 0.0", anchor_x: 0.5, anchor_y: 0.5, size_px: 15)
grey = { r: 128, g: 128, b: 128 }
args.outputs.solids << Layout.rect(row: 7, col: 4.5).merge(**grey)
args.outputs.labels << Layout.point(row: 7, col: 4.5, row_anchor: 1.0, col_anchor: 0.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << Layout.rect(row: 7, col: 5.5).merge(**grey)
args.outputs.labels << Layout.point(row: 7, col: 5.5, row_anchor: 1.0, col_anchor: 0.5).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << Layout.rect(row: 7, col: 6.5).merge(**grey)
args.outputs.labels << Layout.point(row: 7, col: 6.5, row_anchor: 1.0, col_anchor: 1.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << Layout.rect(row: 8, col: 4.5).merge(**grey)
args.outputs.labels << Layout.point(row: 8, col: 4.5, row_anchor: 0.5, col_anchor: 0.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << Layout.rect(row: 8, col: 5.5).merge(**grey)
args.outputs.labels << Layout.point(row: 8, col: 5.5, row_anchor: 0.5, col_anchor: 0.5).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << Layout.rect(row: 8, col: 6.5).merge(**grey)
args.outputs.labels << Layout.point(row: 8, col: 6.5, row_anchor: 0.5, col_anchor: 1.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << Layout.rect(row: 9, col: 4.5).merge(**grey)
args.outputs.labels << Layout.point(row: 9, col: 4.5, row_anchor: 0.0, col_anchor: 0.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << Layout.rect(row: 9, col: 5.5).merge(**grey)
args.outputs.labels << Layout.point(row: 9, col: 5.5, row_anchor: 0.0, col_anchor: 0.5).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << Layout.rect(row: 9, col: 6.5).merge(**grey)
args.outputs.labels << Layout.point(row: 9, col: 6.5, row_anchor: 0.0, col_anchor: 1.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
end
def render_centered_rect_examples args
# centering rects
args.outputs.borders << Layout.rect(row: 6, col: 9, w: 6, h: 5)
args.outputs.labels << Layout.rect(row: 6, col: 9, w: 6, h: 1).center.merge(text: "layout.rect centered inside another rect", anchor_x: 0.5, anchor_y: 0.5, size_px: 15)
outer_rect = Layout.rect(row: 7, col: 10.5, w: 3, h: 3)
# render outer rect
args.outputs.solids << outer_rect.merge(**light_blue)
# # center a yellow rect with w and h of two
args.outputs.solids << Layout.rect_center(
Layout.rect(w: 1, h: 5), # inner rect
outer_rect, # outer rect
).merge(**yellow)
# # center a black rect with w three h of one
args.outputs.solids << Layout.rect_center(
Layout.rect(w: 5, h: 1), # inner rect
outer_rect, # outer rect
)
end
def render_rect_group_examples args
args.outputs.labels << Layout.rect(row: 6, col: 15, w: 6, h: 1).center.merge(text: "layout.rect_group usage", anchor_x: 0.5, anchor_y: 0.5, size_px: 15)
args.outputs.borders << Layout.rect(row: 6, col: 15, w: 6, h: 5)
horizontal_markers = [
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
]
args.outputs.solids << Layout.rect_group(row: 7,
col: 15,
dcol: 1,
w: 1,
h: 1,
group: horizontal_markers)
vertical_markers = [
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 }
]
args.outputs.solids << Layout.rect_group(row: 7,
col: 15,
drow: 1,
w: 1,
h: 1,
group: vertical_markers)
colors = [
{ r: 0, g: 0, b: 0 },
{ r: 50, g: 50, b: 50 },
{ r: 100, g: 100, b: 100 },
{ r: 150, g: 150, b: 150 },
{ r: 200, g: 200, b: 200 },
{ r: 250, g: 250, b: 250 },
]
args.outputs.solids << Layout.rect_group(row: 8,
col: 15,
dcol: 1,
w: 1,
h: 1,
group: colors)
end
def light_blue
{ r: 128, g: 255, b: 255 }
end
def yellow
{ r: 255, g: 255, b: 128 }
end
def green
{ r: 0, g: 128, b: 80 }
end
def white
{ r: 255, g: 255, b: 255 }
end
def label_color
{ r: 0, g: 0, b: 0 }
end
GTK.reset
19 Layouts Extended Parameters - main.rb link
# ./samples/07_advanced_rendering/19_layouts_extended_parameters/app/main.rb
def tick args
args.state.origin ||= :top_left
args.state.safe_area ||= :yes
args.outputs.watch "Instructions:"
args.outputs.watch "Use tab to change origin, use space to toggle safe area."
args.outputs.watch "origin: #{args.state.origin}"
args.outputs.watch "safe_area: #{args.state.safe_area}"
if args.inputs.keyboard.key_down.tab
if args.state.origin == :top_left
args.state.origin = :top_right
elsif args.state.origin == :top_right
args.state.origin = :bottom_right
elsif args.state.origin == :bottom_right
args.state.origin = :bottom_left
elsif args.state.origin == :bottom_left
args.state.origin = :top_left
end
end
if args.inputs.keyboard.key_down.space
if args.state.safe_area == :yes
args.state.safe_area = :no
elsif args.state.safe_area == :no
args.state.safe_area = :yes
end
end
origin = args.state.origin
safe_area = args.state.safe_area == :yes
sub_grid = Layout.rect(row: 0,
col: 0,
w: 4,
h: 5,
include_row_gutter: true,
include_col_gutter: true,
origin: origin,
safe_area: safe_area)
slots ||= {}
20.times do |i|
row = i.idiv(4)
col = i % 4
slots[i] = Layout.rect(row: i.idiv(4),
col: i % 4,
w: 1,
h: 1,
safe_area: safe_area,
origin: origin)
.merge(row: row, col: col)
end
args.outputs.primitives << Layout.debug_primitives
args.outputs.primitives << sub_grid.merge(path: :solid, r: 255, g: 0, b: 0, a: 255)
args.outputs.primitives << slots.values.map { |r| r.merge(path: :solid, r: 0, g: 0, b: 0, a: 255) }
args.outputs.primitives << slots.values.map { |r| r.center.merge(text: "#{r.row},#{r.col}", r: 255, g: 255, b: 255, anchor_x: 0.5, anchor_y: 0.5) }
end
Advanced Rendering Hd link
Hd Labels - main.rb link
# ./samples/07_advanced_rendering_hd/01_hd_labels/app/main.rb
def tick args
args.state.output_cycle ||= :top_level
args.outputs.background_color = [0, 0, 0]
args.outputs.solids << [0, 0, 1280, 720, 255, 255, 255]
if args.state.output_cycle == :top_level
render_main args
else
render_scene args
end
# cycle between labels in top level args.outputs
# and labels inside of render target
if Kernel.tick_count.zmod? 300
if args.state.output_cycle == :top_level
args.state.output_cycle = :render_target
else
args.state.output_cycle = :top_level
end
end
args.state.window_scale ||= 1
if args.inputs.keyboard.key_down.space
if args.state.window_scale == 1
args.state.window_scale = 2
GTK.set_window_scale 2
else
args.state.window_scale = 1
GTK.set_window_scale 1
end
end
end
def render_main args
# center line
args.outputs.lines << { x: 0, y: 360, x2: 1280, y2: 360 }
args.outputs.lines << { x: 640, y: 0, x2: 640, y2: 720 }
# horizontal ruler
args.outputs.lines << { x: 0, y: 370, x2: 1280, y2: 370 }
args.outputs.lines << { x: 0, y: 351, x2: 1280, y2: 351 }
# vertical ruler
args.outputs.lines << { x: 575, y: 0, x2: 575, y2: 720 }
args.outputs.lines << { x: 701, y: 0, x2: 701, y2: 720 }
args.outputs.sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square/blue.png", a: 128 }
args.outputs.labels << { x: 640, y: 0, text: "(bottom)", alignment_enum: 1, vertical_alignment_enum: 0 }
args.outputs.labels << { x: 640, y: 425, text: "top_level", alignment_enum: 1, vertical_alignment_enum: 1 }
args.outputs.labels << { x: 640, y: 720, text: "(top)", alignment_enum: 1, vertical_alignment_enum: 2 }
args.outputs.labels << { x: 0, y: 360, text: "(left)", alignment_enum: 0, vertical_alignment_enum: 1 }
args.outputs.labels << { x: 1280, y: 360, text: "(right)", alignment_enum: 2, vertical_alignment_enum: 1 }
end
def render_scene args
args.outputs[:scene].background_color = [255, 255, 255, 0]
# center line
args.outputs[:scene].lines << { x: 0, y: 360, x2: 1280, y2: 360 }
args.outputs[:scene].lines << { x: 640, y: 0, x2: 640, y2: 720 }
# horizontal ruler
args.outputs[:scene].lines << { x: 0, y: 370, x2: 1280, y2: 370 }
args.outputs[:scene].lines << { x: 0, y: 351, x2: 1280, y2: 351 }
# vertical ruler
args.outputs[:scene].lines << { x: 575, y: 0, x2: 575, y2: 720 }
args.outputs[:scene].lines << { x: 701, y: 0, x2: 701, y2: 720 }
args.outputs[:scene].sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square/blue.png", a: 128, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 640, y: 0, text: "(bottom)", alignment_enum: 1, vertical_alignment_enum: 0, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 640, y: 425, text: "render target", alignment_enum: 1, vertical_alignment_enum: 1, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 640, y: 720, text: "(top)", alignment_enum: 1, vertical_alignment_enum: 2, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 0, y: 360, text: "(left)", alignment_enum: 0, vertical_alignment_enum: 1, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 1280, y: 360, text: "(right)", alignment_enum: 2, vertical_alignment_enum: 1, blendmode_enum: 0 }
args.outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :scene }
end
Texture Atlases - main.rb link
# ./samples/07_advanced_rendering_hd/02_texture_atlases/app/main.rb
# With HD mode enabled. DragonRuby will automatically use HD sprites given the following
# naming convention (assume we are using a sprite called =player.png=):
#
# | Name | Resolution | File Naming Convention |
# |-------+------------+-------------------------------|
# | 720p | 1280x720 | =player.png= |
# | HD+ | 1600x900 | [email protected]= |
# | 1080p | 1920x1080 | [email protected]= |
# | 1440p | 2560x1440 | [email protected]= |
# | 1800p | 3200x1800 | [email protected]= |
# | 4k | 3200x2160 | [email protected]= |
# | 5k | 6400x2880 | [email protected]= |
# Note: Review the sample app's game_metadata.txt file for what configurations are enabled.
def tick args
args.outputs.background_color = [0, 0, 0]
args.outputs.borders << { x: 0, y: 0, w: 1280, h: 720, r: 255, g: 255, b: 255 }
args.outputs.labels << { x: 30, y: 30.from_top, text: "render scale: #{args.grid.native_scale}", r: 255, g: 255, b: 255 }
args.outputs.labels << { x: 30, y: 60.from_top, text: "render scale: #{args.grid.texture_scale_enum}", r: 255, g: 255, b: 255 }
args.outputs.sprites << { x: -640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: -320 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 0 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 320 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 960 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 1280 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 1600 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 1920 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 720, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 100.from_top, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 0, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: -100, w: 100, h: 100, path: "sprites/square.png" }
if args.inputs.keyboard.key_down.right_arrow
GTK.set_window_scale 1, 9, 16
elsif args.inputs.keyboard.key_down.left_arrow
GTK.set_window_scale 1, 32, 9
elsif args.inputs.keyboard.key_down.up_arrow
GTK.toggle_window_fullscreen
end
end
Allscreen Properties - main.rb link
# ./samples/07_advanced_rendering_hd/03_allscreen_properties/app/main.rb
def tick args
label_style = { r: 255, g: 255, b: 255, size_enum: 4 }
args.outputs.background_color = [0, 0, 0]
args.outputs.borders << { x: 0, y: 0, w: 1280, h: 720, r: 255, g: 255, b: 255 }
args.outputs.labels << { x: 10, y: 10.from_top, text: "texture_scale: #{args.grid.texture_scale}", **label_style }
args.outputs.labels << { x: 10, y: 40.from_top, text: "texture_scale_enum: #{args.grid.texture_scale_enum}", **label_style }
args.outputs.labels << { x: 10, y: 70.from_top, text: "allscreen_offset_x: #{args.grid.allscreen_offset_x}", **label_style }
args.outputs.labels << { x: 10, y: 100.from_top, text: "allscreen_offset_y: #{args.grid.allscreen_offset_y}", **label_style }
if (Kernel.tick_count % 500) < 250
args.outputs.labels << { x: 10, y: 130.from_top, text: "cropped to: grid", **label_style }
args.outputs.sprites << { x: args.grid.left,
y: args.grid.bottom,
w: args.grid.w,
h: args.grid.h,
# world.png has a 720p baseline size of 2000x2000 pixels
# we want to crop the center of the sprite
# wrt the bounds of the safe area.
source_x: 2000 - args.grid.w / 2,
source_y: 2000 - args.grid.h / 2,
source_w: 1280,
source_h: 720,
path: "sprites/world.png" } # world.png has a 720p baseline size of 2000x2000 pixels
else
args.outputs.labels << { x: 10, y: 130.from_top, text: "cropped to: allscreen", **label_style }
args.outputs.sprites << { x: args.grid.allscreen_left,
y: args.grid.allscreen_bottom,
w: args.grid.allscreen_w,
h: args.grid.allscreen_h,
# world.png has a 720p baseline size of 2000x2000 pixels
# we want to crop the center of the sprite to the bounds
# wrt to the bounds of the entire renderable area.
source_x: 2000 - args.grid.allscreen_w / 2,
source_y: 2000 - args.grid.allscreen_h / 2,
source_w: args.grid.allscreen_w,
source_h: args.grid.allscreen_h,
path: "sprites/world.png" }
end
args.outputs.sprites << { x: 0, y: 0.from_top - 165, w: 410, h: 165, r: 0, g: 0, b: 0, a: 200, path: :pixel }
if args.inputs.keyboard.key_down.right_arrow
GTK.set_window_scale 1, 9, 16
elsif args.inputs.keyboard.key_down.left_arrow
GTK.set_window_scale 1, 32, 9
elsif args.inputs.keyboard.key_down.up_arrow
GTK.toggle_window_fullscreen
end
end
Layouts And Portrait Mode - main.rb link
# ./samples/07_advanced_rendering_hd/04_layouts_and_portrait_mode/app/main.rb
def tick args
args.outputs.solids << Layout.rect(row: 0, col: 0, w: 12, h: 24, include_row_gutter: true, include_col_gutter: true).merge(b: 255, a: 80)
# rows (light blue)
light_blue = { r: 128, g: 255, b: 255 }
args.outputs.labels << Layout.rect(row: 1, col: 3).merge(text: "row examples", vertical_alignment_enum: 1, alignment_enum: 1)
4.map_with_index do |row|
args.outputs.solids << Layout.rect(row: row, col: 0, w: 1, h: 1).merge(**light_blue)
end
2.map_with_index do |row|
args.outputs.solids << Layout.rect(row: row * 2, col: 1, w: 1, h: 2).merge(**light_blue)
end
4.map_with_index do |row|
args.outputs.solids << Layout.rect(row: row, col: 2, w: 2, h: 1).merge(**light_blue)
end
2.map_with_index do |row|
args.outputs.solids << Layout.rect(row: row * 2, col: 4, w: 2, h: 2).merge(**light_blue)
end
# columns (yellow)
yellow = { r: 255, g: 255, b: 128 }
args.outputs.labels << Layout.rect(row: 1, col: 9).merge(text: "column examples", vertical_alignment_enum: 1, alignment_enum: 1)
6.times do |col|
args.outputs.solids << Layout.rect(row: 0, col: 6 + col, w: 1, h: 1).merge(**yellow)
end
3.times do |col|
args.outputs.solids << Layout.rect(row: 1, col: 6 + col * 2, w: 2, h: 1).merge(**yellow)
end
6.times do |col|
args.outputs.solids << Layout.rect(row: 2, col: 6 + col, w: 1, h: 2).merge(**yellow)
end
# max width/height baseline (transparent green)
green = { r: 0, g: 128, b: 80 }
args.outputs.labels << Layout.rect(row: 4, col: 6).merge(text: "max width/height examples", vertical_alignment_enum: 1, alignment_enum: 1)
args.outputs.solids << Layout.rect(row: 4, col: 0, w: 12, h: 2).merge(a: 64, **green)
# max height
args.outputs.solids << Layout.rect(row: 4, col: 0, w: 12, h: 2, max_height: 1).merge(a: 64, **green)
# max width
args.outputs.solids << Layout.rect(row: 4, col: 0, w: 12, h: 2, max_width: 6).merge(a: 64, **green)
# labels relative to rects
label_color = { r: 0, g: 0, b: 0 }
white = { r: 232, g: 232, b: 232 }
# labels realtive to point, achored at 0.0, 0.0
args.outputs.labels << Layout.rect(row: 5.5, col: 6).merge(text: "labels using Layout.point anchored to 0.0, 0.0", vertical_alignment_enum: 1, alignment_enum: 1)
grey = { r: 128, g: 128, b: 128 }
args.outputs.solids << Layout.rect(row: 7, col: 4).merge(**grey)
args.outputs.labels << Layout.point(row: 7, col: 4, row_anchor: 1.0, col_anchor: 0.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << Layout.rect(row: 7, col: 5).merge(**grey)
args.outputs.labels << Layout.point(row: 7, col: 5, row_anchor: 1.0, col_anchor: 0.5).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << Layout.rect(row: 7, col: 6).merge(**grey)
args.outputs.labels << Layout.point(row: 7, col: 6, row_anchor: 1.0, col_anchor: 1.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << Layout.rect(row: 8, col: 4).merge(**grey)
args.outputs.labels << Layout.point(row: 8, col: 4, row_anchor: 0.5, col_anchor: 0.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << Layout.rect(row: 8, col: 5).merge(**grey)
args.outputs.labels << Layout.point(row: 8, col: 5, row_anchor: 0.5, col_anchor: 0.5).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << Layout.rect(row: 8, col: 6).merge(**grey)
args.outputs.labels << Layout.point(row: 8, col: 6, row_anchor: 0.5, col_anchor: 1.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << Layout.rect(row: 9, col: 4).merge(**grey)
args.outputs.labels << Layout.point(row: 9, col: 4, row_anchor: 0.0, col_anchor: 0.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << Layout.rect(row: 9, col: 5).merge(**grey)
args.outputs.labels << Layout.point(row: 9, col: 5, row_anchor: 0.0, col_anchor: 0.5).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << Layout.rect(row: 9, col: 6).merge(**grey)
args.outputs.labels << Layout.point(row: 9, col: 6, row_anchor: 0.0, col_anchor: 1.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
# centering rects
args.outputs.labels << Layout.rect(row: 10.5, col: 6).merge(text: "layout.rect centered inside another layout.rect", vertical_alignment_enum: 1, alignment_enum: 1)
outer_rect = Layout.rect(row: 12, col: 4, w: 3, h: 3)
# render outer rect
args.outputs.solids << outer_rect.merge(**light_blue)
# center a yellow rect with w and h of two
args.outputs.solids << Layout.rect_center(
Layout.rect(w: 1, h: 5), # inner rect
outer_rect, # outer rect
).merge(**yellow)
# center a black rect with w three h of one
args.outputs.solids << Layout.rect_center(
Layout.rect(w: 5, h: 1), # inner rect
outer_rect, # outer rect
)
args.outputs.labels << Layout.rect(row: 16.5, col: 6).merge(text: "layout.rect_group usage", vertical_alignment_enum: 1, alignment_enum: 1)
horizontal_markers = [
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 }
]
args.outputs.solids << Layout.rect_group(row: 18,
dcol: 1,
w: 1,
h: 1,
group: horizontal_markers)
vertical_markers = [
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 }
]
args.outputs.solids << Layout.rect_group(row: 18,
drow: 1,
w: 1,
h: 1,
group: vertical_markers)
colors = [
{ r: 0, g: 0, b: 0 },
{ r: 50, g: 50, b: 50 },
{ r: 100, g: 100, b: 100 },
{ r: 150, g: 150, b: 150 },
{ r: 200, g: 200, b: 200 },
]
args.outputs.solids << Layout.rect_group(row: 19,
col: 1,
dcol: 2,
w: 2,
h: 1,
group: colors)
args.outputs.solids << Layout.rect_group(row: 19,
col: 1,
drow: 1,
w: 2,
h: 1,
group: colors)
end
GTK.reset
Tweening Lerping Easing Functions link
Easing Functions - main.rb link
# ./samples/08_tweening_lerping_easing_functions/01_easing_functions/app/main.rb
def tick args
# STOP! Watch the following presentation first!!!!
# Math for Game Programmers: Fast and Funky 1D Nonlinear Transformations
# https://www.youtube.com/watch?v=mr5xkf6zSzk
# You've watched the talk, yes? YES???
# define starting and ending points of properties to animate
args.state.target_x = 1180
args.state.target_y = 620
args.state.target_w = 100
args.state.target_h = 100
args.state.starting_x = 0
args.state.starting_y = 0
args.state.starting_w = 300
args.state.starting_h = 300
# define start time and duration of animation
args.state.start_animate_at = 3.seconds # this is the same as writing 60 * 5 (or 300)
args.state.duration = 2.seconds # this is the same as writing 60 * 2 (or 120)
# define type of animations
# Here are all the options you have for values you can put in the array:
# :identity, :quad, :cube, :quart, :quint, :flip
# Linear is defined as:
# [:identity]
#
# Smooth start variations are:
# [:quad]
# [:cube]
# [:quart]
# [:quint]
# Linear reversed, and smooth stop are the same as the animations defined above, but reversed:
# [:flip, :identity, :flip]
# [:flip, :quad, :flip]
# [:flip, :cube, :flip]
# [:flip, :quart, :flip]
# [:flip, :quint, :flip]
# You can also do custom definitions. See the bottom of the file details
# on how to do that. I've defined a couple for you:
# [:smoothest_start]
# [:smoothest_stop]
# CHANGE THIS LINE TO ONE OF THE LINES ABOVE TO SEE VARIATIONS
args.state.animation_type = [:identity]
# args.state.animation_type = [:quad]
# args.state.animation_type = [:cube]
# args.state.animation_type = [:quart]
# args.state.animation_type = [:quint]
# args.state.animation_type = [:flip, :identity, :flip]
# args.state.animation_type = [:flip, :quad, :flip]
# args.state.animation_type = [:flip, :cube, :flip]
# args.state.animation_type = [:flip, :quart, :flip]
# args.state.animation_type = [:flip, :quint, :flip]
# args.state.animation_type = [:smoothest_start]
# args.state.animation_type = [:smoothest_stop]
# THIS IS WHERE THE MAGIC HAPPENS!
# Numeric#ease
progress = args.state.start_animate_at.ease(args.state.duration, args.state.animation_type)
# Numeric#ease needs to called:
# 1. On the number that represents the point in time you want to start, and takes two parameters:
# a. The first parameter is how long the animation should take.
# b. The second parameter represents the functions that need to be called.
#
# For example, if I wanted an animate to start 3 seconds in, and last for 10 seconds,
# and I want to animation to start fast and end slow, I would do:
# (60 * 3).ease(60 * 10, :flip, :quint, :flip)
# initial value delta to the final value
calc_x = args.state.starting_x + (args.state.target_x - args.state.starting_x) * progress
calc_y = args.state.starting_y + (args.state.target_y - args.state.starting_y) * progress
calc_w = args.state.starting_w + (args.state.target_w - args.state.starting_w) * progress
calc_h = args.state.starting_h + (args.state.target_h - args.state.starting_h) * progress
args.outputs.solids << [calc_x, calc_y, calc_w, calc_h, 0, 0, 0]
# count down
count_down = args.state.start_animate_at - Kernel.tick_count
if count_down > 0
args.outputs.labels << [640, 375, "Running: #{args.state.animation_type} in...", 3, 1]
args.outputs.labels << [640, 345, "%.2f" % count_down.fdiv(60), 3, 1]
elsif progress >= 1
args.outputs.labels << [640, 360, "Click screen to reset.", 3, 1]
if args.inputs.click
GTK.reset
end
end
end
# GTK.reset
# you can make own variations of animations using this
module Easing
# you have access to all the built in functions: identity, flip, quad, cube, quart, quint
def self.smoothest_start x
quad(quint(x))
end
def self.smoothest_stop x
flip(quad(quint(flip(x))))
end
# this is the source for the existing easing functions
def self.identity x
x
end
def self.flip x
1 - x
end
def self.quad x
x * x
end
def self.cube x
x * x * x
end
def self.quart x
x * x * x * x * x
end
def self.quint x
x * x * x * x * x * x
end
end
Cubic Bezier - main.rb link
# ./samples/08_tweening_lerping_easing_functions/02_cubic_bezier/app/main.rb
def tick args
args.outputs.background_color = [33, 33, 33]
args.outputs.lines << bezier(100, 100,
100, 620,
1180, 620,
1180, 100,
0)
args.outputs.lines << bezier(100, 100,
100, 620,
1180, 620,
1180, 100,
20)
end
def bezier x, y, x2, y2, x3, y3, x4, y4, step
step ||= 0
color = [200, 200, 200]
points = points_for_bezier [x, y], [x2, y2], [x3, y3], [x4, y4], step
points.each_cons(2).map do |p1, p2|
[p1, p2, color]
end
end
def points_for_bezier p1, p2, p3, p4, step
points = []
if step == 0
[p1, p2, p3, p4]
else
t_step = 1.fdiv(step + 1)
t = 0
t += t_step
points = []
while t < 1
points << [
b_for_t(p1.x, p2.x, p3.x, p4.x, t),
b_for_t(p1.y, p2.y, p3.y, p4.y, t),
]
t += t_step
end
[
p1,
*points,
p4
]
end
end
def b_for_t v0, v1, v2, v3, t
pow(1 - t, 3) * v0 +
3 * pow(1 - t, 2) * t * v1 +
3 * (1 - t) * pow(t, 2) * v2 +
pow(t, 3) * v3
end
def pow n, to
n ** to
end
Easing Using Spline - main.rb link
# ./samples/08_tweening_lerping_easing_functions/03_easing_using_spline/app/main.rb
def tick args
args.state.duration = 10.seconds
args.state.spline_definition = [
[0.0, 0.33, 0.66, 1.0],
[1.0, 1.0, 1.0, 1.0],
[1.0, 0.66, 0.33, 0.0],
]
args.state.simulation_tick = Kernel.tick_count % args.state.duration
progress = Easing.spline 0, args.state.simulation_tick, args.state.duration, args.state.spline_definition
args.outputs.borders << args.grid.rect
args.outputs.solids << [20 + 1240 * progress,
20 + 680 * progress,
20, 20].anchor_rect(0.5, 0.5)
args.outputs.labels << [10,
710,
"perc: #{"%.2f" % (args.state.simulation_tick / args.state.duration)} t: #{args.state.simulation_tick}"]
end
Pulsing Button - main.rb link
# ./samples/08_tweening_lerping_easing_functions/04_pulsing_button/app/main.rb
# game concept from: https://youtu.be/Tz-AinJGDIM
# This class encapsulates the logic of a button that pulses when clicked.
# It is used in the StartScene and GameOverScene classes.
class PulseButton
# a block is passed into the constructor and is called when the button is clicked,
# and after the pulse animation is complete
def initialize rect, text, &on_click
@rect = rect
@text = text
@on_click = on_click
@pulse_animation_spline = [[0.0, 0.90, 1.0, 1.0], [1.0, 0.10, 0.0, 0.0]]
@duration = 10
end
# the button is ticked every frame and check to see if the mouse
# intersects the button's bounding box.
# if it does, then pertinent information is stored in the @clicked_at variable
# which is used to calculate the pulse animation
def tick tick_count, mouse
@tick_count = tick_count
if @clicked_at && @clicked_at.elapsed_time > @duration
@clicked_at = nil
@on_click.call
end
return if !mouse.click
return if !mouse.inside_rect? @rect
@clicked_at = tick_count
end
# this function returns an array of primitives that can be rendered
def prefab easing
# calculate the percentage of the pulse animation that has completed
# and use the percentage to compute the size and position of the button
perc = if @clicked_at
Easing.spline @clicked_at, @tick_count, @duration, @pulse_animation_spline
else
0
end
rect = { x: @rect.x - 50 * perc / 2,
y: @rect.y - 50 * perc / 2,
w: @rect.w + 50 * perc,
h: @rect.h + 50 * perc }
point = { x: @rect.x + @rect.w / 2, y: @rect.y + @rect.h / 2 }
[
{ **rect, path: :pixel },
{ **point, text: @text, size_px: 32, anchor_x: 0.5, anchor_y: 0.5 }
]
end
end
class Game
attr_gtk
def initialize args
self.args = args
@pulse_button ||= PulseButton.new({ x: 640 - 100, y: 360 - 50, w: 200, h: 100 }, 'Click Me!') do
GTK.notify! "Animation complete and block invoked!"
end
end
def tick
@pulse_button.tick Kernel.tick_count, inputs.mouse
outputs.primitives << @pulse_button.prefab(easing)
end
end
def tick args
$game ||= Game.new args
$game.args = args
$game.tick
end
Scene Transitions - main.rb link
# ./samples/08_tweening_lerping_easing_functions/05_scene_transitions/app/main.rb
# This sample app shows a more advanced implementation of scenes:
# 1. "Scene 1" has a label on it that says "I am scene ONE. Press enter to go to scene TWO."
# 2. "Scene 2" has a label on it that says "I am scene TWO. Press enter to go to scene ONE."
# 3. When the game starts, Scene 1 is presented.
# 4. When the player presses enter, the scene transitions to Scene 2 (fades out Scene 1 over half a second, then fades in Scene 2 over half a second).
# 5. When the player presses enter again, the scene transitions to Scene 1 (fades out Scene 2 over half a second, then fades in Scene 1 over half a second).
