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.
Learn Ruby Optional link
Beginner Ruby Primer - automation.rb link
# ./samples/00_learn_ruby_optional/00_beginner_ruby_primer/app/automation.rb # ========================================================================== # _ _ ________ __ _ _____ _____ _______ ______ _ _ _ _ _ _ # | | | | ____\ \ / / | | |_ _|/ ____|__ __| ____| \ | | | | | | # | |__| | |__ \ \_/ / | | | | | (___ | | | |__ | \| | | | | | # | __ | __| \ / | | | | \___ \ | | | __| | . ` | | | | | # | | | | |____ | | | |____ _| |_ ____) | | | | |____| |\ |_|_|_|_| # |_| |_|______| |_| |______|_____|_____/ |_| |______|_| \_(_|_|_|_) # # # | # | # | # | # | # | # | # | # | # | # \ | / # \ | / # + # # If you are new to the programming language Ruby, then you may find the # following code a bit overwhelming. Come back to this file when you have # a better grasp of Ruby and Game Toolkit. # # What follows is an automations script # that can be run via terminal: # ./samples/00_beginner_ruby_primer $ ../../dragonruby . --eval app/automation.rb # ========================================================================== $gtk.reset $gtk.scheduled_callbacks.clear $gtk.schedule_callback 10 do $gtk.console.set_command 'puts "Hello DragonRuby!"' end $gtk.schedule_callback 20 do $gtk.console.eval_the_set_command end $gtk.schedule_callback 30 do $gtk.console.set_command 'outputs.solids << [910, 200, 100, 100, 255, 0, 0]' end $gtk.schedule_callback 40 do $gtk.console.eval_the_set_command end $gtk.schedule_callback 50 do $gtk.console.set_command 'outputs.solids << [1010, 200, 100, 100, 0, 0, 255]' end $gtk.schedule_callback 60 do $gtk.console.eval_the_set_command end $gtk.schedule_callback 70 do $gtk.console.set_command 'outputs.sprites << [1110, 200, 100, 100, "sprites/dragon_fly_0.png"]' end $gtk.schedule_callback 80 do $gtk.console.eval_the_set_command end $gtk.schedule_callback 90 do $gtk.console.set_command "outputs.labels << [1210, 200, state.tick_count, 0, 255, 0]" end $gtk.schedule_callback 100 do $gtk.console.eval_the_set_command end $gtk.schedule_callback 110 do $gtk.console.set_command "state.sprite_frame = state.tick_count.idiv(4).mod(6)" end $gtk.schedule_callback 120 do $gtk.console.eval_the_set_command end $gtk.schedule_callback 130 do $gtk.console.set_command "outputs.labels << [1210, 170, state.sprite_frame, 0, 255, 0]" end $gtk.schedule_callback 140 do $gtk.console.eval_the_set_command end $gtk.schedule_callback 150 do $gtk.console.set_command "state.sprite_path = \"sprites/dragon_fly_\#{state.sprite_frame}.png\"" end $gtk.schedule_callback 160 do $gtk.console.eval_the_set_command end $gtk.schedule_callback 170 do $gtk.console.set_command "outputs.labels << [910, 330, \"path: \#{state.sprite_path}\", 0, 255, 0]" end $gtk.schedule_callback 180 do $gtk.console.eval_the_set_command end $gtk.schedule_callback 190 do $gtk.console.set_command "outputs.sprites << [910, 330, 370, 370, state.sprite_path]" end $gtk.schedule_callback 200 do $gtk.console.eval_the_set_command end $gtk.schedule_callback 300 do $gtk.console.set_command ":wq" end $gtk.schedule_callback 400 do $gtk.console.eval_the_set_command end
Beginner Ruby Primer - main.rb link
# ./samples/00_learn_ruby_optional/00_beginner_ruby_primer/app/main.rb # ========================================================================== # _ _ ________ __ _ _____ _____ _______ ______ _ _ _ _ _ _ # | | | | ____\ \ / / | | |_ _|/ ____|__ __| ____| \ | | | | | | # | |__| | |__ \ \_/ / | | | | | (___ | | | |__ | \| | | | | | # | __ | __| \ / | | | | \___ \ | | | __| | . ` | | | | | # | | | | |____ | | | |____ _| |_ ____) | | | | |____| |\ |_|_|_|_| # |_| |_|______| |_| |______|_____|_____/ |_| |______|_| \_(_|_|_|_) # # # | # | # | # | # | # | # | # | # | # | # \ | / # \ | / # + # # If you are new to the programming language Ruby, then you may find the # following code a bit overwhelming. This sample is only designed to be # run interactively (as opposed to being manipulated via source code). # # Start up this sample and follow along by visiting: # https://s3.amazonaws.com/s3.dragonruby.org/dragonruby-gtk-primer.mp4 # # It is STRONGLY recommended that you work through all the samples before # looking at the code in this file. # ========================================================================== class TutorialOutputs attr_accessor :solids, :sprites, :labels, :lines, :borders def initialize @solids = [] @sprites = [] @labels = [] @lines = [] @borders = [] end def tick @solids ||= [] @sprites ||= [] @labels ||= [] @lines ||= [] @borders ||= [] @solids.each { |p| $gtk.args.outputs.reserved << p.solid } @sprites.each { |p| $gtk.args.outputs.reserved << p.sprite } @labels.each { |p| $gtk.args.outputs.reserved << p.label } @lines.each { |p| $gtk.args.outputs.reserved << p.line } @borders.each { |p| $gtk.args.outputs.reserved << p.border } end def clear @solids.clear @sprites.clear @labels.clear @borders.clear end end def defaults state.reset_button ||= state.new_entity( :button, label: [1190, 68, "RESTART", -2, 0, 0, 0, 0].label, background: [1160, 38, 120, 50, 255, 255, 255].solid ) $gtk.log_level = :off end def tick_reset_button return unless state.hello_dragonruby_confirmed $gtk.args.outputs.reserved << state.reset_button.background $gtk.args.outputs.reserved << state.reset_button.label if inputs.mouse.click && inputs.mouse.click.point.inside_rect?(state.reset_button.background) restart_tutorial end end def seperator @seperator = "=" * 80 end def tick_intro queue_message "Welcome to the DragonRuby GTK primer! Try typing the code below and press ENTER: puts \"Hello DragonRuby!\" " end def tick_hello_dragonruby return unless console_has? "Hello DragonRuby!", "puts " $gtk.args.state.hello_dragonruby_confirmed = true queue_message "Well HELLO to you too! If you ever want to RESTART the tutorial, just click the \"RESTART\" button in the bottom right-hand corner. Let's continue shall we? Type the code below and press ENTER: outputs.solids << [910, 200, 100, 100, 255, 0, 0] " end def tick_explain_solid return unless $tutorial_outputs.solids.any? {|s| s == [910, 200, 100, 100, 255, 0, 0]} queue_message "Sweet! The code: outputs.solids << [910, 200, 100, 100, 255, 0, 0] Does the following: 1. GET the place where SOLIDS go: outputs.solids 2. Request that a new SOLID be ADDED: << 3. The DEFINITION of a SOLID is the ARRAY: [910, 200, 100, 100, 255, 0, 0] GET ADD X Y WIDTH HEIGHT RED GREEN BLUE | | | | | | | | | | | | | | | | | | outputs.solids << [910, 200, 100, 100, 255, 0, 0] |_________________________________________| | | ARRAY Now let's create a blue SOLID. Type: outputs.solids << [1010, 200, 100, 100, 0, 0, 255] " state.explain_solid_confirmed = true end def tick_explain_solid_blue return unless state.explain_solid_confirmed return unless $tutorial_outputs.solids.any? {|s| s == [1010, 200, 100, 100, 0, 0, 255]} state.explain_solid_blue_confirmed = true queue_message "And there is our blue SOLID! The ARRAY is the MOST important thing in DragonRuby GTK. Let's create a SPRITE using an ARRAY: outputs.sprites << [1110, 200, 100, 100, 'sprites/dragon_fly_0.png'] " end def tick_explain_tick_count return unless $tutorial_outputs.sprites.any? {|s| s == [1110, 200, 100, 100, 'sprites/dragon_fly_0.png']} return if $tutorial_outputs.labels.any? {|l| l == [1210, 200, state.tick_count, 255, 255, 255]} state.explain_tick_count_confirmed = true queue_message "Look at the cute little dragon! We can create a LABEL with ARRAYS too. Let's create a LABEL showing THE PASSAGE OF TIME, which is called TICK_COUNT. outputs.labels << [1210, 200, state.tick_count, 0, 255, 0] " end def tick_explain_mod return unless $tutorial_outputs.labels.any? {|l| l == [1210, 200, state.tick_count, 0, 255, 0]} state.explain_mod_confirmed = true queue_message " The code: outputs.labels << [1210, 200, state.tick_count, 0, 255, 0] Does the following: 1. GET the place where labels go: outputs.labels 2. Request that a new label be ADDED: << 3. The DEFINITION of a LABEL is the ARRAY: [1210, 200, state.tick_count, 0, 255, 0] GET ADD X Y TEXT RED GREEN BLUE | | | | | | | | | | | | | | | | outputs.labels << [1210, 200, state.tick_count, 0, 255, 0] |______________________________________________| | | ARRAY Now let's do some MATH, save the result to STATE, and create a LABEL: state.sprite_frame = state.tick_count.idiv(4).mod(6) outputs.labels << [1210, 170, state.sprite_frame, 0, 255, 0] Type the lines above (pressing ENTER after each line). " end def tick_explain_string_interpolation return unless state.explain_mod_confirmed return unless state.sprite_frame == state.tick_count.idiv(4).mod(6) return unless $tutorial_outputs.labels.any? {|l| l == [1210, 170, state.sprite_frame, 0, 255, 0]} queue_message "Here is what the mathematical computation you just typed does: 1. Create an item of STATE named SPRITE_FRAME: state.sprite_frame = 2. Set this SPRITE_FRAME to the PASSAGE OF TIME (tick_count), DIVIDED EVENLY (idiv) into 4, and then compute the REMAINDER (mod) of 6. STATE SPRITE_FRAME PASSAGE OF HOW LONG HOW MANY | | TIME TO SHOW IMAGES | | | AN IMAGE TO FLIP THROUGH | | | | | state.sprite_frame = state.tick_count.idiv(4).mod(6) | | | +- REMAINDER OF DIVIDE DIVIDE EVENLY (NO DECIMALS) With the information above, we can animate a SPRITE using STRING INTERPOLATION: \#{} which creates a unique SPRITE_PATH: state.sprite_path = \"sprites/dragon_fly_\#{state.sprite_frame}.png\" outputs.labels << [910, 330, \"path: \#{state.sprite_path}\", 0, 255, 0] outputs.sprites << [910, 330, 370, 370, state.sprite_path] Type the lines above (pressing ENTER after each line). " end def tick_reprint_on_error return unless console.last_command_errored puts $gtk.state.messages.last puts "\nWhoops! Try again." console.last_command_errored = false end def tick_evals state.evals ||= [] if console.last_command && (console.last_command.start_with?("outputs.") || console.last_command.start_with?("state.")) state.evals << console.last_command console.last_command = nil end state.evals.each do |l| Kernel.eval l end rescue Exception => e state.evals = state.evals[0..-2] end $tutorial_outputs ||= TutorialOutputs.new def tick args $gtk.log_level = :off defaults console.show $tutorial_outputs.clear $tutorial_outputs.solids << [900, 37, 480, 700, 0, 0, 0, 255] $tutorial_outputs.borders << [900, 37, 380, 683, 255, 255, 255] tick_evals $tutorial_outputs.tick tick_intro tick_hello_dragonruby tick_reset_button tick_explain_solid tick_explain_solid_blue tick_reprint_on_error tick_explain_tick_count tick_explain_mod tick_explain_string_interpolation end def console $gtk.console end def queue_message message $gtk.args.state.messages ||= [] return if $gtk.args.state.messages.include? message $gtk.args.state.messages << message last_three = [$gtk.console.log[-3], $gtk.console.log[-2], $gtk.console.log[-1]].reject_nil $gtk.console.log.clear puts seperator $gtk.console.log += last_three puts seperator puts message puts seperator end def console_has? message, not_message = nil console.log .map(&:upcase) .reject { |s| not_message && s.include?(not_message.upcase) } .any? { |s| s.include?("#{message.upcase}") } end def restart_tutorial $tutorial_outputs.clear $gtk.console.log.clear $gtk.reset puts "Starting the tutorial over!" end def state $gtk.args.state end def inputs $gtk.args.inputs end def outputs $tutorial_outputs end
Intermediate Ruby Primer - printing.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/01_printing.txt # ==================================================================================== # Commenting Code # ==================================================================================== # # Prefixing text with a pound sign (#) is how you comment code in Ruby. Example: # # I am commented code. And so are the lines above. # # I you want more than a quick primer on Ruby, check out https://poignant.guide/. It's # an entertaining read. Otherwise, go to the next txt file. # # Follow along by visiting: # https://s3.amazonaws.com/s3.dragonruby.org/dragonruby-gtk-intermediate.mp4 # ==================================================================================== # Printing to the Console: # ==================================================================================== # # Every time you save repl.rb file, DragonRuby runs the code within it. Copy this text # to repl.rb and save to see Hello World printed to the console. repl do puts '* RUBY PRIMER: Printing to the console using the ~puts~ function.' puts '====' puts '======' puts '================================' puts 'Hello World' puts '================================' puts '======' puts '====' end
Intermediate Ruby Primer - strings.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/02_strings.txt # ==================================================================================== # Strings # ==================================================================================== # # Here is how you work with strings in Ruby. Take the text # in this file and paste it into repl.rb and save: repl do puts '* RUBY PRIMER: strings' message = "Hello World" puts "The value of message is: " + message puts "Any value can be interpolated within a string using \#{}." puts "Interpolated message: #{message}." puts 'This #{message} is not interpolated because the string uses single quotes.' end
Intermediate Ruby Primer - numbers.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/03_numbers.txt # ==================================================================================== # Numerics # ==================================================================================== # # Here is how you work with numbers in Ruby. Take the text # in this file and paste it into repl.rb and save: repl do puts '* RUBY PRIMER: Fixnum and Floats' a = 10 puts "The value of a is: #{a}" puts "a + 1 is: #{a + 1}" puts "a / 3 is: #{a / 3}" puts '' b = 10.12 puts "The value of b is: #{b}" puts "b + 1 is: #{b + 1}" puts "b as an integer is: #{b.to_i}" puts '' end
Intermediate Ruby Primer - booleans.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/04_booleans.txt # ==================================================================================== # Booleans # ==================================================================================== # # Here is how you work with numbers in Ruby. Take the text # in this file and paste it into repl.rb and save: repl do puts '* RUBY PRIMER: TrueClass, FalseClass, NilClass (truthy / falsey values)' puts "Anything that *isn't* false or nil is true." c = 30 puts "The value of c is #{c}." if c puts "This if statement ran because c is truthy." end d = false puts "The value if d is #{d}. The type for d is #{d.class}." if !d puts "This if statement ran because d is falsey, using the not operator (!)." end e = nil puts "Nil is also considered falsey. The value of e is: #{e} (a blank string when printed). Which is of type #{e.class}." if !e puts "This if statement ran because e is nil and the if statement applied the NOT operator. !e yields a type of #{(!e).class}." end end
Intermediate Ruby Primer - conditionals.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/05_conditionals.txt # ==================================================================================== # Conditionals # ==================================================================================== # # Here is how you create conditionals in Ruby. Take the text # in this file and paste it into repl.rb and save: repl do puts "* RUBY PRIMER: Conditionals" end # ==================================================================================== # if # ==================================================================================== repl do puts "** INFO: if statement" i_am_one = 1 if i_am_one puts "This was printed because i_am_one is truthy." end end # ==================================================================================== # if/else # ==================================================================================== repl do puts "** INFO: if/else statement" i_am_false = false if i_am_false puts "This will NOT get printed because i_am_false is false." else puts "This was printed because i_am_false is false." end end # ==================================================================================== # if/elsif/else # ==================================================================================== repl do puts "** INFO: if/elsif/else statement" i_am_false = false i_am_true = true if i_am_false puts "This will NOT get printed because i_am_false is false." elsif i_am_true puts "This was printed because i_am_true is true." else puts "This will NOT get printed i_am_true was true." end end # ==================================================================================== # case # ==================================================================================== repl do puts "** INFO case statement" i_am_one = 1 # change this value to see different results case i_am_one when 10 puts "the value of i_am_one is 10" when 9 puts "the value of i_am_one is 9" when 5 puts "the value of i_am_one is 5" when 1 puts "the value of i_am_one is 1" else puts "Value wasn't cased." end end # ==================================================================================== # comparison operators # ==================================================================================== repl do puts "** INFO: Different types of comparisons" if 4 == 4 puts "4 equals 4 (==)" end if 4 != 3 puts "4 does not equal 3 (!=)" end if 3 < 4 puts "3 is less than 4 (<)" end if 4 > 3 puts "4 is greater than 3 (>)" end end # ==================================================================================== # and/or conditionals # ==================================================================================== repl do puts "** INFO: AND, OR operator (&&, ||)" if (4 > 3) || (3 < 4) || false puts "print this if 4 is greater than 3 OR 3 is less than 4 OR false is true (||)" end if (4 > 3) && (3 < 4) puts "print this if 4 is greater than 3 AND 3 is less than 4 (&&)" end end
Intermediate Ruby Primer - looping.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/06_looping.txt # ==================================================================================== # Looping # ==================================================================================== # # Looping looks a whole lot different than other languages. # But it's pretty awesome when you get used to it. repl do puts "* RUBY PRIMER: Loops" end # ==================================================================================== # times # ==================================================================================== repl do puts "** INFO: ~Numeric#times~ (for loop)" 3.times do |i| puts i end end # ==================================================================================== # foreach # ==================================================================================== repl do puts "** INFO: ~Array#each~ (for each loop)" array = ["a", "b", "c", "d"] array.each do |char| puts char end puts "** INFO: ~Array#each_with_index~ (for each loop)" array = ["a", "b", "c", "d"] array.each do |char, i| puts "index #{i}: #{char}" end end # ==================================================================================== # ranges # ==================================================================================== repl do puts "** INFO: range block exclusive (three dots)" (0...3).each do |i| puts i end puts "** INFO: range block inclusive (two dots)" (0..3).each do |i| puts i end end
Intermediate Ruby Primer - functions.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/07_functions.txt # ==================================================================================== # Functions # ==================================================================================== # The last statement of a function is implictly returned. Parenthesis for functions # are optional as long as the statement can be envaluated disambiguously. repl do puts "* RUBY PRIMER: Functions" end # ==================================================================================== # Functions single parameter # ==================================================================================== repl do puts "* INFO: Function with one parameter" # function definition def add_one_to n n + 1 end # Parenthesis are optional in Ruby as long as the # parsing is disambiguous. Here are a couple of variations. # Generally speaking, don't put parenthesis is you don't have to. # Conventional Usage of Parenthesis. puts add_one_to(3) # DragonRuby's recommended use of parenthesis (inner function has parenthesis). puts (add_one_to 3) # Full parens. puts(add_one_to(3)) # Outer function has parenthesis puts(add_one_to 3) end # ==================================================================================== # Functions with default parameter values # ==================================================================================== repl do puts "* INFO: Function with default value" def function_with_default_value v = 10 v * 10 end puts "Passing the argument three yields: #{function_with_default_value 3}" puts "Passing no argument yields: #{function_with_default_value}" end # ==================================================================================== # Nil default parameter value and ||= operator. # ==================================================================================== repl do puts "* INFO: Using the OR EQUAL operator (||=)" def function_with_nil_default_with_local a = nil result = a result ||= "DEFAULT_VALUE_OF_A_IS_NIL_OR_FALSE" "value is #{result}." end puts "Passing 'hi' as the argument yields: #{function_with_nil_default_with_local 'hi'}" puts "Passing nil: #{function_with_nil_default_with_local}" end
Intermediate Ruby Primer - arrays.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/08_arrays.txt # ==================================================================================== # Arrays # ==================================================================================== # Arrays are incredibly powerful in Ruby. Learn to use them well. repl do puts "* RUBY PRIMER: ARRAYS" end # ==================================================================================== # Enumerable ranges and .to_a # ==================================================================================== repl do puts "** INFO: Create an array with the numbers 1 to 10." one_to_ten = (1..10).to_a puts one_to_ten end # ==================================================================================== # Finding elements # ==================================================================================== repl do puts "** INFO: Finding elements in an array using ~Array#find_all~." puts "Create a new array that only contains even numbers from the previous array." one_to_ten = (1..10).to_a evens = one_to_ten.find_all do |number| number % 2 == 0 end puts evens end # ==================================================================================== # Rejecting elements # ==================================================================================== repl do puts "** INFO: Removing elements in an array using ~Array#reject~." puts "Create a new array that rejects odd numbers." one_to_ten = (1..10).to_a also_even = one_to_ten.reject do |number| number % 2 != 0 end puts also_even end # ==================================================================================== # Array transform using the map function. # ==================================================================================== repl do puts "** INFO: Creating new derived values from an array using ~Array#map~." puts "Create an array that doubles every number." one_to_ten = (1..10).to_a doubled = one_to_ten.map do |number| number * 2 end puts doubled end # ==================================================================================== # Combining array functions. # ==================================================================================== repl do puts "** INFO: Combining ~Array#find_all~ along with ~Array#map~." puts "Create an array that selects only odd numbers and then multiply those by 10." one_to_ten = (1..10).to_a odd_doubled = one_to_ten.find_all do |number| number % 2 != 0 end.map do |odd_number| odd_number * 10 end puts odd_doubled end # ==================================================================================== # Product function. # ==================================================================================== repl do puts "** INFO: Create all combinations of array values using ~Array#product~." puts "All two-item pairs of numbers 1 to 10." one_to_ten = (1..10).to_a all_combinations = one_to_ten.product(one_to_ten) puts all_combinations end # ==================================================================================== # Uniq and sort function. # ==================================================================================== repl do puts "** INFO: Providing uniq values using ~Array#uniq~ and ~Array#sort~." puts "All uniq combinations of numbers regardless of order." puts "For example: [1, 2] is the same as [2, 1]." one_to_ten = (1..10).to_a uniq_combinations = one_to_ten.product(one_to_ten) .map do |unsorted_number| unsorted_number.sort end.uniq puts uniq_combinations end # ==================================================================================== # Example of an advanced array transform. # ==================================================================================== repl do puts "** INFO: Advanced chaining. Combining ~Array's ~map~, ~find_all~, ~sort~, and ~sort_by~." puts "All unique Pythagorean Triples between 1 and 100 sorted by area of the triangle." one_to_hundred = (1..100).to_a triples = one_to_hundred.product(one_to_hundred).map do |width, height| [width, height, Math.sqrt(width ** 2 + height ** 2)] end.find_all do |_, _, hypotenuse| hypotenuse.to_i == hypotenuse end.map do |triangle| triangle.map(&:to_i) end.uniq do |triangle| triangle.sort end.map do |width, height, hypotenuse| [width, height, hypotenuse, (width * height) / 2] end.sort_by do |_, _, _, area| area end triples.each do |width, height, hypotenuse, _| puts "(#{width}, #{height}, #{hypotenuse})" end end # ==================================================================================== # Example of an sorting. # ==================================================================================== repl do puts "** INFO: Implementing a custom sort function that operates on the ~Hash~ datatype." things_to_sort = [ { type: :background, order: 1 }, { type: :foreground, order: 1 }, { type: :foreground, order: 2 } ] puts "*** Original array." puts things_to_sort puts "*** Simple sort using key." # For a simple sort, you can use sort_by results = things_to_sort.sort_by do |hash| hash[:order] end puts results puts "*** Custom sort." puts "**** Sorting process." # for a more complicated sort, you can provide a block that returns # -1, 0, 1 for a left and right operand results = things_to_sort.sort do |l, r| sort_result = 0 puts "here is l: #{l}" puts "here is r: #{r || "nil"}" # if either value is nil/false return 0 if !l || !r sort_result = 0 # if the type of "left" is background and the # type of "right" is foreground, then return # -1 (which means "left" is less than "right" elsif l[:type] == :background && r[:type] == :foreground sort_result = -1 # if the type of "left" is foreground and the # type of "right" is background, then return # 1 (which means "left" is greater than "right" elsif l[:type] == :foreground && r[:type] == :background sort_result = 1 # if "left" and "right"'s type are the same, then # use the order as the tie breaker elsif l[:order] < r[:order] sort_result = -1 elsif l[:order] > r[:order] sort_result = 1 # returning 0 means both values are equal else sort_result = 0 end sort_result end.to_a puts "**** Sort result." puts results end # ==================================================================================== # Api documention for Array that is worth commiting to memory because arrays are so # awesome in Ruby: https://docs.ruby-lang.org/en/2.0.0/Array.html # ====================================================================================
Intermediate Ruby Primer - main.rb link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/main.rb def tick args args.outputs.labels << [640, 380, "Open repl.rb in the text editor of your choice and follow the document.", 0, 1] end
Intermediate Ruby Primer - repl.rb link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/repl.rb # Copy and paste the code inside of the txt files here.