# 6. During the fade transitions, spamming the enter key is ignored (scenes don't accept a transition/respond to the enter key until the current transition is completed).
class SceneOne
attr_gtk
def tick
outputs[:scene].labels << { x: 640,
y: 360,
text: "I am scene ONE. Press enter to go to scene TWO.",
alignment_enum: 1,
vertical_alignment_enum: 1 }
state.next_scene = :scene_two if inputs.keyboard.key_down.enter
end
end
class SceneTwo
attr_gtk
def tick
outputs[:scene].labels << { x: 640,
y: 360,
text: "I am scene TWO. Press enter to go to scene ONE.",
alignment_enum: 1,
vertical_alignment_enum: 1 }
state.next_scene = :scene_one if inputs.keyboard.key_down.enter
end
end
class RootScene
attr_gtk
def initialize
@scene_one = SceneOne.new
@scene_two = SceneTwo.new
end
def tick
defaults
render
tick_scene
end
def defaults
set_current_scene! :scene_one if Kernel.tick_count == 0
state.scene_transition_duration ||= 30
end
def render
a = if state.transition_scene_at
255 * state.transition_scene_at.ease(state.scene_transition_duration, :flip)
elsif state.current_scene_at
255 * state.current_scene_at.ease(state.scene_transition_duration)
else
255
end
outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :scene, a: a }
end
def tick_scene
current_scene = state.current_scene
@current_scene.args = args
@current_scene.tick
if current_scene != state.current_scene
raise "state.current_scene changed mid tick from #{current_scene} to #{state.current_scene}. To change scenes, set state.next_scene."
end
if state.next_scene && state.next_scene != state.transition_scene && state.next_scene != state.current_scene
state.transition_scene_at = Kernel.tick_count
state.transition_scene = state.next_scene
end
if state.transition_scene_at && state.transition_scene_at.elapsed_time >= state.scene_transition_duration
set_current_scene! state.transition_scene
end
state.next_scene = nil
end
def set_current_scene! id
return if state.current_scene == id
state.current_scene = id
state.current_scene_at = Kernel.tick_count
state.transition_scene = nil
state.transition_scene_at = nil
if state.current_scene == :scene_one
@current_scene = @scene_one
elsif state.current_scene == :scene_two
@current_scene = @scene_two
end
end
end
def tick args
$game ||= RootScene.new
$game.args = args
$game.tick
end
Animation Queues - main.rb link
# ./samples/08_tweening_lerping_easing_functions/06_animation_queues/app/main.rb
# here's how to create a "fire and forget" sprite animation queue
def tick args
args.outputs.labels << { x: 640,
y: 360,
text: "Click anywhere on the screen.",
alignment_enum: 1,
vertical_alignment_enum: 1 }
# initialize the queue to an empty array
args.state.fade_out_queue ||=[]
# if the mouse is click, add a sprite to the fire and forget
# queue to be processed
if args.inputs.mouse.click
args.state.fade_out_queue << {
x: args.inputs.mouse.x - 20,
y: args.inputs.mouse.y - 20,
w: 40,
h: 40,
path: "sprites/square/blue.png"
}
end
# process the queue
args.state.fade_out_queue.each do |item|
# default the alpha value if it isn't specified
item.a ||= 255
# decrement the alpha by 5 each frame
item.a -= 5
end
# remove the item if it's completely faded out
args.state.fade_out_queue.reject! { |item| item.a <= 0 }
# render the sprites in the queue
args.outputs.sprites << args.state.fade_out_queue
end
Animation Queues Advanced - main.rb link
# ./samples/08_tweening_lerping_easing_functions/07_animation_queues_advanced/app/main.rb
# sample app shows how to perform a fire and forget animation when a collision occurs
def tick args
defaults args
spawn_bullets args
calc_bullets args
render args
end
def defaults args
# place a player on the far left with sprite and hp information
args.state.player ||= { x: 100, y: 360 - 50, w: 100, h: 100, path: "sprites/square/blue.png", hp: 30 }
# create an array of bullets
args.state.bullets ||= []
# create a queue for handling bullet explosions
args.state.explosion_queue ||= []
end
def spawn_bullets args
# span a bullet in a random location on the far right every half second
return if !Kernel.tick_count.zmod? 30
args.state.bullets << {
x: 1280 - 100,
y: rand(720 - 100),
w: 100,
h: 100,
path: "sprites/square/red.png"
}
end
def calc_bullets args
# for each bullet
args.state.bullets.each do |b|
# move it to the left by 20 pixels
b.x -= 20
# determine if the bullet collides with the player
if b.intersect_rect? args.state.player
# decrement the player's health if it does
args.state.player.hp -= 1
# mark the bullet as exploded
b.exploded = true
# queue the explosion by adding it to the explosion queue
args.state.explosion_queue << b.merge(exploded_at: Kernel.tick_count)
end
end
# remove bullets that have exploded so they wont be rendered
args.state.bullets.reject! { |b| b.exploded }
# remove animations from the animation queue that have completed
# frame index will return nil once the animation has completed
args.state.explosion_queue.reject! { |e| !e.exploded_at.frame_index(7, 4, false) }
end
def render args
# render the player's hp above the sprite
args.outputs.labels << {
x: args.state.player.x + 50,
y: args.state.player.y + 110,
text: "#{args.state.player.hp}",
alignment_enum: 1,
vertical_alignment_enum: 0
}
# render the player
args.outputs.sprites << args.state.player
# render the bullets
args.outputs.sprites << args.state.bullets
# process the animation queue
args.outputs.sprites << args.state.explosion_queue.map do |e|
number_of_frames = 7
hold_each_frame_for = 4
repeat_animation = false
# use the exploded_at property and the frame_index function to determine when the animation should start
frame_index = e.exploded_at.frame_index(number_of_frames, hold_each_frame_for, repeat_animation)
# take the explosion primitive and set the path variariable
e.merge path: "sprites/misc/explosion-#{frame_index}.png"
end
end
Cutscenes - main.rb link
# ./samples/08_tweening_lerping_easing_functions/08_cutscenes/app/main.rb
# sample app shows how you can user a queue/callback mechanism to create cutscenes
class Game
attr_gtk
def initialize
# this class controls the cutscene orchestration
@tick_queue = TickQueue.new
end
def tick
@tick_queue.args = args
state.player ||= { x: 0, y: 0, w: 100, h: 100, path: :pixel, r: 0, g: 255, b: 0 }
state.fade_to_black ||= 0
state.back_and_forth_count ||= 0
# if the mouse is clicked, start the cutscene
if inputs.mouse.click && !state.cutscene_started
start_cutscene
end
outputs.primitives << state.player
outputs.primitives << { x: 0, y: 0, w: 1280, h: 720, path: :pixel, r: 0, g: 0, b: 0, a: state.fade_to_black }
@tick_queue.tick
end
def start_cutscene
# don't start the cutscene if it's already started
return if state.cutscene_started
state.cutscene_started = true
# start the cutscene by moving right
queue_move_to_right_side
end
def queue_move_to_right_side
# use the tick queue mechanism to kick off the player moving right
@tick_queue.queue_tick Kernel.tick_count do |args, entry|
state.player.x += 30
# once the player is done moving right, stage the next step of the cutscene (moving left)
if state.player.x + state.player.w > 1280
state.player.x = 1280 - state.player.w
queue_move_to_left_side
# marke the queued tick entry as complete so it doesn't get run again
entry.complete!
end
end
end
def queue_move_to_left_side
# use the tick queue mechanism to kick off the player moving right
@tick_queue.queue_tick Kernel.tick_count do |args, entry|
args.state.player.x -= 30
# once the player id done moving left, decide on whether they should move right again or fade to black
# the decision point is based on the number of times the player has moved left and right
if args.state.player.x < 0
state.player.x = 0
args.state.back_and_forth_count += 1
if args.state.back_and_forth_count < 3
# if they haven't moved left and right 3 times, move them right again
queue_move_to_right_side
else
# if they have moved left and right 3 times, fade to black
queue_fade_to_black
end
# marke the queued tick entry as complete so it doesn't get run again
entry.complete!
end
end
end
def queue_fade_to_black
# we know the cutscene will end in 255 tickes, so we can queue a notification that will kick off in the future notifying that the cutscene is done
@tick_queue.queue_one_time_tick Kernel.tick_count + 255 do |args, entry|
GTK.notify "Cutscene complete!"
end
# start the fade to black
@tick_queue.queue_tick Kernel.tick_count do |args, entry|
args.state.fade_to_black += 1
entry.complete! if state.fade_to_black > 255
end
end
end
# this construct handles the execution of animations/cutscenes
# the key methods that are used are queue_tick and queue_one_time_tick
class TickQueue
attr_gtk
attr :queued_ticks
attr :queued_ticks_currently_running
def initialize
@queued_ticks ||= {}
@queued_ticks_currently_running ||= []
end
# adds a callback that will be processed
def queue_tick at, &block
@queued_ticks[at] ||= []
@queued_ticks[at] << QueuedTick.new(at, &block)
end
# adds a callback that will be processed and immediately marked as complete
def queue_one_time_tick at, **metadata, &block
@queued_ticks ||= {}
@queued_ticks[at] ||= []
@queued_ticks[at] << QueuedOneTimeTick.new(at, &block)
end
def tick
# get all queued callbacs that need to start running on the current frame
entries_this_tick = @queued_ticks.delete Kernel.tick_count
# if there are values, then add them to the list of currently running callbacks
if entries_this_tick
@queued_ticks_currently_running.concat entries_this_tick
end
# run tick on each entry
@queued_ticks_currently_running.each do |queued_tick|
queued_tick.tick args
end
# remove all entries that are complete
@queued_ticks_currently_running.reject!(&:complete?)
# there is a chance that a queued tick will queue another tick, so we need to check
# if there are any queued ticks for the current frame. if so, then recursively call tick again
if @queued_ticks[Kernel.tick_count] && @queued_ticks[Kernel.tick_count].length > 0
tick
end
end
end
# small data structure that holds the callback and status
# queue_tick constructs an instance of this class to faciltate
# the execution of the block and it's completion
class QueuedTick
attr :queued_at, :block
def initialize queued_at, &block
@queued_at = queued_at
@is_complete = false
@block = block
end
def complete!
@is_complete = true
end
def complete?
@is_complete
end
def tick args
@block.call args, self
end
end
# small data structure that holds the callback and status
# queue_one_time_tick constructs an instance of this class to faciltate
# the execution of the block and it's completion
class QueuedOneTimeTick < QueuedTick
def tick args
@block.call args, self
@is_complete = true
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
GTK.reset
Tower Of Hanoi - main.rb link
# ./samples/08_tweening_lerping_easing_functions/09_tower_of_hanoi/app/main.rb
class Game
attr_gtk
# get solution for hanoi tower
# https://youtu.be/rf6uf3jNjbo
def solve count, from, to, other
solve_recur(count, from, to, other).flatten
end
# recursive function for getting solution
def solve_recur count, from, to, other
if count == 1
[{ from: from, to: to }]
else
[
solve(count - 1, from, other, to),
{ from: from, to: to },
solve(count - 1, other, to, from)
]
end
end
def post_message message
return if state.message_at && state.message == message && state.message_at.elapsed_time < 180
state.message = message
state.message_at = Kernel.tick_count
end
# initialize default values
def defaults
# number of discs for tower
state.disc_count ||= 4
# queue for peg selection (items in queue are processed after animations complete)
state.select_peg_queue ||= []
# precompute button locations based off of a 24x12 grid
state.undo_button_rect ||= Layout.rect(row: 11, col: 8, w: 4, h: 1)
state.auto_solve_button_rect ||= Layout.rect(row: 11, col: 12, w: 4, h: 1)
state.select_peg_1_button_rect ||= Layout.rect(row: 10, col: 1.5, w: 5, h: 1)
state.select_peg_2_button_rect ||= Layout.rect(row: 10, col: 9.5, w: 5, h: 1)
state.select_peg_3_button_rect ||= Layout.rect(row: 10, col: 17.5, w: 5, h: 1)
# default duration for disc animations
state.animation_duration ||= 15
# history of moves (used for undoing and resetting game)
state.move_history ||= []
if !state.tower
# generate discs
discs = state.disc_count.map do |i|
{ sz: i + 1 }
end
# create pegs
state.tower = {
pegs: [
{ index: 0, discs: discs.reverse },
{ index: 1, discs: [] },
{ index: 2, discs: [] },
]
}
# calculate peg render and click locations
state.tower.pegs.each do |peg|
x = Layout.rect(row: 0, col: peg.index * 8, w: 8, h: 1).center.x
y, h = Layout.rect(row: 2, col: 0, w: 1, h: 8).slice(:y, :h).values
peg.render_box = {
x: x,
y: y,
w: 32,
h: h,
anchor_x: 0.5,
}
peg.hit_box = {
x: x,
y: y,
w: 256,
h: h,
anchor_x: 0.5,
}
end
# associate buttons to pegs
state.tower.pegs[0].button_rect = state.select_peg_1_button_rect
state.tower.pegs[1].button_rect = state.select_peg_2_button_rect
state.tower.pegs[2].button_rect = state.select_peg_3_button_rect
end
# compute hanoi solution
state.solution ||= solve(state.disc_count, 0, 2, 1)
end
# queue peg selection
def queue_select_peg(peg, add_history:, animation_duration:)
state.select_peg_queue.push_back peg: peg,
add_history: add_history,
animation_duration: animation_duration
end
# select peg action
def select_peg(peg, add_history:, animation_duration:)
# return if peg is nil
return if !peg
if !state.from_peg && peg.discs.any?
# if from_peg is not set and the peg that is being selected has discs
# set the from_peg
state.from_peg = peg
# generate a disc event (used for animations)
state.disc_event = {
type: :take,
from_peg: peg,
to_peg: peg,
at: Kernel.tick_count,
disc: peg.discs.last,
duration: animation_duration
}
# reset the destination peg
state.to_peg = nil
# record move history if option is true
# (when undoing moves, we don't want to record history)
state.move_history << peg.index if add_history
elsif state.from_peg == peg
# if the destination peg is the same as the start peg
# create an animation event that is half way done so
# that only the drop disc part of the animation is performed
state.to_peg = peg
state.disc_event = {
type: :drop,
from_peg: peg,
to_peg: peg,
disc: state.from_peg.discs.last,
at: Kernel.tick_count - animation_duration,
duration: animation_duration * 2
}
# set from peg to nil
state.from_peg = nil
# record move history
state.move_history << peg.index if add_history
elsif state.from_peg
# if the start and destination pegs are different
# check to see if the destination location is valid
# (top disc must be larger than disc being placed)
state.to_peg = peg
disc = state.from_peg.discs.pop_back
valid_move = !state.to_peg.discs.last || (state.to_peg.discs.last.sz > disc.sz)
if valid_move
# if it's valid, then pop the disc from the source
# and place it at the destination
state.to_peg.discs.push_back disc
# create a drop event to animate disc
state.disc_event = {
type: :drop,
from_peg: state.from_peg,
to_peg: state.to_peg,
disc: disc,
at: Kernel.tick_count,
duration: animation_duration * 2
}
# record move history
state.move_history << peg.index if add_history
else
post_message "Invalid Move..."
# if it's invalid, place the disc back onto its source peg
state.from_peg.discs.push_back disc
# create drop event to animate disc
state.disc_event = {
type: :drop,
from_peg: state.from_peg,
to_peg: state.from_peg,
disc: disc,
at: Kernel.tick_count,
duration: animation_duration * 2
}
# remove the entry in history
state.move_history.pop_back
end
# clear the origination peg
state.from_peg = nil
end
end
def calc_disc_positions
# every frame, calculate the render location of discs
state.tower.pegs.each do |peg|
# for each peg
peg.discs.each_with_index do |disc, i|
# for each disc calculate the default x and y position for rendering
default_x = peg.render_box.x
default_y = peg.render_box.y + i * 32
removed_from_peg_y = Layout.rect(row: 1, col: 0, w: 1, h: 1).center.y - 16
if state.disc_event && state.disc_event.disc == disc && state.disc_event.type == :take
# if there is a "take" disc event and the target is the disc currently being processed
# compute the easing function and update x, y accordingly
from_peg_x = state.disc_event.from_peg.render_box.x
to_peg_x = state.disc_event.to_peg.render_box.x
perc = Easing.smooth_start(start_at: state.disc_event.at,
end_at: state.disc_event.at + state.disc_event.duration,
tick_count: Kernel.tick_count,
power: 2)
x = from_peg_x.lerp(to_peg_x, perc)
y = default_y.lerp(removed_from_peg_y, perc)
elsif state.disc_event && state.disc_event.disc == disc && state.disc_event.type == :drop
# if there is a "drop" disc event and the target is the disc currently being processed
# compute the easing function and update x, y accordingly
from_peg_x = state.disc_event.from_peg.render_box.x
to_peg_x = state.disc_event.to_peg.render_box.x
# first part of the animation is the movement to the new peg
perc = Easing.smooth_start(start_at: state.disc_event.at,
end_at: state.disc_event.at + state.disc_event.duration / 2,
tick_count: Kernel.tick_count,
power: 2)
x = from_peg_x.lerp(to_peg_x, perc)
# second part of the animation is the drop of the peg at the new location
perc = Easing.smooth_start(start_at: state.disc_event.at + state.disc_event.duration / 2,
end_at: state.disc_event.at + state.disc_event.duration,
tick_count: Kernel.tick_count,
power: 2)
y = removed_from_peg_y.lerp(default_y, perc)
else
# if there is no disc event, then set the x and y value to the defaults
# for the disc
x = default_x
y = default_y
end
# width of the disc is the width of the peg multiplied by its size
w = peg.render_box.w + disc.sz * 32
# set the disc's render box
disc.render_box = {
x: x,
y: y,
w: w,
h: 32,
anchor_x: 0.5
}
end
end
end
def rollback_all_moves
# based on the number of moves in the move history
# slowly increase the animation speed during rollback
move_count = state.move_history.length
state.move_history.reverse.each_with_index do |entry, index|
percentage_complete = (index + 1).fdiv move_count
animation_duration = (state.animation_duration - state.animation_duration * percentage_complete).clamp(4, state.animation_duration)
peg_index = state.move_history.pop_back
peg = state.tower.pegs[peg_index]
queue_select_peg peg, add_history: false, animation_duration: animation_duration.to_i
end
end
def calc_auto_solve
# return if already auto solving or if the game is completed
return if state.auto_solving
return if state.completed_at
auto_solve_requested = inputs.mouse.up && inputs.mouse.intersect_rect?(state.auto_solve_button_rect)
auto_solve_requested ||= inputs.keyboard.key_down.space
# if space is pressed, do an auto solve of the game
if auto_solve_requested
post_message "Auto Solving..."
state.auto_solving = true
# rollback all moves before starting the auto solve
rollback_all_moves
# based on the number of moves to complete the tower
# slowly increase the animation speed
move_count = 2**state.disc_count - 1
state.solution.each_with_index do |move, index|
percentage_complete = (index + 1).fdiv move_count
animation_duration = (state.animation_duration - state.animation_duration * percentage_complete).clamp(4, state.animation_duration)
queue_select_peg state.tower.pegs[move[:from]], add_history: true, animation_duration: animation_duration.to_i
queue_select_peg state.tower.pegs[move[:to]], add_history: true, animation_duration: animation_duration.to_i
end
end
end
def calc_game_ended
# game is completed if all discs are on the last peg
all_discs_on_last_peg = state.tower.pegs[0].discs.length == 0 && state.tower.pegs[1].discs.length == 0
if all_discs_on_last_peg
state.completed_at ||= Kernel.tick_count
state.started_at = nil
end
if state.completed_at == Kernel.tick_count
post_message "Complete..."
end
# if the game is completed roll back everything so they can play again
if state.completed_at && state.completed_at.elapsed_time > 60
rollback_all_moves
end
# game is at the start if all discs are on the first peg
all_discs_on_first_peg = state.tower.pegs[1].discs.length == 0 && state.tower.pegs[2].discs.length == 0
if all_discs_on_first_peg
state.completed_at = nil
state.started_at ||= Kernel.tick_count
end
if state.started_at == Kernel.tick_count
post_message "Ready..."
end
# if the game is at the start and there are no moves in
# the move history or in the select peg queue,
# then set auto solving to false
if all_discs_on_first_peg && state.move_history.length == 0 && state.select_peg_queue.length == 0
state.auto_solving = false
end
end
def calc_input
return if state.auto_solving
return if state.completed_at
# process user input either mouse or keyboard
state.hovered_peg = state.tower.pegs.find { |peg| inputs.mouse.intersect_rect?(peg.hit_box) || inputs.mouse.intersect_rect?(peg.button_rect) }
undo_requested = inputs.mouse.up && inputs.mouse.intersect_rect?(state.undo_button_rect)
undo_requested ||= inputs.keyboard.key_down.u
undo_requested = false if state.move_history.length == 0
# keyboard j, k, l to select pegs, u to undo
if inputs.keyboard.key_down.j
queue_select_peg state.tower.pegs[0], add_history: true, animation_duration: state.animation_duration
elsif inputs.keyboard.key_down.k
queue_select_peg state.tower.pegs[1], add_history: true, animation_duration: state.animation_duration
elsif inputs.keyboard.key_down.l
queue_select_peg state.tower.pegs[2], add_history: true, animation_duration: state.animation_duration
elsif undo_requested
post_message "Undo..."
if state.move_history.length.even?
peg_index = state.move_history.pop_back
peg = state.tower.pegs[peg_index]
queue_select_peg peg, add_history: false, animation_duration: state.animation_duration
peg_index = state.move_history.pop_back
peg = state.tower.pegs[peg_index]
queue_select_peg peg, add_history: false, animation_duration: state.animation_duration
else
peg_index = state.move_history.pop_back
peg = state.tower.pegs[peg_index]
queue_select_peg peg, add_history: false, animation_duration: state.animation_duration
end
end
# peg selection using mouse
if state.hovered_peg && inputs.mouse.up
queue_select_peg state.hovered_peg, add_history: true, animation_duration: state.animation_duration
end
end
def calc_peg_queue
# don't process selection queue if there are animation events pending
disc_event_elapsed = if !state.disc_event
true
else
state.disc_event.at.elapsed_time > state.disc_event.duration
end
# if there are no animation events then process the first item from the queue
if disc_event_elapsed && state.select_peg_queue.length > 0
entry = state.select_peg_queue.pop_front
select_peg entry.peg, add_history: entry.add_history, animation_duration: entry.animation_duration
end
end
def calc
calc_disc_positions
calc_auto_solve
calc_game_ended
calc_input
calc_peg_queue
end
def render
# render background
outputs.background_color = [30, 30, 30]
# render message
if state.message && state.message_at
duration = 180
# spline represents an easing function for fading in and out
# of the message
spline_definition = [
[0.00, 0.00, 0.66, 1.00],
[1.00, 1.00, 1.00, 1.00],
[1.00, 0.66, 0.00, 0.00]
]
perc = Easing.spline state.message_at,
Kernel.tick_count,
duration,
spline_definition
outputs.primitives << Layout.rect(row: 0, col: 0, w: 24, h: 1)
.center
.merge(text: state.message,
anchor_x: 0.5,
anchor_y: 0.5,
r: 255, g: 255, b: 255,
anchor_x: 0.5,
anchor_y: 0.5,
size_px: 32,
a: 255 * perc)
end
# render pegs
outputs.primitives << state.tower.pegs.map do |peg|
peg.render_box.merge(path: :solid, r: 128, g: 128, b: 128)
end
# render visual indicators for currently hovered peg
if state.hovered_peg && inputs.last_active == :mouse
outputs.primitives << state.hovered_peg.render_box.merge(path: :solid, r: 80, g: 128, b: 80)
end
# render visual indicator for selected peg
if state.from_peg
outputs.primitives << state.from_peg.render_box.merge(path: :solid, r: 80, g: 80, b: 128)
end
# render visual indicator for destination peg
if state.to_peg
outputs.primitives << state.to_peg.render_box.merge(path: :solid, r: 0, g: 80, b: 80)
end
# render disks
outputs.primitives << state.tower.pegs.map do |peg|
peg.discs.map do |disc|
disc.render_box.merge(path: :solid, r: 200, g: 200, b: 200).scale_rect(0.95)
end
end
# render platform/intput specific controls
if inputs.last_active == :keyboard
outputs.primitives << button_prefab(state.select_peg_1_button_rect, "J: Select Peg 1")
outputs.primitives << button_prefab(state.select_peg_2_button_rect, "K: Select Peg 2")
outputs.primitives << button_prefab(state.select_peg_3_button_rect, "L: Select Peg 3")
outputs.primitives << button_prefab(state.undo_button_rect, "U: Undo")
outputs.primitives << button_prefab(state.auto_solve_button_rect, "Space: Auto Solve")
else
action_text = if GTK.platform?(:touch)
"Tap"
else
"Click"
end
outputs.primitives << button_prefab(state.select_peg_1_button_rect, "#{action_text}: Select Peg 1")
outputs.primitives << button_prefab(state.select_peg_2_button_rect, "#{action_text}: Select Peg 2")
outputs.primitives << button_prefab(state.select_peg_3_button_rect, "#{action_text}: Select Peg 3")
outputs.primitives << button_prefab(state.undo_button_rect, "Undo")
outputs.primitives << button_prefab(state.auto_solve_button_rect, "Auto Solve")
end
end
def button_prefab rect, text
color = if inputs.mouse.intersect_rect?(rect)
{ r: 255, g: 255, b: 255 }
else
{ r: 128, g: 128, b: 128 }
end
[
rect.merge(primitive_marker: :border, **color),
rect.center.merge(text: text, r: 255, g: 255, b: 255, anchor_x: 0.5, anchor_y: 0.5)
]
end
def tick
# execution pipeline
# initialize game defaults, calculate game, render game
defaults
calc
render
end
end
def boot args
args.state = { }
end
def tick args
# entry point
$game ||= Game.new
$game.args = args
$game.tick
end
def reset args
$game = nil
end
GTK.reset
Performance link
Sprites As Hash - main.rb link
# ./samples/09_performance/01_sprites_as_hash/app/main.rb
# Sprites represented as Hashes using the queue ~args.outputs.sprites~
# code up, but are the "slowest" to render.
# The reason for this is the access of the key in the Hash and also
# because the data args.outputs.sprites is cleared every tick.
def random_x args
(args.grid.w.randomize :ratio) * -1
end
def random_y args
(args.grid.h.randomize :ratio) * -1
end
def random_speed
1 + (4.randomize :ratio)
end
def new_star args
{
x: (random_x args),
y: (random_y args),
w: 4, h: 4, path: 'sprites/tiny-star.png',
s: random_speed
}
end
def move_star args, star
star.x += star[:s]
star.y += star[:s]
if star.x > args.grid.w || star.y > args.grid.h
star.x = (random_x args)
star.y = (random_y args)
star[:s] = random_speed
end
end
def tick args
args.state.star_count ||= 0
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Sprites, Hashes"
puts "* INFO: Please specify the number of sprites to render."
GTK.console.set_command "reset_with count: 100"
end
if args.inputs.keyboard.key_down.space
reset_with count: 5000
end
# init
if Kernel.tick_count == 0
args.state.stars = args.state.star_count.map { |i| new_star args }
end
# update
args.state.stars.each { |s| move_star args, s }
# render
args.outputs.sprites << args.state.stars
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << GTK.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
GTK.reset
GTK.args.state.star_count = count
end
Sprites As Entities - main.rb link
# ./samples/09_performance/02_sprites_as_entities/app/main.rb
# Sprites represented as Entities using the queue ~args.outputs.sprites~
# yields nicer access apis over Hashes, but require a bit more code upfront.
# The hash sample has to use star[:s] to get the speed of the star, but
# an entity can use .s instead.
def random_x args
(args.grid.w.randomize :ratio) * -1
end
def random_y args
(args.grid.h.randomize :ratio) * -1
end
def random_speed
1 + (4.randomize :ratio)
end
def new_star args
args.state.new_entity :star, {
x: (random_x args),
y: (random_y args),
w: 4, h: 4,
path: 'sprites/tiny-star.png',
s: random_speed
}
end
def move_star args, star
star.x += star.s
star.y += star.s
if star.x > args.grid.w || star.y > args.grid.h
star.x = (random_x args)
star.y = (random_y args)
star.s = random_speed
end
end
def tick args
args.state.star_count ||= 0
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Sprites, Open Entities"
puts "* INFO: Please specify the number of sprites to render."
GTK.console.set_command "reset_with count: 100"
end
if args.inputs.keyboard.key_down.space
reset_with count: 5000
end
# init
if Kernel.tick_count == 0
args.state.stars = args.state.star_count.map { |i| new_star args }
end
# update
args.state.stars.each { |s| move_star args, s }
# render
args.outputs.sprites << args.state.stars
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << GTK.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
GTK.reset
GTK.args.state.star_count = count
end
Sprites As Strict Entities - main.rb link
# ./samples/09_performance/04_sprites_as_strict_entities/app/main.rb
# Sprites represented as StrictEntities using the queue ~args.outputs.sprites~
# yields apis access similar to Entities, but all properties that can be set on the
# entity must be predefined with a default value. Strict entities do not support the
# addition of new properties after the fact. They are more performant than OpenEntities
# because of this constraint.
def random_x args
(args.grid.w.randomize :ratio) * -1
end
def random_y args
(args.grid.h.randomize :ratio) * -1
end
def random_speed
1 + (4.randomize :ratio)
end
def new_star args
args.state.new_entity_strict(:star,
x: (random_x args),
y: (random_y args),
w: 4, h: 4,
path: 'sprites/tiny-star.png',
s: random_speed) do |entity|
# invoke attr_sprite so that it responds to
# all properties that are required to render a sprite
entity.attr_sprite
end
end
def move_star args, star
star.x += star.s
star.y += star.s
if star.x > args.grid.w || star.y > args.grid.h
star.x = (random_x args)
star.y = (random_y args)
star.s = random_speed
end
end
def tick args
args.state.star_count ||= 0
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Sprites, Strict Entities"
puts "* INFO: Please specify the number of sprites to render."
GTK.console.set_command "reset_with count: 100"
end
if args.inputs.keyboard.key_down.space
reset_with count: 5000
end
# init
if Kernel.tick_count == 0
args.state.stars = args.state.star_count.map { |i| new_star args }
end
# update
args.state.stars.each { |s| move_star args, s }
# render
args.outputs.sprites << args.state.stars
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << GTK.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
GTK.reset
GTK.args.state.star_count = count
end
Sprites As Classes - main.rb link
# ./samples/09_performance/05_sprites_as_classes/app/main.rb
# Sprites represented as Classes using the queue ~args.outputs.sprites~.
# gives you full control of property declaration and method invocation.
# They are more performant than OpenEntities and StrictEntities, but more code upfront.
class Star
attr_sprite
def initialize grid
@grid = grid
@x = (rand @grid.w) * -1
@y = (rand @grid.h) * -1
@w = 4
@h = 4
@s = 1 + (4.randomize :ratio)
@path = 'sprites/tiny-star.png'
end
def move
@x += @s
@y += @s
@x = (rand @grid.w) * -1 if @x > @grid.right
@y = (rand @grid.h) * -1 if @y > @grid.top
end
end
# calls methods needed for game to run properly
def tick args
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Sprites, Classes"
puts "* INFO: Please specify the number of sprites to render."
GTK.console.set_command "reset_with count: 100"
end
args.state.star_count ||= 0
# init
if Kernel.tick_count == 0
args.state.stars = args.state.star_count.map { |i| Star.new args.grid }
end
if args.inputs.keyboard.key_down.space
reset_with count: 5000
end
# update
args.state.stars.each(&:move)
# render
args.outputs.sprites << args.state.stars
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << GTK.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
GTK.reset
GTK.args.state.star_count = count
end
Static Sprites As Classes - main.rb link
# ./samples/09_performance/06_static_sprites_as_classes/app/main.rb
# Sprites represented as Classes using the queue ~args.outputs.static_sprites~.
# bypasses the queue behavior of ~args.outputs.sprites~. All instances are held
# by reference. You get better performance, but you are mutating state of held objects
# which is less functional/data oriented.
class Star
attr_sprite
def initialize grid
@grid = grid
@x = (rand @grid.w) * -1
@y = (rand @grid.h) * -1
@w = 4
@h = 4
@s = 1 + (4.randomize :ratio)
@path = 'sprites/tiny-star.png'
end
def move
@x += @s
@y += @s
@x = (rand @grid.w) * -1 if @x > @grid.right
@y = (rand @grid.h) * -1 if @y > @grid.top
end
end
# calls methods needed for game to run properly
def tick args
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Static Sprites, Classes"
puts "* INFO: Please specify the number of sprites to render."
GTK.console.set_command "reset_with count: 100"
end
if args.inputs.keyboard.key_down.space
reset_with count: 5000
end
args.state.star_count ||= 0
# init
if Kernel.tick_count == 0
args.state.stars = args.state.star_count.map { |i| Star.new args.grid }
args.outputs.static_sprites << args.state.stars
end
# update
args.state.stars.each(&:move)
# render
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << GTK.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
GTK.reset
GTK.args.state.star_count = count
end
Static Sprites As Classes With Custom Drawing - main.rb link
# ./samples/09_performance/07_static_sprites_as_classes_with_custom_drawing/app/main.rb
# Sprites represented as Classes, with a draw_override method, and using the queue ~args.outputs.static_sprites~.
# is the fastest approach. This is comparable to what other game engines set as the default behavior.
# There are tradeoffs for all this speed if the creation of a full blown class, and bypassing
# functional/data-oriented practices.
class Star
def initialize grid
@grid = grid
@x = (rand @grid.w) * -1
@y = (rand @grid.h) * -1
@w = 4
@h = 4
@s = 1 + (4.randomize :ratio)
@path = 'sprites/tiny-star.png'
end
def move
@x += @s
@y += @s
@x = (rand @grid.w) * -1 if @x > @grid.right
@y = (rand @grid.h) * -1 if @y > @grid.top
end
# if the object that is in args.outputs.sprites (or static_sprites)
# respond_to? :draw_override, then the method is invoked giving you
# access to the class used to draw to the canvas.
def draw_override ffi_draw
# first move then draw
move
# The argument order for ffi.draw_sprite is:
# x, y, w, h, path
ffi_draw.draw_sprite @x, @y, @w, @h, @path
# The argument order for ffi_draw.draw_sprite_2 is (pass in nil for default value):
# x, y, w, h, path,
# angle, alpha
# The argument order for ffi_draw.draw_sprite_3 is:
# x, y, w, h,
# path,
# angle,
# alpha, red_saturation, green_saturation, blue_saturation
# tile_x, tile_y, tile_w, tile_h,
# flip_horizontally, flip_vertically,
# angle_anchor_x, angle_anchor_y,
# source_x, source_y, source_w, source_h
# The argument order for ffi_draw.draw_sprite_4 is:
# x, y, w, h,
# path,
# angle,
# alpha, red_saturation, green_saturation, blue_saturation
# tile_x, tile_y, tile_w, tile_h,
# flip_horizontally, flip_vertically,
# angle_anchor_x, angle_anchor_y,
# source_x, source_y, source_w, source_h,
# blendmode_enum
# The argument order for ffi_draw.draw_sprite_5 is:
# x, y, w, h,
# path,
# angle,
# alpha, red_saturation, green_saturation, blue_saturation
# tile_x, tile_y, tile_w, tile_h,
# flip_horizontally, flip_vertically,
# angle_anchor_x, angle_anchor_y,
# source_x, source_y, source_w, source_h,
# blendmode_enum
# anchor_x
# anchor_y
# The argument order for ffi_draw.draw_sprite_6 is:
# x, y, w, h,
# path,
# angle,
# alpha, red_saturation, green_saturation, blue_saturation
# tile_x, tile_y, tile_w, tile_h,
# flip_horizontally, flip_vertically,
# angle_anchor_x, angle_anchor_y,
# source_x, source_y, source_w, source_h,
# blendmode_enum
# anchor_x
# anchor_y
# scale_quality_enum
end
end
# calls methods needed for game to run properly
def tick args
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Static Sprites, Classes, Draw Override"
puts "* INFO: Please specify the number of sprites to render."
GTK.console.set_command "reset_with count: 100"
end
if args.inputs.keyboard.key_down.space
reset_with count: 40000
end
args.state.star_count ||= 0
# init
if Kernel.tick_count == 0
args.state.stars = args.state.star_count.map { |i| Star.new args.grid }
args.outputs.static_sprites << args.state.stars
end
# render framerate
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << GTK.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
GTK.reset
GTK.args.state.star_count = count
end
Collision Limits - main.rb link
# ./samples/09_performance/08_collision_limits/app/main.rb
=begin
Reminders:
- find_all: Finds all elements of a collection that meet certain requirements.
In this sample app, we're finding all bodies that intersect with the center body.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- ARRAY#intersect_rect?: Returns true or false depending on if two rectangles intersect.
=end
# This code demonstrates moving objects that loop around once they exceed the scope of the screen,
# which has dimensions of 1280 by 720, and also detects collisions between objects called "bodies".
def body_count num
GTK.args.state.other_bodies = num.map { [1280 * rand, 720 * rand, 10, 10] } # other_bodies set using num collection
end
def tick args
# Center body's values are set using an array
# Map is used to set values of 5000 other bodies
# All bodies that intersect with center body are stored in collisions collection
args.state.center_body ||= { x: 640 - 100, y: 360 - 100, w: 200, h: 200 } # calculations done to place body in center
args.state.other_bodies ||= 5000.map do
{ x: 1280 * rand,
y: 720 * rand,
w: 2,
h: 2,
path: :pixel,
r: 0,
g: 0,
b: 0 }
end # 2000 bodies given random position on screen
# finds all bodies that intersect with center body, stores them in collisions
collisions = args.state.other_bodies.find_all { |b| b.intersect_rect? args.state.center_body }
args.borders << args.state.center_body # outputs center body as a black border
# transparency changes based on number of collisions; the more collisions, the redder (more transparent) the box becomes
args.sprites << { x: args.state.center_body.x,
y: args.state.center_body.y,
w: args.state.center_body.w,
h: args.state.center_body.h,
path: :pixel,
a: collisions.length.idiv(2), # alpha value represents the number of collisions that occurred
r: 255,
g: 0,
b: 0 } # center body is red solid
args.sprites << args.state.other_bodies # other bodies are output as (black) solids, as well
args.labels << [10, 30, GTK.current_framerate.to_sf] # outputs frame rate in bottom left corner
# Bodies are returned to bottom left corner if positions exceed scope of screen
args.state.other_bodies.each do |b| # for each body in the other_bodies collection
b.x += 5 # x and y are both incremented by 5
b.y += 5
b.x = 0 if b.x > 1280 # x becomes 0 if star exceeds scope of screen (goes too far right)
b.y = 0 if b.y > 720 # y becomes 0 if star exceeds scope of screen (goes too far up)
end
end
# Resets the game.
GTK.reset
Collision Limits Aabb - main.rb link
# ./samples/09_performance/09_collision_limits_aabb/app/main.rb
def tick args
args.state.id_seed ||= 1
args.state.boxes ||= []
args.state.terrain ||= [
{
x: 40, y: 0, w: 1200, h: 40, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 1240, y: 0, w: 40, h: 720, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 0, y: 0, w: 40, h: 720, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 40, y: 680, w: 1200, h: 40, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 760, y: 420, w: 180, h: 40, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 720, y: 420, w: 40, h: 100, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 940, y: 420, w: 40, h: 100, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 660, y: 220, w: 280, h: 40, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 620, y: 220, w: 40, h: 100, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 940, y: 220, w: 40, h: 100, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 460, y: 40, w: 280, h: 40, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 420, y: 40, w: 40, h: 100, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 740, y: 40, w: 40, h: 100, path: :pixel, r: 0, g: 0, b: 0
},
]
if args.inputs.keyboard.space
args.state.boxes << {
id: args.state.id_seed,
x: 60,
y: 60,
w: 10,
h: 10,
dy: Numeric.rand(10..30),
dx: Numeric.rand(10..30),
path: :solid,
r: Numeric.rand(200),
g: Numeric.rand(200),
b: Numeric.rand(200)
}
args.state.id_seed += 1
end
if args.inputs.keyboard.backspace
args.state.boxes.pop_back
end
terrain = args.state.terrain
args.state.boxes.each do |b|
if b.still
b.dy = Numeric.rand(20)
b.dx = Numeric.rand(-20..20)
b.still = false
b.on_floor = false
end
if b.on_floor
b.dx *= 0.9
end
b.x += b.dx
collision_x = Geometry.find_intersect_rect(b, terrain)
if collision_x
if b.dx > 0
b.x = collision_x.x - b.w
elsif b.dx < 0
b.x = collision_x.x + collision_x.w
end
b.dx *= -0.8
end
b.dy -= 0.25
b.y += b.dy
collision_y = Geometry.find_intersect_rect(b, terrain)
if collision_y
if b.dy > 0
b.y = collision_y.y - b.h
elsif b.dy < 0
b.y = collision_y.y + collision_y.h
end
if b.dy < 0 && b.dy.abs < 1
b.on_floor = true
end
b.dy *= -0.8
end
if b.on_floor && (b.dy.abs + b.dx.abs) < 0.1
b.still = true
end
end
args.outputs.labels << { x: 60, y: 60.from_top, text: "Hold SPACEBAR to add boxes. Hold BACKSPACE to remove boxes." }
args.outputs.labels << { x: 60, y: 90.from_top, text: "FPS: #{GTK.current_framerate.to_sf}" }
args.outputs.labels << { x: 60, y: 120.from_top, text: "Count: #{args.state.boxes.length}" }
args.outputs.borders << args.state.terrain
args.outputs.sprites << args.state.boxes
end
# GTK.reset
Collision Limits Find Single - main.rb link
# ./samples/09_performance/09_collision_limits_find_single/app/main.rb
def tick args
if args.state.should_reset_framerate_calculation
GTK.reset_framerate_calculation
args.state.should_reset_framerate_calculation = nil
end
if !args.state.rects
args.state.rects = []
add_10_000_random_rects args
end
args.state.player_rect ||= { x: 640 - 20, y: 360 - 20, w: 40, h: 40 }
args.state.collision_type ||= :using_lambda
if Kernel.tick_count == 0
generate_scene args, args.state.quad_tree
end
# inputs
# have a rectangle that can be moved around using arrow keys
args.state.player_rect.x += args.inputs.left_right * 4
args.state.player_rect.y += args.inputs.up_down * 4
if args.inputs.mouse.click
add_10_000_random_rects args
args.state.should_reset_framerate_calculation = true
end
if args.inputs.keyboard.key_down.tab
if args.state.collision_type == :using_lambda
args.state.collision_type = :using_while_loop
elsif args.state.collision_type == :using_while_loop
args.state.collision_type = :using_find_intersect_rect
elsif args.state.collision_type == :using_find_intersect_rect
args.state.collision_type = :using_lambda
end
args.state.should_reset_framerate_calculation = true
end
# calc
if args.state.collision_type == :using_lambda
args.state.current_collision = args.state.rects.find { |r| r.intersect_rect? args.state.player_rect }
elsif args.state.collision_type == :using_while_loop
args.state.current_collision = nil
idx = 0
l = args.state.rects.length
rects = args.state.rects
player = args.state.player_rect
while idx < l
if rects[idx].intersect_rect? player
args.state.current_collision = rects[idx]
break
end
idx += 1
end
else
args.state.current_collision = Geometry.find_intersect_rect args.state.player_rect, args.state.rects
end
# render
render_instructions args
args.outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :scene }
if args.state.current_collision
args.outputs.sprites << args.state.current_collision.merge(path: :pixel, r: 255, g: 0, b: 0)
end
args.outputs.sprites << args.state.player_rect.merge(path: :pixel, a: 80, r: 0, g: 255, b: 0)
args.outputs.labels << {
x: args.state.player_rect.x + args.state.player_rect.w / 2,
y: args.state.player_rect.y + args.state.player_rect.h / 2,
text: "player",
alignment_enum: 1,
vertical_alignment_enum: 1,
size_enum: -4
}
end
def add_10_000_random_rects args
add_rects args, 10_000.map { { x: rand(1080) + 100, y: rand(520) + 100 } }
end
def add_rects args, points
args.state.rects.concat(points.map { |point| { x: point.x, y: point.y, w: 5, h: 5 } })
# args.state.quad_tree = Geometry.quad_tree_create args.state.rects
generate_scene args, args.state.quad_tree
end
def add_rect args, x, y
args.state.rects << { x: x, y: y, w: 5, h: 5 }
# args.state.quad_tree = Geometry.quad_tree_create args.state.rects
generate_scene args, args.state.quad_tree
end
def generate_scene args, quad_tree
args.outputs[:scene].w = 1280
args.outputs[:scene].h = 720
args.outputs[:scene].solids << { x: 0, y: 0, w: 1280, h: 720, r: 255, g: 255, b: 255 }
args.outputs[:scene].sprites << args.state.rects.map { |r| r.merge(path: :pixel, r: 0, g: 0, b: 255) }
end
def render_instructions args
args.outputs.primitives << { x: 0, y: 90.from_top, w: 1280, h: 100, r: 0, g: 0, b: 0, a: 200 }.solid!
args.outputs.labels << { x: 10, y: 10.from_top, r: 255, g: 255, b: 255, size_enum: -2, text: "Click to add 10,000 random rects. Tab to change collision algorithm." }
args.outputs.labels << { x: 10, y: 40.from_top, r: 255, g: 255, b: 255, size_enum: -2, text: "Algorithm: #{args.state.collision_type}" }
args.outputs.labels << { x: 10, y: 55.from_top, r: 255, g: 255, b: 255, size_enum: -2, text: "Rect Count: #{args.state.rects.length}" }
args.outputs.labels << { x: 10, y: 70.from_top, r: 255, g: 255, b: 255, size_enum: -2, text: "FPS: #{GTK.current_framerate.to_sf}" }
end
Collision Limits Many To Many - main.rb link
# ./samples/09_performance/09_collision_limits_many_to_many/app/main.rb
class Square
attr_sprite
def initialize x, y
@x = x
@y = y
@w = 8
@h = 8
@path = 'sprites/square/blue.png'
@dir = if x < 640
-1.0
else
1.0
end
end
def reset_collision
@path = "sprites/square/blue.png"
end
def mark_collision
@path = 'sprites/square/red.png'
end
def move
@dir = -1.0 if (@x + @w >= 1280) && @dir == 1.0
@dir = 1.0 if (@x <= 0) && @dir == -1.0
@x += @dir
end
end
def generate_random_squares args, center_x, center_y
100.times do
angle = rand 360
distance = rand(200) + 20
x = center_x + angle.vector_x * distance
y = center_y + angle.vector_y * distance
if x > 0 && x < 1280 && y < 720 && y > 0
args.state.squares << Square.new(x, y)
end
end
args.outputs.static_sprites.clear
args.outputs.static_sprites << args.state.squares
args.state.square_count = args.state.squares.length
end
def tick args
args.state.squares ||= []
if Kernel.tick_count == 0
generate_random_squares args, 640, 360
end
if args.inputs.mouse.click
generate_random_squares args, args.inputs.mouse.x, args.inputs.mouse.y
end
Array.each(args.state.squares) do |s|
s.reset_collision
s.move
end
Geometry.each_intersect_rect(args.state.squares, args.state.squares) do |a, b|
a.mark_collision
b.mark_collision
end
args.outputs.background_color = [0, 0, 0]
args.outputs.watch "FPS: #{GTK.current_framerate.to_sf}"
args.outputs.watch "Square Count: #{args.state.square_count.to_i}"
args.outputs.watch "Instructions: click to add squares."
end
Ui Controls link
Checkboxes - main.rb link
# ./samples/09_ui_controls/01_checkboxes/app/main.rb
def tick args
# use layout apis to position check boxes
args.state.checkboxes ||= [
Layout.rect(row: 0, col: 0, w: 1, h: 1).merge(id: :option1, text: "Option 1", checked: false, changed_at: -120),
Layout.rect(row: 1, col: 0, w: 1, h: 1).merge(id: :option1, text: "Option 2", checked: false, changed_at: -120),
Layout.rect(row: 2, col: 0, w: 1, h: 1).merge(id: :option1, text: "Option 3", checked: false, changed_at: -120),
Layout.rect(row: 3, col: 0, w: 1, h: 1).merge(id: :option1, text: "Option 4", checked: false, changed_at: -120),
]
# check for click of checkboxes
if args.inputs.mouse.click
args.state.checkboxes.find_all do |checkbox|
args.inputs.mouse.inside_rect? checkbox
end.each do |checkbox|
# mark checkbox value
checkbox.checked = !checkbox.checked
# set the time the checkbox was changed
checkbox.changed_at = Kernel.tick_count
end
end
# render checkboxes
args.outputs.primitives << args.state.checkboxes.map do |checkbox|
# baseline prefab for checkbox
prefab = {
x: checkbox.x,
y: checkbox.y,
w: checkbox.w,
h: checkbox.h
}
# label for checkbox centered vertically
label = {
x: checkbox.x + checkbox.w + 10,
y: checkbox.y + checkbox.h / 2,
text: checkbox.text,
alignment_enum: 0,
vertical_alignment_enum: 1
}
# rendering if checked or not
if checkbox.checked
# fade in
a = 255 * Easing.ease(checkbox.changed_at, Kernel.tick_count, 30, :smooth_stop_quint)
[
label,
prefab.merge(primitive_marker: :solid, a: a),
prefab.merge(primitive_marker: :border)
]
else
# fade out
a = 255 * Easing.ease(checkbox.changed_at, Kernel.tick_count, 30, :smooth_stop_quint, :flip)
[
label,
prefab.merge(primitive_marker: :solid, a: a),
prefab.merge(primitive_marker: :border)
]
end
end
end
Menu Navigation - main.rb link
# ./samples/09_ui_controls/02_menu_navigation/app/main.rb
class Game
attr_gtk
def tick
defaults
calc
render
end
def render
outputs.primitives << state.selection_point.merge(w: state.menu.button_w + 8,
h: state.menu.button_h + 8,
a: 128,
r: 0,
g: 200,
b: 100,
path: :solid,
anchor_x: 0.5,
anchor_y: 0.5)
outputs.primitives << state.menu.buttons.map(&:primitives)
end
def calc_directional_input
return if state.input_debounce.elapsed_time < 10
return if !inputs.directional_vector
state.input_debounce = Kernel.tick_count
state.selected_button = Geometry::rect_navigate(
rect: state.selected_button,
rects: state.menu.buttons,
left_right: inputs.left_right,
up_down: inputs.up_down,
wrap_x: true,
wrap_y: true,
using: lambda { |e| e.rect }
)
end
def calc_mouse_input
return if !inputs.mouse.moved
hovered_button = state.menu.buttons.find { |b| Geometry::intersect_rect? inputs.mouse, b.rect }
if hovered_button
state.selected_button = hovered_button
end
end
def calc
target_point = state.selected_button.rect.center
state.selection_point.x = state.selection_point.x.lerp(target_point.x, 0.25)
state.selection_point.y = state.selection_point.y.lerp(target_point.y, 0.25)
calc_directional_input
calc_mouse_input
end
def defaults
if !state.menu
state.menu = {
button_cell_w: 2,
button_cell_h: 1,
}
state.menu.button_w = Layout::rect(w: 2).w
state.menu.button_h = Layout::rect(h: 1).h
state.menu.buttons = [
menu_prefab(id: :item_1, text: "Item 1", row: 0, col: 0, w: state.menu.button_cell_w, h: state.menu.button_cell_h),
menu_prefab(id: :item_2, text: "Item 2", row: 0, col: 2, w: state.menu.button_cell_w, h: state.menu.button_cell_h),
menu_prefab(id: :item_3, text: "Item 3", row: 0, col: 4, w: state.menu.button_cell_w, h: state.menu.button_cell_h),
menu_prefab(id: :item_4, text: "Item 4", row: 1, col: 0, w: state.menu.button_cell_w, h: state.menu.button_cell_h),
menu_prefab(id: :item_5, text: "Item 5", row: 1, col: 2, w: state.menu.button_cell_w, h: state.menu.button_cell_h),
menu_prefab(id: :item_6, text: "Item 6", row: 1, col: 4, w: state.menu.button_cell_w, h: state.menu.button_cell_h),
menu_prefab(id: :item_7, text: "Item 7", row: 2, col: 0, w: state.menu.button_cell_w, h: state.menu.button_cell_h),
menu_prefab(id: :item_8, text: "Item 8", row: 2, col: 2, w: state.menu.button_cell_w, h: state.menu.button_cell_h),
menu_prefab(id: :item_9, text: "Item 9", row: 2, col: 4, w: state.menu.button_cell_w, h: state.menu.button_cell_h),
]
end
state.selected_button ||= state.menu.buttons.first
state.selection_point ||= { x: state.selected_button.rect.center.x,
y: state.selected_button.rect.center.y }
state.input_debounce ||= 0
end
def menu_prefab id:, text:, row:, col:, w:, h:;
rect = Layout::rect(row: row, col: col, w: w, h: h)
{
id: id,
row: row,
col: col,
text: text,
rect: rect,
primitives: [
rect.merge(primitive_marker: :border),
rect.center.merge(text: text, anchor_x: 0.5, anchor_y: 0.5)
]
}
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
def reset args
$game = nil
end
GTK.reset
Radial Menu - main.rb link
# ./samples/09_ui_controls/03_radial_menu/app/main.rb
class Game
attr_gtk
def tick
defaults
calc
render
end
def defaults
state.menu_items = [
{ id: :item_1, text: "Item 1" },
{ id: :item_2, text: "Item 2" },
{ id: :item_3, text: "Item 3" },
{ id: :item_4, text: "Item 4" },
{ id: :item_5, text: "Item 5" },
{ id: :item_6, text: "Item 6" },
{ id: :item_7, text: "Item 7" },
{ id: :item_8, text: "Item 8" },
{ id: :item_9, text: "Item 9" },
]
state.menu_status ||= :hidden
state.menu_radius ||= 200
state.menu_status_at ||= -1000
end
def calc
state.menu_items.each_with_index do |item, i|
item.menu_angle = 90 + (360 / state.menu_items.length) * i
item.menu_angle_range = 360 / state.menu_items.length - 10
end
state.menu_items.each do |item|
item.rect = Geometry.rect_props x: 640 + item.menu_angle.vector_x * state.menu_radius - 50,
y: 360 + item.menu_angle.vector_y * state.menu_radius - 25,
w: 100,
h: 50
item.circle = { x: item.rect.x + item.rect.w / 2, y: item.rect.y + item.rect.h / 2, radius: item.rect.w / 2 }
end
show_menu_requested = false
if state.menu_status == :hidden
show_menu_requested = true if inputs.controller_one.key_down.a
show_menu_requested = true if inputs.mouse.click
end
hide_menu_requested = false
if state.menu_status == :shown
hide_menu_requested = true if inputs.controller_one.key_down.b
hide_menu_requested = true if inputs.mouse.click && !state.hovered_menu_item
end
if state.menu_status == :shown && state.hovered_menu_item && (inputs.mouse.click || inputs.controller_one.key_down.a)
GTK.notify! "You selected #{state.hovered_menu_item[:text]}"
elsif show_menu_requested
state.menu_status = :shown
state.menu_status_at = Kernel.tick_count
elsif hide_menu_requested
state.menu_status = :hidden
state.menu_status_at = Kernel.tick_count
end
state.hovered_menu_item = state.menu_items.find { |item| Geometry.point_inside_circle? inputs.mouse, item.circle }
if inputs.controller_one.active && inputs.controller_one.left_analog_active?(threshold_perc: 0.5)
state.hovered_menu_item = state.menu_items.find do |item|
Geometry.angle_within_range? inputs.controller_one.left_analog_angle, item.menu_angle, item.menu_angle_range
end
end
end
def menu_prefab item, perc
dx = item.rect.center.x - 640
x = 640 + dx * perc
dy = item.rect.center.y - 360
y = 360 + dy * perc
Geometry.rect_props item.rect.merge x: x - item.rect.w / 2, y: y - item.rect.h / 2
end
def ring_prefab x_center, y_center, radius, precision:, color: nil
color ||= { r: 0, g: 0, b: 0, a: 255 }
pi = Math::PI
lines = []
precision.map do |i|
theta = 2.0 * pi * i / precision
next_theta = 2.0 * pi * (i + 1) / precision
{
x: x_center + radius * theta.cos_r,
y: y_center + radius * theta.sin_r,
x2: x_center + radius * next_theta.cos_r,
y2: y_center + radius * next_theta.sin_r,
**color
}
end
end
def circle_prefab x_center, y_center, radius, precision:, color: nil
color ||= { r: 0, g: 0, b: 0, a: 255 }
pi = Math::PI
lines = []
# Indie/Pro Only (uses triangles)
precision.map do |i|
theta = 2.0 * pi * i / precision
next_theta = 2.0 * pi * (i + 1) / precision
{
x: x_center + radius * theta.cos_r,
y: y_center + radius * theta.sin_r,
x2: x_center + radius * next_theta.cos_r,
y2: y_center + radius * next_theta.sin_r,
y3: y_center,
x3: x_center,
source_x: 0,
source_y: 0,
source_x2: 0,
source_y2: radius,
source_x3: radius,
source_y3: 0,
path: :solid,
**color,
}
end
end
def render
outputs.debug.watch "Controller"
outputs.debug.watch pretty_format(inputs.controller_one.to_h)
outputs.debug.watch "Mouse"
outputs.debug.watch pretty_format(inputs.mouse.to_h)
# outputs.debug.watch "Mouse"
# outputs.debug.watch pretty_format(inputs.mouse)
outputs.primitives << { x: 640, y: 360, w: 10, h: 10, path: :solid, r: 128, g: 0, b: 0, a: 128, anchor_x: 0.5, anchor_y: 0.5 }
if state.menu_status == :shown
perc = Easing.ease(state.menu_status_at, Kernel.tick_count, 30, :smooth_stop_quart)
else
perc = Easing.ease(state.menu_status_at, Kernel.tick_count, 30, :smooth_stop_quart, :flip)
end
outputs.primitives << state.menu_items.map do |item|
a = 255 * perc
color = { r: 128, g: 128, b: 128, a: a }
if state.hovered_menu_item == item
color = { r: 80, g: 128, b: 80, a: a }
end
menu = menu_prefab(item, perc)
if state.menu_status == :shown
ring = ring_prefab(menu.center.x, menu.center.y, item.circle.radius, precision: 30, color: color.merge(a: 128))
circle = circle_prefab(menu.center.x, menu.center.y, item.circle.radius, precision: 30, color: color.merge(a: 128))
end
[
ring,
circle,
menu.merge(path: :solid, **color),
menu.center.merge(text: item.text, a: a, anchor_x: 0.5, anchor_y: 0.5)
]
end
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
def reset
$game = nil
end
GTK.reset
Scroll View - main.rb link
# ./samples/09_ui_controls/03_scroll_view/app/main.rb
class ScrollView
attr_gtk
attr :y_offset, :rect, :clicked_items, :target_y_offset
def initialize row:, col:, w:, h:;
@items = []
@clicked_items = []
@y_offset = 0
@scroll_view_dy = 0
@rect = Layout.rect row: row,
col: col,
w: w,
h: h,
include_row_gutter: true,
include_col_gutter: true
@primitives = []
end
def add_item prefab
raise "prefab must be a Hash" unless prefab.is_a? Hash
@items << prefab
end
def content_height
lowest_item = @items.min_by { |primitive| primitive.y } || { x: 0, y: 0 }
h = @rect.h
if lowest_item
h -= lowest_item.y - Layout.gutter
end
h
end
def y_offset_bottom_limit
-80
end
def y_offset_top_limit
content_height - @rect.h + @rect.y + 80
end
def tick_inputs
@clicked_items = []
if inputs.mouse.down
@last_mouse_held_y = inputs.mouse.y
@last_mouse_held_y_diff = 0
elsif inputs.mouse.held
@last_mouse_held_y ||= inputs.mouse.y
@last_mouse_held_y_diff ||= 0
@last_mouse_held_y_diff = inputs.mouse.y - @last_mouse_held_y
@last_mouse_held_y = inputs.mouse.y
end
if inputs.mouse.down
@mouse_down_at = Kernel.tick_count
@mouse_down_y = inputs.mouse.y
if @scroll_view_dy.abs < 7
@maybe_click = true
else
@maybe_click = false
end
@scroll_view_dy = 0
elsif inputs.mouse.held
@target_y_offset = @y_offset + (inputs.mouse.y - @mouse_down_y) * 2
@mouse_down_y = inputs.mouse.y
elsif inputs.mouse.up
@target_y_offset = nil
@mouse_up_at = Kernel.tick_count
@mouse_up_y = inputs.mouse.y
if @maybe_click && (@last_mouse_held_y_diff).abs <= 1 && (@mouse_down_at - @mouse_up_at).abs < 12
if inputs.mouse.y - 20 > @rect.y && inputs.mouse.y < (@rect.y + @rect.h - 20)
@clicked_items = offset_items.reject { |primitive| !primitive.w || !primitive.h }
.find_all { |primitive| inputs.mouse.inside_rect? primitive }
end
else
@scroll_view_dy += @last_mouse_held_y_diff
end
@mouse_down_at = nil
@mouse_up_at = nil
end
if inputs.keyboard.key_down.page_down
if @scroll_view_dy >= 0
@scroll_view_dy += 5
else
@scroll_view_dy = @scroll_view_dy.lerp(0, 1)
end
elsif inputs.keyboard.key_down.page_up
if @scroll_view_dy <= 0
@scroll_view_dy -= 5
else
@scroll_view_dy = @scroll_view_dy.lerp(0, 1)
end
end
if inputs.mouse.wheel
if inputs.mouse.wheel.inverted
@scroll_view_dy -= inputs.mouse.wheel.y
else
@scroll_view_dy += inputs.mouse.wheel.y
end
end
end
def tick
if @target_y_offset
if @target_y_offset < y_offset_bottom_limit
@y_offset = @y_offset.lerp @target_y_offset, 0.05
elsif @target_y_offset > y_offset_top_limit
@y_offset = @y_offset.lerp @target_y_offset, 0.05
else
@y_offset = @y_offset.lerp @target_y_offset, 0.5
end
@target_y_offset = nil if @y_offset.round == @target_y_offset.round
@scroll_view_dy = 0
end
tick_inputs
@y_offset += @scroll_view_dy
if @y_offset < 0
if inputs.mouse.held
# if @y_offset < -80
# @y_offset = -80
# end
else
@y_offset = @y_offset.lerp(0, 0.2)
end
end
if content_height <= (@rect.h - @rect.y)
@y_offset = 0
@scroll_view_dy = 0
elsif @y_offset > content_height - @rect.h + @rect.y
if inputs.mouse.held
# if @y_offset > (content_height - @rect.h + @rect.y) + 80
# @y_offset = (content_height - @rect.h + @rect.y) + 80
# end
else
@y_offset = @y_offset.lerp(content_height - @rect.h + @rect.y, 0.2)
end
end
@scroll_view_dy *= 0.95
@scroll_view_dy = @scroll_view_dy.round(2)
end
def items
@items
end
def offset_items
@items.map { |primitive| primitive.merge(y: primitive.y + @y_offset) }
end
def prefab
outputs[:scroll_view].w = Grid.w
outputs[:scroll_view].h = Grid.h
outputs[:scroll_view].background_color = [0, 0, 0, 0]
outputs[:scroll_view_content].w = Grid.w
outputs[:scroll_view_content].h = Grid.h
outputs[:scroll_view_content].background_color = [0, 0, 0, 0]
outputs[:scroll_view_content].primitives << offset_items
outputs[:scroll_view].primitives << {
x: @rect.x,
y: @rect.y,
w: @rect.w,
h: @rect.h,
source_x: @rect.x,
source_y: @rect.y,
source_w: @rect.w,
source_h: @rect.h,
path: :scroll_view_content
}
outputs[:scroll_view].primitives << [
{ x: @rect.x,
y: @rect.y,
w: @rect.w,
h: @rect.h,
primitive_marker: :border,
r: 128,
g: 128,
b: 128 },
]
{ x: 0,
y: 0,
w: Grid.w,
h: Grid.h,
path: :scroll_view }
end
end
class Game
attr_gtk
attr :scroll_view
def initialize
@scroll_view = ScrollView.new row: 2, col: 0, w: 12, h: 20
end
def defaults
state.scroll_view_dy ||= 0
state.scroll_view_offset_y ||= 0
end
def calc
if Kernel.tick_count == 0
80.times do |i|
@scroll_view.add_item Layout.rect(row: 2 + i * 2, col: 0, w: 2, h: 2).merge(id: "item_#{i}_square_1".to_sym, path: :solid, r: 32 + i * 2, g: 32, b: 32)
@scroll_view.add_item Layout.rect(row: 2 + i * 2, col: 0, w: 2, h: 2).center.merge(text: "item #{i}", anchor_x: 0.5, anchor_y: 0.5, r: 255, g: 255, b: 255)
@scroll_view.add_item Layout.rect(row: 2 + i * 2, col: 2, w: 2, h: 2).merge(id: "item_#{i}_square_2".to_sym, path: :solid, r: 64 + i * 2, g: 64, b: 64)