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", 3, 1, 255, 0, 0, 200, manaspace.ttf] # [ X , Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE] # 4. It's recommended to use hashes so that you're not reliant on positional values: # { x: 320, y: 640, text: "Example", size_enum: 3, alignment_enum: 1, r: 255, g: 0, b: 0, a: 200, font: "manaspace.ttf" } # 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 centered vertically and horizontally at 640, 620 args.outputs.labels << { x: 640, y: 620, anchor_x: 0.5, anchor_y: 0.5, text: "frame: #{args.state.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 Parameter args.outputs.labels << { x: 175 + 150, y: 610 - 50, text: "Smaller label.", size_enum: -2 } # size_enum of -2 is equivalent to using size_px: 18 args.outputs.labels << { x: 175 + 150, y: 580 - 50, text: "Small label.", size_enum: -1 } # size_enum of -1 is equivalent to using size_px: 20 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: 22 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: 24 args.outputs.labels << { x: 175 + 150, y: 490 - 50, text: "Larger label.", size_enum: 2 } # size_enum of 0 is equivalent to using size_px: 26 # Demonstration of the Align Parameter args.outputs.lines << { x: 175 + 150, y: 0, h: 720 } args.outputs.labels << { x: 175 + 150, y: 345 - 50, text: "Left aligned.", alignment_enum: 0 } # alignment_enum: 0 is equivalent to anchor_x: 0 args.outputs.labels << { x: 175 + 150, y: 325 - 50, text: "Center aligned.", alignment_enum: 1 } # alignment_enum: 1 is equivalent to anchor_x: 0.5 args.outputs.labels << { x: 175 + 150, y: 305 - 50, text: "Right aligned.", alignment_enum: 2 } # alignment_enum: 2 is equivalent to anchor_x: 1 # 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 } # Demonstration of the Font parameter # In order to use a font of your choice, add its ttf file to the project folder, where the app folder is # Again, it's recommended to use hashes so that you're not reliant on positional values. args.outputs.labels << [690 + 150, # x 330 - 20, # y "Custom font (Array)", # text 0, # size_enum 1, # alignment_enum 125, # r 0, # g 200, # b 255, # a "manaspc.ttf" ] # 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" } 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 args.state.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." args.state.really_long_string += "\n" args.state.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 # line height line_height = 25 long_string = args.state.really_long_string # API: args.string.wrapped_lines string, max_character_length long_strings_split = args.string.wrapped_lines long_string, max_character_length # render a label for each line and offset by the line_height args.outputs.labels << long_strings_split.map_with_index do |s, i| { x: 60, y: 60.from_top - (i * line_height), 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: An array. Values in this array generate lines on the screen. - args.state.tick_count: This property contains an integer value that represents the current frame. GTK renders at 60 FPS. A value of 0 for args.state.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) # An example of creating a line would be: # 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 def tick args tick_instructions args, "Sample app shows how to create lines." args.outputs.labels << [480, 620, "Lines (x, y, x2, y2, r, g, b, a)"] # Some simple lines args.outputs.lines << [380, 450, 675, 450] args.outputs.lines << [380, 410, 875, 410] # These examples utilize args.state.tick_count to change the length of the lines over time # args.state.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 args.state.tick_count args.outputs.lines << [380, 370, 875, 370, args.state.tick_count % 255, 0, 0, 255] args.outputs.lines << [380, 330 - args.state.tick_count % 25, 875, 330, 0, 0, 0, 255] args.outputs.lines << [380 + args.state.tick_count % 400, 290, 875, 290, 0, 0, 0, 255] 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
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: An array. Values in this array generate solid/filled rectangles on the screen. =end # Rects are outputted in DragonRuby as rectangles # If filled in, they are solids # If hollow, they are borders # Solids are added to args.outputs.solids # Borders are added to args.outputs.borders # The parameters required for rects are: # 1. The upper right corner (x, y) # 2. The width (w) # 3. The height (h) # 4. The rgba values for the color and transparency (r, g, b, a) # Here is an example of a rect definition: # [100, 100, 400, 500, 0, 255, 0, 180] # The example would create a rect from (100, 100) # Extending 400 pixels across the x axis # and 500 pixels across the y axis # The rect would be green (0, 255, 0) # and mostly opaque with some transparency (180) # Whether the rect would be filled or not depends on if # it is added to args.outputs.solids or args.outputs.borders def tick args tick_instructions args, "Sample app shows how to create solid squares." args.outputs.labels << [460, 600, "Solids (x, y, w, h, r, g, b, a)"] 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] args.outputs.solids << [710, 520, 50, 50, 0, 0, 0, 128 + args.state.tick_count % 128] args.outputs.labels << [460, 400, "Borders (x, y, w, h, r, g, b, a)"] 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 << [710, 320, 50, 50, 0, 0, 0, 128 + args.state.tick_count % 128] 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
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: An array. Values in this array generate sprites on the screen. The location of the sprite is assumed to be under the mygame/ directory (the exception being dragonruby.png). =end # For all other display outputs, Sprites are your solution # Sprites import images and display them with a certain rectangular area # The image can be of any usual format and should be located within the folder, # similar to additional fonts. # Sprites have the following parameters # Rectangular area (x, y, width, height) # The image (path) # Rotation (angle) # Alpha (a) def tick args tick_instructions args, "Sample app shows how to render a sprite. Set its alpha, and rotate it." args.outputs.labels << [460, 600, "Sprites (x, y, w, h, path, angle, a)"] args.outputs.sprites << [460, 470, 128, 101, 'dragonruby.png'] args.outputs.sprites << [610, 470, 128, 101, 'dragonruby.png', args.state.tick_count % 360] args.outputs.sprites << [760, 470, 128, 101, 'dragonruby.png', 0, args.state.tick_count % 255] 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
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 args.state.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: #{args.state.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 = args.state.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 # for the player's x, y, w (width), and h (height) args.state.player.x ||= 100 args.state.player.y ||= 100 args.state.player.w ||= 50 args.state.player.h ||= 50 # render the player to the screen args.outputs.sprites << { x: args.state.player.x, y: args.state.player.y, w: args.state.player.w, h: args.state.player.h, path: 'sprites/square/green.png' } # move the player around using the keyboard 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 end $gtk.reset
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 tick_instructions args, "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 # This method effectively combines the row_to_px # It changes the given row value to a DragonRuby pixel value # and adds the customization parameters { x: x, y: row_to_px(args, row), text: message, alignment_enum: -2 } end def row_to_px args, row_number args.grid.top.shift_down(5).shift_down(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 << { 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
Mouse Point To Rect - main.rb link
# ./samples/02_input_basics/03_mouse_point_to_rect/app/main.rb =begin APIs that haven't been encountered in a previous sample apps: - args.outputus.borders: An array. Values in this array will be rendered as unfilled rectangles on the screen. - 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. ``` # Point: x: 100, y: 100 # Rect: x: 0, y: 0, w: 500, h: 500 # Result: true [100, 100].inside_rect? [0, 0, 500, 500] ``` ``` # Point: x: 100, y: 100 # Rect: x: 300, y: 300, w: 100, h: 100 # Result: false [100, 100].inside_rect? [300, 300, 100, 100] ``` - 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. =end # To determine whether a point is in a rect # Use point.inside_rect? rect # This is useful to determine if a click occurred in a rect def tick args tick_instructions args, "Sample app shows how to determing if a click happened inside a rectangle." x = 460 args.outputs.labels << small_label(args, x, 15, "Click inside the blue box maybe ---->") box = { x: 785, y: 370, w: 50, h: 50, r: 0, g: 0, b: 170 } args.outputs.borders << box # Saves the most recent click into args.state # Unlike the other components of args, # args.state does not reset every tick. if args.inputs.mouse.click args.state.last_mouse_click = args.inputs.mouse.click end if args.state.last_mouse_click if args.state.last_mouse_click.point.inside_rect? box args.outputs.labels << small_label(args, x, 16, "Mouse click happened *inside* the box.") else args.outputs.labels << small_label(args, x, 16, "Mouse click happened *outside* the box.") end else args.outputs.labels << small_label(args, x, 16, "Mouse click has not occurred yet.") 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.shift_down(5).shift_down(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 << { 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
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 = args.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
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
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 # args.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: #{args.state.tick_count}" # And MOST IMPORTANTLY set the point it time to start the animation, # equal to "now" which is represented as args.state.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 = args.state.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" } tick_instructions args, "Sample app shows how to use Numeric#frame_index and string interpolation to animate a sprite over time." 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
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 args.state.player.y ||= 100 args.state.player.w ||= 64 args.state.player.h ||= 64 args.state.player.direction ||= 1 args.state.player.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 ||= args.state.tick_count elsif args.inputs.keyboard.left args.state.player.x -= 3 args.state.player.direction = -1 args.state.player.started_running_at ||= args.state.tick_count end if args.inputs.keyboard.up args.state.player.y += 1 args.state.player.started_running_at ||= args.state.tick_count elsif args.inputs.keyboard.down args.state.player.y -= 1 args.state.player.started_running_at ||= args.state.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 ||= args.state.tick_count elsif args.state.player.x < -64 args.state.player.x = 1280 args.state.player.started_running_at ||= args.state.tick_count end if args.state.player.y > 720 args.state.player.y = -64 args.state.player.started_running_at ||= args.state.tick_count elsif args.state.player.y < -64 args.state.player.y = 720 args.state.player.started_running_at ||= args.state.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 - main.rb link
# ./samples/03_rendering_sprites/03_animation_states/app/main.rb class Game attr_gtk def defaults state.show_debug_layer = true if state.tick_count == 0 player.tile_size = 64 player.speed = 3 player.slash_frames = 15 player.x ||= 50 player.y ||= 400 player.dir_x ||= 1 player.dir_y ||= -1 player.is_moving ||= false state.watch_list ||= {} 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, # a: 40 } 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, # a: 40 } 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.labels << state.watch_list.map.with_index do |(k, v), i| [30, 710 - i * 28, "#{k}: #{v || "(nil)"}"] end outputs.borders << player.slash_collision_rect end def slash_initiate? # buffalo usb controller has a button and b button swapped lol 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)) != state.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 Advanced - main.rb link
# ./samples/03_rendering_sprites/03_animation_states_advanced/app/main.rb class Game attr_gtk def request_action name, at: nil at ||= state.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].transient! 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 state.tick_count == key_0 should_update_facing = true elsif state.tick_count == key_1 should_update_facing = true elsif key_0 && key_1 && state.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 = state.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 > state.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[state.tick_count] = :slash_0 state.player.next_action_queue[state.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 = state.tick_count if queue_at < state.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 !state.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 = [ [ 0, 0.25, 0.75, 1.0], [1.0, 0.75, 0.25, 0] ] throw_duration = catch_at - throw_at current_progress = args.easing.ease_spline throw_at, state.tick_count, throw_duration, spline 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[state.tick_count] state.player.previous_action = state.player.action state.player.previous_action_at = state.player.action_at state.player.previous_action_ended_at = state.tick_count state.player.action = state.player.next_action_queue[state.tick_count] state.player.action_at = state.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
Animation States Advanced - Metadata - ios_metadata.txt link
# ./samples/03_rendering_sprites/03_animation_states_advanced/metadata/ios_metadata.txt teamid=L7H57V9CRD appid=com.scratchworkdevelopment.1bitanimate appname=1-Bit Animate version=1.0 devcert=iPhone Developer: Amirali Rajan (P2B6225J87) prodcert=
Animation States Intermediate - main.rb link
# ./samples/03_rendering_sprites/03_animation_states_intermediate/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) # args.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 = args.state.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 = args.state.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 = args.state.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 = args.state.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
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.solids << [grid.rect, 70, 70, 70] # outputs gray background outputs.sprites << [destination_rect(state), # sets first four parameters of car sprite 'sprites/86.png', # image path of car state.angle, opacity, # transparency saturation, source_rect(state), # sprite sub division/tile (tile x, y, w, h) false, false, # don't flip sprites rotation_anchor] # also look at the create_sprite helper method # # For example: # # dest = destination_rect(state) # source = source_rect(state), # outputs.sprites << create_sprite( # 'sprites/86.png', # x: dest.x, # y: dest.y, # w: dest.w, # h: dest.h, # angle: state.angle, # source_x: source.x, # source_y: source.y, # source_w: source.w, # source_h: source.h, # flip_h: false, # flip_v: false, # rotation_anchor_x: 0.7, # rotation_anchor_y: 0.5 # ) end # Creates sprite by setting values inside of a hash def create_sprite path, options = {} options = { # dest x, y, w, h x: 0, y: 0, w: 100, h: 100, # angle, rotation angle: 0, rotation_anchor_x: 0.5, rotation_anchor_y: 0.5, # color saturation (red, green, blue), transparency r: 255, g: 255, b: 255, a: 255, # source x, y, width, height source_x: 0, source_y: 0, source_w: -1, source_h: -1, # flip horiztonally, flip vertically flip_h: false, flip_v: false, }.merge options [ options[:x], options[:y], options[:w], options[:h], # dest rect keys path, options[:angle], options[:a], options[:r], options[:g], options[:b], # angle, color, alpha options[:source_x], options[:source_y], options[:source_w], options[:source_h], # source rect keys options[:flip_h], options[:flip_v], # flip options[:rotation_anchor_x], options[:rotation_anchor_y], # rotation anchor ] # hash keys contain corresponding values 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 [0.7, 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 [255, 255, 255] end # Sets definition of destination_rect (used to define the car sprite) def destination_rect state [state.x, state.y, state.sprite.width * state.sprite.scale, # multiplies by 4 to set size 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 [0, 0, state.sprite.width, state.sprite.height] end
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 occured, # 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 args.state.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 = args.gtk.read_file "data/terrain.txt" if !contents args.gtk.write_file "data/terrain.txt", "" end # read the terrain data from disk which is a csv args.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" args.gtk.write_file 'data/terrain.txt', terrain_csv end
Simple Aabb Collision With Map Editor - Data - terrain.txt link
# ./samples/04_physics_and_collisions/01_simple_aabb_collision_with_map_editor/data/terrain.txt
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 ||= [] args.state.tick_count = args.state.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 args.state.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 args.state.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: args.state.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] < args.state.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] < args.state.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 = args.state.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 ||= args.state.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 = state.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 = args.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 = state.tick_count elsif inputs.keyboard.key_down.space player.dy = player.jump_power player.jumped_at = state.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 = args.state.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 = $args.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 + "|"+@velocity.to_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, args.state.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] = args.state.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, args.state.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 (@pointB.x-@pointA.x == 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 occured 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 ||= args.state.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 = args.state.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, $args.grid.right, $args.grid.top, bgClr[:r], bgClr[:g], bgClr[:b]]; args.outputs.borders << args.state.game_area render_instructions args render_shapes args render_balls args #args.state.rectangle.draw args args.outputs.sprites << [$args.grid.right-(args.state.board_width + args.grid.w / 8), 0, $args.grid.right, $args.grid.top, "sprites/square-white-2.png", 0, 255, bgClr[:r], bgClr[:g], bgClr[:b]] args.outputs.sprites << [0, 0, (args.state.board_width + args.grid.w / 8), $args.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, $args.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, $args.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=$args.grid.right/2.0 - @width/2.0 @y=$args.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 @xy.x+=@velocity.x @xy.y+=@velocity.y 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: " +@velocity.x.to_s+","+@velocity.y.to_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 = args.state.tick_count end if args.state.game_over_at.elapsed_time < 60 && args.state.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 = args.state.tick_count end if args.state.game_over_at.elapsed_time < 60 && args.state.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 include MatrixFunctions class BouncingBall attr_gtk def tick defaults render input calc reset_ball if args.inputs.keyboard.key_down.r args.state.debug = !args.state.debug if inputs.keyboard.key_down.g debug if args.state.debug end def defaults args.state.rest ||= false args.state.debug ||= false state.walls ||= [ { x: 50.from_left, y: 50.from_bottom, x2: 50.from_left, y2: 50.from_top }, { x: 50.from_left, y: 50.from_bottom, x2: 50.from_right, y2: 50.from_bottom }, { x: 50.from_left, y: 50.from_top, x2: 50.from_right, y2: 50.from_top }, { x: 50.from_right, y: 50.from_bottom, x2: 50.from_right, y2: 50.from_top }, ] state.ball ||= { x: 250, y: 250, w: 50, h: 50, path: 'circle-white.png' } state.ball_old_x ||= state.ball[:x] state.ball_old_y ||= state.ball[:y] state.ball_vector ||= vec2(0, 0) state.stick_length = 200 state.stick_angle ||= 0 state.stick_power ||= 0 # Prevent consecutive bounces on the same normal vector # Solves issue where ball gets stuck on a wall state.prevent_collision ||= {} state.physics.gravity = 0.4 state.physics.restitution = 0.80 state.physics.friction = 0.70 end def render outputs.lines << state.walls outputs.sprites << state.ball render_stick render_point_one end def render_stick stick_vec_x = Math.cos(state.stick_angle.to_radians) stick_vec_y = Math.sin(state.stick_angle.to_radians) ball_center_x = state.ball[:x] + (state.ball[:w] / 2) ball_center_y = state.ball[:y] + (state.ball[:h] / 2) # Draws the line starting 15% of stick_length away from the ball outputs.lines << { x: ball_center_x + (stick_vec_x * state.stick_length * -0.15), y: ball_center_y + (stick_vec_y * state.stick_length * -0.15), w: stick_vec_x * state.stick_length * -1, h: stick_vec_y * state.stick_length * -1, } end def render_point_one return unless state.point_one outputs.lines << { x: state.point_one.x, y: state.point_one.y, x2: inputs.mouse.x, y2: inputs.mouse.y, r: 255 } end def input input_stick input_lines state.point_one = nil if inputs.keyboard.key_down.escape end def input_stick if inputs.keyboard.key_up.space hit_ball state.stick_power = 0 end if inputs.keyboard.key_held.space state.stick_power += 1 unless state.stick_power >= 50 outputs.labels << [100, 100, state.stick_power] end state.stick_angle += inputs.keyboard.left_right end def input_lines return unless inputs.mouse.click if state.point_one x = snap(state.point_one.x) y = snap(state.point_one.y) x2 = snap(inputs.mouse.click.x) y2 = snap(inputs.mouse.click.y) state.walls << { x: x, y: y, x2: x2, y2: y2 } state.point_one = nil else state.point_one = inputs.mouse.click.point end end # FIX: does not snap negative numbers properly def snap value snap_number = 10 min = value.to_i.idiv(snap_number) * snap_number max = min + snap_number result = (max - value).abs < (min - value).abs ? max : min puts "SNAP: #{ value } --> #{ result }" if state.debug result end def hit_ball vec_x = Math.cos(state.stick_angle.to_radians) * state.stick_power vec_y = Math.sin(state.stick_angle.to_radians) * state.stick_power state.ball_vector = vec2(vec_x, vec_y) state.rest = false end def entropy state.ball_vector[:x].abs + state.ball_vector[:y].abs end # Ball is resting if # entropy is low, ball is touching a line # the line is not steep and the ball is above the line def ball_is_resting?(walls, true_normal) entropy < 1.5 && !walls.empty? && true_normal[:y] > 0.96 end def calc walls = [] state.walls.each do |wall| if line_intersect_rect?(wall, state.ball) walls << wall unless state.prevent_collision.key?