end
end
@scroll_view.args = args
@scroll_view.tick
if @scroll_view.clicked_items.length > 0
puts @scroll_view.clicked_items
end
end
def render
outputs.primitives << @scroll_view.prefab
end
def tick
defaults
calc
render
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
def reset args
$game = nil
end
GTK.reset
Accessiblity For The Blind - main.rb link
# ./samples/09_ui_controls/04_accessiblity_for_the_blind/app/main.rb
def tick args
# create three buttons
args.state.button_1 ||= { x: 0, y: 640, w: 100, h: 50 }
args.state.button_1_label ||= { x: 50,
y: 665,
text: "button 1",
anchor_x: 0.5,
anchor_y: 0.5 }
args.state.button_2 ||= { x: 104, y: 640, w: 100, h: 50 }
args.state.button_2_label ||= { x: 154,
y: 665,
text: "button 2",
anchor_x: 0.5,
anchor_y: 0.5 }
args.state.button_3 ||= { x: 208, y: 640, w: 100, h: 50 }
args.state.button_3_label ||= { x: 258,
y: 665,
text: "button 3",
anchor_x: 0.5,
anchor_y: 0.5 }
# create a label
args.state.label_hello_world ||= { x: 640,
y: 360,
text: "hello world",
anchor_x: 0.5,
anchor_y: 0.5 }
args.outputs.borders << args.state.button_1
args.outputs.labels << args.state.button_1_label
args.outputs.borders << args.state.button_2
args.outputs.labels << args.state.button_2_label
args.outputs.borders << args.state.button_3
args.outputs.labels << args.state.button_3_label
args.outputs.labels << args.state.label_hello_world
# args.outputs.a11y is cleared every tick, internally the key
# of the dictionary value is used to reference the interactable element.
# the key can be a symbol or a string (everything get's converted to strings
# beind the scenes)
# =======================================
# from the Console run GTK.a11y_enable!
# ctrl+r will disable a11y (or you can run GTK.a11y_disable! in the console)
# =======================================
# with the a11y emulation enabled, you can only use left arrow, right arrow, and enter
# when you press enter, DR converts the location to a mouse click
args.outputs.a11y[:button_1] = {
a11y_text: "button 1",
a11y_trait: :button,
x: args.state.button_1.x,
y: args.state.button_1.y,
w: args.state.button_1.w,
h: args.state.button_1.h
}
args.outputs.a11y[:button_2] = {
a11y_text: "button 2",
a11y_trait: :button,
x: args.state.button_2.x,
y: args.state.button_2.y,
w: args.state.button_2.w,
h: args.state.button_2.h
}
args.outputs.a11y[:button_3] = {
a11y_text: "button 3",
a11y_trait: :button,
x: args.state.button_3.x,
y: args.state.button_3.y,
w: args.state.button_3.w,
h: args.state.button_3.h
}
args.outputs.a11y[:label_hello] = {
a11y_text: "hello world",
a11y_trait: :label,
x: args.state.label_hello_world.x,
y: args.state.label_hello_world.y,
anchor_x: 0.5,
anchor_y: 0.5,
}
# flash a notification for each respective button
if args.inputs.mouse.click && args.inputs.mouse.inside_rect?(args.state.button_1)
GTK.notify_extended! message: "Button 1 clicked", a: 255
# you can use a11y to speak information
args.outputs.a11y["notify button clicked"] = {
a11y_text: "button 1 clicked",
a11y_trait: :notification
}
end
if args.inputs.mouse.click && args.inputs.mouse.inside_rect?(args.state.button_2)
GTK.notify_extended! message: "Button 2 clicked", a: 255
end
if args.inputs.mouse.click && args.inputs.mouse.inside_rect?(args.state.button_3)
GTK.notify_extended! message: "Button 3 clicked", a: 255
# you can also use a11y to redirect focus to another control
args.outputs.a11y["notify button clicked"] = {
a11y_trait: :notification,
a11y_notification_target: :label_hello
}
end
end
GTK.reset
Advanced Debugging link
Unit Tests - main.rb link
# ./samples/10_advanced_debugging/03_unit_tests/app/main.rb
Unit Tests - benchmark_api_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/benchmark_api_tests.rb
def test_benchmark_api args, assert
result = GTK.benchmark iterations: 100,
only_one: -> () {
r = 0
(1..100).each do |i|
r += 1
end
}
assert.equal! result.first_place.name, :only_one
result = GTK.benchmark iterations: 100,
iterations_100: -> () {
r = 0
(1..100).each do |i|
r += 1
end
},
iterations_50: -> () {
r = 0
(1..50).each do |i|
r += 1
end
}
assert.equal! result.first_place.name, :iterations_50
result = GTK.benchmark iterations: 1,
iterations_100: -> () {
r = 0
(1..100).each do |i|
r += 1
end
},
iterations_50: -> () {
r = 0
(1..50).each do |i|
r += 1
end
}
assert.equal! result.too_small_to_measure, true
end
Unit Tests - enumerable_class_function_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/enumerable_class_function_tests.rb
def test_hash_find_all args, assert
h = {
x: 100,
y: 200,
w: 10,
h: 10
}
result_expected = h.find_all { |k, v| v == 100 }
result_actual = Hash.find_all(h) { |k, v| v == 100 }
assert.equal! result_expected, result_actual
end
def test_hash_merge args, assert
a = {
x: 100,
y: 200,
w: 10,
h: 10
}
b = {
r: 255,
g: 255,
b: 255
}
result_expected = a.merge b
result_actual = Hash.merge a, b
assert.equal! result_actual, result_expected, "class implementation, matches instance implemenation"
assert.not_equal! a.object_id, result_actual.object_id, "new hash created for merge"
end
def test_hash_merge_bang args, assert
a = {
x: 100,
y: 200,
w: 10,
h: 10
}
b = {
r: 255,
g: 255,
b: 255
}
a_2 = {
x: 100,
y: 200,
w: 10,
h: 10
}
b_2 = {
r: 255,
g: 255,
b: 255
}
result_expected = a.merge! b
result_actual = Hash.merge! a_2, b_2
assert.equal! result_actual, result_expected, "class implementation, matches instance implemenation"
assert.equal! a_2.object_id, result_actual.object_id, "hash updated for merge!"
end
def test_hash_merge_with_block args, assert
a = {
x: 100,
y: 200,
w: 10,
h: 10
}
b = {
x: 500,
}
result_expected = a.merge(b) do |k, current_value, new_value|
current_value + new_value
end
result_actual = Hash.merge(a, b) do
|k, current_value, new_value|
current_value + new_value
end
assert.equal! result_expected[:x], result_actual[:x]
end
def test_array_map args, assert
a = [1, 2, 3]
result_expected = a.map do |i| i**2 end
result_actual = Array.map a do |i| i**2 end
assert.equal! result_expected, result_actual
assert.not_equal! a.object_id, result_actual.object_id
end
def test_array_map_with_destructoring args, assert
a = [[1, 2], [3, 4]]
result_expected = a.map do |x, y| x + y end
result_actual = Array.map a do |x, y| x + y end
assert.equal! result_expected, result_actual
assert.not_equal! a.object_id, result_actual.object_id
a = [[1, 2], [3, 4]]
result_expected = a.map.with_index do |(x, y), i| x + y + i end
result_actual = Array.map_with_index a do |(x, y), i| x + y + i end
assert.equal! result_expected, result_actual
assert.not_equal! a.object_id, result_actual.object_id
end
def test_array_map_bang args, assert
a = [1, 2, 3]
result_expected = a.map do |i| i**2 end
result_actual = Array.map! a do |i| i**2 end
assert.equal! result_expected, result_actual
assert.equal! a.object_id, result_actual.object_id
end
def test_array_reject args, assert
a = [1, 2, 3, 4, 5, 6]
result_expected = a.reject do |i| i.even? end
result_actual = Array.reject a do |i| i.even? end
assert.equal! result_expected, result_actual
assert.not_equal! a.object_id, result_actual.object_id
end
def test_array_reject_bang args, assert
a = [1, 2, 3, 4, 5, 6]
result_expected = a.reject do |i| i.even? end
result_actual = Array.reject! a do |i| i.even? end
assert.equal! result_expected, result_actual
assert.equal! a.object_id, result_actual.object_id
end
def test_array_select args, assert
a = [1, 2, 3, 4, 5, 6]
result_expected = a.select do |i| i.even? end
result_actual = Array.select a do |i| i.even? end
assert.equal! result_expected, result_actual
assert.not_equal! a.object_id, result_actual.object_id
end
def test_array_select_bang args, assert
a = [1, 2, 3, 4, 5, 6]
result_expected = a.select do |i| i.even? end
result_actual = Array.select! a do |i| i.even? end
assert.equal! result_expected, result_actual
assert.equal! a.object_id, result_actual.object_id
end
def test_array_find_all args, assert
a = [1, 2, 3, 4, 5, 6]
result_expected = a.find_all do |i| i.even? end
result_actual = Array.find_all a do |i| i.even? end
assert.equal! result_expected, result_actual
assert.not_equal! a.object_id, result_actual.object_id
end
def test_array_compact args, assert
a = [1, nil, 3, false, 5, 6]
result_expected = a.compact do |i| i.even? end
result_actual = Array.compact a do |i| i.even? end
assert.equal! result_expected, result_actual
assert.not_equal! a.object_id, result_actual.object_id
end
def test_array_compact_bang args, assert
a = 100.map { |i| i }.map { |i| i.even? ? i : nil }
result_expected = a.compact do |i| i.even? end
result_actual = Array.compact! a do |i| i.even? end
assert.equal! result_expected, result_actual
assert.equal! a.object_id, result_actual.object_id
end
def test_filter_map args, assert
a = [1, 2, 3, 4, 5, 6]
result_expected = a.filter_map do |i| i.even? ? i * 2 : nil end
result_actual = Array.filter_map a do |i| i.even? ? i * 2 : nil end
assert.equal! result_expected, result_actual
assert.not_equal! a.object_id, result_actual.object_id
end
def test_flat_map args, assert
a = 100.map.each_slice(2).to_a
result_expected = a.flat_map do |i| i end
result_actual = Array.flat_map a do |i| i end
assert.equal! result_expected, result_actual
assert.not_equal! a.object_id, result_actual.object_id
end
def test_array_each args, assert
a = [1, 2, 3, 4, 5, 6]
result_expected = []
a.each do |i| result_expected << i end
result_actual = []
Array.each a do |i| result_actual << i end
assert.equal! result_expected, result_actual
a = [[1, 2], [3, 4], [5, 6]]
result_expected = []
a.each do |x, y| result_expected << x + y end
result_actual = []
Array.each a do |x, y| result_actual << x + y end
assert.equal! result_expected, result_actual
a = [1, 2, 3, 4, 5, 6]
result_expected = []
a.each_with_index do |n, i| result_expected << n - i end
result_actual = []
Array.each_with_index a do |n, i| result_actual << n - i end
assert.equal! result_expected, result_actual
a = [[1, 2], [3, 4], [5, 6]]
result_expected = []
a.each_with_index do |(x, y), i| result_expected << x + y + i end
result_actual = []
Array.each_with_index a do |(x, y), i| result_actual << x + y + i end
assert.equal! result_expected, result_actual
end
def test_bench args, assert
ary_numbers = 100.map { |i| i }.reverse.to_a
ary_compact = 100.map { |i| i }.map { |i| i.even? ? i : nil }
ary_flat_map = 100.map.each_slice(2).to_a
functions = [
{ name: :map, ary: ary_numbers, m: proc { |i| i / 2 } },
{ name: :map!, ary: ary_numbers, m: proc { |i| i / 2 } },
{ name: :reject, ary: ary_numbers, m: proc { |i| i.even? } },
{ name: :reject!, ary: ary_numbers, m: proc { |i| i.even? } },
{ name: :find_all, ary: ary_numbers, m: proc { |i| i.even? } },
{ name: :select, ary: ary_numbers, m: proc { |i| i.even? } },
{ name: :select!, ary: ary_numbers, m: proc { |i| i.even? } },
{ name: :filter_map, ary: ary_numbers, m: proc { |i| i.even? ? i * 2 : nil } },
{ name: :compact, ary: ary_compact },
{ name: :compact!, ary: ary_compact },
]
functions.each do |fh|
h = {
iterations: 5000,
}
self_numbers = fh.ary.dup
class_numbers = fh.ary.dup
h["self_#{fh[:name]}".to_sym] = -> () {
self_numbers.send(fh[:name], &fh[:m])
}
h["class_#{fh[:name]}".to_sym] = -> () {
Array.send(fh[:name], class_numbers, &fh[:m])
}
results = GTK.benchmark(**h)
assert.true! results.first_place.name.to_s.start_with?("class_"), "Class method #{fh[:name]} is faster"
end
self_numbers = ary_numbers.dup
class_numbers = ary_numbers.dup
results = GTK.benchmark iterations: 5000,
self_each: -> () { self_numbers.each { |i| i } },
class_each: -> () { Array.each(class_numbers) { |i| i } }
self_flat_map = ary_flat_map.dup
class_flat_map = ary_flat_map.dup
results = GTK.benchmark iterations: 5000,
self_flat_map: -> () { self_flat_map.flat_map { |i| i } },
class_flat_map: -> () { Array.flat_map(class_flat_map) { |i| i } }
assert.true! results.first_place.name.to_s.start_with?("class_"), "Class method each is faster"
end
Unit Tests - eval_hash_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/eval_hash_tests.rb
def assert_hash assert, hash_or_string, expected
h_to_s = if hash_or_string.is_a? String
hash_or_string
else
hash_or_string.to_s
end
begin
result = GTK::Codegen.eval_hash h_to_s
rescue Exception => e
result = e
end
if expected.is_a? Proc
expected.call(result, assert)
else
assert.equal! result, expected
end
end
def test_empty_hash args, assert
assert_hash(assert, {}, {})
end
def test_allowed_node_types args, assert
assert_hash(assert,
{
node_hash: { },
node_nil: nil,
node_int: 1,
node_float: 10.5,
node_str: "string",
node_sym: :symbol,
node_true: true,
node_false: false,
node_array: [1, 2, 3],
},
{
node_hash: { },
node_nil: nil,
node_int: 1,
node_float: 10.5,
node_str: "string",
node_sym: :symbol,
node_true: true,
node_false: false,
node_array: [1, 2, 3],
})
end
def test_args_state args, assert
args.state.player.x ||= 100
args.state.player.y ||= 200
args.state.enemies ||= [
{ id: :a, x: 100, y: 100, w: 2, h: 3.0 },
{ id: :b, x: 100, y: 100, w: 2, h: 3.0 },
{ id: :c, x: 100, y: 100, w: 2, h: 3.0 },
{ id: :d, x: 100, y: 100, w: 2, h: 3.0 }
]
assert_hash assert, args.state, ->(result, assert) {
assert.true! args.state.as_hash.to_s, result.to_s
}
end
def test_malicious_hash args, assert
s = "{}; def malicious(args); end;"
assert_hash assert, s, ->(result, assert) {
assert.true! result.message.include?("NODE_DEF")
}
end
def test_malicious_lvar_hash args, assert
s = "a = 12; {};"
assert_hash assert, s, ->(result, assert) {
assert.true! result.message.include?("NODE_ASGN")
}
end
Unit Tests - exception_raising_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/exception_raising_tests.rb
begin :shared
class ExceptionalClass
def initialize exception_to_throw = nil
raise exception_to_throw if exception_to_throw
end
end
end
def test_exception_in_newing_object args, assert
begin
ExceptionalClass.new TypeError
raise "Exception wasn't thrown!"
rescue Exception => e
assert.equal! e.class, TypeError, "Exceptions within constructor should be retained."
end
end
Unit Tests - fn_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/fn_tests.rb
def infinity
1 / 0
end
def neg_infinity
-1 / 0
end
def nan
0.0 / 0
end
def test_add args, assert
assert.equal! (args.fn.add), 0
assert.equal! (args.fn.+), 0
assert.equal! (args.fn.+ 1, 2, 3), 6
assert.equal! (args.fn.+ 0), 0
assert.equal! (args.fn.+ 0, nil), 0
assert.equal! (args.fn.+ 0, nan), nil
assert.equal! (args.fn.+ 0, nil, infinity), nil
assert.equal! (args.fn.+ [1, 2, 3, [4, 5, 6]]), 21
assert.equal! (args.fn.+ [nil, [4, 5, 6]]), 15
end
def test_sub args, assert
neg_infinity = infinity * -1
assert.equal! (args.fn.+), 0
assert.equal! (args.fn.- 1, 2, 3), -4
assert.equal! (args.fn.- 4), -4
assert.equal! (args.fn.- 4, nan), nil
assert.equal! (args.fn.- 0, nil), 0
assert.equal! (args.fn.- 0, nil, infinity), nil
assert.equal! (args.fn.- [0, 1, 2, 3, [4, 5, 6]]), -21
assert.equal! (args.fn.- [nil, 0, [4, 5, 6]]), -15
end
def test_div args, assert
assert.equal! (args.fn.div), 1
assert.equal! (args.fn./), 1
assert.equal! (args.fn./ 6, 3), 2
assert.equal! (args.fn./ 6, infinity), nil
assert.equal! (args.fn./ 6, nan), nil
assert.equal! (args.fn./ infinity), nil
assert.equal! (args.fn./ 0), nil
assert.equal! (args.fn./ 6, [3]), 2
end
def test_idiv args, assert
assert.equal! (args.fn.idiv), 1
assert.equal! (args.fn.idiv 7, 3), 2
assert.equal! (args.fn.idiv 6, infinity), nil
assert.equal! (args.fn.idiv 6, nan), nil
assert.equal! (args.fn.idiv infinity), nil
assert.equal! (args.fn.idiv 0), nil
assert.equal! (args.fn.idiv 7, [3]), 2
end
def test_mul args, assert
assert.equal! (args.fn.mul), 1
assert.equal! (args.fn.*), 1
assert.equal! (args.fn.* 7, 3), 21
assert.equal! (args.fn.* 6, nan), nil
assert.equal! (args.fn.* 6, infinity), nil
assert.equal! (args.fn.* infinity), nil
assert.equal! (args.fn.* 0), 0
assert.equal! (args.fn.* 7, [3]), 21
end
def test_acopy args, assert
orig = [1, 2, 3]
clone = args.fn.acopy orig
assert.equal! clone, [1, 2, 3]
assert.equal! clone, orig
assert.not_equal! clone.object_id, orig.object_id
end
def test_aget args, assert
assert.equal! (args.fn.aget [:a, :b, :c], 1), :b
assert.equal! (args.fn.aget [:a, :b, :c], nil), nil
assert.equal! (args.fn.aget nil, 1), nil
end
def test_alength args, assert
assert.equal! (args.fn.alength [:a, :b, :c]), 3
assert.equal! (args.fn.alength nil), nil
end
def test_amap args, assert
inc = lambda { |i| i + 1 }
ary = [1, 2, 3]
assert.equal! (args.fn.amap ary, inc), [2, 3, 4]
assert.equal! (args.fn.amap nil, inc), nil
assert.equal! (args.fn.amap ary, nil), nil
assert.equal! (args.fn.amap ary, inc).class, Array
end
def test_and args, assert
assert.equal! (args.fn.and 1, 2, 3, 4), 4
assert.equal! (args.fn.and 1, 2, nil, 4), nil
assert.equal! (args.fn.and), true
end
def test_or args, assert
assert.equal! (args.fn.or 1, 2, 3, 4), 1
assert.equal! (args.fn.or 1, 2, nil, 4), 1
assert.equal! (args.fn.or), nil
assert.equal! (args.fn.or nil, nil, false, 5, 10), 5
end
def test_eq_eq args, assert
assert.equal! (args.fn.eq?), true
assert.equal! (args.fn.eq? 1, 0), false
assert.equal! (args.fn.eq? 1, 1, 1), true
assert.equal! (args.fn.== 1, 1, 1), true
assert.equal! (args.fn.== nil, nil), true
end
def test_apply args, assert
assert.equal! (args.fn.and [nil, nil, nil]), [nil, nil, nil]
assert.equal! (args.fn.apply [nil, nil, nil], args.fn.method(:and)), nil
and_lambda = lambda {|*xs| args.fn.and(*xs)}
assert.equal! (args.fn.apply [nil, nil, nil], and_lambda), nil
end
def test_areduce args, assert
assert.equal! (args.fn.areduce [1, 2, 3], 0, lambda { |i, a| i + a }), 6
end
def test_array_hash args, assert
assert.equal! (args.fn.array_hash :a, 1, :b, 2), { a: 1, b: 2 }
assert.equal! (args.fn.array_hash), { }
end
Unit Tests - gen_docs.rb link
# ./samples/10_advanced_debugging/03_unit_tests/gen_docs.rb
# ./dragonruby . --eval samples/10_advanced_debugging/03_unit_tests/gen_docs.rb --no-tick
# OR
# ./dragonruby ./samples/10_advanced_debugging/03_unit_tests --test gen_docs.rb
Kernel.export_docs!
Unit Tests - geometry_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/geometry_tests.rb
begin :shared
def primitive_representations x, y, w, h
[
[x, y, w, h],
{ x: x, y: y, w: w, h: h },
RectForTest.new(x, y, w, h)
]
end
class RectForTest
attr_sprite
def initialize x, y, w, h
@x = x
@y = y
@w = w
@h = h
end
def to_s
"RectForTest: #{[x, y, w, h]}"
end
end
end
begin :intersect_rect?
def test_intersect_rect_point args, assert
assert.true! [16, 13].intersect_rect?([13, 12, 4, 4]), "point intersects with rect."
end
def test_intersect_rect args, assert
intersecting = primitive_representations(0, 0, 100, 100) +
primitive_representations(20, 20, 20, 20)
intersecting.product(intersecting).each do |rect_one, rect_two|
assert.true! rect_one.intersect_rect?(rect_two),
"intersect_rect? assertion failed for #{rect_one}, #{rect_two} (expected true)."
end
not_intersecting = [
[ 0, 0, 5, 5],
{ x: 10, y: 10, w: 5, h: 5 },
RectForTest.new(20, 20, 5, 5)
]
not_intersecting.product(not_intersecting)
.reject { |rect_one, rect_two| rect_one == rect_two }
.each do |rect_one, rect_two|
assert.false! rect_one.intersect_rect?(rect_two),
"intersect_rect? assertion failed for #{rect_one}, #{rect_two} (expected false)."
end
end
end
begin :inside_rect?
def assert_inside_rect outer: nil, inner: nil, expected: nil, assert: nil
assert.true! inner.inside_rect?(outer) == expected,
"inside_rect? assertion failed for outer: #{outer} inner: #{inner} (expected #{expected})."
end
def test_inside_rect args, assert
outer_rects = primitive_representations(0, 0, 10, 10)
inner_rects = primitive_representations(1, 1, 5, 5)
primitive_representations(0, 0, 10, 10).product(primitive_representations(1, 1, 5, 5))
.each do |outer, inner|
assert_inside_rect outer: outer, inner: inner,
expected: true, assert: assert
end
end
end
begin :angle_to
def test_angle_to args, assert
origins = primitive_representations(0, 0, 0, 0)
rights = primitive_representations(1, 0, 0, 0)
aboves = primitive_representations(0, 1, 0, 0)
origins.product(aboves).each do |origin, above|
assert.equal! origin.angle_to(above), 90,
"A point directly above should be 90 degrees."
assert.equal! above.angle_from(origin), 90,
"A point coming from above should be 90 degrees."
end
origins.product(rights).each do |origin, right|
assert.equal! origin.angle_to(right) % 360, 0,
"A point directly to the right should be 0 degrees."
assert.equal! right.angle_from(origin) % 360, 0,
"A point coming from the right should be 0 degrees."
end
end
end
begin :scale_rect
def test_scale_rect args, assert
assert.equal! [0, 0, 100, 100].scale_rect(0.5, 0.5),
[25.0, 25.0, 50.0, 50.0]
assert.equal! [0, 0, 100, 100].scale_rect(0.5),
[0.0, 0.0, 50.0, 50.0]
assert.equal! [0, 0, 100, 100].scale_rect_extended(percentage_x: 0.5, percentage_y: 0.5, anchor_x: 0.5, anchor_y: 0.5),
[25.0, 25.0, 50.0, 50.0]
assert.equal! [0, 0, 100, 100].scale_rect_extended(percentage_x: 0.5, percentage_y: 0.5, anchor_x: 0, anchor_y: 0),
[0.0, 0.0, 50.0, 50.0]
end
end
Unit Tests - http_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/http_tests.rb
def try_assert_or_schedule args, assert
if $result[:complete]
log_info "Request completed! Verifying."
if $result[:http_response_code] != 200
log_info "The request yielded a result of #{$result[:http_response_code]} instead of 200."
exit
end
log_info ":try_assert_or_schedule succeeded!"
else
GTK.schedule_callback Kernel.tick_count + 10 do
try_assert_or_schedule args, assert
end
end
end
def test_http args, assert
$result = GTK.http_get 'http://dragonruby.org'
try_assert_or_schedule args, assert
end
Unit Tests - input_emulation_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/input_emulation_tests.rb
def test_keyboard args, assert
args.inputs.keyboard.key_down.i = true
assert.true! args.inputs.keyboard.truthy_keys.include?(:i)
end
Unit Tests - nil_coercion_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/nil_coercion_tests.rb
# numbers
def test_open_entity_add_number args, assert
assert.nil! args.state.i_value
args.state.i_value += 5
assert.equal! args.state.i_value, 5
assert.nil! args.state.f_value
args.state.f_value += 5.5
assert.equal! args.state.f_value, 5.5
end
def test_open_entity_subtract_number args, assert
assert.nil! args.state.i_value
args.state.i_value -= 5
assert.equal! args.state.i_value, -5
assert.nil! args.state.f_value
args.state.f_value -= 5.5
assert.equal! args.state.f_value, -5.5
end
def test_open_entity_multiply_number args, assert
assert.nil! args.state.i_value
args.state.i_value *= 5
assert.equal! args.state.i_value, 0
assert.nil! args.state.f_value
args.state.f_value *= 5.5
assert.equal! args.state.f_value, 0
end
def test_open_entity_divide_number args, assert
assert.nil! args.state.i_value
args.state.i_value /= 5
assert.equal! args.state.i_value, 0
assert.nil! args.state.f_value
args.state.f_value /= 5.5
assert.equal! args.state.f_value, 0
end
# array
def test_open_entity_add_array args, assert
assert.nil! args.state.values
args.state.values += [:a, :b, :c]
assert.equal! args.state.values, [:a, :b, :c]
end
def test_open_entity_subtract_array args, assert
assert.nil! args.state.values
args.state.values -= [:a, :b, :c]
assert.equal! args.state.values, []
end
def test_open_entity_shovel_array args, assert
assert.nil! args.state.values
args.state.values << :a
assert.equal! args.state.values, [:a]
end
def test_open_entity_enumerate args, assert
assert.nil! args.state.values
args.state.values = args.state.values.map_with_index { |i| i }
assert.equal! args.state.values, []
assert.nil! args.state.values_2
args.state.values_2 = args.state.values_2.map { |i| i }
assert.equal! args.state.values_2, []
assert.nil! args.state.values_3
args.state.values_3 = args.state.values_3.flat_map { |i| i }
assert.equal! args.state.values_3, []
end
# hashes
def test_open_entity_indexer args, assert
GTK::Entity.__reset_id__!
assert.nil! args.state.values
args.state.values[:test] = :value
assert.equal! args.state.values.to_s, { entity_id: 1, entity_name: :values, entity_keys_by_ref: {}, test: :value }.to_s
end
# bug
def test_open_entity_nil_bug args, assert
GTK::Entity.__reset_id__!
args.state.foo.a
args.state.foo.b
@hello[:foobar]
assert.nil! args.state.foo.a, "a was not nil."