(wall) end end state.prevent_collision = {} walls.each { |w| state.prevent_collision[w] = true } normals = walls.map { |w| compute_proper_normal(w) } true_normal = normals.inject { |a, b| normalize(vector_add(a, b)) } unless state.rest state.ball_vector = collision(true_normal) unless walls.empty? state.ball_old_x = state.ball[:x] state.ball_old_y = state.ball[:y] state.ball[:x] += state.ball_vector[:x] state.ball[:y] += state.ball_vector[:y] state.ball_vector[:y] -= state.physics.gravity if ball_is_resting?(walls, true_normal) state.ball[:y] += 1 state.rest = true end end end # Line segment intersects rect if it intersects # any of the lines that make up the rect # This doesn't cover the case where the line is completely within the rect def line_intersect_rect?(line, rect) rect_to_lines(rect).each do |rect_line| return true if segments_intersect?(line, rect_line) end false end # https://stackoverflow.com/questions/573084/ def collision(normal_vector) dot_product = dot(state.ball_vector, normal_vector) normal_square = dot(normal_vector, normal_vector) perpendicular = vector_multiply(normal_vector, (dot_product / normal_square)) parallel = vector_minus(state.ball_vector, perpendicular) perpendicular = vector_multiply(perpendicular, state.physics.restitution) parallel = vector_multiply(parallel, state.physics.friction) vector_minus(parallel, perpendicular) end # https://stackoverflow.com/questions/1243614/ def compute_normals(line) h = line[:y2] - line[:y] w = line[:x2] - line[:x] a = normalize vec2(-h, w) b = normalize vec2(h, -w) [a, b] end # https://stackoverflow.com/questions/3838319/ # Get the normal vector that points at the ball from the center of the line def compute_proper_normal(line) normals = compute_normals(line) ball_center_x = state.ball_old_x + (state.ball[:w] / 2) ball_center_y = state.ball_old_y + (state.ball[:h] / 2) v1 = vec2(line[:x2] - line[:x], line[:y2] - line[:y]) v2 = vec2(line[:x2] - ball_center_x, line[:y2] - ball_center_y) cp = v1[:x] * v2[:y] - v1[:y] * v2[:x] cp < 0 ? normals[0] : normals[1] end def vector_multiply(vector, value) vec2(vector[:x] * value, vector[:y] * value) end def vector_minus(vec_a, vec_b) vec2(vec_a[:x] - vec_b[:x], vec_a[:y] - vec_b[:y]) end def vector_add a, b vec2(a[:x] + b[:x], a[:y] + b[:y]) end # The lines composing the boundaries of a rectangle def rect_to_lines(rect) x = rect[:x] y = rect[:y] x2 = rect[:x] + rect[:w] y2 = rect[:y] + rect[:h] [{ x: x, y: y, x2: x2, y2: y }, { x: x, y: y, x2: x, y2: y2 }, { x: x2, y: y, x2: x2, y2: y2 }, { x: x, y: y2, x2: x2, y2: y2 }] end # This is different from args.geometry.line_intersect # This considers line segments instead of lines # http://jeffreythompson.org/collision-detection/line-line.php def segments_intersect?(line_one, line_two) x1 = line_one[:x] y1 = line_one[:y] x2 = line_one[:x2] y2 = line_one[:y2] x3 = line_two[:x] y3 = line_two[:y] x4 = line_two[:x2] y4 = line_two[:y2] uA = ((x4-x3)*(y1-y3) - (y4-y3)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1)) uB = ((x2-x1)*(y1-y3) - (y2-y1)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1)) uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1 end def reset_ball state.ball = nil state.ball_vector = nil state.rest = false end def debug outputs.labels << { x: 50.from_left, y: 50.from_top, text: "Entropy: #{entropy}"} end end def tick args $game ||= BouncingBall.new $game.args = args $game.tick 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. # toolbar interaction is in a seperate file require 'app/toolbar.rb' 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 = args.state.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 $gtk.reset_and_replay "replay.txt", speed: 2
Ramp Collision - toolbar.rb link
# ./samples/04_physics_and_collisions/12_ramp_collision/app/toolbar.rb 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 = args.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: 10, 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) 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, }, { 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
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: - ARRAY#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_accessor :_, :state, :outputs, :inputs, :grid, :gtk # Starts the game with player x's turn and creates an array (to_a) for space combinations. # Calls methods necessary for the game to run properly. 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 state.spaces ||= {} state.space_combinations.each do |x, y| state.spaces[x] ||= {} state.spaces[x][y] ||= state.new_entity(:space) end end # Uses borders to create grid squares for the game's board. Also outputs the game pieces using labels. def render_board square_size = 80 # Positions the game's board in the center of the screen. # Try removing what follows grid.w_half or grid.h_half and see how the position changes! board_left = grid.w_half - square_size * 1.5 board_top = grid.h_half - square_size * 1.5 # 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 do |x, y, space| # outputs borders for all board spaces space.border ||= [ board_left + x.add(1) * square_size, # space.border is initialized using this definition board_top + y.add(1) * square_size, square_size, square_size ] end # Again, the calculations ensure that the piece is placed in the center of the grid square. # Remove the '- 20' and the piece will be placed at the top of the grid square instead of the center. outputs.labels << filled_spaces do |x, y, space| # put label in each filled space of board label board_left + x.add(1) * square_size + square_size.fdiv(2), board_top + y.add(1) * square_size + square_size - 20, space.piece # text of label, either "x" or "o" 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 label grid.w_half, grid.top - 80, "x won" # the '-80' positions the label 80 pixels lower than top elsif state.o_won label grid.w_half, grid.top - 80, "o won" # grid.w_half positions the label in the center horizontally elsif state.draw label grid.w_half, grid.top - 80, "a draw" else # if no one won and the game is ongoing label grid.w_half, grid.top - 80, "turn: #{state.current_turn}" 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.border) && !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 state.space_combinations .reject { |x, y| !state.spaces[x][y].piece } # reject spaces with no pieces in them .map do |x, y| if block_given? yield x, y, state.spaces[x][y] else [x, y, state.spaces[x][y]] # sets definition of space end end end # Defines all spaces on the board. def all_spaces if !block_given? state.space_combinations.map do |x, y| [x, y, state.spaces[x][y]] # sets definition of space end else # if a block is given (block_given? is true) state.space_combinations.map do |x, y| yield x, y, state.spaces[x][y] # yield if a block is given end end end # Sets values for a label, such as the position, value, size, alignment, and color. def label x, y, value [x, y + 10, value, 20, 1, 0, 0, 0] end end $tic_tac_toe = TicTacToe.new def tick args $tic_tac_toe._ = args $tic_tac_toe.state = args.state $tic_tac_toe.outputs = args.outputs $tic_tac_toe.inputs = args.inputs $tic_tac_toe.grid = args.grid $tic_tac_toe.gtk = args.gtk $tic_tac_toe.tick tick_instructions args, "Sample app shows how to work with mouse clicks." 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 - main.rb link
# ./samples/05_mouse/02_mouse_move/app/main.rb =begin Reminders: - 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. - 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 ||= state.new_entity(:player, { x: 640, y: 360, attack_angle: 0, dx: 0, dy: 0 }) end # Outputs a gray background. # Calls the methods needed to output the player, zombies, etc onto the screen. def render outputs.solids << [grid.rect, 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.sprite = [z.x, z.y, 4 * 3, 8 * 3, animation_sprite(z)].sprite # sets definition for sprite, calls animation_sprite method z.sprite 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 z.sprite = [z.x, z.y, 4 * 3, 8 * 3, animation_sprite(z, z.death_at), # calls animation_sprite method 0, # angle 255 * z.death_at.ease(30, :flip)].sprite # transparency of a zombie changes when they die # change the value of 30 and see what happens when a zombie is killed # 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. [z.sprite, [z.sprite.rect, 'sprites/slash.png', 45 + state.player.attack_angle_on_click, z.sprite.a].scale_rect(3, 0.5, 0.5)] end end # Outputs the player sprite using the images in the sprites folder. def render_player state.player_sprite = [state.player.x, state.player.y, 4 * 3, 8 * 3, "sprites/player-#{animation_index(state.player.created_at_elapsed)}.png"] # string interpolation outputs.sprites << state.player_sprite # 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.solids << [state.player.x + state.player.attack_angle.vector_x(60), state.player.y + state.player.attack_angle.vector_y(60), 3, 3, 255, 0, 0] 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, 255, 255, 255, 255 * state.flash_at.ease(10, :flip)].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 << state.new_entity(:zombie) do |z| # each zombie is declared a new entity if rand > 0.5 z.x = grid.rect.w.randomize(:ratio) # random x position on screen (within grid scope) z.y = [-10, 730].sample # y position is set to either -10 or 730 (randomly chosen) # the possible values exceed the screen's scope so zombies appear to be coming from far away else z.x = [-10, 1290].sample # x position is set to either -10 or 1290 (randomly chosen) z.y = grid.rect.w.randomize(:ratio) # random y position on screen end 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.greater(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.lesser(1280).greater(0) state.player.y = state.player.y.lesser(720).greater(0) # 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.sprite && (z.sprite.intersect_rect? state.player_sprite) } 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 = state.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 = state.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| state.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 # 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:; # args.layout.rect(row:, col:, w:, h:) is method that will # return a rectangle inside of a grid with 12 rows and 24 columns rect = args.layout.rect row: row, col: col, w: 3, h: 1 # get senter of rect for label center = args.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
Reading Writing Files - main.rb link
# ./samples/06_save_load/00_reading_writing_files/app/main.rb # APIs covered: # args.gtk.write_file "file-1.txt", args.state.tick_count.to_s # args.gtk.append_file "file-1.txt", args.state.tick_count.to_s # stat = args.gtk.stat_file "file-1.txt" # contents = args.gtk.read_file "file-1.txt" # args.gtk.delete_file "file-1.txt" # args.gtk.delete_file_if_exist "file-1.txt" # root_files = args.gtk.list_files "" # app_files = args.gtk.list_files "app" def tick args # create buttons args.state.buttons ||= [ create_button(args, id: :write_file_1, row: 0, col: 0, text: "write file-1.txt"), create_button(args, id: :append_file_1, row: 1, col: 0, text: "append file-1.txt"), create_button(args, id: :delete_file_1, row: 2, col: 0, text: "delete file-1.txt"), create_button(args, id: :read_file_1, row: 0, col: 3, text: "read file-1.txt"), create_button(args, id: :stat_file_1, row: 1, col: 3, text: "stat file-1.txt"), create_button(args, id: :list_files, row: 2, col: 3, text: "list files"), ] # 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 long_string = args.state.center_label_text max_character_length = 80 long_strings_split = args.string.wrapped_lines long_string, max_character_length line_height = 23 offset = (long_strings_split.length / 2) * line_height args.outputs.labels << long_strings_split.map_with_index do |s, i| { x: 400, y: 60.from_top - (i * line_height), text: s } end 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 :write_file_1 args.gtk.write_file("file-1.txt", args.state.tick_count.to_s + "\n") args.state.center_label_text = "" args.state.center_label_text += "* Success (#{args.state.tick_count}):\n" args.state.center_label_text += " Click \"read file-1.txt\" to see the contents.\n" args.state.center_label_text += "\n" args.state.center_label_text += "** Sample Code\n" args.state.center_label_text += " args.gtk.write_file(\"file-1.txt\", args.state.tick_count.to_s + \"\\n\")\n" when :append_file_1 args.gtk.append_file("file-1.txt", args.state.tick_count.to_s + "\n") args.state.center_label_text = "" args.state.center_label_text += "* Success (#{args.state.tick_count}):\n" args.state.center_label_text += " Click \"read file-1.txt\" to see the contents.\n" args.state.center_label_text += "\n" args.state.center_label_text += "** Sample Code\n" args.state.center_label_text += " args.gtk.append_file(\"file-1.txt\", args.state.tick_count.to_s + \"\\n\")\n" when :stat_file_1 stat = args.gtk.stat_file "file-1.txt" args.state.center_label_text = "" args.state.center_label_text += "* Stat File (#{args.state.tick_count})\n" args.state.center_label_text += "#{stat || "nil (file does not exist)"}" args.state.center_label_text += "\n" args.state.center_label_text += "\n" args.state.center_label_text += "** Sample Code\n" args.state.center_label_text += " args.gtk.stat_files(\"file-1.txt\")\n" when :read_file_1 contents = args.gtk.read_file("file-1.txt") args.state.center_label_text = "" if contents args.state.center_label_text += "* Contents (#{args.state.tick_count}):\n" args.state.center_label_text += contents args.state.center_label_text += "\n" args.state.center_label_text += "** Sample Code\n" args.state.center_label_text += " contents = args.gtk.read_file(\"file-1.txt\")\n" else args.state.center_label_text += "* Contents (#{args.state.tick_count}):\n" args.state.center_label_text += "Contents of file was nil. Click stat file-1.txt for file information." args.state.center_label_text += "\n" args.state.center_label_text += "** Sample Code\n" args.state.center_label_text += " contents = args.gtk.read_file(\"file-1.txt\")\n" end when :delete_file_1 args.state.center_label_text = "" if args.gtk.stat_file "file-1.txt" args.gtk.delete_file "file-1.txt" args.state.center_label_text += "* Delete File\n" args.state.center_label_text += "file-1.txt was deleted. Click \"list files\" or \"stat file-1.txt\" for more info." args.state.center_label_text += "\n" args.state.center_label_text += "\n" args.state.center_label_text += "** Sample Code\n" args.state.center_label_text += " args.gtk.delete_file(\"file-1.txt\")\n" else args.state.center_label_text = "" args.state.center_label_text += "* Delete File\n" args.state.center_label_text += "File does not exist. Click \"write file-1.txt\" or \"append file-1.txt\" to create file." args.state.center_label_text += "\n" args.state.center_label_text += "\n" args.state.center_label_text += "** Sample Code\n" args.state.center_label_text += " if args.gtk.stat_file(\"file-1.txt\") ...\n" end when :list_files root_files = args.gtk.list_files "" app_files = args.gtk.list_files "app" args.state.center_label_text = "" args.state.center_label_text += "** Root Files (#{args.state.tick_count}):\n" args.state.center_label_text += root_files.join "\n" args.state.center_label_text += "\n" args.state.center_label_text += "\n" args.state.center_label_text += "** App Files (#{args.state.tick_count}):\n" args.state.center_label_text += app_files.join "\n" args.state.center_label_text += "\n" args.state.center_label_text += "\n" args.state.center_label_text += "** Sample Code\n" args.state.center_label_text += " root_files = args.gtk.list_files(\"\")\n" args.state.center_label_text += " app_files = args.gtk.list_files(\"app\")\n" end end end def create_button args, id:, row:, col:, text:; # args.layout.rect(row:, col:, w:, h:) is method that will # return a rectangle inside of a grid with 12 rows and 24 columns rect = args.layout.rect row: row, col: col, w: 3, h: 1 # get senter of rect for label center = args.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: -2, alignment_enum: 1, vertical_alignment_enum: 1, primitive_marker: :label } ] } end $gtk.reset
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? state.tick_count.mod_zero?(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, state.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 = opts.args.layout.rect(w: 0.5, h: 0.5, col: 2) final_rect = checkbox_template.center_inside_rect_y(opts.args.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 = opts.args.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 = final_rect.rect_center_point { 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) # args.layout.rect returns a hash which we merge values with to create primitives # using args.layout.rect removes the need for pixel pushing # args.outputs.debug << args.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 << args.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 << args.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 << args.layout.rect(row: 1, col: 0, w: 7, h: 0) .line!(white_color) # screen location results.primitives << args.layout.point(row: 1.0, col: 0, row_anchor: 0.5) .merge(label_style) .merge(text: "screen:") results.primitives << args.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 << args.layout.point(row: 1.5, col: 0, row_anchor: 0.5) .merge(label_style) .merge(text: "position:") results.primitives << args.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 << args.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 << args.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 << args.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 << args.layout.point(row: 3.5, col: 0, row_anchor: 0.5) .merge(label_style) .merge(text: "looping:") checkbox_template = args.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 << args.layout.point(row: 4.0, col: 0, row_anchor: 0.5) .merge(label_style) .merge(text: "paused:") checkbox_template = args.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: args.layout.rect(row: 5, col: 0, w: 7, h: 1) } results.primitives << results.delete_button_rect.to_solid(r: 180) results.primitives << args.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 = args.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
Audio Mixer - server_ip_address.txt link
# ./samples/07_advanced_audio/01_audio_mixer/app/server_ip_address.txt 192.168.1.65
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 ", " args.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? (args.layout.rect(row: 0).yield_self { |r| r.merge y: r.y + r.h.half, h: r.h.half })) args.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] && args.state.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: (args.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: args.state.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 args.state.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 = args.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 = args.state.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
Advanced Rendering link
Labels With Wrapped Text - main.rb link
# ./samples/07_advanced_rendering/00_labels_with_wrapped_text/app/main.rb def tick args # defaults args.state.scroll_location ||= 0 args.state.textbox.messages ||= [] args.state.textbox.scroll ||= 0 # render args.outputs.background_color = [0, 0, 0, 255] render_messages args render_instructions args # inputs if args.inputs.keyboard.key_down.one queue_message args, "Hello there neighbour! my name is mark, how is your day today?" end if args.inputs.keyboard.key_down.two queue_message args, "I'm doing great sir, actually I'm having a picnic today" end if args.inputs.keyboard.key_down.three queue_message args, "Well that sounds wonderful!" end if args.inputs.keyboard.key_down.home args.state.scroll_location = 1 end if args.inputs.keyboard.key_down.delete clear_message_queue args end end def queue_message args, msg args.state.textbox.messages.concat msg.wrapped_lines 50 end def clear_message_queue args args.state.textbox.messages = nil args.state.textbox.scroll = 0 end def render_messages args args.outputs[:textbox].transient! args.outputs[:textbox].w = 400 args.outputs[:textbox].h = 720 args.outputs.primitives << args.state.textbox.messages.each_with_index.map do |s, idx| { x: 0, y: 20 * (args.state.textbox.messages.size - idx) + args.state.textbox.scroll * 20, text: s, size_enum: -3, alignment_enum: 0, r: 255, g:255, b: 255, a: 255 } end args.outputs[:textbox].labels << args.state.textbox.messages.each_with_index.map do |s, idx| { x: 0, y: 20 * (args.state.textbox.messages.size - idx) + args.state.textbox.scroll * 20, text: s, size_enum: -3, alignment_enum: 0, r: 255, g:255, b: 255, a: 255 } end args.outputs[:textbox].borders << [0, 0, args.outputs[:textbox].w, 720] args.state.textbox.scroll += args.inputs.mouse.wheel.y unless args.inputs.mouse.wheel.nil? if args.state.scroll_location > 0 args.state.textbox.scroll = 0 args.state.scroll_location = 0 end args.outputs.sprites << [900, 0, args.outputs[:textbox].w, 720, :textbox] end def render_instructions args args.outputs.labels << [30, 30.from_top, "press 1, 2, 3 to display messages, MOUSE WHEEL to scroll, HOME to go to top, BACKSPACE to delete.", 0, 255, 255] args.outputs.primitives << [0, 55.from_top, 1280, 30, :pixel, 0, 255, 0, 0, 0].sprite end
Rotating Label - main.rb link
# ./samples/07_advanced_rendering/00_rotating_label/app/main.rb def tick args # set the render target width and height to match the label args.outputs[:scene].transient! args.outputs[:scene].w = 220 args.outputs[:scene].h = 30 # make the background transparent args.outputs[:scene].background_color = [255, 255, 255, 0] # set the blendmode of the label to 0 (no blending) # center it inside of the scene # set the vertical_alignment_enum to 1 (center) args.outputs[:scene].labels << { x: 0, y: 15, text: "label in render target", blendmode_enum: 0, vertical_alignment_enum: 1 } # add a border to the render target args.outputs[:scene].borders << { x: 0, y: 0, w: args.outputs[:scene].w, h: args.outputs[:scene].h } # add the rendertarget to the main output as a sprite args.outputs.sprites << { x: 640 - args.outputs[:scene].w.half, y: 360 - args.outputs[:scene].h.half, w: args.outputs[:scene].w, h: args.outputs[:scene].h, angle: args.state.tick_count, path: :scene } end
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: args.state.tick_count % 1280, y: 0, w: 80, h: 80, angle: args.state.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 args.state.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].transient! 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 args.state.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, args.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 args.state.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].transient! 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].transient! 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 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.y1, line.x2 - line.x1) * 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 = args.state.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 args.state.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 state.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, state.tick_count % 255, 0, 0, 255] # red saturation changes outputs.lines << [5, 390 - state.tick_count % 25, 300, 390, 0, 0, 0, 255] # y position changes outputs.lines << [5 + state.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 + state.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 + state.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', state.tick_count % 360] # angle changes outputs.sprites << [ 300, 40, 128, 101, 'dragonruby.png', 0, state.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: #{state.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 = state.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 args.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.outputs.transient = true $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 [X1, Y1, 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: args.state.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 << args.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 args.state.tick_count == 0 pixel_array = args.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 << args.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].transient! 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].transient! 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 && args.state.tick_count.zmod?(3) args.state.camera.scale += 0.05 elsif args.inputs.keyboard.hyphen && args.state.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].transient! 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 = args.state.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 && args.state.tick_count.zmod?(3) args.state.camera.scale += 0.05 elsif args.inputs.keyboard.hyphen && args.state.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 = args.easing.ease args.state.target_hero_changed_at, args.state.tick_count, 30, :smooth_stop_quint, :flip # calculate the angle and distance between the target hero and the other hero angle_to_other_hero = args.geometry.angle_to target_hero, other_hero # calculate the distance between the target hero and the other hero distance_to_other_hero = args.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].transient! 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].transient! 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].transient! 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].transient! outputs[:scene].sprites << ([0, 0, 933, 700, '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 - ((args.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].transient! 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 !args.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
Blend Modes - main.rb link
# ./samples/07_advanced_rendering/11_blend_modes/app/main.rb $gtk.reset 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
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 = (args.state.tick_count == 0) || (args.inputs.keyboard.key_down.space) args.render_target(:accumulation).transient = true 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 args.state.swinging_light_perc = args.state .swinging_light_start_at .ease_spline_extended args.state.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 = args.state.tick_count args.state.swinging_light_sign *= -1 end args.state.swinging_light_angle = 360 + ((args.state.max_swing_angle * args.state.swinging_light_perc) * args.state.swinging_light_sign) end def render args args.outputs.background_color = [0, 0, 0] # render scene args.outputs[:scene].transient! 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].transient! 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].transient! 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 args.outputs.labels << { x: 640, y: 30.from_top, text: "Triangle rendering is available in Indie and Pro versions (ignored in Standard Edition).", alignment_enum: 1 } 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, args.state.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: args.state.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(args.state.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(args.state.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(args.state.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 args.outputs.labels << { x: 640, y: 30.from_top, text: "Triangle rendering is available in Indie and Pro versions (ignored in Standard Edition).", alignment_enum: 1 } transform_scale = ((args.state.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].transient! 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].transient! 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 args.state.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(args.state.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(args.state.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. Triangles is a Indie/Pro Feature and will be ignored in Standard." } 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. Triangles is a Indie/Pro Feature and will be ignored in Standard.", 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 args.state.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 args.state.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 args.state.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 args.state.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 args.state.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 args.state.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 state.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].transient! 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. Triangles is a Indie/Pro Feature and will be ignored in Standard.", 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 = args.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 = args.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 = args.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 = args.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 # fn.each_send pass.solids, self, :draw_solid # fn.each_send pass.static_solids, self, :draw_solid # fn.each_send pass.sprites, self, :draw_sprite # fn.each_send pass.static_sprites, self, :draw_sprite # fn.each_send pass.primitives, self, :draw_primitive # fn.each_send pass.static_primitives, self, :draw_primitive fn.each_send pass.labels, self, :draw_label fn.each_send pass.static_labels, self, :draw_label # fn.each_send pass.lines, self, :draw_line # fn.each_send pass.static_lines, self, :draw_line # fn.each_send pass.borders, self, :draw_border # fn.each_send pass.static_borders, self, :draw_border # if !self.production # fn.each_send pass.debug, self, :draw_primitive # fn.each_send pass.static_debug, self, :draw_primitive # end # fn.each_send pass.reserved, self, :draw_primitive # fn.each_send pass.static_reserved, self, :draw_primitive 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 << args.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 << args.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 << args.layout.rect(row: row, col: 6, w: 1, h: 1).merge(**light_blue) end 2.map_with_index do |row| args.outputs.solids << args.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 << args.layout.rect(row: row, col: 6 + 2, w: 2, h: 1).merge(**light_blue) end 2.map_with_index do |row| args.outputs.solids << args.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 << args.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 << args.layout.rect(row: 0, col: 12 + col, w: 1, h: 1).merge(**yellow) end 3.times do |col| args.outputs.solids << args.layout.rect(row: 1, col: 12 + col * 2, w: 2, h: 1).merge(**yellow) end 6.times do |col| args.outputs.solids << args.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 << args.layout.rect(row: 4, col: 12).merge(text: "max width/height examples", anchor_x: 0.5, anchor_y: 0.5) args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 24, h: 2).merge(a: 64, **green) # max height args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 24, h: 2, max_height: 1).merge(a: 64, **green) # max width args.outputs.solids << args.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 << args.layout.rect(row: 6, col: 3, w: 6, h: 5) args.outputs.labels << args.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 << args.layout.rect(row: 7, col: 4.5).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 7, col: 5.5).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 7, col: 6.5).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 8, col: 4.5).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 8, col: 5.5).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 8, col: 6.5).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 9, col: 4.5).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 9, col: 5.5).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 9, col: 6.5).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 6, col: 9, w: 6, h: 5) args.outputs.labels << args.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 = args.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 << args.layout.rect_center( args.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 << args.layout.rect_center( args.layout.rect(w: 5, h: 1), # inner rect outer_rect, # outer rect ) end def render_rect_group_examples args args.outputs.labels << args.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 << args.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 << args.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 << args.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 << args.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
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 args.state.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 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].transient! 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 | =player@125.png= | # | 1080p | 1920x1080 | =player@125.png= | # | 1440p | 2560x1440 | =player@200.png= | # | 1800p | 3200x1800 | =player@250.png= | # | 4k | 3200x2160 | =player@300.png= | # | 5k | 6400x2880 | =player@400.png= | # 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.native_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" } 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: "native_scale: #{args.grid.native_scale}", **label_style } args.outputs.labels << { x: 10, y: 40.from_top, text: "native_scale_enum: #{args.grid.native_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 (args.state.tick_count % 500) < 250 args.outputs.labels << { x: 10, y: 130.from_top, text: "cropped to: grid", **label_style } args.outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, source_x: 2000 - 640, source_y: 2000 - 320, source_w: 1280, source_h: 720, path: "sprites/world.png" } else args.outputs.labels << { x: 10, y: 130.from_top, text: "cropped to: allscreen", **label_style } args.outputs.sprites << { x: 0 - args.grid.allscreen_offset_x, y: 0 - args.grid.allscreen_offset_y, w: 1280 + args.grid.allscreen_offset_x * 2, h: 720 + args.grid.allscreen_offset_y * 2, source_x: 2000 - 640 - args.grid.allscreen_offset_x, source_y: 2000 - 320 - args.grid.allscreen_offset_y, source_w: 1280 + args.grid.allscreen_offset_x * 2, source_h: 720 + args.grid.allscreen_offset_y * 2, path: "sprites/world.png" } args.outputs.sprites << { x: 0 - args.grid.allscreen_offset_x, y: 0 - args.grid.allscreen_offset_y, w: 1280 + args.grid.allscreen_offset_x * 2, h: 720 + args.grid.allscreen_offset_y * 2, source_x: 2000 - 640 - args.grid.allscreen_offset_x, source_y: 2000 - 320 - args.grid.allscreen_offset_y, source_w: 1280 + args.grid.allscreen_offset_x * 2, source_h: 720 + args.grid.allscreen_offset_y * 2, 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 } 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 << args.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 << args.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 << args.layout.rect(row: row, col: 0, w: 1, h: 1).merge(**light_blue) end 2.map_with_index do |row| args.outputs.solids << args.layout.rect(row: row * 2, col: 1, w: 1, h: 2).merge(**light_blue) end 4.map_with_index do |row| args.outputs.solids << args.layout.rect(row: row, col: 2, w: 2, h: 1).merge(**light_blue) end 2.map_with_index do |row| args.outputs.solids << args.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 << args.layout.rect(row: 1, col: 9).merge(text: "column examples", vertical_alignment_enum: 1, alignment_enum: 1) 6.times do |col| args.outputs.solids << args.layout.rect(row: 0, col: 6 + col, w: 1, h: 1).merge(**yellow) end 3.times do |col| args.outputs.solids << args.layout.rect(row: 1, col: 6 + col * 2, w: 2, h: 1).merge(**yellow) end 6.times do |col| args.outputs.solids << args.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 << args.layout.rect(row: 4, col: 6).merge(text: "max width/height examples", vertical_alignment_enum: 1, alignment_enum: 1) args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 12, h: 2).merge(a: 64, **green) # max height args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 12, h: 2, max_height: 1).merge(a: 64, **green) # max width args.outputs.solids << args.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 << args.layout.rect(row: 5.5, col: 6).merge(text: "labels using args.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 << args.layout.rect(row: 7, col: 4).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 7, col: 5).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 7, col: 6).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 8, col: 4).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 8, col: 5).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 8, col: 6).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 9, col: 4).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 9, col: 5).merge(**grey) args.outputs.labels << args.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 << args.layout.rect(row: 9, col: 6).merge(**grey) args.outputs.labels << args.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 << args.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 = args.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 << args.layout.rect_center( args.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 << args.layout.rect_center( args.layout.rect(w: 5, h: 1), # inner rect outer_rect, # outer rect ) args.outputs.labels << args.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 << args.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 << args.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 << args.layout.rect_group(row: 19, col: 1, dcol: 2, w: 2, h: 1, group: colors) args.outputs.solids << args.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, :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] # 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 - args.state.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 x1, y1, x2, y2, x3, y3, x4, y4, step step ||= 0 color = [200, 200, 200] points = points_for_bezier [x1, y1], [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 = [ [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 = args.state.tick_count % args.state.duration progress = 0.ease_spline_extended args.state.simulation_tick, args.state.duration, args.state.spline 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.ease_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 state.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].transient! 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].transient! 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 state.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 = state.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 = state.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 !args.state.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: args.state.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 state.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 state.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 state.tick_count + 255 do |args, entry| $gtk.notify "Cutscene complete!" end # start the fade to black @tick_queue.queue_tick state.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 args.state.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[args.state.tick_count] && @queued_ticks[args.state.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
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." args.gtk.console.set_command "reset_with count: 100" end # init if args.state.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 << args.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." args.gtk.console.set_command "reset_with count: 100" end # init if args.state.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 << args.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." args.gtk.console.set_command "reset_with count: 100" end # init if args.state.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 << args.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." args.gtk.console.set_command "reset_with count: 100" end args.state.star_count ||= 0 # init if args.state.tick_count == 0 args.state.stars = args.state.star_count.map { |i| Star.new args.grid } end # update args.state.stars.each(&:move) # render args.outputs.sprites << args.state.stars args.outputs.background_color = [0, 0, 0] args.outputs.primitives << args.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." args.gtk.console.set_command "reset_with count: 100" end args.state.star_count ||= 0 # init if args.state.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 << args.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 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." args.gtk.console.set_command "reset_with count: 100" end args.state.star_count ||= 0 # init if args.state.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 << args.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 occured 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, args.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.bullets ||= [] 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 b = { id: args.state.id_seed, x: 60, y: 60, w: 10, h: 10, dy: rand(20) + 10, dx: rand(20) + 10, path: 'sprites/square/blue.png' } args.state.bullets << b # if b.id == 122 args.state.id_seed += 1 end terrain = args.state.terrain args.state.bullets.each do |b| next if b.still # if b.still # x_dir = if rand > 0.5 # -1 # else # 1 # end # y_dir = if rand > 0.5 # -1 # else # 1 # end # b.dy = rand(20) + 10 * x_dir # b.dx = rand(20) + 10 * y_dir # b.still = false # b.on_floor = false # end if b.on_floor b.dx *= 0.9 end b.x += b.dx collision_x = args.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 = args.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 space bar to add squares." } args.outputs.labels << { x: 60, y: 90.from_top, text: "FPS: #{args.gtk.current_framerate.to_sf}" } args.outputs.labels << { x: 60, y: 120.from_top, text: "Count: #{args.state.bullets.length}" } args.outputs.borders << args.state.terrain args.outputs.sprites << args.state.bullets 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 args.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 args.state.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 = args.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 = args.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 = args.geometry.quad_tree_create args.state.rects generate_scene args, args.state.quad_tree end def generate_scene args, quad_tree args.outputs[:scene].transient! 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: #{args.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 = rand 1280 @y = rand 720 @w = 15 @h = 15 @path = 'sprites/square/blue.png' @dir = 1 end def mark_collisions all @path = if all[self] 'sprites/square/red.png' else 'sprites/square/blue.png' end end def move @dir = -1 if (@x + @w >= 1280) && @dir == 1 @dir = 1 if (@x <= 0) && @dir == -1 @x += @dir end end def reset_if_needed args if args.state.tick_count == 0 || args.inputs.mouse.click args.state.star_count = 1500 args.state.stars = args.state.star_count.map { |i| Square.new }.to_a args.outputs.static_sprites.clear args.outputs.static_sprites << args.state.stars end end def tick args reset_if_needed args Fn.each args.state.stars do |s| s.move end all = GTK::Geometry.find_collisions args.state.stars Fn.each args.state.stars do |s| s.mark_collisions all end args.outputs.background_color = [0, 0, 0] args.outputs.primitives << args.gtk.current_framerate_primitives 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 ||= [ args.layout.rect(row: 0, col: 0, w: 1, h: 1).merge(id: :option1, text: "Option 1", checked: false, changed_at: -120), args.layout.rect(row: 1, col: 0, w: 1, h: 1).merge(id: :option1, text: "Option 2", checked: false, changed_at: -120), args.layout.rect(row: 2, col: 0, w: 1, h: 1).merge(id: :option1, text: "Option 3", checked: false, changed_at: -120), args.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 = args.state.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 * args.easing.ease(checkbox.changed_at, args.state.tick_count, 30, :smooth_stop_quint) [ label, prefab.merge(primitive_marker: :solid, a: a), prefab.merge(primitive_marker: :border) ] else # fade out a = 255 * args.easing.ease(checkbox.changed_at, args.state.tick_count, 30, :smooth_stop_quint, :flip) [ label, prefab.merge(primitive_marker: :solid, a: a), prefab.merge(primitive_marker: :border) ] end end end
Advanced Debugging link
Logging - main.rb link
# ./samples/10_advanced_debugging/00_logging/app/main.rb def tick args args.outputs.background_color = [255, 255, 255, 0] if args.state.tick_count == 0 args.gtk.log_spam "log level spam" args.gtk.log_debug "log level debug" args.gtk.log_info "log level info" args.gtk.log_warn "log level warn" args.gtk.log_error "log level error" args.gtk.log_unfiltered "log level unfiltered" puts "This is a puts call" args.gtk.console.show end if args.state.tick_count == 60 puts "This is a puts call on tick 60" elsif args.state.tick_count == 120 puts "This is a puts call on tick 120" end end
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 = args.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 = args.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 = args.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 - 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 $gtk.reset 100 $gtk.log_level = :off
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 $gtk.reset 100 $gtk.log_level = :off
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 args.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 $gtk.reset 100 $gtk.log_level = :off
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 - 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 $gtk.reset 100 $gtk.log_level = :off
Unit Tests - parsing_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/parsing_tests.rb def test_parse_json args, assert result = args.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 = args.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 $gtk.reset 100 $gtk.log_level = :off
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 = args.gtk.serialize_state args.state assert_hash_strings! assert, result, "{:entity_id=>1, :entity_keys_by_ref=>{}, :tick_count=>-1, :player_one=>\"test\"}" args.gtk.write_file 'state.txt', '' result = args.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 = args.gtk.deserialize_state '{:entity_id=>3, :tick_count=>-1, :player_one=>"test"}' assert.equal! result.player_one, "test" args.gtk.write_file 'state.txt', '{:entity_id=>3, :tick_count=>-1, :player_one=>"test"}' result = args.gtk.deserialize_state 'state.txt' assert.equal! result.player_one, "test" end def test_very_large_serialization args, assert args.gtk.write_file("logs/log.txt", "") size = 3000 size.map_with_index do |i| args.state.send("k#{i}=".to_sym, i) end result = args.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 = args.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 = args.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 = args.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 = args.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 = args.gtk.serialize_state args.state deserialized_state = args.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 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 = args.gtk.serialize_state args.state deserialized_state = args.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 = args.gtk.serialize_state args.state deserialized_state = args.gtk.deserialize_state serialized_state assert.equal! deserialized_state.strict_entity.one, deserialized_state.strict_entity.two end def test_serialization_excludes_thrash_count args, assert args.state.player.name = "Ryu" # force a nil pun if args.state.player.age > 30 end assert.equal! args.state.player.as_hash[:__thrash_count__][:>], 1 result = args.gtk.serialize_state args.state assert.false! (result.include? "__thrash_count__"), "The __thrash_count__ key exists in state when it shouldn't have." end def test_serialization_does_not_mix_up_zero_and_true args, assert args.state.enemy.evil = true args.state.enemy.hp = 0 serialized = args.gtk.serialize_state args.state.enemy deserialized = args.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 $gtk.reset 100 $gtk.log_level = :off