# the line below fails
# assert.nil! args.state.foo.b, "b was not nil."
end
Unit Tests - numeric_rand_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/numeric_rand_tests.rb
def test_randomize_int args, assert
srand(100)
assert.equal!(10.randomize(:ratio).round(5), 5.43405)
assert.equal!(10.randomize(:ratio).round(5), 6.71156)
assert.equal!(10.randomize(:ratio).round(5), 2.78369)
assert.equal!(10.randomize(:ratio).round(5), 4.12046)
assert.equal!(10.randomize(:sign), 10)
assert.equal!(10.randomize(:sign), -10)
assert.equal!(10.randomize(:sign), -10)
assert.equal!(10.randomize(:sign), 10)
assert.equal!(10.randomize(:ratio, :sign).round(5), 1.56711)
assert.equal!(10.randomize(:ratio, :sign).round(5), 1.86467)
assert.equal!(10.randomize(:ratio, :sign).round(5), -2.10108)
assert.equal!(10.randomize(:ratio, :sign).round(5), -4.52740)
assert.equal!(10.randomize(:int, :sign), 0)
assert.equal!(10.randomize(:int, :sign), -3)
assert.equal!(10.randomize(:int, :sign), -7)
assert.equal!(10.randomize(:int, :sign), 6)
assert.equal!(10.randomize(:int), 0)
assert.equal!(10.randomize(:int), 1)
assert.equal!(10.randomize(:int), 9)
assert.equal!(10.randomize(:int), 9)
end
def test_randomize_float args, assert
srand(100)
assert.equal!(10.0.randomize(:ratio).round(5), 5.43405)
assert.equal!(10.0.randomize(:ratio).round(5), 6.71156)
assert.equal!(10.0.randomize(:ratio).round(5), 2.78369)
assert.equal!(10.0.randomize(:ratio).round(5), 4.12046)
assert.equal!(10.4.randomize(:sign), 10.4)
assert.equal!(10.4.randomize(:sign), -10.4)
assert.equal!(10.4.randomize(:sign), -10.4)
assert.equal!(10.4.randomize(:sign), 10.4)
assert.equal!(10.0.randomize(:ratio, :sign).round(5), 1.56711)
assert.equal!(10.0.randomize(:ratio, :sign).round(5), 1.86467)
assert.equal!(10.0.randomize(:ratio, :sign).round(5), -2.10108)
assert.equal!(10.0.randomize(:ratio, :sign).round(5), -4.52740)
assert.equal!(10.4.randomize(:int, :sign), 0)
assert.equal!(10.4.randomize(:int, :sign), -3)
assert.equal!(10.4.randomize(:int, :sign), -7)
assert.equal!(10.4.randomize(:int, :sign), 6)
assert.equal!(10.4.randomize(:int), 0)
assert.equal!(10.4.randomize(:int), 1)
assert.equal!(10.4.randomize(:int), 9)
assert.equal!(10.4.randomize(:int), 9)
end
def test_ratio_float_alias args, assert
srand(100)
assert.equal!(10.0.randomize(:float).round(5), 5.43405)
assert.equal!(10.0.randomize(:float).round(5), 6.71156)
assert.equal!(10.0.randomize(:float).round(5), 2.78369)
assert.equal!(10.0.randomize(:float).round(5), 4.12046)
assert.equal!(10.4.randomize(:sign), 10.4)
assert.equal!(10.4.randomize(:sign), -10.4)
assert.equal!(10.4.randomize(:sign), -10.4)
assert.equal!(10.4.randomize(:sign), 10.4)
assert.equal!(10.0.randomize(:float, :sign).round(5), 1.56711)
assert.equal!(10.0.randomize(:float, :sign).round(5), 1.86467)
assert.equal!(10.0.randomize(:float, :sign).round(5), -2.10108)
assert.equal!(10.0.randomize(:float, :sign).round(5), -4.52740)
assert.equal!(10.4.randomize(:int, :sign), 0)
assert.equal!(10.4.randomize(:int, :sign), -3)
assert.equal!(10.4.randomize(:int, :sign), -7)
assert.equal!(10.4.randomize(:int, :sign), 6)
assert.equal!(10.4.randomize(:int), 0)
assert.equal!(10.4.randomize(:int), 1)
assert.equal!(10.4.randomize(:int), 9)
assert.equal!(10.4.randomize(:int), 9)
srand(100)
assert.equal!(10.randomize(:float).round(5), 5.43405)
assert.equal!(10.randomize(:float).round(5), 6.71156)
assert.equal!(10.randomize(:float).round(5), 2.78369)
assert.equal!(10.randomize(:float).round(5), 4.12046)
assert.equal!(10.randomize(:sign), 10)
assert.equal!(10.randomize(:sign), -10)
assert.equal!(10.randomize(:sign), -10)
assert.equal!(10.randomize(:sign), 10)
assert.equal!(10.randomize(:float, :sign).round(5), 1.56711)
assert.equal!(10.randomize(:float, :sign).round(5), 1.86467)
assert.equal!(10.randomize(:float, :sign).round(5), -2.10108)
assert.equal!(10.randomize(:float, :sign).round(5), -4.52740)
assert.equal!(10.randomize(:int, :sign), 0)
assert.equal!(10.randomize(:int, :sign), -3)
assert.equal!(10.randomize(:int, :sign), -7)
assert.equal!(10.randomize(:int, :sign), 6)
assert.equal!(10.randomize(:int), 0)
assert.equal!(10.randomize(:int), 1)
assert.equal!(10.randomize(:int), 9)
assert.equal!(10.randomize(:int), 9)
end
def test_numeric_instance_rand_sign args, assert
srand(100)
assert.equal!(10.rand(:sign), -10)
assert.equal!(10.rand(:sign), -10)
assert.equal!(10.rand(:sign), 10)
assert.equal!(10.rand(:sign), 10)
assert.equal!(10.rand(:sign), 10)
assert.equal!(10.4.rand(:sign), -10.4)
assert.equal!(10.4.rand(:sign), -10.4)
assert.equal!(10.4.rand(:sign), 10.4)
assert.equal!(10.4.rand(:sign), 10.4)
assert.equal!(10.4.rand(:sign), 10.4)
end
def test_numeric_self_rand_vs_instance_rand args, assert
value_comparison = [
{
name: "rand for integer",
klass: -> { Numeric.rand(10) },
instance: -> { 10.rand }
},
{
name: "rand for integer from float",
klass: -> { Numeric.rand(10) },
instance: -> { 10.0.rand(:int) }
},
{
name: "rand for float",
klass: -> { Numeric.rand(10.0).round(5) },
instance: -> { 10.0.rand.round(5) }
},
{
name: "rand for float from int",
klass: -> { Numeric.rand(10.0).round(5) },
instance: -> { 10.rand(:ratio).round(5) }
},
{
name: "rand for float from int",
klass: -> { Numeric.rand(10.0).round(5) },
instance: -> { 10.rand(:float).round(5) }
},
{
name: "rand int range (sign)",
klass: -> { Numeric.rand(-10..10) },
instance: -> { 10.rand(:int, :sign) }
},
{
name: "rand int range from float (sign)",
klass: -> { Numeric.rand(-10..10) },
instance: -> { 10.0.rand(:int, :sign) }
},
{
name: "rand ratio range (sign)",
klass: -> { Numeric.rand(-10.0..10.0) },
instance: -> { 10.0.rand(:float, :sign) }
},
{
name: "rand ratio range from int (sign)",
klass: -> { Numeric.rand(-10.0..10.0) },
instance: -> { 10.rand(:float, :sign) }
},
{
name: "rand ratio range (sign)",
klass: -> { Numeric.rand(-10.0..10.0) },
instance: -> { 10.0.rand(:ratio, :sign) }
},
{
name: "rand ratio range from int (sign)",
klass: -> { Numeric.rand(-10.0..10.0) },
instance: -> { 10.rand(:ratio, :sign) }
},
]
value_comparison.each do |h|
srand(100)
klass_value = h.klass.call
srand(100)
instance_value = h.instance.call
assert.equal!(klass_value, instance_value, "comparison label: #{h.name}")
end
end
Unit Tests - object_to_primitive_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/object_to_primitive_tests.rb
class PlayerSpriteForTest
end
def test_array_to_sprite args, assert
array = [[0, 0, 100, 100, "test.png"]].sprites
puts "No exception was thrown. Sweet!"
end
def test_class_to_sprite args, assert
array = [PlayerSprite.new].sprites
assert.true! array.first.is_a?(PlayerSprite)
puts "No exception was thrown. Sweet!"
end
Unit Tests - parsing_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/parsing_tests.rb
def test_parse_json args, assert
result = GTK.parse_json '{ "name": "John Doe", "aliases": ["JD"] }'
assert.equal! result, { "name"=>"John Doe", "aliases"=>["JD"] }, "Parsing JSON failed."
end
def test_parse_xml args, assert
result = GTK.parse_xml <<-S
<Person id="100">
<Name>John Doe</Name>
</Person>
S
expected = {:type=>:element,
:name=>nil,
:children=>[{:type=>:element,
:name=>"Person",
:children=>[{:type=>:element,
:name=>"Name",
:children=>[{:type=>:content,
:data=>"John Doe"}]}],
:attributes=>{"id"=>"100"}}]}
assert.equal! result, expected, "Parsing xml failed."
end
Unit Tests - pretty_format_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/pretty_format_tests.rb
def H opts
opts
end
def A *opts
opts
end
def assert_format args, assert, hash, expected
actual = args.fn.pretty_format hash
assert.are_equal! actual, expected
end
def test_pretty_print args, assert
# =============================
# hash with single value
# =============================
input = (H first_name: "John")
expected = <<-S
{:first_name "John"}
S
(assert_format args, assert, input, expected)
# =============================
# hash with two values
# =============================
input = (H first_name: "John", last_name: "Smith")
expected = <<-S
{:first_name "John"
:last_name "Smith"}
S
(assert_format args, assert, input, expected)
# =============================
# hash with inner hash
# =============================
input = (H first_name: "John",
last_name: "Smith",
middle_initial: "I",
so: (H first_name: "Pocahontas",
last_name: "Tsenacommacah"),
friends: (A (H first_name: "Side", last_name: "Kick"),
(H first_name: "Tim", last_name: "Wizard")))
expected = <<-S
{:first_name "John"
:last_name "Smith"
:middle_initial "I"
:so {:first_name "Pocahontas"
:last_name "Tsenacommacah"}
:friends [{:first_name "Side"
:last_name "Kick"}
{:first_name "Tim"
:last_name "Wizard"}]}
S
(assert_format args, assert, input, expected)
# =============================
# array with one value
# =============================
input = (A 1)
expected = <<-S
[1]
S
(assert_format args, assert, input, expected)
# =============================
# array with multiple values
# =============================
input = (A 1, 2, 3)
expected = <<-S
[1
2
3]
S
(assert_format args, assert, input, expected)
# =============================
# array with multiple values hashes
# =============================
input = (A (H first_name: "Side", last_name: "Kick"),
(H first_name: "Tim", last_name: "Wizard"))
expected = <<-S
[{:first_name "Side"
:last_name "Kick"}
{:first_name "Tim"
:last_name "Wizard"}]
S
(assert_format args, assert, input, expected)
end
def test_nested_nested args, assert
# =============================
# nested array in nested hash
# =============================
input = (H type: :root,
text: "Root",
children: (A (H level: 1,
text: "Level 1",
children: (A (H level: 2,
text: "Level 2",
children: [])))))
expected = <<-S
{:type :root
:text "Root"
:children [{:level 1
:text "Level 1"
:children [{:level 2
:text "Level 2"
:children []}]}]}
S
(assert_format args, assert, input, expected)
end
def test_scene args, assert
script = <<-S
* Scene 1
** Narrator
They say happy endings don't exist.
** Narrator
They say true love is a lie.
S
input = parse_org args, script
puts (args.fn.pretty_format input)
end
Unit Tests - require_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/require_tests.rb
def write_src path, src
GTK.write_file path, src
end
write_src 'app/unit_testing_game.rb', <<-S
module UnitTesting
class Game
end
end
S
write_src 'lib/unit_testing_lib.rb', <<-S
module UnitTesting
class Lib
end
end
S
write_src 'app/nested/unit_testing_nested.rb', <<-S
module UnitTesting
class Nested
end
end
S
require 'app/unit_testing_game.rb'
require 'app/nested/unit_testing_nested.rb'
require 'lib/unit_testing_lib.rb'
def test_require args, assert
UnitTesting::Game.new
UnitTesting::Lib.new
UnitTesting::Nested.new
GTK.exec 'rm ./mygame/app/unit_testing_game.rb'
GTK.exec 'rm ./mygame/app/nested/unit_testing_nested.rb'
GTK.exec 'rm ./mygame/lib/unit_testing_lib.rb'
assert.ok!
end
Unit Tests - serialize_deserialize_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/serialize_deserialize_tests.rb
def assert_hash_strings! assert, string_1, string_2
Kernel.eval("$assert_hash_string_1 = #{string_1}")
Kernel.eval("$assert_hash_string_2 = #{string_2}")
assert.equal! $assert_hash_string_1, $assert_hash_string_2
end
def test_serialize args, assert
args.state.player_one = "test"
result = GTK.serialize_state args.state
assert_hash_strings! assert, result, "{:entity_id=>1, :entity_keys_by_ref=>{}, :tick_count=>-1, :player_one=>\"test\"}"
GTK.write_file 'state.txt', ''
result = GTK.serialize_state 'state.txt', args.state
assert_hash_strings! assert, result, "{:entity_id=>1, :entity_keys_by_ref=>{}, :tick_count=>-1, :player_one=>\"test\"}"
end
def test_deserialize args, assert
result = GTK.deserialize_state '{:entity_id=>3, :tick_count=>-1, :player_one=>"test"}'
assert.equal! result.player_one, "test"
GTK.write_file 'state.txt', '{:entity_id=>3, :tick_count=>-1, :player_one=>"test"}'
result = GTK.deserialize_state 'state.txt'
assert.equal! result.player_one, "test"
end
def test_very_large_serialization args, assert
GTK.write_file("logs/log.txt", "")
size = 3000
size.map_with_index do |i|
args.state.send("k#{i}=".to_sym, i)
end
result = GTK.serialize_state args.state
assert.true! $serialize_state_serialization_too_large
end
def test_strict_entity_serialization args, assert
args.state.player_one = args.state.new_entity(:player, name: "Ryu")
args.state.player_two = args.state.new_entity_strict(:player_strict, name: "Ken")
serialized_state = GTK.serialize_state args.state
assert_hash_strings! assert, serialized_state, '{:entity_id=>1, :entity_keys_by_ref=>{}, :tick_count=>-1, :player_one=>{:entity_id=>3, :entity_name=>:player, :entity_keys_by_ref=>{}, :entity_type=>:player, :created_at=>-1, :global_created_at=>-1, :name=>"Ryu"}, :player_two=>{:entity_id=>5, :entity_name=>:player_strict, :entity_type=>:player_strict, :created_at=>-1, :global_created_at_elapsed=>-1, :entity_strict=>true, :entity_keys_by_ref=>{}, :name=>"Ken"}}'
deserialize_state = GTK.deserialize_state serialized_state
assert.equal! args.state.player_one.name, deserialize_state.player_one.name
assert.true! args.state.player_one.is_a? GTK::OpenEntity
assert.equal! args.state.player_two.name, deserialize_state.player_two.name
assert.true! args.state.player_two.is_a? GTK::StrictEntity
end
def test_strict_entity_serialization_with_nil args, assert
args.state.player_one = args.state.new_entity(:player, name: "Ryu")
args.state.player_two = args.state.new_entity_strict(:player_strict, name: "Ken", blood_type: nil)
serialized_state = GTK.serialize_state args.state
assert_hash_strings! assert, serialized_state, '{:entity_id=>1, :entity_keys_by_ref=>{}, :tick_count=>-1, :player_one=>{:entity_id=>3, :entity_name=>:player, :entity_keys_by_ref=>{}, :entity_type=>:player, :created_at=>-1, :global_created_at=>-1, :name=>"Ryu"}, :player_two=>{:entity_name=>:player_strict, :global_created_at_elapsed=>-1, :created_at=>-1, :blood_type=>nil, :name=>"Ken", :entity_type=>:player_strict, :entity_strict=>true, :entity_keys_by_ref=>{}, :entity_id=>4}}'
deserialized_state = GTK.deserialize_state serialized_state
assert.equal! args.state.player_one.name, deserialized_state.player_one.name
assert.true! args.state.player_one.is_a? GTK::OpenEntity
assert.equal! args.state.player_two.name, deserialized_state.player_two.name
assert.equal! args.state.player_two.blood_type, deserialized_state.player_two.blood_type
assert.equal! deserialized_state.player_two.blood_type, nil
assert.true! args.state.player_two.is_a? GTK::StrictEntity
deserialized_state.player_two.blood_type = :O
assert.equal! deserialized_state.player_two.blood_type, :O
end
def test_multiple_strict_entities args, assert
args.state.player = args.state.new_entity_strict(:player_one, name: "Ryu")
args.state.enemy = args.state.new_entity_strict(:enemy, name: "Bison", other_property: 'extra mean')
serialized_state = GTK.serialize_state args.state
deserialized_state = GTK.deserialize_state serialized_state
assert.equal! deserialized_state.player.name, "Ryu"
assert.equal! deserialized_state.enemy.other_property, "extra mean"
end
def test_by_reference_state args, assert
# TODO
# args.state.a = args.state.new_entity(:person, name: "Jane Doe")
# args.state.b = args.state.a
# assert.equal! args.state.a.object_id, args.state.b.object_id
# serialized_state = GTK.serialize_state args.state
# deserialized_state = GTK.deserialize_state serialized_state
# assert.equal! deserialized_state.a.object_id, deserialized_state.b.object_id
end
def test_by_reference_state_strict_entities args, assert
args.state.strict_entity = args.state.new_entity_strict(:couple) do |e|
e.one = args.state.new_entity_strict(:person, name: "Jane")
e.two = e.one
end
assert.equal! args.state.strict_entity.one, args.state.strict_entity.two
serialized_state = GTK.serialize_state args.state
deserialized_state = GTK.deserialize_state serialized_state
assert.equal! deserialized_state.strict_entity.one, deserialized_state.strict_entity.two
end
def test_serialization_does_not_mix_up_zero_and_true args, assert
args.state.enemy.evil = true
args.state.enemy.hp = 0
serialized = GTK.serialize_state args.state.enemy
deserialized = GTK.deserialize_state serialized
assert.equal! deserialized.hp, 0,
"Value should have been deserialized as 0, but was #{deserialized.hp}"
assert.equal! deserialized.evil, true,
"Value should have been deserialized as true, but was #{deserialized.evil}"
end
Unit Tests - state_serialization_experimental_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/state_serialization_experimental_tests.rb
MAX_CODE_GEN_LENGTH = 50
# NOTE: This is experimental/advanced stuff.
def needs_partitioning? target
target[:value].to_s.length > MAX_CODE_GEN_LENGTH
end
def partition target
return [] unless needs_partitioning? target
if target[:value].is_a? GTK::OpenEntity
target[:value] = target[:value].hash
end
results = []
idx = 0
left, right = target[:value].partition do
idx += 1
idx.even?
end
left, right = Hash[left], Hash[right]
left = { value: left }
right = { value: right}
[left, right]
end
def add_partition target, path, aggregate, final_result
partitions = partition target
partitions.each do |part|
if needs_partitioning? part
if part[:value].keys.length == 1
first_key = part[:value].keys[0]
new_part = { value: part[:value][first_key] }
path.push first_key
add_partition new_part, path, aggregate, final_result
path.pop
else
add_partition part, path, aggregate, final_result
end
else
final_result << { value: { __path__: [*path] } }
final_result << { value: part[:value] }
end
end
end
def state_to_string state
parts_queue = []
final_queue = []
add_partition({ value: state.hash },
[],
parts_queue,
final_queue)
final_queue.reject {|i| i[:value].keys.length == 0}.map do |i|
i[:value].to_s
end.join("\n#==================================================#\n")
end
def state_from_string string
Kernel.eval("$load_data = {}")
lines = string.split("\n#==================================================#\n")
lines.each do |l|
puts "todo: #{l}"
end
GTK::OpenEntity.parse_from_hash $load_data
end
def test_save_and_load args, assert
args.state.item_1.name = "Jane"
string = state_to_string args.state
state = state_from_string string
assert.equal! args.state.item_1.name, state.item_1.name
end
def test_save_and_load_big args, assert
size = 1000
size.map_with_index do |i|
args.state.send("k#{i}=".to_sym, i)
end
string = state_to_string args.state
state = state_from_string string
size.map_with_index do |i|
assert.equal! args.state.send("k#{i}".to_sym), state.send("k#{i}".to_sym)
assert.equal! args.state.send("k#{i}".to_sym), i
assert.equal! state.send("k#{i}".to_sym), i
end
end
def test_save_and_load_big_nested args, assert
args.state.player_one.friend.nested_hash.k0 = 0
args.state.player_one.friend.nested_hash.k1 = 1
args.state.player_one.friend.nested_hash.k2 = 2
args.state.player_one.friend.nested_hash.k3 = 3
args.state.player_one.friend.nested_hash.k4 = 4
args.state.player_one.friend.nested_hash.k5 = 5
args.state.player_one.friend.nested_hash.k6 = 6
args.state.player_one.friend.nested_hash.k7 = 7
args.state.player_one.friend.nested_hash.k8 = 8
args.state.player_one.friend.nested_hash.k9 = 9
string = state_to_string args.state
state = state_from_string string
end
Unit Tests - string_split_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/string_split_tests.rb
def assert_string_split args, assert, entry
desc = []
desc << ""
desc << "* Desc"
desc << " contents: #{entry.contents.inspect}"
if entry.key?(:sep)
desc << " sep: #{entry.sep.inspect}"
else
desc << " sep: not given"
end
if entry.key?(:limit)
desc << " limit: #{entry.limit.inspect}"
else
desc << " limit: not given"
end
desc << "* Results"
if entry.key?(:sep) && entry.key?(:limit)
expected = entry.contents.__original_split__(entry.sep, entry.limit)
actual = String.split(entry.contents, entry.sep, entry.limit)
desc << " String#split: #{expected}"
desc << " String::split: #{actual}"
assert.equal! expected, actual, desc.join("\n")
elsif entry.key?(:sep)
expected = entry.contents.__original_split__(entry.sep)
actual = String.split(entry.contents, entry.sep)
desc << " String#split: #{expected}"
desc << " String::split: #{actual}"
assert.equal! expected, actual, desc.join("\n")
else
expected = entry.contents.__original_split__
actual = String.split(entry.contents)
desc << " String#split: #{expected}"
desc << " String::split: #{actual}"
assert.equal! expected, actual, desc.join("\n")
end
end
def test_string_split_empty_entries args, assert
[
{
contents: ",",
sep: ","
},
{
contents: ",,,,,a",
sep: ","
},
{
contents: ",a",
sep: ","
},
{
contents: ",aaaa",
sep: ","
},
{
contents: ",a",
sep: ",",
limit: 2
},
{
contents: "aaa,",
sep: ",",
limit: 1
},
{
contents: ",,,,",
sep: ","
},
{
contents: "a,,b",
sep: ",",
limit: 2
},
{
contents: ",a",
sep: ",",
limit: 2
},
{
contents: "a,",
sep: ",",
limit: 1
},
{
contents: "a,,,",
sep: ",",
limit: 2
},
{
contents: ",,,,",
sep: ",",
limit: 2
},
].each do |h|
assert_string_split args, assert, h
end
end
def test_string_split args, assert
[
{
contents: "Hello Beautiful World",
},
{
contents: "one,two,three",
sep: ","
},
{
contents: "Hello Beautiful World",
sep: " ",
limit: 2
},
{
contents: "one,,three",
sep: ","
},
{
contents: "hello",
sep: ""
},
{
contents: "1,2,3,4,5",
sep: ",",
limit: 3
},
{
contents: "1,2,3,4,5",
sep: ",",
limit: 1
},
{
contents: "1,2,3,4,5",
sep: ",",
limit: 0
},
{
contents: "1,2,3,4,5",
sep: ",",
limit: -1
},
{
contents: "",
sep: ","
},
{
contents: "846,360,25,50,orange,1,sprites/bricks/orange_brick.png,v",
sep: ","
},
{
contents: "hello",
},
{
contents: "hello",
sep: ","
},
{
contents: "hello",
sep: ""
},
{
contents: "a,,b",
sep: ","
},
{
contents: "a,",
sep: ","
},
{
contents: "aaa,",
sep: ",",
limit: 2
},
{
contents: "aaa,",
sep: ",",
limit: 0
},
{
contents: "",
sep: ",",
limit: 2
},
{
contents: "846,360,25,50,orange,1,sprites/bricks/orange_brick.png,v",
sep: ",",
limit: 2
},
{
contents: "hello",
sep: ",",
limit: 2
},
{
contents: "hello",
sep: "",
limit: 2
},
{
contents: "aa",
sep: "",
limit: 2
},
{
contents: ",",
sep: ",",
limit: 0
},
{
contents: ",",
sep: ",",
limit: 1
},
{
contents: ",",
sep: ",",
limit: 2
},
{
contents: ",",
sep: ",",
limit: 3
},
].each do |h|
assert_string_split args, assert, h
end
end
def test_string_split_benchmark args, assert
contents = "846,360,25,50,orange,1,sprites/bricks/orange_brick.png,v"
GTK.benchmark seconds: 1, # number of seconds to run each experiment
# label for experiment
split: -> () {
# experiment body
contents.split ","
},
# label for experiment
split_new: -> () {
# experiment body
String.split(contents, ",")
}
assert.ok!
end
Unit Tests - suggest_autocompletion_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/suggest_autocompletion_tests.rb
def default_suggest_autocompletion args
{
index: 4,
text: "args.",
__meta__: {
other_options: [
{
index: Fixnum,
file: "app/main.rb"
}
]
}
}
end
def assert_completion source, *expected
results = suggest_autocompletion text: (source.strip.gsub ":cursor", ""),
index: (source.strip.index ":cursor")
puts results
end
def test_args_completion args, assert
GTK.write_file_root "autocomplete.txt", (GTK.suggest_autocompletion text: <<-S, index: 128).join("\n")
require 'app/game.rb'
def tick args
GTK.suppress_mailbox = false
$game ||= Game.new
$game.args = args
$game.args.
$game.tick
end
S
puts "contents:"
puts (GTK.read_file "autocomplete.txt")
end
Http link
Retrieve Images - main.rb link
# ./samples/11_http/01_retrieve_images/app/main.rb
GTK.register_cvar 'app.warn_seconds', "seconds to wait before starting", :uint, 6
def tick args
args.outputs.background_color = [0, 0, 0]
args.state.download_debounce ||= 0 # start immediately, reset to non zero later.
args.state.photos ||= []
if args.state.photos.length > 300
args.state.photos.pop_front
end
# Show a warning at the start.
args.state.warning_debounce ||= args.cvars['app.warn_seconds'].value * 60
if args.state.warning_debounce > 0
args.state.warning_debounce -= 1
args.outputs.labels << { x: 640, y: 600, text: "This app shows random images from the Internet.", size_enum: 10, alignment_enum: 1, r: 255, g: 255, b: 255 }
args.outputs.labels << { x: 640, y: 500, text: "Quit in the next few seconds if this is a problem.", size_enum: 10, alignment_enum: 1, r: 255, g: 255, b: 255 }
args.outputs.labels << { x: 640, y: 350, text: "#{(args.state.warning_debounce / 60.0).to_i}", size_enum: 10, alignment_enum: 1, r: 255, g: 255, b: 255 }
return
end
# Put a little pause between each download.
if args.state.download.nil?
if args.state.download_debounce > 0
args.state.download_debounce -= 1
else
args.state.download = GTK.http_get 'https://picsum.photos/200/300.jpg'
end
end
if !args.state.download.nil?
if args.state.download[:complete]
if args.state.download[:http_response_code] == 200
fname = "sprites/#{args.state.photos.length}.jpg"
GTK.write_file fname, args.state.download[:response_data]
args.state.photos << { x: Numeric.rand(100..1180),
y: Numeric.rand(150..570),
path: fname,
angle: Numeric.rand(-40..40) }
end
args.state.download = nil
args.state.download_debounce = Numeric.rand(30..90)
end
end
# draw any downloaded photos...
args.state.photos.each { |i|
args.outputs.primitives << { x: i.x, y: i.y, w: 200, h: 300, path: i.path, angle: i.angle, anchor_x: 0.5, anchor_y: 0.5 }
}
# Draw a download progress bar...
args.outputs.primitives << { x: 0, y: 0, w: 1280, h: 30, r: 0, g: 0, b: 0, a: 255, path: :solid }
if !args.state.download.nil?
br = args.state.download[:response_read]
total = args.state.download[:response_total]
if total != 0
pct = br.to_f / total.to_f
args.outputs.primitives << { x: 0, y: 0, w: 1280 * pct, h: 30, r: 0, g: 0, b: 255, a: 255, path: :solid }
end
end
end
In Game Web Server Http Get - main.rb link
# ./samples/11_http/02_in_game_web_server_http_get/app/main.rb
def tick args
args.state.reqnum ||= 0
# by default the embedded webserver is disabled in a production build
# to enable the http server in a production build you need to:
# - update metadata/cvars.txt
# - manually start the server up with enable_in_prod set to true:
GTK.start_server! port: 3000, enable_in_prod: true
args.outputs.background_color = [0, 0, 0]
args.outputs.labels << { x: 640,
y: 360,
text: "Point your web browser at http://localhost:#{args.state.port}/",
size_px: 30,
anchor_x: 0.5,
anchor_y: 0.5 }
args.outputs.labels << { x: 640,
y: 360,
text: "See metadata/cvars.txt for webserer configuration requirements.",
size_px: 30,
anchor_x: 0.5,
anchor_y: 1.5 }
if Kernel.tick_count == 1
GTK.openurl "http://localhost:3000"
end
args.inputs.http_requests.each { |req|
puts("METHOD: #{req.method}");
puts("URI: #{req.uri}");
puts("HEADERS:");
req.headers.each { |k,v| puts(" #{k}: #{v}") }
if (req.uri == '/')
# headers and body can be nil if you don't care about them.
# If you don't set the Content-Type, it will default to
# "text/html; charset=utf-8".
# Don't set Content-Length; we'll ignore it and calculate it for you
args.state.reqnum += 1
req.respond 200, "<html><head><title>hello</title></head><body><h1>This #{req.method} was request number #{args.state.reqnum}!</h1></body></html>\n", { 'X-DRGTK-header' => 'Powered by DragonRuby!' }
else
req.reject
end
}
end
In Game Web Server Http Post - main.rb link
# ./samples/11_http/03_in_game_web_server_http_post/app/main.rb
def tick args
# by default the embedded webserver is disabled in a production build
# to enable the http server in a production build you need to:
# - update metadata/cvars.txt
# - manually start the server up with enable_in_prod set to true:
GTK.start_server! port: $cvars["webserver.port"].value, enable_in_prod: true
# defaults
args.state.post_button = Layout.rect(row: 0, col: 0, w: 5, h: 1).merge(text: "execute http_post")
args.state.post_body_button = Layout.rect(row: 1, col: 0, w: 5, h: 1).merge(text: "execute http_post_body")
args.state.request_to_s ||= ""
args.state.request_body ||= ""
# render
args.state.post_button.yield_self do |b|
args.outputs.borders << b
args.outputs.labels << b.merge(text: b.text,
y: b.y + 30,
x: b.x + 10)
end
args.state.post_body_button.yield_self do |b|
args.outputs.borders << b
args.outputs.labels << b.merge(text: b.text,
y: b.y + 30,
x: b.x + 10)
end
draw_label args, 0, 6, "Request:", args.state.request_to_s
draw_label args, 0, 14, "Request Body Unaltered:", args.state.request_body
# input
if args.inputs.mouse.click
# ============= HTTP_POST =============
if (args.inputs.mouse.inside_rect? args.state.post_button)
# ========= DATA TO SEND ===========
form_fields = { "userId" => "#{Time.now.to_i}" }
# ==================================
GTK.http_post "http://localhost:9001/testing",
form_fields,
["Content-Type: application/x-www-form-urlencoded"]
GTK.notify! "http_post"
end
# ============= HTTP_POST_BODY =============
if (args.inputs.mouse.inside_rect? args.state.post_body_button)
# =========== DATA TO SEND ==============
json = "{ \"userId\": \"#{Time.now.to_i}\"}"
# ==================================
GTK.http_post_body "http://localhost:9001/testing",
json,
["Content-Type: application/json", "Content-Length: #{json.length}"]
GTK.notify! "http_post_body"
end
end
# calc
args.inputs.http_requests.each do |r|
puts "#{r}"
if r.uri == "/testing"
puts r
args.state.request_to_s = "#{r}"
args.state.request_body = r.raw_body
r.respond 200, "ok"
end
end
end
def draw_label args, row, col, header, text
label_pos = Layout.rect(row: row, col: col, w: 0, h: 0)
args.outputs.labels << "#{header}\n\n#{text}".wrapped_lines(80).map_with_index do |l, i|
{ x: label_pos.x, y: label_pos.y - (i * 15), text: l, size_enum: -2 }
end
end
C Extensions link
Basics - main.rb link
# ./samples/12_c_extensions/01_basics/app/main.rb
GTK.ffi_misc.gtk_dlopen("ext")
include FFI::CExt
def tick args
args.outputs.labels << [640, 500, "mouse.x = #{args.mouse.x.to_i}", 5, 1]
args.outputs.labels << [640, 460, "square(mouse.x) = #{square(args.mouse.x.to_i)}", 5, 1]
args.outputs.labels << [640, 420, "mouse.y = #{args.mouse.y.to_i}", 5, 1]
args.outputs.labels << [640, 380, "square(mouse.y) = #{square(args.mouse.y.to_i)}", 5, 1]
end
Intermediate - main.rb link
# ./samples/12_c_extensions/02_intermediate/app/main.rb
GTK.ffi_misc.gtk_dlopen("ext")
include FFI::RE
def split_words(input)
words = []
last = IntPointer.new
re = re_compile("\\w+")
first = re_matchp(re, input, last)
while first != -1
words << input.slice(first, last.value)
input = input.slice(last.value + first, input.length)
first = re_matchp(re, input, last)
end
words
end
def tick args
args.outputs.labels << [640, 500, split_words("hello, dragonriders!").join(' '), 5, 1]
end
Native Pixel Arrays - main.rb link
# ./samples/12_c_extensions/03_native_pixel_arrays/app/main.rb
GTK.ffi_misc.gtk_dlopen("ext")
include FFI::CExt
def tick args
args.state.rotation ||= 0
update_scanner_texture # this calls into a C extension!
# New/changed pixel arrays get uploaded to the GPU before we render
# anything. At that point, they can be scaled, rotated, and otherwise
# used like any other sprite.
w = 100
h = 100
x = (1280 - w) / 2
y = (720 - h) / 2
args.outputs.background_color = [64, 0, 128]
args.outputs.primitives << [x, y, w, h, :scanner, args.state.rotation].sprite
args.state.rotation += 1
args.outputs.primitives << GTK.current_framerate_primitives
end
Handcrafted Extension - main.rb link
# ./samples/12_c_extensions/04_handcrafted_extension/app/main.rb
GTK.ffi_misc.gtk_dlopen("ext")
include FFI::CExt
puts Adder.new.add_all(1, 2, 3, [4, 5, 6.0])
def tick args
end
Handcrafted Extension Advanced - main.rb link
# ./samples/12_c_extensions/04_handcrafted_extension_advanced/app/main.rb
def build_c_extension
v = Time.now.to_i
GTK.exec("cd ./mygame && (env SUFFIX=#{v} sh ./pre.sh 2>&1 | tee ./build-results.txt)")
build_output = GTK.read_file("build-results.txt")
{
dll_name: "ext_#{v}",
build_output: build_output
}
end
def tick args
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
results = build_c_extension
dll = results.dll_name
GTK.dlopen(dll)
puts ""
puts ""
puts "========================================================="
puts "* INFO: Static Sprites, Classes, Draw Override"
puts "* INFO: Please specify the number of sprites to render."
GTK.console.set_command "reset_with count: 100"
end
args.state.star_count ||= 0
# init
if Kernel.tick_count == 0
args.state.stars = args.state.star_count.map { |i| Star.new }
args.outputs.static_sprites << args.state.stars
end
# render framerate
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << GTK.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
GTK.reset
GTK.args.state.star_count = count
end
GTK.reset
Ios main.rb link
# ./samples/12_c_extensions/05_ios_c_extensions/app/main.rb
# NOTE: This is assumed to be executed with mygame as the root directory
# you'll need to copy this code over there to try it out.
# Steps:
# 1. Create ext.h and ext.m
# 2. Create Info.plist file
# 3. Add before_create_payload to IOSWizard (which does the following):
# a. run ./dragonruby-bind against C Extension and update implementation file
# b. create output location for iOS Framework
# c. compile C extension into Framework
# d. copy framework to Payload directory and Sign
# 4. Run $wizards.ios.start env: (:prod|:dev|:hotload) to create ipa
# 5. Invoke GTK.dlopen giving the name of the C Extensions (~1s to load).
# 6. Invoke methods as needed.
# ===================================================
# before_create_payload iOS Wizard
# ===================================================
class IOSWizard < Wizard
def before_create_payload
puts "* INFO - before_create_payload"
# invoke ./dragonruby-bind
sh "./dragonruby-bind --output=mygame/ext-bind.m mygame/ext.h"
# update generated implementation file
contents = GTK.read_file "ext-bind.m"
contents = contents.gsub("#include \"mygame/ext.h\"", "#include \"mygame/ext.h\"\n#include \"mygame/ext.m\"")
puts contents
GTK.write_file "ext-bind.m", contents
# create output location
sh "rm -rf ./mygame/native/ios-device/ext.framework"
sh "mkdir -p ./mygame/native/ios-device/ext.framework"
# compile C extension into framework
sh <<-S
clang -I. -I./mruby/include -I./include -o "./mygame/native/ios-device/ext.framework/ext" \\
-arch arm64 -dynamiclib -isysroot "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk" \\
-install_name @rpath/ext.framework/ext \\
-fembed-bitcode -Xlinker -rpath -Xlinker @loader_path/Frameworks -dead_strip -Xlinker -rpath -fobjc-arc -fobjc-link-runtime \\
-F/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/System/Library/Frameworks \\
-miphoneos-version-min=10.3 -Wl,-no_pie -licucore -stdlib=libc++ \\
-framework CFNetwork -framework UIKit -framework Foundation \\
./mygame/ext-bind.m
S
# stage extension
sh "cp ./mygame/native/ios-device/Info.plist ./mygame/native/ios-device/ext.framework/Info.plist"
sh "mkdir -p \"#{app_path}/Frameworks/ext.framework/\""
sh "cp -r \"#{root_folder}/native/ios-device/ext.framework/\" \"#{app_path}/Frameworks/ext.framework/\""
# sign
sh <<-S
CODESIGN_ALLOCATE=#{codesign_allocate_path} #{codesign_path} \\
-f -s \"#{certificate_name}\" \\
\"#{app_path}/Frameworks/ext.framework/ext\"
S
end
end
def tick args
if Kernel.tick_count == 60 && GTK.platform?(:ios)
GTK.dlopen 'ext'
include FFI::CExt
puts "the results of hello world are:"
puts hello_world()
GTK.console.show
end
end
Handcrafted Mac Extension - main.rb link
# ./samples/12_c_extensions/06_handcrafted_mac_extension/app/main.rb
def boot args
GTK.dlopen 'ext'
end
def tick args
if Kernel.tick_count == 0
hello = Hello.new
puts hello.get_message("John Doe")
bye = Bye.new
puts bye.get_message("John Doe")
end
end
Handcrafted Steam Extensions - main.rb link
# ./samples/12_c_extensions/07_handcrafted_steam_extensions/app/main.rb
def boot args
GTK.dlopen 'ext'
$steam = Steam.new
$steam.init_api
end
def tick args
if Kernel.tick_count == 0
puts "Retrieving user name."
puts $steam.get_user_name
end
end
Handcrafted Android Extension - main.rb link
# ./samples/12_c_extensions/08_handcrafted_android_extension/app/main.rb
def boot args
end
def tick args
if args.inputs.mouse.click && !@dl_opened
GTK.dlopen("ext")
@dl_opened = true
elsif args.inputs.mouse.click
h = UserDefaults.new
args.state.user_defaults_exist = true
end
if !args.state.user_defaults_exist
args.outputs.labels << { x: 640, y: 360, text: "click to verify C extension", anchor_x: 0.5, anchor_y: 0.5 }
else
args.outputs.labels << { x: 640, y: 360, text: "C extension successfully created", anchor_x: 0.5, anchor_y: 0.5 }
end
end
Handcrafted Threads - main.rb link
# ./samples/12_c_extensions/09_handcrafted_threads/app/main.rb
def boot args
GTK.dlopen "ext"
end
def tick args
args.state.mode ||= :stopped
if args.inputs.keyboard.key_down.enter
if args.state.mode == :stopped
args.state.mode = :running
Worker.start_printing
else
args.state.mode = :stopped
Worker.stop_printing
end
end
args.outputs.labels << {
x: 640,
y: 680,
text: "Press Enter to start/stop printing",
anchor_x: 0.5,
anchor_y: 0.5,
}
args.outputs.labels << {
x: 640,
y: 360,
text: "Printing is #{args.state.mode}",
anchor_x: 0.5,
anchor_y: 0.5,
}
end
Path Finding Algorithms link
Breadth First Search - main.rb link
# ./samples/13_path_finding_algorithms/01_breadth_first_search/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# A visual demonstration of a breadth first search
# Inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# An animation that can respond to user input in real time
# A breadth first search expands in all directions one step at a time
# The frontier is a queue of cells to be expanded from
# The visited hash allows quick lookups of cells that have been expanded from
# The walls hash allows quick lookup of whether a cell is a wall
# The breadth first search starts by adding the red star to the frontier array
# and marking it as visited
# Each step a cell is removed from the front of the frontier array (queue)
# Unless the neighbor is a wall or visited, it is added to the frontier array
# The neighbor is then marked as visited
# The frontier is blue
# Visited cells are light brown
# Walls are camo green
# Even when walls are visited, they will maintain their wall color
# The star can be moved by clicking and dragging
# Walls can be added and removed by clicking and dragging
class BreadthFirstSearch
attr_gtk
def initialize(args)
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
args.state.grid.width = 30
args.state.grid.height = 15
args.state.grid.cell_size = 40
# Stores which step of the animation is being rendered
# When the user moves the star or messes with the walls,
# the breadth first search is recalculated up to this step
args.state.anim_steps = 0
# At some step the animation will end,
# and further steps won't change anything (the whole grid will be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
args.state.max_steps = args.state.grid.width * args.state.grid.height
# Whether the animation should play or not
# If true, every tick moves anim_steps forward one
# Pressing the stepwise animation buttons will pause the animation
args.state.play = true
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
args.state.star = [0, 0]
args.state.walls = {
[3, 3] => true,
[3, 4] => true,
[3, 5] => true,
[3, 6] => true,
[3, 7] => true,
[3, 8] => true,
[3, 9] => true,
[3, 10] => true,
[3, 11] => true,
[4, 3] => true,
[4, 4] => true,
[4, 5] => true,
[4, 6] => true,
[4, 7] => true,
[4, 8] => true,
[4, 9] => true,
[4, 10] => true,
[4, 11] => true,
[13, 0] => true,
[13, 1] => true,
[13, 2] => true,
[13, 3] => true,
[13, 4] => true,
[13, 5] => true,
[13, 6] => true,
[13, 7] => true,
[13, 8] => true,
[13, 9] => true,
[13, 10] => true,
[14, 0] => true,
[14, 1] => true,
[14, 2] => true,
[14, 3] => true,
[14, 4] => true,
[14, 5] => true,
[14, 6] => true,
[14, 7] => true,
[14, 8] => true,
[14, 9] => true,
[14, 10] => true,
[21, 8] => true,
[21, 9] => true,
[21, 10] => true,
[21, 11] => true,
[21, 12] => true,
[21, 13] => true,
[21, 14] => true,
[22, 8] => true,
[22, 9] => true,
[22, 10] => true,
[22, 11] => true,
[22, 12] => true,
[22, 13] => true,
[22, 14] => true,
[23, 8] => true,
[23, 9] => true,
[24, 8] => true,
[24, 9] => true,
[25, 8] => true,
[25, 9] => true,
}
# Variables that are used by the breadth first search
# Storing cells that the search has visited, prevents unnecessary steps
# Expanding the frontier of the search in order makes the search expand
# from the center outward
args.state.visited = {}
args.state.frontier = []
# What the user is currently editing on the grid
# Possible values are: :none, :slider, :star, :remove_wall, :add_wall
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
args.state.click_and_drag = :none
# Store the rects of the buttons that control the animation
# They are here for user customization
# Editing these might require recentering the text inside them
# Those values can be found in the render_button methods
args.state.buttons.left = { x: 450, y: 600, w: 50, h: 50 }
args.state.buttons.center = { x: 500, y: 600, w: 200, h: 50 }
args.state.buttons.right = { x: 700, y: 600, w: 50, h: 50 }
# The variables below are related to the slider
# They allow the user to customize them
# They also give a central location for the render and input methods to get
# information from
# x & y are the coordinates of the leftmost part of the slider line
args.state.slider.x = 400
args.state.slider.y = 675
# This is the width of the line
args.state.slider.w = 360
# This is the offset for the circle
# Allows the center of the circle to be on the line,
# as opposed to the upper right corner
args.state.slider.offset = 20
# This is the spacing between each of the notches on the slider
# Notches are places where the circle can rest on the slider line
# There needs to be a notch for each step before the maximum number of steps
args.state.slider.spacing = args.state.slider.w.to_f / args.state.max_steps.to_f
end
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
# The next step in the search is calculated
def tick
render
input
# If animation is playing, and max steps have not been reached
# Move the search a step forward
if state.play && state.anim_steps < state.max_steps
# Variable that tells the program what step to recalculate up to
state.anim_steps += 1
calc
end
end
# Draws everything onto the screen
def render
render_buttons
render_slider
render_background
render_visited
render_frontier
render_walls
render_star
end
# The methods below subdivide the task of drawing everything to the screen
# Draws the buttons that control the animation step and state
def render_buttons
render_left_button
render_center_button
render_right_button
end
# Draws the button which steps the search backward
# Shows the user where to click to move the search backward
def render_left_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << buttons.left.merge(gray)
outputs.borders << buttons.left
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.left[:x] + 20
label_y = buttons.left[:y] + 35
outputs.labels << { x: label_x, y: label_y, text: '<' }
end
def render_center_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << buttons.center.merge(gray)
outputs.borders << buttons.center
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.center[:x] + 37
label_y = buttons.center[:y] + 35
label_text = state.play ? "Pause Animation" : "Play Animation"
outputs.labels << { x: label_x, y: label_y, text: label_text }
end
def render_right_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << buttons.right.merge(gray)
outputs.borders << buttons.right
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
label_x = buttons.right[:x] + 20
label_y = buttons.right[:y] + 35
outputs.labels << { x: label_x, y: label_y, text: ">" }
end
# Draws the slider so the user can move it and see the progress of the search
def render_slider
# Using a solid instead of a line, hides the line under the circle of the slider
# Draws the line
outputs.solids << {
x: slider.x,
y: slider.y,
w: slider.w,
h: 2
}
# The circle needs to be offset so that the center of the circle
# overlaps the line instead of the upper right corner of the circle
# The circle's x value is also moved based on the current seach step
circle_x = (slider.x - slider.offset) + (state.anim_steps * slider.spacing)
circle_y = (slider.y - slider.offset)
outputs.sprites << {
x: circle_x,
y: circle_y,
w: 37,
h: 37,
path: 'circle-white.png'
}
end
# Draws what the grid looks like with nothing on it
def render_background
render_unvisited
render_grid_lines
end
# Draws a rectangle the size of the entire grid to represent unvisited cells
def render_unvisited
rect = { x: 0, y: 0, w: grid.width, h: grid.height }
rect = rect.transform_values { |v| v * grid.cell_size }
outputs.solids << rect.merge(unvisited_color)
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
outputs.lines << (0..grid.width).map { |x| vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| horizontal_line(y) }
end
# Easy way to draw vertical lines given an index
def vertical_line x
line = { x: x, y: 0, w: 0, h: grid.height }
line.transform_values { |v| v * grid.cell_size }
end
# Easy way to draw horizontal lines given an index
def horizontal_line y
line = { x: 0, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Draws the area that is going to be searched from
# The frontier is the most outward parts of the search
def render_frontier
outputs.solids << state.frontier.map do |cell|
render_cell cell, frontier_color
end
end
# Draws the walls
def render_walls
outputs.solids << state.walls.map do |wall|
render_cell wall, wall_color
end
end
# Renders cells that have been searched in the appropriate color
def render_visited
outputs.solids << state.visited.map do |cell|
render_cell cell, visited_color
end
end
# Renders the star
def render_star
outputs.sprites << render_cell(state.star, { path: 'star.png' })
end
def render_cell cell, attrs
{
x: cell.x * grid.cell_size,
y: cell.y * grid.cell_size,
w: grid.cell_size,
h: grid.cell_size
}.merge attrs
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
def scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# If cell is just an x and y coordinate
if cell.size == 2
# Add a width and height of 1
cell << 1
cell << 1
end
# Scale all the values up
cell.map! { |value| value * grid.cell_size }
# Returns the scaled up cell
cell
end
# This method processes user input every tick
# This method allows the user to use the buttons, slider, and edit the grid
# There are 2 types of input:
# Button Input
# Click and Drag Input
#
# Button Input is used for the backward step and forward step buttons
# Input is detected by mouse up within the bounds of the rect
#
# Click and Drag Input is used for moving the star, adding walls,
# removing walls, and the slider
#
# When the mouse is down on the star, the click_and_drag variable is set to :star
# While click_and_drag equals :star, the cursor's position is used to calculate the
# appropriate drag behavior
#
# When the mouse goes up click_and_drag is set to :none
#
# A variable has to be used because the star has to continue being edited even
# when the cursor is no longer over the star
#
# Similar things occur for the other Click and Drag inputs
def input
# Checks whether any of the buttons are being clicked
input_buttons
# The detection and processing of click and drag inputs are separate
# The program has to remember that the user is dragging an object
# even when the mouse is no longer over that object
detect_click_and_drag
process_click_and_drag
end
# Detects and Process input for each button
def input_buttons
input_left_button
input_center_button
input_next_step_button
end
# Checks if the previous step button is clicked
# If it is, it pauses the animation and moves the search one step backward
def input_left_button
if left_button_clicked?
state.play = false
state.anim_steps -= 1
recalculate
end
end
# Controls the play/pause button
# Inverses whether the animation is playing or not when clicked
def input_center_button
if center_button_clicked? or inputs.keyboard.key_down.space
state.play = !state.play
end
end
# Checks if the next step button is clicked
# If it is, it pauses the animation and moves the search one step forward
def input_next_step_button
if right_button_clicked?
state.play = false
state.anim_steps += 1
calc
end
end
# Determines what the user is editing and stores the value
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def detect_click_and_drag
if inputs.mouse.up
state.click_and_drag = :none
elsif star_clicked?
state.click_and_drag = :star
elsif wall_clicked?
state.click_and_drag = :remove_wall
elsif grid_clicked?
state.click_and_drag = :add_wall
elsif slider_clicked?
state.click_and_drag = :slider
end
end
# Processes click and drag based on what the user is currently dragging
def process_click_and_drag
if state.click_and_drag == :star
input_star
elsif state.click_and_drag == :remove_wall
input_remove_wall
elsif state.click_and_drag == :add_wall
input_add_wall
elsif state.click_and_drag == :slider
input_slider
end
end
# Moves the star to the grid closest to the mouse
# Only recalculates the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star
old_star = state.star.clone
state.star = cell_closest_to_mouse
unless old_star == state.star
recalculate
end
end
# Removes walls that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid?
if state.walls.key?(cell_closest_to_mouse)
state.walls.delete(cell_closest_to_mouse)
recalculate
end
end
end
# Adds walls at cells under the cursor
def input_add_wall
if mouse_inside_grid?
unless state.walls.key?(cell_closest_to_mouse)
state.walls[cell_closest_to_mouse] = true
recalculate
end
end
end
# This method is called when the user is editing the slider
# It pauses the animation and moves the white circle to the closest integer point
# on the slider
# Changes the step of the search to be animated
def input_slider
state.play = false
mouse_x = inputs.mouse.point.x
# Bounds the mouse_x to the closest x value on the slider line
mouse_x = slider.x if mouse_x < slider.x
mouse_x = slider.x + slider.w if mouse_x > slider.x + slider.w
# Sets the current search step to the one represented by the mouse x value
# The slider's circle moves due to the render_slider method using anim_steps
state.anim_steps = ((mouse_x - slider.x) / slider.spacing).to_i
recalculate
end
# Whenever the user edits the grid,
# The search has to be recalculated upto the current step
# with the current grid as the initial state of the grid
def recalculate
# Resets the search
state.frontier = []
state.visited = {}
# Moves the animation forward one step at a time
state.anim_steps.times { calc }
end
# This method moves the search forward one step
# When the animation is playing it is called every tick
# And called whenever the current step of the animation needs to be recalculated
# Moves the search forward one step
# Parameter called_from_tick is true if it is called from the tick method
# It is false when the search is being recalculated after user editing the grid
def calc
# The setup to the search
# Runs once when the there is no frontier or visited cells
if state.frontier.empty? && state.visited.empty?
state.frontier << state.star
state.visited[state.star] = true
end
# A step in the search
unless state.frontier.empty?
# Takes the next frontier cell
new_frontier = state.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless state.visited.key?(neighbor) || state.walls.key?(neighbor)
# Add them to the frontier and mark them as visited
state.frontier << neighbor
state.visited[neighbor] = true
end
end
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
neighbors << [cell.x, cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y] unless cell.x == grid.width - 1
neighbors << [cell.x, cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y] unless cell.x == 0
neighbors
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def cell_closest_to_mouse
# Closest cell to the mouse
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# These methods detect when the buttons are clicked
def left_button_clicked?
inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.left)
end
def center_button_clicked?
inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.center)
end
def right_button_clicked?
inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.right)
end
# Signal that the user is going to be moving the slider
# Is the mouse down on the circle of the slider?
def slider_clicked?
circle_x = (slider.x - slider.offset) + (state.anim_steps * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
inputs.mouse.down && inputs.mouse.point.inside_rect?(circle_rect)
end
# Signal that the user is going to be moving the star
def star_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(state.star))
end
# Signal that the user is going to be removing walls
def wall_clicked?
inputs.mouse.down && mouse_inside_a_wall?
end
# Signal that the user is going to be adding walls
def grid_clicked?
inputs.mouse.down && mouse_inside_grid?
end
# Returns whether the mouse is inside of a wall
# Part of the condition that checks whether the user is removing a wall
def mouse_inside_a_wall?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(scale_up([wall.x, wall.y]))
end
false
end
# Returns whether the mouse is inside of a grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid?
inputs.mouse.point.inside_rect?(scale_up([0, 0, grid.width, grid.height]))
end
# Light brown
def unvisited_color
{ r: 221, g: 212, b: 213 }
end
# Dark Brown
def visited_color
{ r: 204, g: 191, b: 179 }
end
# Blue
def frontier_color
{ r: 103, g: 136, b: 204 }
end
# Camo Green
def wall_color
{ r: 134, g: 134, b: 120 }
end
# Button Background
def gray
{ r: 190, g: 190, b: 190 }
end
# These methods make the code more concise
def grid
state.grid
end
def buttons
state.buttons
end
def slider
state.slider
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
GTK.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$breadth_first_search ||= BreadthFirstSearch.new(args)
$breadth_first_search.args = args
$breadth_first_search.tick
end
def reset
$breadth_first_search = nil
end
Detailed Breadth First Search - main.rb link
# ./samples/13_path_finding_algorithms/02_detailed_breadth_first_search/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# A visual demonstration of a breadth first search
# Inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# An animation that can respond to user input in real time
# A breadth first search expands in all directions one step at a time
# The frontier is a queue of cells to be expanded from
# The visited hash allows quick lookups of cells that have been expanded from
# The walls hash allows quick lookup of whether a cell is a wall
# The breadth first search starts by adding the red star to the frontier array
# and marking it as visited
# Each step a cell is removed from the front of the frontier array (queue)
# Unless the neighbor is a wall or visited, it is added to the frontier array
# The neighbor is then marked as visited
# The frontier is blue
# Visited cells are light brown
# Walls are camo green
# Even when walls are visited, they will maintain their wall color
# This search numbers the order in which new cells are explored
# The next cell from where the search will continue is highlighted yellow
# And the cells that will be considered for expansion are in semi-transparent green
# The star can be moved by clicking and dragging
# Walls can be added and removed by clicking and dragging
class DetailedBreadthFirstSearch
attr_gtk
def initialize(args)
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
args.state.grid.width = 9
args.state.grid.height = 4
args.state.grid.cell_size = 90
# Stores which step of the animation is being rendered
# When the user moves the star or messes with the walls,
# the breadth first search is recalculated up to this step
args.state.anim_steps = 0
# At some step the animation will end,
# and further steps won't change anything (the whole grid will be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
args.state.max_steps = args.state.grid.width * args.state.grid.height
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
args.state.star = [3, 2]
args.state.walls = {}
# Variables that are used by the breadth first search
# Storing cells that the search has visited, prevents unnecessary steps
# Expanding the frontier of the search in order makes the search expand
# from the center outward
args.state.visited = {}
args.state.frontier = []
args.state.cell_numbers = []
# What the user is currently editing on the grid
# Possible values are: :none, :slider, :star, :remove_wall, :add_wall
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
args.state.click_and_drag = :none
# The x, y, w, h values for the buttons
# Allow easy movement of the buttons location
# A centralized location to get values to detect input and draw the buttons
# Editing these values might mean needing to edit the label offsets
# which can be found in the appropriate render button methods
args.state.buttons.left = [450, 600, 160, 50]
args.state.buttons.right = [610, 600, 160, 50]
# The variables below are related to the slider
# They allow the user to customize them
# They also give a central location for the render and input methods to get
# information from
# x & y are the coordinates of the leftmost part of the slider line
args.state.slider.x = 400
args.state.slider.y = 675
# This is the width of the line
args.state.slider.w = 360
# This is the offset for the circle
# Allows the center of the circle to be on the line,
# as opposed to the upper right corner
args.state.slider.offset = 20
# This is the spacing between each of the notches on the slider
# Notches are places where the circle can rest on the slider line
# There needs to be a notch for each step before the maximum number of steps
args.state.slider.spacing = args.state.slider.w.to_f / args.state.max_steps.to_f
end
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
def tick
render
input
end
# This method is called from tick and renders everything every tick
def render
render_buttons
render_slider
render_background
render_visited
render_frontier
render_walls
render_star
render_highlights
render_cell_numbers
end
# The methods below subdivide the task of drawing everything to the screen
# Draws the buttons that move the search backward or forward
# These buttons are rendered so the user knows where to click to move the search
def render_buttons
render_left_button
render_right_button
end
# Renders the button which steps the search backward
# Shows the user where to click to move the search backward
def render_left_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.left, gray]
outputs.borders << [buttons.left]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
label_x = buttons.left.x + 05
label_y = buttons.left.y + 35
outputs.labels << [label_x, label_y, "< Step backward"]
end
# Renders the button which steps the search forward
# Shows the user where to click to move the search forward
def render_right_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.right, gray]
outputs.borders << [buttons.right]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
label_x = buttons.right.x + 10
label_y = buttons.right.y + 35
outputs.labels << [label_x, label_y, "Step forward >"]
end
# Draws the slider so the user can move it and see the progress of the search
def render_slider
# Using primitives hides the line under the white circle of the slider
# Draws the line
outputs.primitives << [slider.x, slider.y, slider.x + slider.w, slider.y].line
# The circle needs to be offset so that the center of the circle
# overlaps the line instead of the upper right corner of the circle
# The circle's x value is also moved based on the current seach step
circle_x = (slider.x - slider.offset) + (state.anim_steps * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
outputs.primitives << [circle_rect, 'circle-white.png'].sprite
end
# Draws what the grid looks like with nothing on it
# Which is a bunch of unvisited cells
# Drawn first so other things can draw on top of it
def render_background
render_unvisited
# The grid lines make the cells appear separate
render_grid_lines
end
# Draws a rectangle the size of the entire grid to represent unvisited cells
# Unvisited cells are the default cell
def render_unvisited
background = [0, 0, grid.width, grid.height]
outputs.solids << scale_up(background).merge(unvisited_color)
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
outputs.lines << (0..grid.width).map do |x|
scale_up(vertical_line(x)).merge(grid_line_color)
end
outputs.lines << (0..grid.height).map do |y|
scale_up(horizontal_line(y)).merge(grid_line_color)
end
end
# Easy way to get a vertical line given an index
def vertical_line column
[column, 0, 0, grid.height]
end
# Easy way to get a horizontal line given an index
def horizontal_line row
[0, row, grid.width, 0]
end
# Draws the area that is going to be searched from
# The frontier is the most outward parts of the search
def render_frontier
state.frontier.each do |cell|
outputs.solids << scale_up(cell).merge(frontier_color)
end
end
# Draws the walls
def render_walls
state.walls.each_key do |wall|
outputs.solids << scale_up(wall).merge(wall_color)
end
end
# Renders cells that have been searched in the appropriate color
def render_visited
state.visited.each_key do |cell|
outputs.solids << scale_up(cell).merge(visited_color)
end
end
# Renders the star
def render_star
outputs.sprites << scale_up(state.star).merge({ path: 'star.png' })
end
# Cells have a number rendered in them based on when they were explored
# This is based off of their index in the cell_numbers array
# Cells are added to this array the same time they are added to the frontier array
def render_cell_numbers
state.cell_numbers.each_with_index do |cell, index|
# Math that approx centers the number in the cell
label_x = (cell.x * grid.cell_size) + grid.cell_size / 2 - 5
label_y = (cell.y * grid.cell_size) + (grid.cell_size / 2) + 5
outputs.labels << [label_x, label_y, (index + 1).to_s]
end
end
# The next frontier to be expanded is highlighted yellow
# Its adjacent non-wall neighbors have their border highlighted green
# This is to show the user how the search expands
def render_highlights
return if state.frontier.empty?