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 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, 11 def tick args args.outputs.background_color = [0, 0, 0] # 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 << [640, 600, "This app shows random images from the Internet.", 10, 1, 255, 255, 255] args.outputs.labels << [640, 500, "Quit in the next few seconds if this is a problem.", 10, 1, 255, 255, 255] args.outputs.labels << [640, 350, "#{(args.state.warning_debounce / 60.0).to_i}", 10, 1, 255, 255, 255] return end args.state.download_debounce ||= 0 # start immediately, reset to non zero later. args.state.photos ||= [] # 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 << [ 100 + rand(1080), 500 - rand(480), fname, rand(80) - 40 ] end args.state.download = nil args.state.download_debounce = (rand(3) + 2) * 60 end end # draw any downloaded photos... args.state.photos.each { |i| args.outputs.primitives << [i[0], i[1], 200, 300, i[2], i[3]].sprite } # Draw a download progress bar... args.outputs.primitives << [0, 0, 1280, 30, 0, 0, 0, 255].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 << [0, 0, 1280 * pct, 30, 0, 0, 255, 255].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.port ||= 3000 args.state.reqnum ||= 0 # by default the embedded webserver runs on port 9001 (the port number is over 9000) and is disabled in a production build # to enable the http server in a production build, you need to manually start # the server up: args.gtk.start_server! port: args.state.port, enable_in_prod: true args.outputs.background_color = [0, 0, 0] args.outputs.labels << [640, 600, "Point your web browser at http://localhost:#{args.state.port}/", 10, 1, 255, 255, 255] if args.state.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 # defaults args.state.post_button = args.layout.rect(row: 0, col: 0, w: 5, h: 1).merge(text: "execute http_post") args.state.post_body_button = args.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}" } # ================================== args.gtk.http_post "http://localhost:9001/testing", form_fields, ["Content-Type: application/x-www-form-urlencoded"] args.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}\"}" # ================================== args.gtk.http_post_body "http://localhost:9001/testing", json, ["Content-Type: application/json", "Content-Length: #{json.length}"] args.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 = args.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 << args.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 - license.txt link
# ./samples/12_c_extensions/04_handcrafted_extension/license.txt Copyright 2022 DragonRuby LLC MIT License Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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." args.gtk.console.set_command "reset_with count: 100" end args.state.star_count ||= 0 # init if args.state.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 << args.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
Handcrafted Extension Advanced - license.txt link
# ./samples/12_c_extensions/04_handcrafted_extension_advanced/license.txt Copyright 2022 DragonRuby LLC MIT License Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Handcrafted Extension Advanced - Metadata - cvars.txt link
# ./samples/12_c_extensions/04_handcrafted_extension_advanced/metadata/cvars.txt log.filter_subsystems=HTTPServer # Whether or not the game should use the whole display, be sure to # expose $gtk.set_window_fullscreen(false) or $gtk.request_quit # to the player so they can get out of full screen mode. # renderer.fullscreen=true # Milliseconds to sleep per frame when in the background (zero to disable) # renderer.background_sleep=0 # Set the window as borderless. # Note: the ability to quit the application via OS shortcuts will not # work if this value is true and you must provide a means to exit the # game and wire it up to $gtk.request_quit # renderer.borderless=true
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 args.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 args.state.tick_count == 60 && args.gtk.platform?(:ios) args.gtk.dlopen 'ext' include FFI::CExt puts "the results of hello world are:" puts hello_world() $gtk.console.show end end
Ios Metadata - cvars.txt link
# ./samples/12_c_extensions/05_ios_c_extensions/metadata/cvars.txt
Ios Metadata - ios_metadata.txt link
# ./samples/12_c_extensions/05_ios_c_extensions/metadata/ios_metadata.txt teamid=TEAMID appid=APPID appname=ICON NAME version=1.0 devcert=NAME OF DEV CERT prodcert=NAME OF PROD CERT
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 args.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 args.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 args.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 args.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 args.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_cell_closest_to_mouse end unless old_star == grid.star recalculate_searches end end # Moves the target to the grid closest to the mouse in the first grid # Only recalculate_searchess the search if the target changes position # Called whenever the user is editing the target (puts mouse down on target) def process_input_bfs_target old_target = grid.target.clone unless bfs_cell_closest_to_mouse == grid.star grid.target = bfs_cell_closest_to_mouse end unless old_target == grid.target recalculate_searches end end # Moves the target to the cell closest to the mouse in the second grid # Only recalculate_searchess the search if the target changes position # Called whenever the user is editing the target (puts mouse down on target) def process_input_heuristic_target old_target = grid.target.clone unless heuristic_cell_closest_to_mouse == grid.star grid.target = heuristic_cell_closest_to_mouse end unless old_target == grid.target recalculate_searches end end # Removes walls in the first grid that are under the cursor def process_input_bfs_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 bfs_mouse_over_grid? if grid.walls.key?(bfs_cell_closest_to_mouse) grid.walls.delete(bfs_cell_closest_to_mouse) recalculate_searches end end end # Removes walls in the second grid that are under the cursor def process_input_heuristic_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 heuristic_mouse_over_grid? if grid.walls.key?(heuristic_cell_closest_to_mouse) grid.walls.delete(heuristic_cell_closest_to_mouse) recalculate_searches end end end # Adds a wall in the first grid in the cell the mouse is over def process_input_bfs_add_wall if bfs_mouse_over_grid? unless grid.walls.key?(bfs_cell_closest_to_mouse) grid.walls[bfs_cell_closest_to_mouse] = true recalculate_searches end end end # Adds a wall in the second grid in the cell the mouse is over def process_input_heuristic_add_wall if heuristic_mouse_over_grid? unless grid.walls.key?(heuristic_cell_closest_to_mouse) grid.walls[heuristic_cell_closest_to_mouse] = true recalculate_searches end 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 bfs_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 heuristic_cell_closest_to_mouse # 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 def recalculate_searches # Reset the searches bfs.came_from = {} bfs.frontier = [] bfs.path = [] heuristic.came_from = {} heuristic.frontier = [] heuristic.path = [] # Move the searches forward to the current step state.current_step.times { move_searches_one_step_forward } end def move_searches_one_step_forward bfs_one_step_forward heuristic_one_step_forward end def bfs_one_step_forward return if bfs.came_from.key?(grid.target) # Only runs at the beginning of the search as setup. if bfs.came_from.empty? bfs.frontier << grid.star bfs.came_from[grid.star] = nil end # A step in the search unless bfs.frontier.empty? # Takes the next frontier cell new_frontier = bfs.frontier.shift # For each of its neighbors adjacent_neighbors(new_frontier).each do |neighbor| # That have not been visited and are not walls unless bfs.came_from.key?(neighbor) || grid.walls.key?(neighbor) # Add them to the frontier and mark them as visited bfs.frontier << neighbor bfs.came_from[neighbor] = new_frontier end end end # Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line # Comment this line and let a path generate to see the difference bfs.frontier = bfs.frontier.sort_by { |cell| proximity_to_star(cell) } # If the search found the target if bfs.came_from.key?(grid.target) # Calculate the path between the target and star bfs_calc_path end end # Calculates the path between the target and star for the breadth first search # Only called when the breadth first search finds the target def bfs_calc_path # Start from the target endpoint = grid.target # And the cell it came from next_endpoint = bfs.came_from[endpoint] while endpoint && next_endpoint # Draw a path between these two cells and store it path = get_path_between(endpoint, next_endpoint) bfs.path << path # And get the next pair of cells endpoint = next_endpoint next_endpoint = bfs.came_from[endpoint] # Continue till there are no more cells end end # Moves the heuristic search forward one step # Can be called from tick while the animation is playing # Can also be called when recalculating the searches after the user edited the grid def heuristic_one_step_forward # Stop the search if the target has been found return if heuristic.came_from.key?(grid.target) # If the search has not begun if heuristic.came_from.empty? # Setup the search to begin from the star heuristic.frontier << grid.star heuristic.came_from[grid.star] = nil end # One step in the heuristic search # Unless there are no more cells to explore from unless heuristic.frontier.empty? # Get the next cell to explore from new_frontier = heuristic.frontier.shift # For each of its neighbors adjacent_neighbors(new_frontier).each do |neighbor| # That have not been visited and are not walls unless heuristic.came_from.key?(neighbor) || grid.walls.key?(neighbor) # Add them to the frontier and mark them as visited heuristic.frontier << neighbor heuristic.came_from[neighbor] = new_frontier end end end # Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line heuristic.frontier = heuristic.frontier.sort_by { |cell| proximity_to_star(cell) } # Sort the frontier so cells that are close to the target are then prioritized heuristic.frontier = heuristic.frontier.sort_by { |cell| heuristic_heuristic(cell) } # If the search found the target if heuristic.came_from.key?(grid.target) # Calculate the path between the target and star heuristic_calc_path end end # Returns one-dimensional absolute distance between cell and target # Returns a number to compare distances between cells and the target def heuristic_heuristic(cell) (grid.target.x - cell.x).abs + (grid.target.y - cell.y).abs end # Calculates the path between the target and star for the heuristic search # Only called when the heuristic search finds the target def heuristic_calc_path # Start from the target endpoint = grid.target # And the cell it came from next_endpoint = heuristic.came_from[endpoint] while endpoint && next_endpoint # Draw a path between these two cells and store it path = get_path_between(endpoint, next_endpoint) heuristic.path << path # And get the next pair of cells endpoint = next_endpoint next_endpoint = heuristic.came_from[endpoint] # Continue till there are no more cells 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 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(cell) distance_x = (grid.star.x - cell.x).abs distance_y = (grid.star.y - cell.y).abs [distance_x, distance_y].max end # Methods that allow code to be more concise. Subdivides args.state, which is where all variables are stored. def grid state.grid end def buttons state.buttons end def slider state.slider end def bfs state.bfs end def heuristic state.heuristic end # Descriptive aliases for colors def default_color { r: 221, g: 212, b: 213 } end def wall_color { r: 134, g: 134, b: 120 } end def visited_color { r: 204, g: 191, b: 179 } end def frontier_color { r: 103, g: 136, b: 204, a: 200 } end def path_color { r: 231, g: 230, b: 228 } end def button_color [190, 190, 190] # Gray 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 args.gtk.reset reset return end # Every tick, new args are passed, and the Breadth First Search tick is called $heuristic ||= Heuristic.new $heuristic.args = args $heuristic.tick end def reset $heuristic = nil end
Heuristic With Walls - main.rb link
# ./samples/13_path_finding_algorithms/07_heuristic_with_walls/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 # This time the heuristic search still explored less of the grid, hence finishing faster. # However, it did not find the shortest path between the star and the target. # The only difference between this app and Heuristic is the change of the starting position. class Heuristic_With_Walls 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 ||= { [2, 2] => true, [3, 2] => true, [4, 2] => true, [5, 2] => true, [6, 2] => true, [7, 2] => true, [8, 2] => true, [9, 2] => true, [10, 2] => true, [11, 2] => true, [12, 2] => true, [12, 3] => true, [12, 4] => true, [12, 5] => true, [12, 6] => true, [12, 7] => true, [12, 8] => true, [12, 9] => true, [12, 10] => true, [12, 11] => true, [12, 12] => true, [2, 12] => true, [3, 12] => true, [4, 12] => true, [5, 12] => true, [6, 12] => true, [7, 12] => true, [8, 12] => true, [9, 12] => true, [10, 12] => true, [11, 12] => true, [12, 12] => true } # 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_cell_closest_to_mouse end unless old_star == grid.star recalculate_searches end end # Moves the target to the grid closest to the mouse in the first grid # Only recalculate_searchess the search if the target changes position # Called whenever the user is editing the target (puts mouse down on target) def process_input_bfs_target old_target = grid.target.clone unless bfs_cell_closest_to_mouse == grid.star grid.target = bfs_cell_closest_to_mouse end unless old_target == grid.target recalculate_searches end end # Moves the target to the cell closest to the mouse in the second grid # Only recalculate_searchess the search if the target changes position # Called whenever the user is editing the target (puts mouse down on target) def process_input_heuristic_target old_target = grid.target.clone unless heuristic_cell_closest_to_mouse == grid.star grid.target = heuristic_cell_closest_to_mouse end unless old_target == grid.target recalculate_searches end end # Removes walls in the first grid that are under the cursor def process_input_bfs_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 bfs_mouse_over_grid? if grid.walls.key?(bfs_cell_closest_to_mouse) grid.walls.delete(bfs_cell_closest_to_mouse) recalculate_searches end end end # Removes walls in the second grid that are under the cursor def process_input_heuristic_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 heuristic_mouse_over_grid? if grid.walls.key?(heuristic_cell_closest_to_mouse) grid.walls.delete(heuristic_cell_closest_to_mouse) recalculate_searches end end end # Adds a wall in the first grid in the cell the mouse is over def process_input_bfs_add_wall if bfs_mouse_over_grid? unless grid.walls.key?(bfs_cell_closest_to_mouse) grid.walls[bfs_cell_closest_to_mouse] = true recalculate_searches end end end # Adds a wall in the second grid in the cell the mouse is over def process_input_heuristic_add_wall if heuristic_mouse_over_grid? unless grid.walls.key?(heuristic_cell_closest_to_mouse) grid.walls[heuristic_cell_closest_to_mouse] = true recalculate_searches end 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 bfs_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 heuristic_cell_closest_to_mouse # 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 def recalculate_searches # Reset the searches bfs.came_from = {} bfs.frontier = [] bfs.path = [] heuristic.came_from = {} heuristic.frontier = [] heuristic.path = [] # Move the searches forward to the current step state.current_step.times { move_searches_one_step_forward } end def move_searches_one_step_forward bfs_one_step_forward heuristic_one_step_forward end def bfs_one_step_forward return if bfs.came_from.key?(grid.target) # Only runs at the beginning of the search as setup. if bfs.came_from.empty? bfs.frontier << grid.star bfs.came_from[grid.star] = nil end # A step in the search unless bfs.frontier.empty? # Takes the next frontier cell new_frontier = bfs.frontier.shift # For each of its neighbors adjacent_neighbors(new_frontier).each do |neighbor| # That have not been visited and are not walls unless bfs.came_from.key?(neighbor) || grid.walls.key?(neighbor) # Add them to the frontier and mark them as visited bfs.frontier << neighbor bfs.came_from[neighbor] = new_frontier end end end # Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line # Comment this line and let a path generate to see the difference bfs.frontier = bfs.frontier.sort_by { |cell| proximity_to_star(cell) } # If the search found the target if bfs.came_from.key?(grid.target) # Calculate the path between the target and star bfs_calc_path end end # Calculates the path between the target and star for the breadth first search # Only called when the breadth first search finds the target def bfs_calc_path # Start from the target endpoint = grid.target # And the cell it came from next_endpoint = bfs.came_from[endpoint] while endpoint && next_endpoint # Draw a path between these two cells and store it path = get_path_between(endpoint, next_endpoint) bfs.path << path # And get the next pair of cells endpoint = next_endpoint next_endpoint = bfs.came_from[endpoint] # Continue till there are no more cells end end # Moves the heuristic search forward one step # Can be called from tick while the animation is playing # Can also be called when recalculating the searches after the user edited the grid def heuristic_one_step_forward # Stop the search if the target has been found return if heuristic.came_from.key?(grid.target) # If the search has not begun if heuristic.came_from.empty? # Setup the search to begin from the star heuristic.frontier << grid.star heuristic.came_from[grid.star] = nil end # One step in the heuristic search # Unless there are no more cells to explore from unless heuristic.frontier.empty? # Get the next cell to explore from new_frontier = heuristic.frontier.shift # For each of its neighbors adjacent_neighbors(new_frontier).each do |neighbor| # That have not been visited and are not walls unless heuristic.came_from.key?(neighbor) || grid.walls.key?(neighbor) # Add them to the frontier and mark them as visited heuristic.frontier << neighbor heuristic.came_from[neighbor] = new_frontier end end end # Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line heuristic.frontier = heuristic.frontier.sort_by { |cell| proximity_to_star(cell) } # Sort the frontier so cells that are close to the target are then prioritized heuristic.frontier = heuristic.frontier.sort_by { |cell| heuristic_heuristic(cell) } # If the search found the target if heuristic.came_from.key?(grid.target) # Calculate the path between the target and star heuristic_calc_path end end # Returns one-dimensional absolute distance between cell and target # Returns a number to compare distances between cells and the target def heuristic_heuristic(cell) (grid.target.x - cell.x).abs + (grid.target.y - cell.y).abs end # Calculates the path between the target and star for the heuristic search # Only called when the heuristic search finds the target def heuristic_calc_path # Start from the target endpoint = grid.target # And the cell it came from next_endpoint = heuristic.came_from[endpoint] while endpoint && next_endpoint # Draw a path between these two cells and store it path = get_path_between(endpoint, next_endpoint) heuristic.path << path # And get the next pair of cells endpoint = next_endpoint next_endpoint = heuristic.came_from[endpoint] # Continue till there are no more cells 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 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(cell) distance_x = (grid.star.x - cell.x).abs distance_y = (grid.star.y - cell.y).abs [distance_x, distance_y].max end # Methods that allow code to be more concise. Subdivides args.state, which is where all variables are stored. def grid state.grid end def buttons state.buttons end def slider state.slider end def bfs state.bfs end def heuristic state.heuristic end # Descriptive aliases for colors def default_color { r: 221, g: 212, b: 213 } end def wall_color { r: 134, g: 134, b: 120 } end def visited_color { r: 204, g: 191, b: 179 } end def frontier_color { r: 103, g: 136, b: 204, a: 200 } end def path_color { r: 231, g: 230, b: 228 } end def button_color [190, 190, 190] # Gray 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 args.gtk.reset reset return end # Every tick, new args are passed, and the Breadth First Search tick is called $heuristic_with_walls ||= Heuristic_With_Walls.new $heuristic_with_walls.args = args $heuristic_with_walls.tick end def reset $heuristic_with_walls = nil end
A Star - main.rb link