# Highlight the next frontier to be expanded yellow
next_frontier = state.frontier[0]
outputs.solids << scale_up(next_frontier).merge(highlighter_yellow)
# Neighbors have a semi-transparent green layer over them
# Unless the neighbor is a wall
adjacent_neighbors(next_frontier).each do |neighbor|
unless state.walls.key?(neighbor)
outputs.solids << scale_up(neighbor).merge(highlighter_green)
end
end
end
# Cell Size is used when rendering to allow the grid to be scaled up or down
# Cells in the frontier array and visited hash and walls hash are stored as x & y
# Scaling up cells and lines when rendering allows omitting of width and height
def scale_up(cell)
if cell.size == 2
return {
x: cell.x * grid.cell_size,
y: cell.y * grid.cell_size,
w: grid.cell_size,
h: grid.cell_size
}
else
return {
x: cell.x * grid.cell_size,
y: cell.y * grid.cell_size,
w: cell.w * grid.cell_size,
h: cell.h * grid.cell_size
}
end
end
# This method processes user input every tick
# This method allows the user to use the buttons, slider, and edit the grid
# There are 2 types of input:
# Button Input
# Click and Drag Input
#
# Button Input is used for the backward step and forward step buttons
# Input is detected by mouse up within the bounds of the rect
#
# Click and Drag Input is used for moving the star, adding walls,
# removing walls, and the slider
#
# When the mouse is down on the star, the click_and_drag variable is set to :star
# While click_and_drag equals :star, the cursor's position is used to calculate the
# appropriate drag behavior
#
# When the mouse goes up click_and_drag is set to :none
#
# A variable has to be used because the star has to continue being edited even
# when the cursor is no longer over the star
#
# Similar things occur for the other Click and Drag inputs
def input
# Processes inputs for the buttons
input_buttons
# Detects which if any click and drag input is occurring
detect_click_and_drag
# Does the appropriate click and drag input based on the click_and_drag variable
process_click_and_drag
end
# Detects and Process input for each button
def input_buttons
input_left_button
input_right_button
end
# Checks if the previous step button is clicked
# If it is, it pauses the animation and moves the search one step backward
def input_left_button
if left_button_clicked?
unless state.anim_steps == 0
state.anim_steps -= 1
recalculate
end
end
end
# Checks if the next step button is clicked
# If it is, it pauses the animation and moves the search one step forward
def input_right_button
if right_button_clicked?
unless state.anim_steps == state.max_steps
state.anim_steps += 1
# Although normally recalculate would be called here
# because the right button only moves the search forward
# We can just do that
calc
end
end
end
# Whenever the user edits the grid,
# The search has to be recalculated upto the current step
def recalculate
# Resets the search
state.frontier = []
state.visited = {}
state.cell_numbers = []
# Moves the animation forward one step at a time
state.anim_steps.times { calc }
end
# Determines what the user is clicking and planning on dragging
# Click and drag input is initiated by a click on the appropriate item
# and ended by mouse up
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def detect_click_and_drag
if inputs.mouse.up
state.click_and_drag = :none
elsif star_clicked?
state.click_and_drag = :star
elsif wall_clicked?
state.click_and_drag = :remove_wall
elsif grid_clicked?
state.click_and_drag = :add_wall
elsif slider_clicked?
state.click_and_drag = :slider
end
end
# Processes input based on what the user is currently dragging
def process_click_and_drag
if state.click_and_drag == :slider
input_slider
elsif state.click_and_drag == :star
input_star
elsif state.click_and_drag == :remove_wall
input_remove_wall
elsif state.click_and_drag == :add_wall
input_add_wall
end
end
# This method is called when the user is dragging the slider
# It moves the current animation step to the point represented by the slider
def input_slider
mouse_x = inputs.mouse.point.x
# Bounds the mouse_x to the closest x value on the slider line
mouse_x = slider.x if mouse_x < slider.x
mouse_x = slider.x + slider.w if mouse_x > slider.x + slider.w
# Sets the current search step to the one represented by the mouse x value
# The slider's circle moves due to the render_slider method using anim_steps
state.anim_steps = ((mouse_x - slider.x) / slider.spacing).to_i
recalculate
end
# Moves the star to the grid closest to the mouse
# Only recalculates the search if the star changes position
# Called whenever the user is dragging the star
def input_star
old_star = state.star.clone
state.star = cell_closest_to_mouse
unless old_star == state.star
recalculate
end
end
# Removes walls that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid?
if state.walls.key?(cell_closest_to_mouse)
state.walls.delete(cell_closest_to_mouse)
recalculate
end
end
end
# Adds walls at cells under the cursor
def input_add_wall
# Adds a wall to the hash
# We can use the grid closest to mouse, because the cursor is inside the grid
if mouse_inside_grid?
unless state.walls.key?(cell_closest_to_mouse)
state.walls[cell_closest_to_mouse] = true
recalculate
end
end
end
# This method moves the search forward one step
# When the animation is playing it is called every tick
# And called whenever the current step of the animation needs to be recalculated
# Moves the search forward one step
# Parameter called_from_tick is true if it is called from the tick method
# It is false when the search is being recalculated after user editing the grid
def calc
# The setup to the search
# Runs once when the there is no frontier or visited cells
if state.frontier.empty? && state.visited.empty?
state.frontier << state.star
state.visited[state.star] = true
end
# A step in the search
unless state.frontier.empty?
# Takes the next frontier cell
new_frontier = state.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless state.visited.key?(neighbor) || state.walls.key?(neighbor)
# Add them to the frontier and mark them as visited
state.frontier << neighbor
state.visited[neighbor] = true
# Also assign them a frontier number
state.cell_numbers << neighbor
end
end
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors cell
neighbors = []
neighbors << [cell.x, cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y] unless cell.x == grid.width - 1
neighbors << [cell.x, cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y] unless cell.x == 0
neighbors
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the grid closest to the mouse helps with this
def cell_closest_to_mouse
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
[x, y]
end
# These methods detect when the buttons are clicked
def left_button_clicked?
(inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.left)) || inputs.keyboard.key_up.left
end
def right_button_clicked?
(inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.right)) || inputs.keyboard.key_up.right
end
# Signal that the user is going to be moving the slider
def slider_clicked?
circle_x = (slider.x - slider.offset) + (state.anim_steps * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
inputs.mouse.down && inputs.mouse.point.inside_rect?(circle_rect)
end
# Signal that the user is going to be moving the star
def star_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(state.star))
end
# Signal that the user is going to be removing walls
def wall_clicked?
inputs.mouse.down && mouse_inside_a_wall?
end
# Signal that the user is going to be adding walls
def grid_clicked?
inputs.mouse.down && mouse_inside_grid?
end
# Returns whether the mouse is inside of a wall
# Part of the condition that checks whether the user is removing a wall
def mouse_inside_a_wall?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(scale_up(wall))
end
false
end
# Returns whether the mouse is inside of a grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid?
inputs.mouse.point.inside_rect?(scale_up([0, 0, grid.width, grid.height]))
end
# These methods provide handy aliases to colors
# Light brown
def unvisited_color
{ r: 221, g: 212, b: 213 }
end
# Black
def grid_line_color
{ r: 255, g: 255, b: 255 }
end
# Dark Brown
def visited_color
{ r: 204, g: 191, b: 179 }
end
# Blue
def frontier_color
{ r: 103, g: 136, b: 204 }
end
# Camo Green
def wall_color
{ r: 134, g: 134, b: 120 }
end
# Next frontier to be expanded
def highlighter_yellow
{ r: 214, g: 231, b: 125 }
end
# The neighbors of the next frontier to be expanded
def highlighter_green
{ r: 65, g: 191, b: 127, a: 70 }
end
# Button background
def gray
[190, 190, 190]
end
# These methods make the code more concise
def grid
state.grid
end
def buttons
state.buttons
end
def slider
state.slider
end
end
def tick args
# Pressing r resets the program
if args.inputs.keyboard.key_down.r
GTK.reset
reset
return
end
$detailed_breadth_first_search ||= DetailedBreadthFirstSearch.new(args)
$detailed_breadth_first_search.args = args
$detailed_breadth_first_search.tick
end
def reset
$detailed_breadth_first_search = nil
end
Breadcrumbs - main.rb link
# ./samples/13_path_finding_algorithms/03_breadcrumbs/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# This program is inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
class Breadcrumbs
attr_gtk
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
# The next step in the search is calculated
def tick
defaults
# If the grid has not been searched
if search.came_from.empty?
calc
# Calc Path
end
render
input
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 30
grid.height ||= 15
grid.cell_size ||= 40
grid.rect ||= [0, 0, grid.width, grid.height]
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
grid.star ||= [2, 8]
grid.target ||= [10, 5]
grid.walls ||= {
[3, 3] => true,
[3, 4] => true,
[3, 5] => true,
[3, 6] => true,
[3, 7] => true,
[3, 8] => true,
[3, 9] => true,
[3, 10] => true,
[3, 11] => true,
[4, 3] => true,
[4, 4] => true,
[4, 5] => true,
[4, 6] => true,
[4, 7] => true,
[4, 8] => true,
[4, 9] => true,
[4, 10] => true,
[4, 11] => true,
[13, 0] => true,
[13, 1] => true,
[13, 2] => true,
[13, 3] => true,
[13, 4] => true,
[13, 5] => true,
[13, 6] => true,
[13, 7] => true,
[13, 8] => true,
[13, 9] => true,
[13, 10] => true,
[14, 0] => true,
[14, 1] => true,
[14, 2] => true,
[14, 3] => true,
[14, 4] => true,
[14, 5] => true,
[14, 6] => true,
[14, 7] => true,
[14, 8] => true,
[14, 9] => true,
[14, 10] => true,
[21, 8] => true,
[21, 9] => true,
[21, 10] => true,
[21, 11] => true,
[21, 12] => true,
[21, 13] => true,
[21, 14] => true,
[22, 8] => true,
[22, 9] => true,
[22, 10] => true,
[22, 11] => true,
[22, 12] => true,
[22, 13] => true,
[22, 14] => true,
[23, 8] => true,
[23, 9] => true,
[24, 8] => true,
[24, 9] => true,
[25, 8] => true,
[25, 9] => true,
}
# Variables that are used by the breadth first search
# Storing cells that the search has visited, prevents unnecessary steps
# Expanding the frontier of the search in order makes the search expand
# from the center outward
# The cells from which the search is to expand
search.frontier ||= []
# A hash of where each cell was expanded from
# The key is a cell, and the value is the cell it came from
search.came_from ||= {}
# Cells that are part of the path from the target to the star
search.path ||= {}
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.current_input ||= :none
end
def calc
# Setup the search to start from the star
search.frontier << grid.star
search.came_from[grid.star] = nil
# Until there are no more cells to expand from
until search.frontier.empty?
# Takes the next frontier cell
new_frontier = search.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless search.came_from.has_key?(neighbor) || grid.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited in the first grid
# Unless the target has been visited
# Add the neighbor to the frontier and remember which cell it came from
search.frontier << neighbor
search.came_from[neighbor] = new_frontier
end
end
end
end
# Draws everything onto the screen
def render
render_background
# render_heat_map
render_walls
# render_path
# render_labels
render_arrows
render_star
render_target
unless grid.walls.has_key?(grid.target)
render_trail
end
end
def render_trail(current_cell=grid.target)
return if current_cell == grid.star
parent_cell = search.came_from[current_cell]
if current_cell && parent_cell
outputs.lines << [(current_cell.x + 0.5) * grid.cell_size, (current_cell.y + 0.5) * grid.cell_size,
(parent_cell.x + 0.5) * grid.cell_size, (parent_cell.y + 0.5) * grid.cell_size, purple]
end
render_trail(parent_cell)
end
def render_arrows
search.came_from.each do |child, parent|
if parent && child
arrow_cell = [(child.x + parent.x) / 2, (child.y + parent.y) / 2]
if parent.x > child.x # If the parent cell is to the right of the child cell
# Point arrow right
outputs.sprites << scale_up(arrow_cell).merge({ path: 'arrow.png', angle: 0})
elsif parent.x < child.x # If the parent cell is to the right of the child cell
outputs.sprites << scale_up(arrow_cell).merge({ path: 'arrow.png', angle: 180})
elsif parent.y > child.y # If the parent cell is to the right of the child cell
outputs.sprites << scale_up(arrow_cell).merge({ path: 'arrow.png', angle: 90})
elsif parent.y < child.y # If the parent cell is to the right of the child cell
outputs.sprites << scale_up(arrow_cell).merge({ path: 'arrow.png', angle: 270})
end
end
end
end
# The methods below subdivide the task of drawing everything to the screen
# Draws what the grid looks like with nothing on it
def render_background
render_unvisited
render_grid_lines
end
# Draws both grids
def render_unvisited
outputs.solids << scale_up(grid.rect).merge(unvisited_color)
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
outputs.lines << (0..grid.width).map { |x| vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| horizontal_line(y) }
end
# Easy way to draw vertical lines given an index
def vertical_line x
line = { x: x, y: 0, w: 0, h: grid.height }
line.transform_values { |v| v * grid.cell_size }
end
# Easy way to draw horizontal lines given an index
def horizontal_line y
line = { x: 0, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Draws the walls on both grids
def render_walls
outputs.solids << grid.walls.map do |key, value|
scale_up(key).merge(wall_color)
end
end
# Renders the star on both grids
def render_star
outputs.sprites << scale_up(grid.star).merge({ path: 'star.png' })
end
# Renders the target on both grids
def render_target
outputs.sprites << scale_up(grid.target).merge({ path: 'target.png'})
end
# Labels the grids
def render_labels
outputs.labels << [200, 625, "Without early exit"]
end
# Renders the path based off of the search.path hash
def render_path
# If the star and target are disconnected there will only be one path
# The path should not render in that case
unless search.path.size == 1
search.path.each_key do | cell |
# Renders path on both grids
outputs.solids << [scale_up(cell), path_color]
end
end
end
# Calculates the path from the target to the star after the search is over
# Relies on the came_from hash
# Fills the search.path hash, which is later rendered on screen
def calc_path
endpoint = grid.target
while endpoint
search.path[endpoint] = true
endpoint = search.came_from[endpoint]
end
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
def scale_up(cell)
x = cell.x * grid.cell_size
y = cell.y * grid.cell_size
w = cell.w.zero? ? grid.cell_size : cell.w * grid.cell_size
h = cell.h.zero? ? grid.cell_size : cell.h * grid.cell_size
{ x: x, y: y, w: w, h: h }
end
# This method processes user input every tick
# Any method with "1" is related to the first grid
# Any method with "2" is related to the second grid
def input
# The program has to remember that the user is dragging an object
# even when the mouse is no longer over that object
# So detecting input and processing input is separate
# detect_input
# process_input
if inputs.mouse.up
state.current_input = :none
elsif star_clicked?
state.current_input = :star
end
if mouse_inside_grid?
unless grid.target == cell_closest_to_mouse
grid.target = cell_closest_to_mouse
end
if state.current_input == :star
unless grid.star == cell_closest_to_mouse
grid.star = cell_closest_to_mouse
end
end
end
end
# Determines what the user is editing and stores the value
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def detect_input
# When the mouse is up, nothing is being edited
if inputs.mouse.up
state.current_input = :none
# When the star in the no second grid is clicked
elsif star_clicked?
state.current_input = :star
# When the target in the no second grid is clicked
elsif target_clicked?
state.current_input = :target
# When a wall in the first grid is clicked
elsif wall_clicked?
state.current_input = :remove_wall
# When the first grid is clicked
elsif grid_clicked?
state.current_input = :add_wall
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.current_input == :star
input_star
elsif state.current_input == :target
input_target
elsif state.current_input == :remove_wall
input_remove_wall
elsif state.current_input == :add_wall
input_add_wall
end
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star
old_star = grid.star.clone
grid.star = cell_closest_to_mouse
unless old_star == grid.star
reset_search
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target
old_target = grid.target.clone
grid.target = cell_closest_to_mouse
unless old_target == grid.target
reset_search
end
end
# Removes walls in the first grid that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid?
if grid.walls.key?(cell_closest_to_mouse)
grid.walls.delete(cell_closest_to_mouse)
reset_search
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def input_add_wall
if mouse_inside_grid?
unless grid.walls.key?(cell_closest_to_mouse)
grid.walls[cell_closest_to_mouse] = true
reset_search
end
end
end
# Whenever the user edits the grid,
# The search has to be reset_searchd upto the current step
# with the current grid as the initial state of the grid
def reset_search
# Reset_Searchs the search
search.frontier = []
search.came_from = {}
search.path = {}
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x, cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y] unless cell.x == 0
neighbors << [cell.x, cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y] unless cell.x == grid.width - 1
# Sorts the neighbors so the rendered path is a zigzag path
# Cells in a diagonal direction are given priority
# Comment this line to see the difference
neighbors = neighbors.sort_by { |neighbor_x, neighbor_y| proximity_to_star(neighbor_x, neighbor_y) }
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(x, y)
distance_x = (grid.star.x - x).abs
distance_y = (grid.star.y - y).abs
if distance_x > distance_y
return distance_x
else
return distance_y
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# Signal that the user is going to be moving the star from the first grid
def star_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(grid.star))
end
# Signal that the user is going to be moving the target from the first grid
def target_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(grid.target))
end
# Signal that the user is going to be adding walls from the first grid
def grid_clicked?
inputs.mouse.down && mouse_inside_grid?
end
# Returns whether the mouse is inside of the first grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid?
inputs.mouse.point.inside_rect?(scale_up(grid.rect))
end
# These methods provide handy aliases to colors
# Light brown
def unvisited_color
{ r: 221, g: 212, b: 213 }
end
# Camo Green
def wall_color
{ r: 134, g: 134, b: 120 }
end
# Pastel White
def path_color
[231, 230, 228]
end
def red
[255, 0, 0]
end
def purple
[149, 64, 191]
end
# Makes code more concise
def grid
state.grid
end
def search
state.search
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
GTK.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$breadcrumbs ||= Breadcrumbs.new
$breadcrumbs.args = args
$breadcrumbs.tick
end
def reset
$breadcrumbs = nil
end
# # Representation of how far away visited cells are from the star
# # Replaces the render_visited method
# # Visually demonstrates the effectiveness of early exit for pathfinding
# def render_heat_map
# # THIS CODE NEEDS SOME FIXING DUE TO REFACTORING
# search.came_from.each_key do | cell |
# distance = (grid.star.x - visited_cell.x).abs + (state.star.y - visited_cell.y).abs
# max_distance = grid.width + grid.height
# alpha = 255.to_i * distance.to_i / max_distance.to_i
# outputs.solids << [scale_up(visited_cell), red, alpha]
# # outputs.solids << [early_exit_scale_up(visited_cell), red, alpha]
# end
# end
Early Exit - main.rb link
# ./samples/13_path_finding_algorithms/04_early_exit/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# Comparison of a breadth first search with and without early exit
# Inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# Demonstrates the exploration difference caused by early exit
# Also demonstrates how breadth first search is used for path generation
# The left grid is a breadth first search without early exit
# The right grid is a breadth first search with early exit
# The red squares represent how far the search expanded
# The darker the red, the farther the search proceeded
# Comparison of the heat map reveals how much searching can be saved by early exit
# The white path shows path generation via breadth first search
class EarlyExitBreadthFirstSearch
attr_gtk
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
# The next step in the search is calculated
def tick
defaults
# If the grid has not been searched
if state.visited.empty?
# Complete the search
state.max_steps.times { step }
# And calculate the path
calc_path
end
render
input
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 15
grid.height ||= 15
grid.cell_size ||= 40
grid.rect ||= [0, 0, grid.width, grid.height]
# At some step the animation will end,
# and further steps won't change anything (the whole grid.widthill be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
state.max_steps ||= args.state.grid.width * args.state.grid.height
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
state.star ||= [2, 8]
state.target ||= [10, 5]
state.walls ||= {}
# Variables that are used by the breadth first search
# Storing cells that the search has visited, prevents unnecessary steps
# Expanding the frontier of the search in order makes the search expand
# from the center outward
# Visited cells in the first grid
state.visited ||= {}
# Visited cells in the second grid
state.early_exit_visited ||= {}
# The cells from which the search is to expand
state.frontier ||= []
# A hash of where each cell was expanded from
# The key is a cell, and the value is the cell it came from
state.came_from ||= {}
# Cells that are part of the path from the target to the star
state.path ||= {}
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.current_input ||= :none
end
# Draws everything onto the screen
def render
render_background
render_heat_map
render_walls
render_path
render_star
render_target
render_labels
end
# The methods below subdivide the task of drawing everything to the screen
# Draws what the grid looks like with nothing on it
def render_background
render_unvisited
render_grid_lines
end
# Draws both grids
def render_unvisited
outputs.solids << scale_up(grid.rect).merge(unvisited_color)
outputs.solids << early_exit_scale_up(grid.rect).merge(unvisited_color)
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
outputs.lines << (0..grid.width).map { |x| vertical_line(x) }
outputs.lines << (0..grid.width).map { |x| early_exit_vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| horizontal_line(y) }
outputs.lines << (0..grid.height).map { |y| early_exit_horizontal_line(y) }
end
# Easy way to draw vertical lines given an index
def vertical_line x
line = { x: x, y: 0, w: 0, h: grid.height }
line.transform_values { |v| v * grid.cell_size }
end
# Easy way to draw horizontal lines given an index
def horizontal_line y
line = { x: 0, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Easy way to draw vertical lines given an index
def early_exit_vertical_line x
vertical_line(x + grid.width + 1)
end
# Easy way to draw horizontal lines given an index
def early_exit_horizontal_line y
line = { x: grid.width + 1, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Draws the walls on both grids
def render_walls
state.walls.each_key do |wall|
outputs.solids << scale_up(wall).merge(wall_color)
outputs.solids << early_exit_scale_up(wall).merge(wall_color)
end
end
# Renders the star on both grids
def render_star
outputs.sprites << scale_up(state.star).merge({path: 'star.png'})
outputs.sprites << early_exit_scale_up(state.star).merge({path: 'star.png'})
end
# Renders the target on both grids
def render_target
outputs.sprites << scale_up(state.target).merge({path: 'target.png'})
outputs.sprites << early_exit_scale_up(state.target).merge({path: 'target.png'})
end
# Labels the grids
def render_labels
outputs.labels << [200, 625, "Without early exit"]
outputs.labels << [875, 625, "With early exit"]
end
# Renders the path based off of the state.path hash
def render_path
# If the star and target are disconnected there will only be one path
# The path should not render in that case
unless state.path.size == 1
state.path.each_key do | cell |
# Renders path on both grids
outputs.solids << scale_up(cell).merge(path_color)
outputs.solids << early_exit_scale_up(cell).merge(path_color)
end
end
end
# Calculates the path from the target to the star after the search is over
# Relies on the came_from hash
# Fills the state.path hash, which is later rendered on screen
def calc_path
endpoint = state.target
while endpoint
state.path[endpoint] = true
endpoint = state.came_from[endpoint]
end
end
# Representation of how far away visited cells are from the star
# Replaces the render_visited method
# Visually demonstrates the effectiveness of early exit for pathfinding
def render_heat_map
state.visited.each_key do | visited_cell |
distance = (state.star.x - visited_cell.x).abs + (state.star.y - visited_cell.y).abs
max_distance = grid.width + grid.height
alpha = 255.to_i * distance.to_i / max_distance.to_i
heat_color = red.merge({a: alpha })
outputs.solids << scale_up(visited_cell).merge(heat_color)
end
state.early_exit_visited.each_key do | visited_cell |
distance = (state.star.x - visited_cell.x).abs + (state.star.y - visited_cell.y).abs
max_distance = grid.width + grid.height
alpha = 255.to_i * distance.to_i / max_distance.to_i
heat_color = red.merge({a: alpha })
outputs.solids << early_exit_scale_up(visited_cell).merge(heat_color)
end
end
# Translates the given cell grid.width + 1 to the right and then scales up
# Used to draw cells for the second grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def early_exit_scale_up(cell)
cell_clone = cell.clone
cell_clone.x += grid.width + 1
scale_up(cell_clone)
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
def scale_up(cell)
if cell.size == 2
return {
x: cell.x * grid.cell_size,
y: cell.y * grid.cell_size,
w: grid.cell_size,
h: grid.cell_size
}
else
return {
x: cell.x * grid.cell_size,
y: cell.y * grid.cell_size,
w: cell.w * grid.cell_size,
h: cell.h * grid.cell_size
}
end
end
# This method processes user input every tick
# Any method with "1" is related to the first grid
# Any method with "2" is related to the second grid
def input
# The program has to remember that the user is dragging an object
# even when the mouse is no longer over that object
# So detecting input and processing input is separate
detect_input
process_input
end
# Determines what the user is editing and stores the value
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def detect_input
# When the mouse is up, nothing is being edited
if inputs.mouse.up
state.current_input = :none
# When the star in the no second grid is clicked
elsif star_clicked?
state.current_input = :star
# When the star in the second grid is clicked
elsif star2_clicked?
state.current_input = :star2
# When the target in the no second grid is clicked
elsif target_clicked?
state.current_input = :target
# When the target in the second grid is clicked
elsif target2_clicked?
state.current_input = :target2
# When a wall in the first grid is clicked
elsif wall_clicked?
state.current_input = :remove_wall
# When a wall in the second grid is clicked
elsif wall2_clicked?
state.current_input = :remove_wall2
# When the first grid is clicked
elsif grid_clicked?
state.current_input = :add_wall
# When the second grid is clicked
elsif grid2_clicked?
state.current_input = :add_wall2
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.current_input == :star
input_star
elsif state.current_input == :star2
input_star2
elsif state.current_input == :target
input_target
elsif state.current_input == :target2
input_target2
elsif state.current_input == :remove_wall
input_remove_wall
elsif state.current_input == :remove_wall2
input_remove_wall2
elsif state.current_input == :add_wall
input_add_wall
elsif state.current_input == :add_wall2
input_add_wall2
end
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star
old_star = state.star.clone
state.star = cell_closest_to_mouse
unless old_star == state.star
reset_search
end
end
# Moves the star to the cell closest to the mouse in the second grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star2
old_star = state.star.clone
state.star = cell_closest_to_mouse2
unless old_star == state.star
reset_search
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target
old_target = state.target.clone
state.target = cell_closest_to_mouse
unless old_target == state.target
reset_search
end
end
# Moves the target to the cell closest to the mouse in the second grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target2
old_target = state.target.clone
state.target = cell_closest_to_mouse2
unless old_target == state.target
reset_search
end
end
# Removes walls in the first grid that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid?
if state.walls.key?(cell_closest_to_mouse)
state.walls.delete(cell_closest_to_mouse)
reset_search
end
end
end
# Removes walls in the second grid that are under the cursor
def input_remove_wall2
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid2?
if state.walls.key?(cell_closest_to_mouse2)
state.walls.delete(cell_closest_to_mouse2)
reset_search
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def input_add_wall
if mouse_inside_grid?
unless state.walls.key?(cell_closest_to_mouse)
state.walls[cell_closest_to_mouse] = true
reset_search
end
end
end
# Adds a wall in the second grid in the cell the mouse is over
def input_add_wall2
if mouse_inside_grid2?
unless state.walls.key?(cell_closest_to_mouse2)
state.walls[cell_closest_to_mouse2] = true
reset_search
end
end
end
# Whenever the user edits the grid,
# The search has to be reset_searchd upto the current step
# with the current grid as the initial state of the grid
def reset_search
# Reset_Searchs the search
state.frontier = []
state.visited = {}
state.early_exit_visited = {}
state.came_from = {}
state.path = {}
end
# Moves the search forward one step
def step
# The setup to the search
# Runs once when there are no visited cells
if state.visited.empty?
state.visited[state.star] = true
state.early_exit_visited[state.star] = true
state.frontier << state.star
state.came_from[state.star] = nil
end
# A step in the search
unless state.frontier.empty?
# Takes the next frontier cell
new_frontier = state.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless state.visited.key?(neighbor) || state.walls.key?(neighbor)
# Add them to the frontier and mark them as visited in the first grid
state.visited[neighbor] = true
# Unless the target has been visited
unless state.visited.key?(state.target)
# Mark the neighbor as visited in the second grid as well
state.early_exit_visited[neighbor] = true
end
# Add the neighbor to the frontier and remember which cell it came from
state.frontier << neighbor
state.came_from[neighbor] = new_frontier
end
end
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x, cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y] unless cell.x == 0
neighbors << [cell.x, cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y] unless cell.x == grid.width - 1
# Sorts the neighbors so the rendered path is a zigzag path
# Cells in a diagonal direction are given priority
# Comment this line to see the difference
neighbors = neighbors.sort_by { |neighbor_x, neighbor_y| proximity_to_star(neighbor_x, neighbor_y) }
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(x, y)
distance_x = (state.star.x - x).abs
distance_y = (state.star.y - y).abs
if distance_x > distance_y
return distance_x
else
return distance_y
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse in the second grid helps with this
def cell_closest_to_mouse2
# Closest cell grid to the mouse in the second
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Translate the cell to the first grid
x -= grid.width + 1
# Bound x and y to the first grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# Signal that the user is going to be moving the star from the first grid
def star_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(state.star))
end
# Signal that the user is going to be moving the star from the second grid
def star2_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(early_exit_scale_up(state.star))
end
# Signal that the user is going to be moving the target from the first grid
def target_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(state.target))
end
# Signal that the user is going to be moving the target from the second grid
def target2_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(early_exit_scale_up(state.target))
end
# Signal that the user is going to be removing walls from the first grid
def wall_clicked?
inputs.mouse.down && mouse_inside_wall?
end
# Signal that the user is going to be removing walls from the second grid
def wall2_clicked?
inputs.mouse.down && mouse_inside_wall2?
end
# Signal that the user is going to be adding walls from the first grid
def grid_clicked?
inputs.mouse.down && mouse_inside_grid?
end
# Signal that the user is going to be adding walls from the second grid
def grid2_clicked?
inputs.mouse.down && mouse_inside_grid2?