# ./samples/13_path_finding_algorithms/08_a_star/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 A* Search works by incorporating both the distance from the starting point # and the distance from the target in its heurisitic. # It tends to find the correct (shortest) path even when the Greedy Best-First Search does not, # and it explores less of the grid, and is therefore faster, than Dijkstra's Search. class A_Star_Algorithm attr_gtk def tick defaults render input if dijkstra.came_from.empty? calc_searches 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 ||= 27 grid.rect ||= [0, 0, grid.width, grid.height] grid.star ||= [0, 2] grid.target ||= [11, 13] grid.walls ||= { [2, 2] => true, [3, 2] => true, [4, 2] => true, [5, 2] => true, [6, 2] => true, [7, 2] => true, [8, 2] => true, [9, 2] => true, [10, 2] => true, [11, 2] => true, [12, 2] => true, [12, 3] => true, [12, 4] => true, [12, 5] => true, [12, 6] => true, [12, 7] => true, [12, 8] => true, [12, 9] => true, [12, 10] => true, [12, 11] => true, [12, 12] => true, [5, 12] => true, [6, 12] => true, [7, 12] => true, [8, 12] => true, [9, 12] => true, [10, 12] => true, [11, 12] => true, [12, 12] => 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 # 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. dijkstra.came_from ||= {} dijkstra.cost_so_far ||= {} dijkstra.frontier ||= [] dijkstra.path ||= [] greedy.came_from ||= {} greedy.frontier ||= [] greedy.path ||= [] a_star.frontier ||= [] a_star.came_from ||= {} a_star.path ||= [] a_star.cost_so_far ||= {} 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_labels render_dijkstra render_greedy render_a_star end def render_labels outputs.labels << [150, 450, "Dijkstra's"] outputs.labels << [550, 450, "Greedy Best-First"] outputs.labels << [1025, 450, "A* Search"] end def render_dijkstra render_dijkstra_grid render_dijkstra_star render_dijkstra_target render_dijkstra_visited render_dijkstra_walls render_dijkstra_path end def render_greedy render_greedy_grid render_greedy_star render_greedy_target render_greedy_visited render_greedy_walls render_greedy_path end def render_a_star render_a_star_grid render_a_star_star render_a_star_target render_a_star_visited render_a_star_walls render_a_star_path end # This method handles user input every tick 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 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 the mouse is over the star in the first grid if dijkstra_mouse_over_star? # The user is editing the star from the first grid state.user_input = :dijkstra_star # If the mouse is over the star in the second grid elsif greedy_mouse_over_star? # The user is editing the star from the second grid state.user_input = :greedy_star # If the mouse is over the star in the third grid elsif a_star_mouse_over_star? # The user is editing the star from the third grid state.user_input = :a_star_star # If the mouse is over the target in the first grid elsif dijkstra_mouse_over_target? # The user is editing the target from the first grid state.user_input = :dijkstra_target # If the mouse is over the target in the second grid elsif greedy_mouse_over_target? # The user is editing the target from the second grid state.user_input = :greedy_target # If the mouse is over the target in the third grid elsif a_star_mouse_over_target? # The user is editing the target from the third grid state.user_input = :a_star_target # If the mouse is over a wall in the first grid elsif dijkstra_mouse_over_wall? # The user is removing a wall from the first grid state.user_input = :dijkstra_remove_wall # If the mouse is over a wall in the second grid elsif greedy_mouse_over_wall? # The user is removing a wall from the second grid state.user_input = :greedy_remove_wall # If the mouse is over a wall in the third grid elsif a_star_mouse_over_wall? # The user is removing a wall from the third grid state.user_input = :a_star_remove_wall # If the mouse is over the first grid elsif dijkstra_mouse_over_grid? # The user is adding a wall from the first grid state.user_input = :dijkstra_add_wall # If the mouse is over the second grid elsif greedy_mouse_over_grid? # The user is adding a wall from the second grid state.user_input = :greedy_add_wall # If the mouse is over the third grid elsif a_star_mouse_over_grid? # The user is adding a wall from the third grid state.user_input = :a_star_add_wall end end # Processes click and drag based on what the user is currently dragging def process_input if state.user_input == :dijkstra_star process_input_dijkstra_star elsif state.user_input == :greedy_star process_input_greedy_star elsif state.user_input == :a_star_star process_input_a_star_star elsif state.user_input == :dijkstra_target process_input_dijkstra_target elsif state.user_input == :greedy_target process_input_greedy_target elsif state.user_input == :a_star_target process_input_a_star_target elsif state.user_input == :dijkstra_remove_wall process_input_dijkstra_remove_wall elsif state.user_input == :greedy_remove_wall process_input_greedy_remove_wall elsif state.user_input == :a_star_remove_wall process_input_a_star_remove_wall elsif state.user_input == :dijkstra_add_wall process_input_dijkstra_add_wall elsif state.user_input == :greedy_add_wall process_input_greedy_add_wall elsif state.user_input == :a_star_add_wall process_input_a_star_add_wall end end def render_dijkstra_grid # A large rect the size of the grid outputs.solids << dijkstra_scale_up(grid.rect).merge(default_color) outputs.lines << (0..grid.width).map { |x| dijkstra_vertical_line(x) } outputs.lines << (0..grid.height).map { |y| dijkstra_horizontal_line(y) } end def render_greedy_grid # A large rect the size of the grid outputs.solids << greedy_scale_up(grid.rect).merge(default_color) outputs.lines << (0..grid.width).map { |x| greedy_vertical_line(x) } outputs.lines << (0..grid.height).map { |y| greedy_horizontal_line(y) } end def render_a_star_grid # A large rect the size of the grid outputs.solids << a_star_scale_up(grid.rect).merge(default_color) outputs.lines << (0..grid.width).map { |x| a_star_vertical_line(x) } outputs.lines << (0..grid.height).map { |y| a_star_horizontal_line(y) } end # Returns a vertical line for a column of the first grid def dijkstra_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 dijkstra_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 greedy_vertical_line x dijkstra_vertical_line(x + grid.width + 1) end # Returns a horizontal line for a column of the second grid def greedy_horizontal_line y line = { x: grid.width + 1, 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 third grid def a_star_vertical_line x dijkstra_vertical_line(x + grid.width + 1 + grid.width + 1) end # Returns a horizontal line for a column of the third grid def a_star_horizontal_line y line = { x: grid.width + 1 + 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_dijkstra_star outputs.sprites << dijkstra_scale_up(grid.star).merge({ path: 'star.png' }) end # Renders the star on the second grid def render_greedy_star outputs.sprites << greedy_scale_up(grid.star).merge({ path: 'star.png' }) end # Renders the star on the third grid def render_a_star_star outputs.sprites << a_star_scale_up(grid.star).merge({ path: 'star.png' }) end # Renders the target on the first grid def render_dijkstra_target outputs.sprites << dijkstra_scale_up(grid.target).merge({ path: 'target.png' }) end # Renders the target on the second grid def render_greedy_target outputs.sprites << greedy_scale_up(grid.target).merge({ path: 'target.png' }) end # Renders the target on the third grid def render_a_star_target outputs.sprites << a_star_scale_up(grid.target).merge({ path: 'target.png' }) end # Renders the walls on the first grid def render_dijkstra_walls outputs.solids << grid.walls.map do |key, value| dijkstra_scale_up(key).merge(wall_color) end end # Renders the walls on the second grid def render_greedy_walls outputs.solids << grid.walls.map do |key, value| greedy_scale_up(key).merge(wall_color) end end # Renders the walls on the third grid def render_a_star_walls outputs.solids << grid.walls.map do |key, value| a_star_scale_up(key).merge(wall_color) end end # Renders the visited cells on the first grid def render_dijkstra_visited outputs.solids << dijkstra.came_from.map do |key, value| dijkstra_scale_up(key).merge(visited_color) end end # Renders the visited cells on the second grid def render_greedy_visited outputs.solids << greedy.came_from.map do |key, value| greedy_scale_up(key).merge(visited_color) end end # Renders the visited cells on the third grid def render_a_star_visited outputs.solids << a_star.came_from.map do |key, value| a_star_scale_up(key).merge(visited_color) end end # Renders the path found by the breadth first search on the first grid def render_dijkstra_path outputs.solids << dijkstra.path.map do |path| dijkstra_scale_up(path).merge(path_color) end end # Renders the path found by the greedy search on the second grid def render_greedy_path outputs.solids << greedy.path.map do |path| greedy_scale_up(path).merge(path_color) end end # Renders the path found by the a_star search on the third grid def render_a_star_path outputs.solids << a_star.path.map do |path| a_star_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 = [] # 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 dijkstra_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 # 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 greedy_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 dijkstra_scale_up(cell) end # Translates the given cell (grid.width + 1) * 2 to the right and then scales up # Used to draw cells for the third grid # This method does not work for lines, # so separate methods exist for the grid lines def a_star_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 # Translates the cell to the third grid equivalent cell.x += grid.width + 1 # Proceeds as if scaling up for the first grid dijkstra_scale_up(cell) end # Signal that the user is going to be moving the star from the first grid def dijkstra_mouse_over_star? inputs.mouse.point.inside_rect?(dijkstra_scale_up(grid.star)) end # Signal that the user is going to be moving the star from the second grid def greedy_mouse_over_star? inputs.mouse.point.inside_rect?(greedy_scale_up(grid.star)) end # Signal that the user is going to be moving the star from the third grid def a_star_mouse_over_star? inputs.mouse.point.inside_rect?(a_star_scale_up(grid.star)) end # Signal that the user is going to be moving the target from the first grid def dijkstra_mouse_over_target? inputs.mouse.point.inside_rect?(dijkstra_scale_up(grid.target)) end # Signal that the user is going to be moving the target from the second grid def greedy_mouse_over_target? inputs.mouse.point.inside_rect?(greedy_scale_up(grid.target)) end # Signal that the user is going to be moving the target from the third grid def a_star_mouse_over_target? inputs.mouse.point.inside_rect?(a_star_scale_up(grid.target)) end # Signal that the user is going to be removing walls from the first grid def dijkstra_mouse_over_wall? grid.walls.each_key do | wall | return true if inputs.mouse.point.inside_rect?(dijkstra_scale_up(wall)) end false end # Signal that the user is going to be removing walls from the second grid def greedy_mouse_over_wall? grid.walls.each_key do | wall | return true if inputs.mouse.point.inside_rect?(greedy_scale_up(wall)) end false end # Signal that the user is going to be removing walls from the third grid def a_star_mouse_over_wall? grid.walls.each_key do | wall | return true if inputs.mouse.point.inside_rect?(a_star_scale_up(wall)) end false end # Signal that the user is going to be adding walls from the first grid def dijkstra_mouse_over_grid? inputs.mouse.point.inside_rect?(dijkstra_scale_up(grid.rect)) end # Signal that the user is going to be adding walls from the second grid def greedy_mouse_over_grid? inputs.mouse.point.inside_rect?(greedy_scale_up(grid.rect)) end # Signal that the user is going to be adding walls from the third grid def a_star_mouse_over_grid? inputs.mouse.point.inside_rect?(a_star_scale_up(grid.rect)) 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_dijkstra_star old_star = grid.star.clone unless dijkstra_cell_closest_to_mouse == grid.target grid.star = dijkstra_cell_closest_to_mouse end unless old_star == grid.star reset_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_greedy_star old_star = grid.star.clone unless greedy_cell_closest_to_mouse == grid.target grid.star = greedy_cell_closest_to_mouse end unless old_star == grid.star reset_searches end end # Moves the star to the cell closest to the mouse in the third 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_a_star_star old_star = grid.star.clone unless a_star_cell_closest_to_mouse == grid.target grid.star = a_star_cell_closest_to_mouse end unless old_star == grid.star reset_searches end end # Moves the target to the grid closest to the mouse in the first grid # Only reset_searchess the search if the target changes position # Called whenever the user is editing the target (puts mouse down on target) def process_input_dijkstra_target old_target = grid.target.clone unless dijkstra_cell_closest_to_mouse == grid.star grid.target = dijkstra_cell_closest_to_mouse end unless old_target == grid.target reset_searches end end # Moves the target to the cell closest to the mouse in the second grid # Only reset_searchess the search if the target changes position # Called whenever the user is editing the target (puts mouse down on target) def process_input_greedy_target old_target = grid.target.clone unless greedy_cell_closest_to_mouse == grid.star grid.target = greedy_cell_closest_to_mouse end unless old_target == grid.target reset_searches end end # Moves the target to the cell closest to the mouse in the third grid # Only reset_searchess the search if the target changes position # Called whenever the user is editing the target (puts mouse down on target) def process_input_a_star_target old_target = grid.target.clone unless a_star_cell_closest_to_mouse == grid.star grid.target = a_star_cell_closest_to_mouse end unless old_target == grid.target reset_searches end end # Removes walls in the first grid that are under the cursor def process_input_dijkstra_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 dijkstra_mouse_over_grid? if grid.walls.has_key?(dijkstra_cell_closest_to_mouse) grid.walls.delete(dijkstra_cell_closest_to_mouse) reset_searches end end end # Removes walls in the second grid that are under the cursor def process_input_greedy_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 greedy_mouse_over_grid? if grid.walls.key?(greedy_cell_closest_to_mouse) grid.walls.delete(greedy_cell_closest_to_mouse) reset_searches end end end # Removes walls in the third grid that are under the cursor def process_input_a_star_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 a_star_mouse_over_grid? if grid.walls.key?(a_star_cell_closest_to_mouse) grid.walls.delete(a_star_cell_closest_to_mouse) reset_searches end end end # Adds a wall in the first grid in the cell the mouse is over def process_input_dijkstra_add_wall if dijkstra_mouse_over_grid? unless grid.walls.key?(dijkstra_cell_closest_to_mouse) grid.walls[dijkstra_cell_closest_to_mouse] = true reset_searches end end end # Adds a wall in the second grid in the cell the mouse is over def process_input_greedy_add_wall if greedy_mouse_over_grid? unless grid.walls.key?(greedy_cell_closest_to_mouse) grid.walls[greedy_cell_closest_to_mouse] = true reset_searches end end end # Adds a wall in the third grid in the cell the mouse is over def process_input_a_star_add_wall if a_star_mouse_over_grid? unless grid.walls.key?(a_star_cell_closest_to_mouse) grid.walls[a_star_cell_closest_to_mouse] = true reset_searches end 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 dijkstra_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 greedy_cell_closest_to_mouse # 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 # 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 third grid helps with this def a_star_cell_closest_to_mouse # 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) * 2 # 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 def reset_searches # Reset the searches dijkstra.came_from = {} dijkstra.cost_so_far = {} dijkstra.frontier = [] dijkstra.path = [] greedy.came_from = {} greedy.frontier = [] greedy.path = [] a_star.came_from = {} a_star.frontier = [] a_star.path = [] end def calc_searches calc_dijkstra calc_greedy calc_a_star # Move the searches forward to the current step # state.current_step.times { move_searches_one_step_forward } end def calc_dijkstra # Sets up the search to begin from the star dijkstra.frontier << grid.star dijkstra.came_from[grid.star] = nil dijkstra.cost_so_far[grid.star] = 0 # Until the target is found or there are no more cells to explore from until dijkstra.came_from.key?(grid.target) or dijkstra.frontier.empty? # Take the next frontier cell. The first element is the cell, the second is the priority. new_frontier = dijkstra.frontier.shift#[0] # For each of its neighbors adjacent_neighbors(new_frontier).each do | neighbor | # That have not been visited and are not walls unless dijkstra.came_from.key?(neighbor) or grid.walls.key?(neighbor) # Add them to the frontier and mark them as visited dijkstra.frontier << neighbor dijkstra.came_from[neighbor] = new_frontier dijkstra.cost_so_far[neighbor] = dijkstra.cost_so_far[new_frontier] + 1 end end # Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line # Comment this line and let a path generate to see the difference dijkstra.frontier = dijkstra.frontier.sort_by {| cell | proximity_to_star(cell) } dijkstra.frontier = dijkstra.frontier.sort_by {| cell | dijkstra.cost_so_far[cell] } end # If the search found the target if dijkstra.came_from.key?(grid.target) # Calculate the path between the target and star dijkstra_calc_path end end def calc_greedy # Sets up the search to begin from the star greedy.frontier << grid.star greedy.came_from[grid.star] = nil # Until the target is found or there are no more cells to explore from until greedy.came_from.key?(grid.target) or greedy.frontier.empty? # Take the next frontier cell new_frontier = greedy.frontier.shift # For each of its neighbors adjacent_neighbors(new_frontier).each do | neighbor | # That have not been visited and are not walls unless greedy.came_from.key?(neighbor) or grid.walls.key?(neighbor) # Add them to the frontier and mark them as visited greedy.frontier << neighbor greedy.came_from[neighbor] = new_frontier end end # Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line # Comment this line and let a path generate to see the difference greedy.frontier = greedy.frontier.sort_by {| cell | proximity_to_star(cell) } # Sort the frontier so cells that are close to the target are then prioritized greedy.frontier = greedy.frontier.sort_by {| cell | greedy_heuristic(cell) } end # If the search found the target if greedy.came_from.key?(grid.target) # Calculate the path between the target and star greedy_calc_path end end def calc_a_star # Setup the search to start from the star a_star.came_from[grid.star] = nil a_star.cost_so_far[grid.star] = 0 a_star.frontier << grid.star # Until there are no more cells to explore from or the search has found the target until a_star.frontier.empty? or a_star.came_from.key?(grid.target) # Get the next cell to expand from current_frontier = a_star.frontier.shift # For each of that cells neighbors adjacent_neighbors(current_frontier).each do | neighbor | # That have not been visited and are not walls unless a_star.came_from.key?(neighbor) or grid.walls.key?(neighbor) # Add them to the frontier and mark them as visited a_star.frontier << neighbor a_star.came_from[neighbor] = current_frontier a_star.cost_so_far[neighbor] = a_star.cost_so_far[current_frontier] + 1 end end # Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line # Comment this line and let a path generate to see the difference a_star.frontier = a_star.frontier.sort_by {| cell | proximity_to_star(cell) } a_star.frontier = a_star.frontier.sort_by {| cell | a_star.cost_so_far[cell] + greedy_heuristic(cell) } end # If the search found the target if a_star.came_from.key?(grid.target) # Calculate the path between the target and star a_star_calc_path end end # Calculates the path between the target and star for the breadth first search # Only called when the breadth first search finds the target def dijkstra_calc_path # Start from the target endpoint = grid.target # And the cell it came from next_endpoint = dijkstra.came_from[endpoint] while endpoint && next_endpoint # Draw a path between these two cells and store it path = get_path_between(endpoint, next_endpoint) dijkstra.path << path # And get the next pair of cells endpoint = next_endpoint next_endpoint = dijkstra.came_from[endpoint] # Continue till there are no more cells end end # Returns one-dimensional absolute distance between cell and target # Returns a number to compare distances between cells and the target def greedy_heuristic(cell) (grid.target.x - cell.x).abs + (grid.target.y - cell.y).abs end # Calculates the path between the target and star for the greedy search # Only called when the greedy search finds the target def greedy_calc_path # Start from the target endpoint = grid.target # And the cell it came from next_endpoint = greedy.came_from[endpoint] while endpoint && next_endpoint # Draw a path between these two cells and store it path = get_path_between(endpoint, next_endpoint) greedy.path << path # And get the next pair of cells endpoint = next_endpoint next_endpoint = greedy.came_from[endpoint] # Continue till there are no more cells end end # Calculates the path between the target and star for the a_star search # Only called when the a_star search finds the target def a_star_calc_path # Start from the target endpoint = grid.target # And the cell it came from next_endpoint = a_star.came_from[endpoint] while endpoint && next_endpoint # Draw a path between these two cells and store it path = get_path_between(endpoint, next_endpoint) a_star.path << path # And get the next pair of cells endpoint = next_endpoint next_endpoint = a_star.came_from[endpoint] # Continue till there are no more cells 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 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(cell) distance_x = (grid.star.x - cell.x).abs distance_y = (grid.star.y - cell.y).abs if distance_x > distance_y return distance_x else return distance_y end end # Methods that allow code to be more concise. Subdivides args.state, which is where all variables are stored. def grid state.grid end def dijkstra state.dijkstra end def greedy state.greedy end def a_star state.a_star end # Descriptive aliases for colors def default_color { r: 221, g: 212, b: 213 } end def wall_color { r: 134, g: 134, b: 120 } end def visited_color { r: 204, g: 191, b: 179 } end def path_color { r: 231, g: 230, b: 228 } end def button_color [190, 190, 190] # Gray 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 args.gtk.reset reset return end # Every tick, new args are passed, and the Breadth First Search tick is called $a_star_algorithm ||= A_Star_Algorithm.new $a_star_algorithm.args = args $a_star_algorithm.tick end def reset $a_star_algorithm = nil end
Tower Defense - main.rb link