end
# Returns whether the mouse is inside of a wall in the first grid
# Part of the condition that checks whether the user is removing a wall
def mouse_inside_wall?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(scale_up(wall))
end
false
end
# Returns whether the mouse is inside of a wall in the second grid
# Part of the condition that checks whether the user is removing a wall
def mouse_inside_wall2?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(early_exit_scale_up(wall))
end
false
end
# Returns whether the mouse is inside of the first grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid?
inputs.mouse.point.inside_rect?(scale_up(grid.rect))
end
# Returns whether the mouse is inside of the second grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid2?
inputs.mouse.point.inside_rect?(early_exit_scale_up(grid.rect))
end
# These methods provide handy aliases to colors
# Light brown
def unvisited_color
[221, 212, 213]
{ r: 221, g: 212, b: 213 }
end
# Camo Green
def wall_color
{ r: 134, g: 134, b: 120 }
end
# Pastel White
def path_color
{ r: 231, g: 230, b: 228 }
end
def red
{ r: 255, g: 0, b: 0 }
end
# Makes code more concise
def grid
state.grid
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
GTK.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$early_exit_breadth_first_search ||= EarlyExitBreadthFirstSearch.new
$early_exit_breadth_first_search.args = args
$early_exit_breadth_first_search.tick
end
def reset
$early_exit_breadth_first_search = nil
end
Dijkstra - main.rb link
# ./samples/13_path_finding_algorithms/05_dijkstra/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# Demonstrates how Dijkstra's Algorithm allows movement costs to be considered
# Inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# The first grid is a breadth first search with an early exit.
# It shows a heat map of all the cells that were visited by the search and their relative distance.
# The second grid is an implementation of Dijkstra's algorithm.
# Light green cells have 5 times the movement cost of regular cells.
# The heat map will darken based on movement cost.
# Dark green cells are walls, and the search cannot go through them.
class Movement_Costs
attr_gtk
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
# The next step in the search is calculated
def tick
defaults
render
input
calc
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 10
grid.height ||= 10
grid.cell_size ||= 60
grid.rect ||= [0, 0, grid.width, grid.height]
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
state.star ||= [1, 5]
state.target ||= [8, 4]
state.walls ||= {[1, 1] => true, [2, 1] => true, [3, 1] => true, [1, 2] => true, [2, 2] => true, [3, 2] => true}
state.hills ||= {
[4, 1] => true,
[5, 1] => true,
[4, 2] => true,
[5, 2] => true,
[6, 2] => true,
[4, 3] => true,
[5, 3] => true,
[6, 3] => true,
[3, 4] => true,
[4, 4] => true,
[5, 4] => true,
[6, 4] => true,
[7, 4] => true,
[3, 5] => true,
[4, 5] => true,
[5, 5] => true,
[6, 5] => true,
[7, 5] => true,
[4, 6] => true,
[5, 6] => true,
[6, 6] => true,
[7, 6] => true,
[4, 7] => true,
[5, 7] => true,
[6, 7] => true,
[4, 8] => true,
[5, 8] => true,
}
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.user_input ||= :none
# Values that are used for the breadth first search
# Keeping track of what cells were visited prevents counting cells multiple times
breadth_first_search.visited ||= {}
# The cells from which the breadth first search will expand
breadth_first_search.frontier ||= []
# Keeps track of which cell all cells were searched from
# Used to recreate the path from the target to the star
breadth_first_search.came_from ||= {}
# Keeps track of the movement cost so far to be at a cell
# Allows the costs of new cells to be quickly calculated
# Also doubles as a way to check if cells have already been visited
dijkstra_search.cost_so_far ||= {}
# The cells from which the Dijkstra search will expand
dijkstra_search.frontier ||= []
# Keeps track of which cell all cells were searched from
# Used to recreate the path from the target to the star
dijkstra_search.came_from ||= {}
end
# Draws everything onto the screen
def render
render_background
render_heat_maps
render_star
render_target
render_hills
render_walls
render_paths
end
# The methods below subdivide the task of drawing everything to the screen
# Draws what the grid looks like with nothing on it
def render_background
render_unvisited
render_grid_lines
render_labels
end
# Draws two rectangles the size of the grid in the default cell color
# Used as part of the background
def render_unvisited
outputs.solids << scale_up(grid.rect).merge(unvisited_color)
outputs.solids << move_and_scale_up(grid.rect).merge(unvisited_color)
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
outputs.lines << (0..grid.width).map { |x| vertical_line(x) }
outputs.lines << (0..grid.width).map { |x| shifted_vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| horizontal_line(y) }
outputs.lines << (0..grid.height).map { |y| shifted_horizontal_line(y) }
end
# A line the size of the grid, multiplied by the cell size for rendering
def vertical_line x
line = { x: x, y: 0, w: 0, h: grid.height }
line.transform_values { |v| v * grid.cell_size }
end
# A line the size of the grid, multiplied by the cell size for rendering
def horizontal_line y
line = { x: 0, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Translate vertical line by the size of the grid and 1
def shifted_vertical_line x
vertical_line(x + grid.width + 1)
end
# Get horizontal line and shift to the right
def shifted_horizontal_line y
line = { x: grid.width + 1, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Labels the grids
def render_labels
outputs.labels << [175, 650, "Number of steps", 3]
outputs.labels << [925, 650, "Distance", 3]
end
def render_paths
render_breadth_first_search_path
render_dijkstra_path
end
def render_heat_maps
render_breadth_first_search_heat_map
render_dijkstra_heat_map
end
# This heat map shows the cells explored by the breadth first search and how far they are from the star.
def render_breadth_first_search_heat_map
# For each cell explored
breadth_first_search.visited.each_key do | visited_cell |
# Find its distance from the star
distance = (state.star.x - visited_cell.x).abs + (state.star.y - visited_cell.y).abs
max_distance = grid.width + grid.height
# Get it as a percent of the maximum distance and scale to 255 for use as an alpha value
alpha = 255.to_i * distance.to_i / max_distance.to_i
heat_color = red.merge({a: alpha })
outputs.solids << scale_up(visited_cell).merge(heat_color)
end
end
def render_breadth_first_search_path
# If the search found the target
if breadth_first_search.visited.has_key?(state.target)
# Start from the target
endpoint = state.target
# And the cell it came from
next_endpoint = breadth_first_search.came_from[endpoint]
while endpoint && next_endpoint
# Draw a path between these two cells
path = get_path_between(endpoint, next_endpoint)
outputs.solids << scale_up(path).merge(path_color)
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = breadth_first_search.came_from[endpoint]
# Continue till there are no more cells
end
end
end
def render_dijkstra_heat_map
dijkstra_search.cost_so_far.each do |visited_cell, cost|
max_cost = (grid.width + grid.height) #* 5
alpha = 255.to_i * cost.to_i / max_cost.to_i
heat_color = red.merge({a: alpha})
outputs.solids << move_and_scale_up(visited_cell).merge(heat_color)
end
end
def render_dijkstra_path
# If the search found the target
if dijkstra_search.came_from.has_key?(state.target)
# Get the target and the cell it came from
endpoint = state.target
next_endpoint = dijkstra_search.came_from[endpoint]
while endpoint && next_endpoint
# Draw a path between them
path = get_path_between(endpoint, next_endpoint)
outputs.solids << move_and_scale_up(path).merge(path_color)
# Shift one cell down the path
endpoint = next_endpoint
next_endpoint = dijkstra_search.came_from[endpoint]
# Repeat till the end of the path
end
end
end
# Renders the star on both grids
def render_star
outputs.sprites << scale_up(state.star).merge({path: 'star.png'})
outputs.sprites << move_and_scale_up(state.star).merge({path: 'star.png'})
end
# Renders the target on both grids
def render_target
outputs.sprites << scale_up(state.target).merge({path: 'target.png'})
outputs.sprites << move_and_scale_up(state.target).merge({path: 'target.png'})
end
def render_hills
state.hills.each_key do |hill|
outputs.solids << scale_up(hill).merge(hill_color)
outputs.solids << move_and_scale_up(hill).merge(hill_color)
end
end
# Draws the walls on both grids
def render_walls
state.walls.each_key do |wall|
outputs.solids << scale_up(wall).merge(wall_color)
outputs.solids << move_and_scale_up(wall).merge(wall_color)
end
end
def get_path_between(cell_one, cell_two)
path = nil
if cell_one.x == cell_two.x
if cell_one.y < cell_two.y
path = [cell_one.x + 0.3, cell_one.y + 0.3, 0.4, 1.4]
else
path = [cell_two.x + 0.3, cell_two.y + 0.3, 0.4, 1.4]
end
else
if cell_one.x < cell_two.x
path = [cell_one.x + 0.3, cell_one.y + 0.3, 1.4, 0.4]
else
path = [cell_two.x + 0.3, cell_two.y + 0.3, 1.4, 0.4]
end
end
path
end
# Translates the given cell grid.width + 1 to the right and then scales up
# Used to draw cells for the second grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def move_and_scale_up(cell)
cell_clone = cell.clone
cell_clone.x += grid.width + 1
scale_up(cell_clone)
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
def scale_up(cell)
if cell.size == 2
return {
x: cell.x * grid.cell_size,
y: cell.y * grid.cell_size,
w: grid.cell_size,
h: grid.cell_size
}
else
return {
x: cell.x * grid.cell_size,
y: cell.y * grid.cell_size,
w: cell.w * grid.cell_size,
h: cell.h * grid.cell_size
}
end
end
# Handles user input every tick so the grid can be edited
# Separate input detection and processing is needed
# For example: Adding walls is started by clicking down on a hill,
# but the mouse doesn't need to remain over hills to add walls
def input
# If the mouse was lifted this tick
if inputs.mouse.up
# Set current input to none
state.user_input = :none
end
# If the mouse was clicked this tick
if inputs.mouse.down
# Determine what the user is editing and edit the state.user_input variable
determine_input
end
# Process user input based on user_input variable and current mouse position
process_input
end
# Determines what the user is editing and stores the value
# This method is called the tick the mouse is clicked
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def determine_input
# If the mouse is over the star in the first grid
if mouse_over_star?
# The user is editing the star from the first grid
state.user_input = :star
# If the mouse is over the star in the second grid
elsif mouse_over_star2?
# The user is editing the star from the second grid
state.user_input = :star2
# If the mouse is over the target in the first grid
elsif mouse_over_target?
# The user is editing the target from the first grid
state.user_input = :target
# If the mouse is over the target in the second grid
elsif mouse_over_target2?
# The user is editing the target from the second grid
state.user_input = :target2
# If the mouse is over a wall in the first grid
elsif mouse_over_wall?
# The user is removing a wall from the first grid
state.user_input = :remove_wall
# If the mouse is over a wall in the second grid
elsif mouse_over_wall2?
# The user is removing a wall from the second grid
state.user_input = :remove_wall2
# If the mouse is over a hill in the first grid
elsif mouse_over_hill?
# The user is adding a wall from the first grid
state.user_input = :add_wall
# If the mouse is over a hill in the second grid
elsif mouse_over_hill2?
# The user is adding a wall from the second grid
state.user_input = :add_wall2
# If the mouse is over the first grid
elsif mouse_over_grid?
# The user is adding a hill from the first grid
state.user_input = :add_hill
# If the mouse is over the second grid
elsif mouse_over_grid2?
# The user is adding a hill from the second grid
state.user_input = :add_hill2
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.user_input == :star
input_star
elsif state.user_input == :star2
input_star2
elsif state.user_input == :target
input_target
elsif state.user_input == :target2
input_target2
elsif state.user_input == :remove_wall
input_remove_wall
elsif state.user_input == :remove_wall2
input_remove_wall2
elsif state.user_input == :add_hill
input_add_hill
elsif state.user_input == :add_hill2
input_add_hill2
elsif state.user_input == :add_wall
input_add_wall
elsif state.user_input == :add_wall2
input_add_wall2
end
end
# Calculates the two searches
def calc
# If the searches have not started
if breadth_first_search.visited.empty?
# Calculate the two searches
calc_breadth_first
calc_dijkstra
end
end
def calc_breadth_first
# Sets up the Breadth First Search
breadth_first_search.visited[state.star] = true
breadth_first_search.frontier << state.star
breadth_first_search.came_from[state.star] = nil
until breadth_first_search.frontier.empty?
return if breadth_first_search.visited.key?(state.target)
# A step in the search
# Takes the next frontier cell
new_frontier = breadth_first_search.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do | neighbor |
# That have not been visited and are not walls
unless breadth_first_search.visited.key?(neighbor) || state.walls.key?(neighbor)
# Add them to the frontier and mark them as visited in the first grid
breadth_first_search.visited[neighbor] = true
breadth_first_search.frontier << neighbor
# Remember which cell the neighbor came from
breadth_first_search.came_from[neighbor] = new_frontier
end
end
end
end
# Calculates the Dijkstra Search from the beginning to the end
def calc_dijkstra
# The initial values for the Dijkstra search
dijkstra_search.frontier << [state.star, 0]
dijkstra_search.came_from[state.star] = nil
dijkstra_search.cost_so_far[state.star] = 0
# Until their are no more cells to be explored
until dijkstra_search.frontier.empty?
# Get the next cell to be explored from
# We get the first element of the array which is the cell. The second element is the priority.
current = dijkstra_search.frontier.shift[0]
# Stop the search if we found the target
return if current == state.target
# For each of the neighbors
adjacent_neighbors(current).each do | neighbor |
# Unless this cell is a wall or has already been explored.
unless dijkstra_search.came_from.key?(neighbor) or state.walls.key?(neighbor)
# Calculate the movement cost of getting to this cell and memo
new_cost = dijkstra_search.cost_so_far[current] + cost(neighbor)
dijkstra_search.cost_so_far[neighbor] = new_cost
# Add this neighbor to the cells too be explored
dijkstra_search.frontier << [neighbor, new_cost]
dijkstra_search.came_from[neighbor] = current
end
end
# Sort the frontier so exploration occurs that have a low cost so far.
# My implementation of a priority queue
dijkstra_search.frontier = dijkstra_search.frontier.sort_by {|cell, priority| priority}
end
end
def cost(cell)
return 5 if state.hills.key? cell
1
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star
old_star = state.star.clone
unless cell_closest_to_mouse == state.target
state.star = cell_closest_to_mouse
end
unless old_star == state.star
reset_search
end
end
# Moves the star to the cell closest to the mouse in the second grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star2
old_star = state.star.clone
unless cell_closest_to_mouse2 == state.target
state.star = cell_closest_to_mouse2
end
unless old_star == state.star
reset_search
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target
old_target = state.target.clone
unless cell_closest_to_mouse == state.star
state.target = cell_closest_to_mouse
end
unless old_target == state.target
reset_search
end
end
# Moves the target to the cell closest to the mouse in the second grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target2
old_target = state.target.clone
unless cell_closest_to_mouse2 == state.star
state.target = cell_closest_to_mouse2
end
unless old_target == state.target
reset_search
end
end
# Removes walls in the first grid that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_over_grid?
if state.walls.key?(cell_closest_to_mouse) or state.hills.key?(cell_closest_to_mouse)
state.walls.delete(cell_closest_to_mouse)
state.hills.delete(cell_closest_to_mouse)
reset_search
end
end
end
# Removes walls in the second grid that are under the cursor
def input_remove_wall2
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_over_grid2?
if state.walls.key?(cell_closest_to_mouse2) or state.hills.key?(cell_closest_to_mouse2)
state.walls.delete(cell_closest_to_mouse2)
state.hills.delete(cell_closest_to_mouse2)
reset_search
end
end
end
# Adds a hill in the first grid in the cell the mouse is over
def input_add_hill
if mouse_over_grid?
unless state.hills.key?(cell_closest_to_mouse)
state.hills[cell_closest_to_mouse] = true
reset_search
end
end
end
# Adds a hill in the second grid in the cell the mouse is over
def input_add_hill2
if mouse_over_grid2?
unless state.hills.key?(cell_closest_to_mouse2)
state.hills[cell_closest_to_mouse2] = true
reset_search
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def input_add_wall
if mouse_over_grid?
unless state.walls.key?(cell_closest_to_mouse)
state.hills.delete(cell_closest_to_mouse)
state.walls[cell_closest_to_mouse] = true
reset_search
end
end
end
# Adds a wall in the second grid in the cell the mouse is over
def input_add_wall2
if mouse_over_grid2?
unless state.walls.key?(cell_closest_to_mouse2)
state.hills.delete(cell_closest_to_mouse2)
state.walls[cell_closest_to_mouse2] = true
reset_search
end
end
end
# Whenever the user edits the grid,
# The search has to be reset_searchd upto the current step
# with the current grid as the initial state of the grid
def reset_search
breadth_first_search.visited = {}
breadth_first_search.frontier = []
breadth_first_search.came_from = {}
dijkstra_search.frontier = []
dijkstra_search.came_from = {}
dijkstra_search.cost_so_far = {}
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x , cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y ] unless cell.x == 0
neighbors << [cell.x , cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y ] unless cell.x == grid.width - 1
# Sorts the neighbors so the rendered path is a zigzag path
# Cells in a diagonal direction are given priority
# Comment this line to see the difference
neighbors = neighbors.sort_by { |neighbor_x, neighbor_y| proximity_to_star(neighbor_x, neighbor_y) }
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(x, y)
distance_x = (state.star.x - x).abs
distance_y = (state.star.y - y).abs
if distance_x > distance_y
return distance_x
else
return distance_y
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse in the second grid helps with this
def cell_closest_to_mouse2
# Closest cell grid to the mouse in the second
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Translate the cell to the first grid
x -= grid.width + 1
# Bound x and y to the first grid
x = 0 if x < 0
y = 0 if y < 0
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# Signal that the user is going to be moving the star from the first grid
def mouse_over_star?
inputs.mouse.point.inside_rect?(scale_up(state.star))
end
# Signal that the user is going to be moving the star from the second grid
def mouse_over_star2?
inputs.mouse.point.inside_rect?(move_and_scale_up(state.star))
end
# Signal that the user is going to be moving the target from the first grid
def mouse_over_target?
inputs.mouse.point.inside_rect?(scale_up(state.target))
end
# Signal that the user is going to be moving the target from the second grid
def mouse_over_target2?
inputs.mouse.point.inside_rect?(move_and_scale_up(state.target))
end
# Signal that the user is going to be removing walls from the first grid
def mouse_over_wall?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(scale_up(wall))
end
false
end
# Signal that the user is going to be removing walls from the second grid
def mouse_over_wall2?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(move_and_scale_up(wall))
end
false
end
# Signal that the user is going to be removing hills from the first grid
def mouse_over_hill?
state.hills.each_key do | hill |
return true if inputs.mouse.point.inside_rect?(scale_up(hill))
end
false
end
# Signal that the user is going to be removing hills from the second grid
def mouse_over_hill2?
state.hills.each_key do | hill |
return true if inputs.mouse.point.inside_rect?(move_and_scale_up(hill))
end
false
end
# Signal that the user is going to be adding walls from the first grid
def mouse_over_grid?
inputs.mouse.point.inside_rect?(scale_up(grid.rect))
end
# Signal that the user is going to be adding walls from the second grid
def mouse_over_grid2?
inputs.mouse.point.inside_rect?(move_and_scale_up(grid.rect))
end
# These methods provide handy aliases to colors
# Light brown
def unvisited_color
{ r: 221, g: 212, b: 213 }
end
# Camo Green
def wall_color
{ r: 134, g: 134, b: 120 }
end
# Pastel White
def path_color
{ r: 231, g: 230, b: 228 }
end
def red
{ r: 255, g: 0, b: 0 }
end
# A Green
def hill_color
{ r: 139, g: 173, b: 132 }
end
# Makes code more concise
def grid
state.grid
end
def breadth_first_search
state.breadth_first_search
end
def dijkstra_search
state.dijkstra_search
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
GTK.reset
reset
return
end
# Every tick, new args are passed, and the Dijkstra tick method is called
$movement_costs ||= Movement_Costs.new
$movement_costs.args = args
$movement_costs.tick
end
def reset
$movement_costs = nil
end
Heuristic - main.rb link
# ./samples/13_path_finding_algorithms/06_heuristic/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# This program is inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# The effectiveness of the Heuristic search algorithm is shown through this demonstration.
# Notice that both searches find the shortest path
# The heuristic search, however, explores less of the grid, and is therefore faster.
# The heuristic search prioritizes searching cells that are closer to the target.
# Make sure to look at the Heuristic with walls program to see some of the downsides of the heuristic algorithm.
class Heuristic
attr_gtk
def tick
defaults
render
input
# If animation is playing, and max steps have not been reached
# Move the search a step forward
if state.play && state.current_step < state.max_steps
# Variable that tells the program what step to recalculate up to
state.current_step += 1
move_searches_one_step_forward
end
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 15
grid.height ||= 15
grid.cell_size ||= 40
grid.rect ||= [0, 0, grid.width, grid.height]
grid.star ||= [0, 2]
grid.target ||= [14, 12]
grid.walls ||= {}
# There are no hills in the Heuristic Search Demo
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.user_input ||= :none
# These variables allow the breadth first search to take place
# Came_from is a hash with a key of a cell and a value of the cell that was expanded from to find the key.
# Used to prevent searching cells that have already been found
# and to trace a path from the target back to the starting point.
# Frontier is an array of cells to expand the search from.
# The search is over when there are no more cells to search from.
# Path stores the path from the target to the star, once the target has been found
# It prevents calculating the path every tick.
bfs.came_from ||= {}
bfs.frontier ||= []
bfs.path ||= []
heuristic.came_from ||= {}
heuristic.frontier ||= []
heuristic.path ||= []
# Stores which step of the animation is being rendered
# When the user moves the star or messes with the walls,
# the searches are recalculated up to this step
unless state.current_step
state.current_step = 0
end
# At some step the animation will end,
# and further steps won't change anything (the whole grid will be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
state.max_steps = grid.width * grid.height
# Whether the animation should play or not
# If true, every tick moves anim_steps forward one
# Pressing the stepwise animation buttons will pause the animation
# An if statement instead of the ||= operator is used for assigning a boolean value.
# The || operator does not differentiate between nil and false.
if state.play == nil
state.play = false
end
# Store the rects of the buttons that control the animation
# They are here for user customization
# Editing these might require recentering the text inside them
# Those values can be found in the render_button methods
buttons.left = [470, 600, 50, 50]
buttons.center = [520, 600, 200, 50]
buttons.right = [720, 600, 50, 50]
# The variables below are related to the slider
# They allow the user to customize them
# They also give a central location for the render and input methods to get
# information from
# x & y are the coordinates of the leftmost part of the slider line
slider.x = 440
slider.y = 675
# This is the width of the line
slider.w = 360
# This is the offset for the circle
# Allows the center of the circle to be on the line,
# as opposed to the upper right corner
slider.offset = 20
# This is the spacing between each of the notches on the slider
# Notches are places where the circle can rest on the slider line
# There needs to be a notch for each step before the maximum number of steps
slider.spacing = slider.w.to_f / state.max_steps.to_f
end
# All methods with render draw stuff on the screen
# UI has buttons, the slider, and labels
# The search specific rendering occurs in the respective methods
def render
render_ui
render_bfs
render_heuristic
end
def render_ui
render_buttons
render_slider
render_labels
end
def render_buttons
render_left_button
render_center_button
render_right_button
end
def render_bfs
render_bfs_grid
render_bfs_star
render_bfs_target
render_bfs_visited
render_bfs_walls
render_bfs_frontier
render_bfs_path
end
def render_heuristic
render_heuristic_grid
render_heuristic_star
render_heuristic_target
render_heuristic_visited
render_heuristic_walls
render_heuristic_frontier
render_heuristic_path
end
# This method handles user input every tick
def input
# Check and handle button input
input_buttons
# If the mouse was lifted this tick
if inputs.mouse.up
# Set current input to none
state.user_input = :none
end
# If the mouse was clicked this tick
if inputs.mouse.down
# Determine what the user is editing and appropriately edit the state.user_input variable
determine_input
end
# Process user input based on user_input variable and current mouse position
process_input
end
# Determines what the user is editing
# This method is called when the mouse is clicked down
def determine_input
if mouse_over_slider?
state.user_input = :slider
# If the mouse is over the star in the first grid
elsif bfs_mouse_over_star?
# The user is editing the star from the first grid
state.user_input = :bfs_star
# If the mouse is over the star in the second grid
elsif heuristic_mouse_over_star?
# The user is editing the star from the second grid
state.user_input = :heuristic_star
# If the mouse is over the target in the first grid
elsif bfs_mouse_over_target?
# The user is editing the target from the first grid
state.user_input = :bfs_target
# If the mouse is over the target in the second grid
elsif heuristic_mouse_over_target?
# The user is editing the target from the second grid
state.user_input = :heuristic_target
# If the mouse is over a wall in the first grid
elsif bfs_mouse_over_wall?
# The user is removing a wall from the first grid
state.user_input = :bfs_remove_wall
# If the mouse is over a wall in the second grid
elsif heuristic_mouse_over_wall?
# The user is removing a wall from the second grid
state.user_input = :heuristic_remove_wall
# If the mouse is over the first grid
elsif bfs_mouse_over_grid?
# The user is adding a wall from the first grid
state.user_input = :bfs_add_wall
# If the mouse is over the second grid
elsif heuristic_mouse_over_grid?
# The user is adding a wall from the second grid
state.user_input = :heuristic_add_wall
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.user_input == :slider
process_input_slider
elsif state.user_input == :bfs_star
process_input_bfs_star
elsif state.user_input == :heuristic_star
process_input_heuristic_star
elsif state.user_input == :bfs_target
process_input_bfs_target
elsif state.user_input == :heuristic_target
process_input_heuristic_target
elsif state.user_input == :bfs_remove_wall
process_input_bfs_remove_wall
elsif state.user_input == :heuristic_remove_wall
process_input_heuristic_remove_wall
elsif state.user_input == :bfs_add_wall
process_input_bfs_add_wall
elsif state.user_input == :heuristic_add_wall
process_input_heuristic_add_wall
end
end
def render_slider
# Using primitives hides the line under the white circle of the slider
# Draws the line
outputs.primitives << [slider.x, slider.y, slider.x + slider.w, slider.y].line
# The circle needs to be offset so that the center of the circle
# overlaps the line instead of the upper right corner of the circle
# The circle's x value is also moved based on the current seach step
circle_x = (slider.x - slider.offset) + (state.current_step * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
outputs.primitives << [circle_rect, 'circle-white.png'].sprite
end
def render_labels
outputs.labels << [205, 625, "Breadth First Search"]
outputs.labels << [820, 625, "Heuristic Best-First Search"]
end
def render_left_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.left, button_color]
outputs.borders << [buttons.left]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.left.x + 20
label_y = buttons.left.y + 35
outputs.labels << [label_x, label_y, "<"]
end
def render_center_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.center, button_color]
outputs.borders << [buttons.center]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.center.x + 37
label_y = buttons.center.y + 35
label_text = state.play ? "Pause Animation" : "Play Animation"
outputs.labels << [label_x, label_y, label_text]
end
def render_right_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.right, button_color]
outputs.borders << [buttons.right]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
label_x = buttons.right.x + 20
label_y = buttons.right.y + 35
outputs.labels << [label_x, label_y, ">"]
end
def render_bfs_grid
# A large rect the size of the grid
outputs.solids << bfs_scale_up(grid.rect).merge(default_color)
outputs.lines << (0..grid.width).map { |x| bfs_vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| bfs_horizontal_line(y) }
end
def render_heuristic_grid
# A large rect the size of the grid
outputs.solids << heuristic_scale_up(grid.rect).merge(default_color)
outputs.lines << (0..grid.width).map { |x| heuristic_vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| heuristic_horizontal_line(y) }
end
# Returns a vertical line for a column of the first grid
def bfs_vertical_line x
line = { x: x, y: 0, w: 0, h: grid.height }
line.transform_values { |v| v * grid.cell_size }
end
# Returns a horizontal line for a column of the first grid
def bfs_horizontal_line y
line = { x: 0, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Returns a vertical line for a column of the second grid
def heuristic_vertical_line x
bfs_vertical_line(x + grid.width + 1)
end
# Returns a horizontal line for a column of the second grid
def heuristic_horizontal_line y
line = { x: grid.width + 1, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Renders the star on the first grid
def render_bfs_star
outputs.sprites << bfs_scale_up(grid.star).merge({ path: 'star.png' })
end
# Renders the star on the second grid
def render_heuristic_star
outputs.sprites << heuristic_scale_up(grid.star).merge({ path: 'star.png' })
end
# Renders the target on the first grid
def render_bfs_target
outputs.sprites << bfs_scale_up(grid.target).merge({ path: 'target.png' })
end
# Renders the target on the second grid
def render_heuristic_target
outputs.sprites << heuristic_scale_up(grid.target).merge({ path: 'target.png' })
end
# Renders the walls on the first grid
def render_bfs_walls
outputs.solids << grid.walls.map do |key, value|
bfs_scale_up(key).merge(wall_color)
end
end
# Renders the walls on the second grid
def render_heuristic_walls
outputs.solids << grid.walls.map do |key, value|
heuristic_scale_up(key).merge(wall_color)
end
end
# Renders the visited cells on the first grid
def render_bfs_visited
outputs.solids << bfs.came_from.map do |key, value|
bfs_scale_up(key).merge(visited_color)
end
end
# Renders the visited cells on the second grid
def render_heuristic_visited
outputs.solids << heuristic.came_from.map do |key, value|
heuristic_scale_up(key).merge(visited_color)
end
end
# Renders the frontier cells on the first grid
def render_bfs_frontier
outputs.solids << bfs.frontier.map do |cell|
bfs_scale_up(cell).merge(frontier_color)
end
end
# Renders the frontier cells on the second grid
def render_heuristic_frontier
outputs.solids << heuristic.frontier.map do |cell|
heuristic_scale_up(cell).merge(frontier_color)
end
end
# Renders the path found by the breadth first search on the first grid
def render_bfs_path
outputs.solids << bfs.path.map do |path|
bfs_scale_up(path).merge(path_color)
end
end
# Renders the path found by the heuristic search on the second grid
def render_heuristic_path
outputs.solids << heuristic.path.map do |path|
heuristic_scale_up(path).merge(path_color)
end
end
# Returns the rect for the path between two cells based on their relative positions
def get_path_between(cell_one, cell_two)
path = nil
# If cell one is above cell two
if cell_one.x == cell_two.x && cell_one.y > cell_two.y
# Path starts from the center of cell two and moves upward to the center of cell one
path = [cell_two.x + 0.3, cell_two.y + 0.3, 0.4, 1.4]
# If cell one is below cell two
elsif cell_one.x == cell_two.x && cell_one.y < cell_two.y
# Path starts from the center of cell one and moves upward to the center of cell two
path = [cell_one.x + 0.3, cell_one.y + 0.3, 0.4, 1.4]
# If cell one is to the left of cell two
elsif cell_one.x > cell_two.x && cell_one.y == cell_two.y
# Path starts from the center of cell two and moves rightward to the center of cell one
path = [cell_two.x + 0.3, cell_two.y + 0.3, 1.4, 0.4]
# If cell one is to the right of cell two
elsif cell_one.x < cell_two.x && cell_one.y == cell_two.y
# Path starts from the center of cell one and moves rightward to the center of cell two
path = [cell_one.x + 0.3, cell_one.y + 0.3, 1.4, 0.4]
end
path
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
# This method scales up cells for the first grid
def bfs_scale_up(cell)
x = cell.x * grid.cell_size
y = cell.y * grid.cell_size
w = cell.w.zero? ? grid.cell_size : cell.w * grid.cell_size
h = cell.h.zero? ? grid.cell_size : cell.h * grid.cell_size
{x: x, y: y, w: w, h: h}
# {x:, y:, w:, h:}
end
# Translates the given cell grid.width + 1 to the right and then scales up
# Used to draw cells for the second grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def heuristic_scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# Translates the cell to the second grid equivalent
cell.x += grid.width + 1
# Proceeds as if scaling up for the first grid
bfs_scale_up(cell)
end
# Checks and handles input for the buttons
# Called when the mouse is lifted
def input_buttons
input_left_button
input_center_button
input_right_button
end
# Checks if the previous step button is clicked
# If it is, it pauses the animation and moves the search one step backward
def input_left_button
if left_button_clicked?
state.play = false
state.current_step -= 1
recalculate_searches
end
end
# Controls the play/pause button
# Inverses whether the animation is playing or not when clicked
def input_center_button
if center_button_clicked? || inputs.keyboard.key_down.space
state.play = !state.play
end
end
# Checks if the next step button is clicked
# If it is, it pauses the animation and moves the search one step forward
def input_right_button
if right_button_clicked?
state.play = false
state.current_step += 1
move_searches_one_step_forward
end
end
# These methods detect when the buttons are clicked
def left_button_clicked?
inputs.mouse.point.inside_rect?(buttons.left) && inputs.mouse.up
end
def center_button_clicked?
inputs.mouse.point.inside_rect?(buttons.center) && inputs.mouse.up
end
def right_button_clicked?
inputs.mouse.point.inside_rect?(buttons.right) && inputs.mouse.up
end
# Signal that the user is going to be moving the slider
# Is the mouse over the circle of the slider?
def mouse_over_slider?
circle_x = (slider.x - slider.offset) + (state.current_step * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
inputs.mouse.point.inside_rect?(circle_rect)
end
# Signal that the user is going to be moving the star from the first grid
def bfs_mouse_over_star?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.star))
end
# Signal that the user is going to be moving the star from the second grid
def heuristic_mouse_over_star?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.star))
end
# Signal that the user is going to be moving the target from the first grid
def bfs_mouse_over_target?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.target))
end
# Signal that the user is going to be moving the target from the second grid
def heuristic_mouse_over_target?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.target))
end
# Signal that the user is going to be removing walls from the first grid
def bfs_mouse_over_wall?
grid.walls.each_key do |wall|
return true if inputs.mouse.point.inside_rect?(bfs_scale_up(wall))
end
false
end
# Signal that the user is going to be removing walls from the second grid
def heuristic_mouse_over_wall?
grid.walls.each_key do |wall|
return true if inputs.mouse.point.inside_rect?(heuristic_scale_up(wall))
end
false
end
# Signal that the user is going to be adding walls from the first grid
def bfs_mouse_over_grid?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.rect))
end
# Signal that the user is going to be adding walls from the second grid
def heuristic_mouse_over_grid?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.rect))
end
# This method is called when the user is editing the slider
# It pauses the animation and moves the white circle to the closest integer point
# on the slider
# Changes the step of the search to be animated
def process_input_slider
state.play = false
mouse_x = inputs.mouse.point.x
# Bounds the mouse_x to the closest x value on the slider line
mouse_x = slider.x if mouse_x < slider.x
mouse_x = slider.x + slider.w if mouse_x > slider.x + slider.w
# Sets the current search step to the one represented by the mouse x value
# The slider's circle moves due to the render_slider method using anim_steps
state.current_step = ((mouse_x - slider.x) / slider.spacing).to_i
recalculate_searches
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_bfs_star
old_star = grid.star.clone
unless bfs_cell_closest_to_mouse == grid.target
grid.star = bfs_cell_closest_to_mouse
end
unless old_star == grid.star
recalculate_searches
end
end
# Moves the star to the cell closest to the mouse in the second grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_heuristic_star
old_star = grid.star.clone
unless heuristic_cell_closest_to_mouse == grid.target
grid.star = heuristic_ce