# ./samples/13_path_finding_algorithms/09_tower_defense/app/main.rb # Contributors outside of DragonRuby who also hold Copyright: # - Sujay Vadlakonda: https://github.com/sujayvadlakonda # An example of some major components in a tower defence game # The pathing of the tanks is determined by A* algorithm -- try editing the walls # The turrets shoot bullets at the closest tank. The bullets are heat-seeking def tick args $gtk.reset if args.inputs.keyboard.key_down.r defaults args render args calc args end def defaults args args.outputs.background_color = wall_color args.state.grid_size = 5 args.state.tile_size = 50 args.state.grid_start ||= [0, 0] args.state.grid_goal ||= [4, 4] # Try editing these walls to see the path change! args.state.walls ||= { [0, 4] => true, [1, 3] => true, [3, 1] => true, # [4, 0] => true, } args.state.a_star.frontier ||= [] args.state.a_star.came_from ||= {} args.state.a_star.path ||= [] args.state.tanks ||= [] args.state.tank_spawn_period ||= 60 args.state.tank_sprite_path ||= 'sprites/circle/white.png' args.state.tank_speed ||= 1 args.state.turret_shoot_period = 10 # Turrets can be entered as [x, y] but are immediately mapped to hashes # Walls are also added where the turrets are to prevent tanks from pathing over them args.state.turrets ||= [ [2, 2] ].each { |turret| args.state.walls[turret] = true}.map do |x, y| { x: x * args.state.tile_size, y: y * args.state.tile_size, w: args.state.tile_size, h: args.state.tile_size, path: 'sprites/circle/gray.png', range: 100 } end args.state.bullet_size ||= 25 args.state.bullets ||= [] args.state.bullet_path ||= 'sprites/circle/orange.png' end def render args render_grid args render_a_star args args.outputs.sprites << args.state.tanks args.outputs.sprites << args.state.turrets args.outputs.sprites << args.state.bullets end def render_grid args # Draw a square the size and color of the grid args.outputs.solids << { x: 0, y: 0, w: args.state.grid_size * args.state.tile_size, h: args.state.grid_size * args.state.tile_size, }.merge(grid_color) # Draw lines across the grid to show tiles (args.state.grid_size + 1).times do | value | render_horizontal_line(args, value) render_vertical_line(args, value) end # Render special tiles render_tile(args, args.state.grid_start, start_color) render_tile(args, args.state.grid_goal, goal_color) args.state.walls.keys.each { |wall| render_tile(args, wall, wall_color) } end def render_vertical_line args, x args.outputs.lines << { x: x * args.state.tile_size, y: 0, w: 0, h: args.state.grid_size * args.state.tile_size } end def render_horizontal_line args, y args.outputs.lines << { x: 0, y: y * args.state.tile_size, w: args.state.grid_size * args.state.tile_size, h: 0 } end def render_tile args, tile, color args.outputs.solids << { x: tile.x * args.state.tile_size, y: tile.y * args.state.tile_size, w: args.state.tile_size, h: args.state.tile_size, r: color[0], g: color[1], b: color[2] } end def calc args calc_a_star args calc_tanks args calc_turrets args calc_bullets args end def calc_a_star args # Only does this one time return unless args.state.a_star.path.empty? # Start the search from the grid start args.state.a_star.frontier << args.state.grid_start args.state.a_star.came_from[args.state.grid_start] = nil # Until a path to the goal has been found or there are no more tiles to explore until (args.state.a_star.came_from.key?(args.state.grid_goal) || args.state.a_star.frontier.empty?) # For the first tile in the frontier tile_to_expand_from = args.state.a_star.frontier.shift # Add each of its neighbors to the frontier neighbors(args, tile_to_expand_from).each do |tile| args.state.a_star.frontier << tile args.state.a_star.came_from[tile] = tile_to_expand_from end end # Stop calculating a path if the goal was never reached return unless args.state.a_star.came_from.key? args.state.grid_goal # Fill path by tracing back from the goal current_cell = args.state.grid_goal while current_cell args.state.a_star.path.unshift current_cell current_cell = args.state.a_star.came_from[current_cell] end puts "The path has been calculated" puts args.state.a_star.path end def calc_tanks args spawn_tank args move_tanks args end def move_tanks args # Remove tanks that have reached the end of their path args.state.tanks.reject! { |tank| tank[:a_star].empty? } # Tanks have an array that has each tile it has to go to in order from a* path args.state.tanks.each do | tank | destination = tank[:a_star][0] # Move the tank towards the destination tank[:x] += copy_sign(args.state.tank_speed, ((destination.x * args.state.tile_size) - tank[:x])) tank[:y] += copy_sign(args.state.tank_speed, ((destination.y * args.state.tile_size) - tank[:y])) # If the tank has reached its destination if (destination.x * args.state.tile_size) == tank[:x] && (destination.y * args.state.tile_size) == tank[:y] # Set the destination to the next point in the path tank[:a_star].shift end end end def calc_turrets args return unless args.state.tick_count.mod_zero? args.state.turret_shoot_period args.state.turrets.each do | turret | # Finds the closest tank target = nil shortest_distance = turret[:range] + 1 args.state.tanks.each do | tank | distance = distance_between(turret[:x], turret[:y], tank[:x], tank[:y]) if distance < shortest_distance target = tank shortest_distance = distance end end # If there is a tank in range, fires a bullet if target args.state.bullets << { x: turret[:x], y: turret[:y], w: args.state.bullet_size, h: args.state.bullet_size, path: args.state.bullet_path, # Note that this makes it heat-seeking, because target is passed by reference # Could do target.clone to make the bullet go to where the tank initially was target: target } end end end def calc_bullets args # Bullets aim for the center of their targets args.state.bullets.each { |bullet| move bullet, center_of(bullet[:target])} args.state.bullets.reject! { |b| b.intersect_rect? b[:target] } end def center_of object object = object.clone object[:x] += 0.5 object[:y] += 0.5 object end def render_a_star args args.state.a_star.path.map do |tile| # Map each x, y coordinate to the center of the tile and scale up [(tile.x + 0.5) * args.state.tile_size, (tile.y + 0.5) * args.state.tile_size] end.inject do | point_a, point_b | # Render the line between each point args.outputs.lines << [point_a.x, point_a.y, point_b.x, point_b.y, a_star_color] point_b end end # Moves object to target at speed def move object, target, speed = 1 if target.is_a? Hash object[:x] += copy_sign(speed, target[:x] - object[:x]) object[:y] += copy_sign(speed, target[:y] - object[:y]) else object[:x] += copy_sign(speed, target.x - object[:x]) object[:y] += copy_sign(speed, target.y - object[:y]) end end def distance_between a_x, a_y, b_x, b_y (((b_x - a_x) ** 2) + ((b_y - a_y) ** 2)) ** 0.5 end def copy_sign value, sign return 0 if sign == 0 return value if sign > 0 -value end def spawn_tank args return unless args.state.tick_count.mod_zero? args.state.tank_spawn_period args.state.tanks << { x: args.state.grid_start.x, y: args.state.grid_start.y, w: args.state.tile_size, h: args.state.tile_size, path: args.state.tank_sprite_path, a_star: args.state.a_star.path.clone } end def neighbors args, tile [[tile.x, tile.y - 1], [tile.x, tile.y + 1], [tile.x + 1, tile.y], [tile.x - 1, tile.y]].reject do |neighbor| args.state.a_star.came_from.key?(neighbor) || tile_out_of_bounds?(args, neighbor) || args.state.walls.key?(neighbor) end end def tile_out_of_bounds? args, tile tile.x < 0 || tile.y < 0 || tile.x >= args.state.grid_size || tile.y >= args.state.grid_size end def grid_color { r: 133, g: 226, b: 144 } end def start_color [226, 144, 133] end def goal_color [226, 133, 144] end def wall_color [133, 144, 226] end def a_star_color [0, 0, 255] end
Vr link
Skybox - main.rb link
# ./samples/14_vr/01_skybox/app/main.rb require 'app/tick.rb' def tick args args.gtk.start_server! port: 9001, enable_in_prod: true tick_game args end
Skybox - tick.rb link
# ./samples/14_vr/01_skybox/app/tick.rb def skybox args, x, y, z, size sprite = { a: 80, path: 'sprites/box.png' } front = { x: x, y: y, z: z, w: size, h: size, **sprite } front_720 = { x: x, y: y, z: z + 1, w: size, h: size * 9.fdiv(16), **sprite } back = { x: x, y: y, z: z + size, w: size, h: size, **sprite } bottom = { x: x, y: y - size.half, z: z + size.half, w: size, h: size, angle_x: 90, **sprite } top = { x: x, y: y + size.half, z: z + size.half, w: size, h: size, angle_x: 90, **sprite } left = { x: x - size.half, y: y, w: size, h: size, z: z + size.half, angle_y: 90, **sprite } right = { x: x + size.half, y: y, w: size, h: size, z: z + size.half, angle_y: 90, **sprite } args.outputs.sprites << [back, left, top, bottom, right, front, front_720] end def tick_game args args.outputs.background_color = [0, 0, 0] args.state.z ||= 0 args.state.scale ||= 0.05 if args.inputs.controller_one.key_down.a if args.grid.name == :bottom_left args.grid.origin_center! else args.grid.origin_bottom_left! end end args.state.scale += args.inputs.controller_one.right_analog_x_perc * 0.01 args.state.z -= args.inputs.controller_one.right_analog_y_perc * 1.5 args.state.scale = args.state.scale.clamp(0.05, 1.0) args.state.z = 0 if args.state.z < 0 args.state.z = 1280 if args.state.z > 1280 skybox args, 0, 0, args.state.z, 1280 * args.state.scale render_guides args end def render_guides args label_style = { alignment_enum: 1, size_enum: -2, vertical_alignment_enum: 0, r: 255, g: 255, b: 255 } instructions = [ "controller position: #{args.inputs.controller_one.left_hand.x} #{args.inputs.controller_one.left_hand.y} #{args.inputs.controller_one.left_hand.z}", "scale: #{args.state.scale.to_sf} (right analog left/right)", "z: #{args.state.z.to_sf} (right analog up/down)", "origin: :#{args.grid.name} (A button)", ] args.outputs.labels << instructions.map_with_index do |text, i| { x: 640, y: 100 + ((instructions.length - (i + 3)) * 22), z: args.state.z + 2, a: 255, text: text, ** label_style, alignment_enum: 1, vertical_alignment_enum: 0 } end # lines for scaled box size = 1280 * args.state.scale size_16_9 = size * 9.fdiv(16) args.outputs.primitives << [ { x: size - 1280, y: size, z: 0, w: 1280 * 2, r: 128, g: 128, b: 128, a: 64 }.line!, { x: size - 1280, y: size, z: args.state.z + 2, w: 1280 * 2, r: 128, g: 128, b: 128, a: 255 }.line!, { x: size - 1280, y: size_16_9, z: 0, w: 1280 * 2, r: 128, g: 128, b: 128, a: 64 }.line!, { x: size - 1280, y: size_16_9, z: args.state.z + 2, w: 1280 * 2, r: 128, g: 128, b: 128, a: 255 }.line!, { x: size, y: size - 1280, z: 0, h: 1280 * 2, r: 128, g: 128, b: 128, a: 64 }.line!, { x: size, y: size - 1280, z: args.state.z + 2, h: 1280 * 2, r: 128, g: 128, b: 128, a: 255 }.line!, { x: size, y: size, z: args.state.z + 3, size_enum: -2, vertical_alignment_enum: 0, text: "#{size.to_sf}, #{size.to_sf}, #{args.state.z.to_sf}", r: 255, g: 255, b: 255, a: 255 }.label!, { x: size, y: size_16_9, z: args.state.z + 3, size_enum: -2, vertical_alignment_enum: 0, text: "#{size.to_sf}, #{size_16_9.to_sf}, #{args.state.z.to_sf}", r: 255, g: 255, b: 255, a: 255 }.label!, ] xs = [ { description: "left", x: 0, alignment_enum: 0 }, { description: "center", x: 640, alignment_enum: 1 }, { description: "right", x: 1280, alignment_enum: 2 }, ] ys = [ { description: "bottom", y: 0, vertical_alignment_enum: 0 }, { description: "center", y: 640, vertical_alignment_enum: 1 }, { description: "center (720p)", y: 360, vertical_alignment_enum: 1 }, { description: "top", y: 1280, vertical_alignment_enum: 2 }, { description: "top (720p)", y: 720, vertical_alignment_enum: 2 }, ] args.outputs.primitives << xs.product(ys).map do |(xdef, ydef)| [ { x: xdef.x, y: ydef.y, z: args.state.z + 3, text: "#{xdef.x.to_sf}, #{ydef.y.to_sf} #{args.state.z.to_sf}", **label_style, alignment_enum: xdef.alignment_enum, vertical_alignment_enum: ydef.vertical_alignment_enum }, { x: xdef.x, y: ydef.y - 20, z: args.state.z + 3, text: "#{ydef.description}, #{xdef.description}", **label_style, alignment_enum: xdef.alignment_enum, vertical_alignment_enum: ydef.vertical_alignment_enum } ] end args.outputs.primitives << xs.product(ys).map do |(xdef, ydef)| [ { x: xdef.x - 1280, y: ydef.y, w: 1280 * 2, a: 64, r: 128, g: 128, b: 128 }.line!, { x: xdef.x, y: ydef.y - 720, h: 720 * 2, a: 64, r: 128, g: 128, b: 128 }.line!, ].map do |p| [ p.merge(z: 0, a: 64), p.merge(z: args.state.z + 2, a: 255) ] end end end $gtk.reset
Top Down Rpg - main.rb link
# ./samples/14_vr/02_top_down_rpg/app/main.rb require 'app/tick.rb' def tick args args.gtk.start_server! port: 9001, enable_in_prod: true tick_game args end
Top Down Rpg - tick.rb link
# ./samples/14_vr/02_top_down_rpg/app/tick.rb class Game attr_gtk def tick outputs.background_color = [0, 0, 0] args.state.tile_size = 80 args.state.player_speed = 4 args.state.player ||= tile(args, 7, 3, 0, 128, 180) generate_map args # adds walls, goal, and player to args.outputs.solids so they appear on screen args.outputs.solids << args.state.goal args.outputs.solids << args.state.walls args.outputs.solids << args.state.player args.outputs.solids << args.state.walls.map { |s| s.to_hash.merge(z: 2, g: 80) } args.outputs.solids << args.state.walls.map { |s| s.to_hash.merge(z: 10, g: 255, a: 50) } # if player's box intersects with goal, a label is output onto the screen if args.state.player.intersect_rect? args.state.goal args.outputs.labels << { x: 640, y: 360, z: 10, text: "YOU'RE A GOD DAMN WIZARD, HARRY.", size_enum: 10, alignment_enum: 1, vertical_alignment_enum: 1, r: 255, g: 255, b: 255 } end move_player args, -1, 0 if args.inputs.keyboard.left || args.inputs.controller_one.left # x position decreases by 1 if left key is pressed move_player args, 1, 0 if args.inputs.keyboard.right || args.inputs.controller_one.right # x position increases by 1 if right key is pressed move_player args, 0, -1 if args.inputs.keyboard.up || args.inputs.controller_one.down # y position increases by 1 if up is pressed move_player args, 0, 1 if args.inputs.keyboard.down || args.inputs.controller_one.up # y position decreases by 1 if down is pressed end # Sets position, size, and color of the tile def tile args, x, y, *color [x * args.state.tile_size, # sets definition for array using method parameters y * args.state.tile_size, # multiplying by tile_size sets x and y to correct position using pixel values args.state.tile_size, args.state.tile_size, *color] end # Creates map by adding tiles to the wall, as well as a goal (that the player needs to reach) def generate_map args return if args.state.area # Creates the area of the map. There are 9 rows running horizontally across the screen # and 16 columns running vertically on the screen. Any spot with a "1" is not # open for the player to move into (and is green), and any spot with a "0" is available # for the player to move in. args.state.area = [ [1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1,], [1, 1, 1, 2, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1,], # the "2" represents the goal [1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1,], [1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1,], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,], [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,], [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ], ].reverse # reverses the order of the area collection # By reversing the order, the way that the area appears above is how it appears # on the screen in the game. If we did not reverse, the map would appear inverted. #The wall starts off with no tiles. args.state.walls = [] # If v is 1, a green tile is added to args.state.walls. # If v is 2, a black tile is created as the goal. args.state.area.map_2d do |y, x, v| if v == 1 args.state.walls << tile(args, x, y, 0, 255, 0) # green tile elsif v == 2 # notice there is only one "2" above because there is only one single goal args.state.goal = tile(args, x, y, 180, 0, 0) # black tile end end end # Allows the player to move their box around the screen def move_player args, *vector box = args.state.player.shift_rect(vector) # box is able to move at an angle # If the player's box hits a wall, it is not able to move further in that direction return if args.state.walls .any_intersect_rect?(box) # Player's box is able to move at angles (not just the four general directions) fast args.state.player = args.state.player .shift_rect(vector.x * args.state.player_speed, # if we don't multiply by speed, then vector.y * args.state.player_speed) # the box will move extremely slow end end $game = Game.new def tick_game args $game.args = args $game.tick end $gtk.reset
Space Invaders - main.rb link
# ./samples/14_vr/03_space_invaders/app/main.rb require 'app/tick.rb' def tick args args.gtk.start_server! port: 9001, enable_in_prod: true tick_game args end
Space Invaders - tick.rb link
# ./samples/14_vr/03_space_invaders/app/tick.rb class Game attr_gtk def tick grid.origin_center! defaults outputs.background_color = [0, 0, 0] args.outputs.sprites << state.enemies.map { |e| enemy_prefab e }.to_a end def defaults state.enemy_sprite_size = 64 state.row_size = 16 state.max_rows = 20 state.enemies ||= 32.map_with_index do |i| x = i % 16 y = i.idiv 16 { row: y, col: x } end end def enemy_prefab enemy if enemy.row > state.max_rows raise "#{enemy}" end relative_row = enemy.row + 1 z = 50 - relative_row * 10 x = (enemy.col * state.enemy_sprite_size) - (state.enemy_sprite_size * state.row_size).idiv(2) enemy_sprite(x, enemy.row * 10 + 100, z * 10, enemy) end def enemy_sprite x, y, z, meta index = 0.frame_index count: 2, hold_for: 50, repeat: true { x: x, y: y, z: z, w: state.enemy_sprite_size, h: state.enemy_sprite_size, path: 'sprites/enemy.png', source_x: 128 * index, source_y: 0, source_w: 128, source_h: 128, meta: meta } end end $game = Game.new def tick_game args $game.args = args $game.tick end $gtk.reset
Let There Be Light - main.rb link
# ./samples/14_vr/04_let_there_be_light/app/main.rb require 'app/tick.rb' def tick args args.gtk.start_server! port: 9001, enable_in_prod: true tick_game args end
Let There Be Light - tick.rb link
# ./samples/14_vr/04_let_there_be_light/app/tick.rb class Game attr_gtk def tick grid.origin_center! defaults state.angle_shift_x ||= 180 state.angle_shift_y ||= 180 if inputs.controller_one.right_analog_y_perc.round(2) != 0.00 args.state.star_distance += (inputs.controller_one.right_analog_y_perc * 0.25) ** 2 * inputs.controller_one.right_analog_y_perc.sign state.star_distance = state.star_distance.clamp(state.min_star_distance, state.max_star_distance) state.star_sprites = calc_star_primitives elsif inputs.controller_one.down args.state.star_distance += (1.0 * 0.25) ** 2 state.star_distance = state.star_distance.clamp(state.min_star_distance, state.max_star_distance) state.star_sprites = calc_star_primitives elsif inputs.controller_one.up args.state.star_distance -= (1.0 * 0.25) ** 2 state.star_distance = state.star_distance.clamp(state.min_star_distance, state.max_star_distance) state.star_sprites = calc_star_primitives end render end def calc_star_primitives args.state.stars.map do |s| w = (32 * state.star_distance).clamp(1, 32) h = (32 * state.star_distance).clamp(1, 32) x = (state.max.x * state.star_distance) * s.xr y = (state.max.y * state.star_distance) * s.yr z = state.center.z + (state.max.z * state.star_distance * 10 * s.zr) angle_x = Math.atan2(z - 600, y).to_degrees + 90 angle_y = Math.atan2(z - 600, x).to_degrees + 90 draw_x = x - w.half draw_y = y - 40 - h.half draw_z = z { x: draw_x, y: draw_y, z: draw_z, b: 255, w: w, h: h, angle_x: angle_x, angle_y: angle_y, path: 'sprites/star.png' } end end def render outputs.background_color = [0, 0, 0] if state.star_distance <= 1.0 text_alpha = (1 - state.star_distance) * 255 args.outputs.labels << { x: 0, y: 50, text: "Let there be light.", r: 255, g: 255, b: 255, size_enum: 1, alignment_enum: 1, a: text_alpha } args.outputs.labels << { x: 0, y: 25, text: "(right analog: up/down)", r: 255, g: 255, b: 255, size_enum: -2, alignment_enum: 1, a: text_alpha } end args.outputs.sprites << state.star_sprites end def random_point r = { xr: 2.randomize(:ratio) - 1, yr: 2.randomize(:ratio) - 1, zr: 2.randomize(:ratio) - 1 } if (r.xr ** 2 + r.yr ** 2 + r.zr ** 2) > 1.0 return random_point else return r end end def defaults state.max_star_distance ||= 100 state.min_star_distance ||= 0.001 state.star_distance ||= 0.001 state.star_angle ||= 0 state.center.x ||= 0 state.center.y ||= 0 state.center.z ||= 30 state.max.x ||= 640 state.max.y ||= 640 state.max.z ||= 50 state.stars ||= 1500.map do random_point end state.star_sprites ||= calc_star_primitives end end $game = Game.new def tick_game args $game.args = args $game.tick end $gtk.reset
Draw A Cube - main.rb link
# ./samples/14_vr/05_draw_a_cube/app/main.rb require 'app/tick.rb' def tick args args.gtk.start_server! port: 9001, enable_in_prod: true tick_game args end
Draw A Cube - tick.rb link
# ./samples/14_vr/05_draw_a_cube/app/tick.rb def cube args, x, y, z, size sprite = { w: size, h: size, path: 'sprites/square/blue.png', a: 80 } back = { x: x, y: y, z: z - size.half + 1, **sprite } front = { x: x, y: y, z: z + size.half - 1, **sprite } top = { x: x, y: y + size.half - 1, z: z, angle_x: 90, **sprite } bottom = { x: x, y: y - size.half + 1, z: z, angle_x: 90, **sprite } left = { x: x - size.half + 1, y: y, z: z, angle_y: 90, **sprite } right = { x: x + size.half - 1, y: y, z: z, angle_y: 90, **sprite } args.outputs.sprites << [back, left, top, bottom, right, front] end def tick_game args args.grid.origin_center! args.outputs.background_color = [0, 0, 0] args.state.x ||= 0 args.state.y ||= 0 args.state.x += 10 * args.inputs.controller_one.right_analog_x_perc args.state.y += 10 * args.inputs.controller_one.right_analog_y_perc cube args, args.state.x, args.state.y, 0, 100 end
Draw A Cube With Triangles - main.rb link
# ./samples/14_vr/05_draw_a_cube_with_triangles/app/main.rb require 'app/tick.rb' def tick args args.gtk.start_server! port: 9001, enable_in_prod: true tick_game args end
Draw A Cube With Triangles - tick.rb link
# ./samples/14_vr/05_draw_a_cube_with_triangles/app/tick.rb include MatrixFunctions def tick args args.grid.origin_center! # model A args.state.a = [ [vec4(0, 0, 0, 1), vec4(0.1, 0, 0, 1), vec4(0, 0.1, 0, 1)], [vec4(0.1, 0, 0, 1), vec4(0.1, 0.1, 0, 1), vec4(0, 0.1, 0, 1)] ] # model to world args.state.back = mul_triangles args, args.state.a, (translate -0.05, -0.05, 0), (translate 0, 0, -0.05), (rotate_x args.state.tick_count), (rotate_y args.state.tick_count), (rotate_z args.state.tick_count) args.state.front = mul_triangles args, args.state.a, (translate -0.05, -0.05, 0), (translate 0, 0, 0.05), (rotate_x args.state.tick_count), (rotate_y args.state.tick_count), (rotate_z args.state.tick_count) args.state.left = mul_triangles args, args.state.a, (translate -0.05, -0.05, 0), (rotate_y 90), (translate -0.05, 0, 0), (rotate_x args.state.tick_count), (rotate_y args.state.tick_count), (rotate_z args.state.tick_count) args.state.right = mul_triangles args, args.state.a, (translate -0.05, -0.05, 0), (rotate_y 90), (translate 0.05, 0, 0), (rotate_x args.state.tick_count), (rotate_y args.state.tick_count), (rotate_z args.state.tick_count) args.state.top = mul_triangles args, args.state.a, (translate -0.05, -0.05, 0), (rotate_x 90), (translate 0, 0.05, 0), (rotate_x args.state.tick_count), (rotate_y args.state.tick_count), (rotate_z args.state.tick_count) args.state.bottom = mul_triangles args, args.state.a, (translate -0.05, -0.05, 0), (rotate_x 90), (translate 0, -0.05, 0), (rotate_x args.state.tick_count), (rotate_y args.state.tick_count), (rotate_z args.state.tick_count) render_square args, args.state.back render_square args, args.state.front render_square args, args.state.left render_square args, args.state.right render_square args, args.state.top render_square args, args.state.bottom end def render_square args, triangles args.outputs.sprites << { x: triangles[0][0].x * 1280, y: triangles[0][0].y * 1280, z: triangles[0][0].z * 1280, x2: triangles[0][1].x * 1280, y2: triangles[0][1].y * 1280, z2: triangles[0][1].z * 1280, x3: triangles[0][2].x * 1280, y3: triangles[0][2].y * 1280, z3: triangles[0][2].z * 1280, a: 255, source_x: 0, source_y: 0, source_x2: 80, source_y2: 0, source_x3: 0, source_y3: 80, path: 'sprites/square/red.png' } args.outputs.sprites << { x: triangles[1][0].x * 1280, y: triangles[1][0].y * 1280, z: triangles[1][0].z * 1280, x2: triangles[1][1].x * 1280, y2: triangles[1][1].y * 1280, z2: triangles[1][1].z * 1280, x3: triangles[1][2].x * 1280, y3: triangles[1][2].y * 1280, z3: triangles[1][2].z * 1280, a: 255, source_x: 80, source_y: 0, source_x2: 80, source_y2: 80, source_x3: 0, source_y3: 80, path: 'sprites/square/red.png' } end def mul_triangles args, triangles, *mul_def triangles.map do |vecs| vecs.map do |vec| mul vec, *mul_def end end end def 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
Gimbal Lock - main.rb link
# ./samples/14_vr/05_gimbal_lock/app/main.rb require 'app/tick.rb' def tick args args.gtk.start_server! port: 9001, enable_in_prod: true $game ||= Game.new $game.args = args $game.tick end
Gimbal Lock - tick.rb link
# ./samples/14_vr/05_gimbal_lock/app/tick.rb class Game attr_gtk def tick grid.origin_center! state.angle_x ||= 0 state.angle_y ||= 0 state.angle_z ||= 0 if inputs.left state.angle_z += 1 elsif inputs.right state.angle_z -= 1 end if inputs.up state.angle_x += 1 elsif inputs.down state.angle_x -= 1 end if inputs.controller_one.a state.angle_y += 1 elsif inputs.controller_one.b state.angle_y -= 1 end outputs.sprites << { x: 0, y: 0, w: 100, h: 100, path: 'sprites/square/blue.png', angle_x: state.angle_x, angle_y: state.angle_y, angle: state.angle_z, } end end
Citadels - main.rb link
# ./samples/14_vr/06_citadels/app/main.rb require 'app/tick.rb' def tick args args.gtk.start_server! port: 9001, enable_in_prod: true $game ||= Game.new $game.args = args $game.tick end
Citadels - tick.rb link
# ./samples/14_vr/06_citadels/app/tick.rb class Game attr_gtk def citadel x, y, z angle = state.tick_count.idiv(10) % 360 adjacent = 40 adjacent = adjacent.ceil angle = Math.atan2(40, 70).to_degrees y += 500 x -= 40 back_sprites = [ { z: z - 40 + adjacent.half, x: x, y: y + 75, w: 80, h: 80, angle_x: angle, path: "sprites/triangle/equilateral/blue.png" }, { z: z - 40, x: x, y: y - 400 + 80, w: 80, h: 400, path: "sprites/square/blue.png" }, ] left_sprites = [ { z: z, x: x - 40 + adjacent.half, y: y + 75, w: 80, h: 80, angle_x: -angle, angle_y: 90, path: "sprites/triangle/equilateral/blue.png" }, { z: z, x: x - 40, y: y - 400 + 80, w: 80, h: 400, angle_y: 90, path: "sprites/square/blue.png" }, ] right_sprites = [ { z: z, x: x + 40 - adjacent.half, y: y + 75, w: 80, h: 80, angle_x: angle, angle_y: 90, path: "sprites/triangle/equilateral/blue.png" }, { z: z, x: x + 40, y: y - 400 + 80, w: 80, h: 400, angle_y: 90, path: "sprites/square/blue.png" }, ] front_sprites = [ { z: z + 40 - adjacent.half, x: x, y: y + 75, w: 80, h: 80, angle_x: -angle, path: "sprites/triangle/equilateral/blue.png" }, { z: z + 40, x: x, y: y - 400 + 80, w: 80, h: 400, path: "sprites/square/blue.png" }, ] if x > 700 [ back_sprites, right_sprites, front_sprites, left_sprites, ] elsif x < 600 [ back_sprites, left_sprites, front_sprites, right_sprites, ] else [ back_sprites, left_sprites, right_sprites, front_sprites, ] end end def tick state.z ||= 200 state.z += inputs.controller_one.right_analog_y_perc state.columns ||= 100.map do { x: rand(12) * 400, y: 0, z: rand(12) * 400, } end outputs.sprites << state.columns.map do |col| citadel(col.x - 640, col.y - 400, state.z - col.z) end end end $game = Game.new def tick_game args $game.args = args $game.tick end $gtk.reset
Flappy credits.txt link
# ./samples/14_vr/07_flappy_vr/CREDITS.txt code: Amir Rajan, https://twitter.com/amirrajan graphics and audio: Nick Culbertson, https://twitter.com/MobyPixel
Flappy main.rb link
# ./samples/14_vr/07_flappy_vr/app/main.rb require 'app/tick.rb' def tick args args.gtk.start_server! port: 9001, enable_in_prod: true tick_game args end
Flappy tick.rb link
# ./samples/14_vr/07_flappy_vr/app/tick.rb class FlappyDragon attr_accessor :grid, :inputs, :state, :outputs def background_z -640 end def flappy_sprite_z -120 end def game_text_z 0 end def menu_overlay_z 10 end def menu_text_z menu_overlay_z + 1 end def flash_z 1 end def tick defaults render calc process_inputs end def defaults state.flap_power = 11 state.gravity = 0.9 state.ceiling = 600 state.ceiling_flap_power = 6 state.wall_countdown_length = 100 state.wall_gap_size = 100 state.wall_countdown ||= 0 state.hi_score ||= 0 state.score ||= 0 state.walls ||= [] state.x_starting_point ||= 640 state.x ||= state.x_starting_point state.y ||= 500 state.z ||= -120 state.dy ||= 0 state.scene ||= :menu state.scene_at ||= 0 state.difficulty ||= :normal state.new_difficulty ||= :normal state.countdown ||= 4.seconds state.flash_at ||= 0 end def render outputs.sounds << "sounds/flappy-song.ogg" if state.tick_count == 1 render_score render_menu render_game end def render_score outputs.primitives << { x: 10, y: 710, z: game_text_z, text: "HI SCORE: #{state.hi_score}", **large_white_typeset } outputs.primitives << { x: 10, y: 680, z: game_text_z, text: "SCORE: #{state.score}", **large_white_typeset } outputs.primitives << { x: 10, y: 650, z: game_text_z, text: "DIFFICULTY: #{state.difficulty.upcase}", **large_white_typeset } end def render_menu return unless state.scene == :menu render_overlay outputs.labels << { x: 640, y: 700, z: menu_text_z, text: "Flappy Dragon", size_enum: 50, alignment_enum: 1, **white } outputs.labels << { x: 640, y: 500, z: menu_text_z, text: "Instructions: Press Spacebar to flap. Don't die.", size_enum: 4, alignment_enum: 1, **white } outputs.labels << { x: 430, y: 430, z: menu_text_z, text: "[Tab] Change difficulty", size_enum: 4, alignment_enum: 0, **white } outputs.labels << { x: 430, y: 400, z: menu_text_z, text: "[Enter] Start at New Difficulty ", size_enum: 4, alignment_enum: 0, **white } outputs.labels << { x: 430, y: 370, z: menu_text_z, text: "[Escape] Cancel/Resume ", size_enum: 4, alignment_enum: 0, **white } outputs.labels << { x: 640, y: 300, z: menu_text_z, text: "(mouse, touch, and game controllers work, too!) ", size_enum: 4, alignment_enum: 1, **white } outputs.labels << { x: 640, y: 200, z: menu_text_z, text: "Difficulty: #{state.new_difficulty.capitalize}", size_enum: 4, alignment_enum: 1, **white } outputs.labels << { x: 10, y: 100, z: menu_text_z, text: "Code: @amirrajan", **white } outputs.labels << { x: 10, y: 80, z: menu_text_z, text: "Art: @mobypixel", **white } outputs.labels << { x: 10, y: 60, z: menu_text_z, text: "Music: @mobypixel", **white } outputs.labels << { x: 10, y: 40, z: menu_text_z, text: "Engine: DragonRuby GTK", **white } end def render_overlay overlay_rect = grid.rect.scale_rect(1.5, 0, 0) outputs.primitives << { x: overlay_rect.x - overlay_rect.w, y: overlay_rect.y - overlay_rect.h, w: overlay_rect.w * 4, h: overlay_rect.h * 2, z: menu_overlay_z, r: 0, g: 0, b: 0, a: 230 }.solid! end def render_game outputs.background_color = [0, 0, 0] render_game_over render_background render_walls render_dragon render_flash end def render_game_over return unless state.scene == :game outputs.labels << { x: 638, y: 358, text: score_text, z: game_text_z - 1, size_enum: 20, alignment_enum: 1 } outputs.labels << { x: 635, y: 360, text: score_text, z: game_text_z, size_enum: 20, alignment_enum: 1, r: 255, g: 255, b: 255 } outputs.labels << { x: 638, y: 428, text: countdown_text, z: game_text_z - 1, size_enum: 20, alignment_enum: 1 } outputs.labels << { x: 635, y: 430, text: countdown_text, z: game_text_z, size_enum: 20, alignment_enum: 1, r: 255, g: 255, b: 255 } end def render_background scroll_point_at = state.tick_count scroll_point_at = state.scene_at if state.scene == :menu scroll_point_at = state.death_at if state.countdown > 0 scroll_point_at ||= 0 outputs.sprites << { x: -640, y: -360, z: background_z, w: 1280 * 2, h: 720 * 2, path: 'sprites/background.png' } outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_back.png', 0.25, 1) outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_middle.png', 0.50, 50) outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_front.png', 1.00, 100, -80) end def scrolling_background at, path, rate, z, y = 0 rate *= 2 w = 1440 * 2 h = 720 * 2 [ { x: w - at.*(rate) % w - w.half.half, y: y * 2 - 360, z: background_z + z, w: w, h: h, path: path }, { x: 0 - at.*(rate) % w - w.half.half, y: y * 2 - 360, z: background_z + z, w: w, h: h, path: path }, ] end def render_walls state.walls.each do |w| w.top_section = { x: w.x, y: w.bottom_height - 720, z: -120, w: 100, h: 720, path: 'sprites/wall.png', angle: 180 } w.bottom_section = { x: w.x, y: w.top_y, z: -120, w: 100, h: 720, path: 'sprites/wallbottom.png', angle: 0} w.sprites = [ model_for(w.top_section), model_for(w.bottom_section) ] end outputs.sprites << state.walls.find_all { |w| w.x >= state.x }.reverse.map(&:sprites) outputs.sprites << state.walls.find_all { |w| w.x < state.x }.map(&:sprites) end def model_for wall ratio = (wall.x - state.x_starting_point).abs.fdiv(2560 + state.x_starting_point) z_ratio = ratio ** 2 z_offset = (2560 * 2) * z_ratio x_offset = z_offset * 0.25 if wall.x < state.x x_offset *= -1 end distance_from_background_to_flappy = (background_z - flappy_sprite_z).abs distance_to_front = z_offset if -z_offset < background_z + 100 + wall.w * 2 a = 0 else percentage_to_front = distance_to_front / distance_from_background_to_flappy a = 255 * (1 - percentage_to_front) end back = { x: wall.x + x_offset, y: wall.y, z: wall.z - wall.w.half - z_offset, a: a, w: wall.w, h: wall.h, path: wall.path, angle: wall.angle } front = { x: wall.x + x_offset, y: wall.y, z: wall.z + wall.w.half - z_offset, a: a, w: wall.w, h: wall.h, path: wall.path, angle: wall.angle } left = { x: wall.x - wall.w.half + x_offset, y: wall.y, z: wall.z - z_offset, a: a, angle_y: 90, w: wall.w, h: wall.h, path: wall.path, angle: wall.angle } right = { x: wall.x + wall.w.half + x_offset, y: wall.y, z: wall.z - z_offset, a: a, angle_y: 90, w: wall.w, h: wall.h, path: wall.path, angle: wall.angle } if (wall.x - wall.w - state.x).abs < 200 [back, left, right, front] elsif wall.x < state.x [back, left, front, right] else [back, right, front, left] end end def render_dragon state.show_death = true if state.countdown == 3.seconds if state.show_death == false || !state.death_at animation_index = state.flapped_at.frame_index 6, 2, false if state.flapped_at sprite_name = "sprites/dragon_fly#{animation_index.or(0) + 1}.png" state.dragon_sprite = { x: state.x, y: state.y, z: state.z, w: 100, h: 80, path: sprite_name, angle: state.dy * 1.2 } else sprite_name = "sprites/dragon_die.png" state.dragon_sprite = { x: state.x, y: state.y, z: state.z, w: 100, h: 80, path: sprite_name, angle: state.dy * 1.2 } sprite_changed_elapsed = state.death_at.elapsed_time - 1.seconds state.dragon_sprite.angle += (sprite_changed_elapsed ** 1.3) * state.death_fall_direction * -1 state.dragon_sprite.x += (sprite_changed_elapsed ** 1.2) * state.death_fall_direction state.dragon_sprite.y += (sprite_changed_elapsed * 14 - sprite_changed_elapsed ** 1.6) state.z += 0.3 end outputs.sprites << state.dragon_sprite end def render_flash return unless state.flash_at outputs.primitives << { **grid.rect.to_hash, **white, z: flash_z, a: 255 * state.flash_at.ease(20, :flip) }.solid! state.flash_at = 0 if state.flash_at.elapsed_time > 20 end def calc return unless state.scene == :game reset_game if state.countdown == 1 state.countdown -= 1 and return if state.countdown > 0 calc_walls calc_flap calc_game_over end def calc_walls state.walls.each { |w| w.x -= 8 } walls_count_before_removal = state.walls.length state.walls.reject! { |w| w.x < -2560 + state.x_starting_point } state.score += 1 if state.walls.count < walls_count_before_removal state.wall_countdown -= 1 and return if state.wall_countdown > 0 state.walls << state.new_entity(:wall) do |w| w.x = 2560 + state.x_starting_point w.opening = grid.top .randomize(:ratio) .greater(200) .lesser(520) w.opening -= w.opening * 0.5 w.bottom_height = w.opening - state.wall_gap_size w.top_y = w.opening + state.wall_gap_size end state.wall_countdown = state.wall_countdown_length end def calc_flap state.y += state.dy state.dy = state.dy.lesser state.flap_power state.dy -= state.gravity return if state.y < state.ceiling state.y = state.ceiling state.dy = state.dy.lesser state.ceiling_flap_power end def calc_game_over return unless game_over? state.death_at = state.tick_count state.death_from = state.walls.first state.death_fall_direction = -1 state.death_fall_direction = 1 if state.x > state.death_from.x outputs.sounds << "sounds/hit-sound.wav" begin_countdown end def process_inputs process_inputs_menu process_inputs_game end def process_inputs_menu return unless state.scene == :menu changediff = inputs.keyboard.key_down.tab || inputs.controller_one.key_down.select if inputs.mouse.click p = inputs.mouse.click.point if (p.y >= 165) && (p.y < 200) && (p.x >= 500) && (p.x < 800) changediff = true end end if changediff case state.new_difficulty when :easy state.new_difficulty = :normal when :normal state.new_difficulty = :hard when :hard state.new_difficulty = :flappy when :flappy state.new_difficulty = :easy end end if inputs.keyboard.key_down.enter || inputs.controller_one.key_down.start || inputs.controller_one.key_down.a state.difficulty = state.new_difficulty change_to_scene :game reset_game false state.hi_score = 0 begin_countdown end if inputs.keyboard.key_down.escape || (inputs.mouse.click && !changediff) || inputs.controller_one.key_down.b state.new_difficulty = state.difficulty change_to_scene :game end end def process_inputs_game return unless state.scene == :game clicked_menu = false if inputs.mouse.click p = inputs.mouse.click.point clicked_menu = (p.y >= 620) && (p.x < 275) end if clicked_menu || inputs.keyboard.key_down.escape || inputs.keyboard.key_down.enter || inputs.controller_one.key_down.start change_to_scene :menu elsif (inputs.mouse.down || inputs.mouse.click || inputs.keyboard.key_down.space || inputs.controller_one.key_down.a) && state.countdown == 0 state.dy = 0 state.dy += state.flap_power state.flapped_at = state.tick_count outputs.sounds << "sounds/fly-sound.wav" end end def white { r: 255, g: 255, b: 255 } end def large_white_typeset { size_enum: 5, alignment_enum: 0, r: 255, g: 255, b: 255 } end def at_beginning? state.walls.count == 0 end def dragon_collision_box { x: state.dragon_sprite.x, y: state.dragon_sprite.y, w: state.dragon_sprite.w, h: state.dragon_sprite.h } .scale_rect(1.0 - collision_forgiveness, 0.5, 0.5) .rect_shift_right(10) .rect_shift_up(state.dy * 2) end def game_over? return true if state.y <= 0.-(500 * collision_forgiveness) && !at_beginning? state.walls .find_all { |w| w.top_section && w.bottom_section } .flat_map { |w| [w.top_section, w.bottom_section] } .any? { |s| s.intersect_rect?(dragon_collision_box) } end def collision_forgiveness case state.difficulty when :easy 0.9 when :normal 0.7 when :hard 0.5 when :flappy 0.3 else 0.9 end end def countdown_text state.countdown ||= -1 return "" if state.countdown == 0 return "GO!" if state.countdown.idiv(60) == 0 return "GAME OVER" if state.death_at return "READY?" end def begin_countdown state.countdown = 4.seconds end def score_text return "" unless state.countdown > 1.seconds return "" unless state.death_at return "SCORE: 0 (LOL)" if state.score == 0 return "HI SCORE: #{state.score}" if state.score == state.hi_score return "SCORE: #{state.score}" end def reset_game set_flash = true state.flash_at = state.tick_count if set_flash state.walls = [] state.y = 500 state.x = state.x_starting_point state.z = flappy_sprite_z state.dy = 0 state.hi_score = state.hi_score.greater(state.score) state.score = 0 state.wall_countdown = state.wall_countdown_length.fdiv(2) state.show_death = false state.death_at = nil end def change_to_scene scene state.scene = scene state.scene_at = state.tick_count inputs.keyboard.clear inputs.controller_one.clear end end $flappy_dragon = FlappyDragon.new def tick_game args $flappy_dragon.grid = args.grid $flappy_dragon.inputs = args.inputs $flappy_dragon.state = args.state $flappy_dragon.outputs = args.outputs $flappy_dragon.tick end $gtk.reset
Cubeworld main.rb link
# ./samples/14_vr/08_cubeworld_vr/app/main.rb require 'app/tick.rb' def tick args args.gtk.start_server! port: 9001, enable_in_prod: true $game ||= Game.new $game.args = args $game.tick end
Cubeworld tick.rb link
# ./samples/14_vr/08_cubeworld_vr/app/tick.rb class Game include MatrixFunctions attr_gtk def cube x:, y:, z:, angle_x:, angle_y:, angle_z:; combined = mul (rotate_x angle_x), (rotate_y angle_y), (rotate_z angle_z), (translate x, y, z) face_1 = mul_triangles state.baseline_cube.face_1, combined face_2 = mul_triangles state.baseline_cube.face_2, combined face_3 = mul_triangles state.baseline_cube.face_3, combined face_4 = mul_triangles state.baseline_cube.face_4, combined face_5 = mul_triangles state.baseline_cube.face_5, combined face_6 = mul_triangles state.baseline_cube.face_6, combined [ face_1, face_2, face_3, face_4, face_5, face_6 ] end def random_point r = { xr: 2.randomize(:ratio) - 1, yr: 2.randomize(:ratio) - 1, zr: 2.randomize(:ratio) - 1 } if (r.xr ** 2 + r.yr ** 2 + r.zr ** 2) > 1.0 return random_point else return r end end def random_cube_attributes state.cube_count.map_with_index do |i| point_on_sphere = random_point radius = rand * 10 + 3 { x: point_on_sphere.xr * radius, y: point_on_sphere.yr * radius, z: 6.4 + point_on_sphere.zr * radius } end end def defaults state.cube_count ||= 1 state.cube_attributes ||= random_cube_attributes if !state.baseline_cube state.baseline_cube = { face_1: [ [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)] ], face_2: [ [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)] ], face_3: [ [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)] ], face_4: [ [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)] ], face_5: [ [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)] ], face_6: [ [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)] ] } state.baseline_cube.face_1 = mul_triangles state.baseline_cube.face_1, (translate -0.25, -0.25, 0), (translate 0, 0, 0.25) state.baseline_cube.face_2 = mul_triangles state.baseline_cube.face_2, (translate -0.25, -0.25, 0), (translate 0, 0, -0.25) state.baseline_cube.face_3 = mul_triangles state.baseline_cube.face_3, (translate -0.25, -0.25, 0), (rotate_y 90), (translate -0.25, 0, 0) state.baseline_cube.face_4 = mul_triangles state.baseline_cube.face_4, (translate -0.25, -0.25, 0), (rotate_y 90), (translate 0.25, 0, 0) state.baseline_cube.face_5 = mul_triangles state.baseline_cube.face_5, (translate -0.25, -0.25, 0), (rotate_x 90), (translate 0, 0.25, 0) state.baseline_cube.face_6 = mul_triangles state.baseline_cube.face_6, (translate -0.25, -0.25, 0), (rotate_x 90), (translate 0, -0.25, 0) end end def tick args.grid.origin_center! defaults if inputs.controller_one.key_down.a state.cube_count += 1 state.cube_attributes = random_cube_attributes elsif inputs.controller_one.key_down.b state.cube_count -= 1 if state.cube_count > 1 state.cube_attributes = random_cube_attributes end state.cube_attributes.each do |c| render_cube (cube x: c.x, y: c.y, z: c.z, angle_x: state.tick_count, angle_y: state.tick_count, angle_z: state.tick_count) end args.outputs.background_color = [255, 255, 255] framerate_primitives = args.gtk.current_framerate_primitives framerate_primitives.find { |p| p.text }.each { |p| p.z = 1 } framerate_primitives[-1].text = "cube count: #{state.cube_count} (#{state.cube_count * 12} triangles)" args.outputs.primitives << framerate_primitives 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 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 mul_triangles model, *mul_def model.map do |vecs| vecs.map do |vec| vec = mul vec, *mul_def end end end def render_cube cube render_face cube[0] render_face cube[1] render_face cube[2] render_face cube[3] render_face cube[4] render_face cube[5] end def render_face face triangle_1 = face[0] args.outputs.sprites << { x: triangle_1[0].x * 100, y: triangle_1[0].y * 100, z: triangle_1[0].z * 100, x2: triangle_1[1].x * 100, y2: triangle_1[1].y * 100, z2: triangle_1[1].z * 100, x3: triangle_1[2].x * 100, y3: triangle_1[2].y * 100, z3: triangle_1[2].z * 100, source_x: 0, source_y: 0, source_x2: 80, source_y2: 0, source_x3: 0, source_y3: 80, path: 'sprites/square/blue.png' } triangle_2 = face[1] args.outputs.sprites << { x: triangle_2[0].x * 100, y: triangle_2[0].y * 100, z: triangle_2[0].z * 100, x2: triangle_2[1].x * 100, y2: triangle_2[1].y * 100, z2: triangle_2[1].z * 100, x3: triangle_2[2].x * 100, y3: triangle_2[2].y * 100, z3: triangle_2[2].z * 100, source_x: 80, source_y: 0, source_x2: 80, source_y2: 80, source_x3: 0, source_y3: 80, path: 'sprites/square/blue.png' } end end
Genre 3d link
3d Cube - main.rb link
# ./samples/99_genre_3d/01_3d_cube/app/main.rb STARTX = 0.0 STARTY = 0.0 ENDY = 20.0 ENDX = 20.0 SPINPOINT = 10 SPINDURATION = 400 POINTSIZE = 8 BOXDEPTH = 40 YAW = 1 DISTANCE = 10 def tick args args.outputs.background_color = [0, 0, 0] a = Math.sin(args.state.tick_count / SPINDURATION) * Math.tan(args.state.tick_count / SPINDURATION) s = Math.sin(a) c = Math.cos(a) x = STARTX y = STARTY offset_x = (1280 - (ENDX - STARTX)) / 2 offset_y = (360 - (ENDY - STARTY)) / 2 srand(1) while y < ENDY do while x < ENDX do if (y == STARTY || y == (ENDY / 0.5) * 2 || y == (ENDY / 0.5) * 2 + 0.5 || y == ENDY - 0.5 || x == STARTX || x == ENDX - 0.5) z = rand(BOXDEPTH) z *= Math.sin(a / 2) x -= SPINPOINT u = (x * c) - (z * s) v = (x * s) + (z * c) k = DISTANCE.fdiv(100) + (v / 500 * YAW) u = u / k v = y / k w = POINTSIZE / 10 / k args.outputs.sprites << { x: offset_x + u - w, y: offset_y + v - w, w: w, h: w, path: 'sprites/square-blue.png'} x += SPINPOINT end x += 0.5 end y += 0.5 x = STARTX end end $gtk.reset
Wireframe - main.rb link
# ./samples/99_genre_3d/02_wireframe/app/main.rb def tick args args.state.model ||= Object3D.new('data/shuttle.off') args.state.mtx ||= rotate3D(0, 0, 0) args.state.inv_mtx ||= rotate3D(0, 0, 0) delta_mtx = rotate3D(args.inputs.up_down * 0.01, input_roll(args) * 0.01, args.inputs.left_right * 0.01) args.outputs.lines << args.state.model.edges args.state.model.fast_3x3_transform! args.state.inv_mtx args.state.inv_mtx = mtx_mul(delta_mtx.transpose, args.state.inv_mtx) args.state.mtx = mtx_mul(args.state.mtx, delta_mtx) args.state.model.fast_3x3_transform! args.state.mtx args.outputs.background_color = [0, 0, 0] args.outputs.debug << args.gtk.framerate_diagnostics_primitives end def input_roll args roll = 0 roll += 1 if args.inputs.keyboard.e roll -= 1 if args.inputs.keyboard.q roll end def rotate3D(theta_x = 0.1, theta_y = 0.1, theta_z = 0.1) c_x, s_x = Math.cos(theta_x), Math.sin(theta_x) c_y, s_y = Math.cos(theta_y), Math.sin(theta_y) c_z, s_z = Math.cos(theta_z), Math.sin(theta_z) rot_x = [[1, 0, 0], [0, c_x, -s_x], [0, s_x, c_x]] rot_y = [[c_y, 0, s_y], [0, 1, 0], [-s_y, 0, c_y]] rot_z = [[c_z, -s_z, 0], [s_z, c_z, 0], [0, 0, 1]] mtx_mul(mtx_mul(rot_x, rot_y), rot_z) end def mtx_mul(a, b) is = (0...a.length) js = (0...b[0].length) ks = (0...b.length) is.map do |i| js.map do |j| ks.map do |k| a[i][k] * b[k][j] end.reduce(&:plus) end end end class Object3D attr_reader :vert_count, :face_count, :edge_count, :verts, :faces, :edges def initialize(path) @vert_count = 0 @face_count = 0 @edge_count = 0 @verts = [] @faces = [] @edges = [] _init_from_file path end def _init_from_file path file_lines = $gtk.read_file(path).split("\n") .reject { |line| line.start_with?('#') || line.split(' ').length == 0 } # Strip out simple comments and blank lines .map { |line| line.split('#')[0] } # Strip out end of line comments .map { |line| line.split(' ') } # Tokenize by splitting on whitespace raise "OFF file did not start with OFF." if file_lines.shift != ["OFF"] # OFF meshes are supposed to begin with "OFF" as the first line. raise "<NVertices NFaces NEdges> line malformed" if file_lines[0].length != 3 # The second line needs to have 3 numbers. Raise an error if it doesn't. @vert_count, @face_count, @edge_count = file_lines.shift&.map(&:to_i) # Update the counts # Only the vertex and face counts need to be accurate. Raise an error if they are inaccurate. raise "Incorrect number of vertices and/or faces (Parsed VFE header: #{@vert_count} #{@face_count} #{@edge_count})" if file_lines.length != @vert_count + @face_count # Grab all the lines describing vertices. vert_lines = file_lines[0, @vert_count] # Grab all the lines describing faces. face_lines = file_lines[@vert_count, @face_count] # Create all the vertices @verts = vert_lines.map_with_index { |line, id| Vertex.new(line, id) } # Create all the faces @faces = face_lines.map { |line| Face.new(line, @verts) } # Create all the edges @edges = @faces.flat_map(&:edges).uniq do |edge| sorted = edge.sorted [sorted.point_a, sorted.point_b] end end def fast_3x3_transform! mtx @verts.each { |vert| vert.fast_3x3_transform! mtx } end end class Face attr_reader :verts, :edges def initialize(data, verts) vert_count = data[0].to_i vert_ids = data[1, vert_count].map(&:to_i) @verts = vert_ids.map { |i| verts[i] } @edges = [] (0...vert_count).each { |i| @edges[i] = Edge.new(verts[vert_ids[i - 1]], verts[vert_ids[i]]) } @edges.rotate! 1 end end class Edge attr_reader :point_a, :point_b def initialize(point_a, point_b) @point_a = point_a @point_b = point_b end def sorted @point_a.id < @point_b.id ? self : Edge.new(@point_b, @point_a) end def draw_override ffi ffi.draw_line(@point_a.render_x, @point_a.render_y, @point_b.render_x, @point_b.render_y, 255, 0, 0, 128) ffi.draw_line(@point_a.render_x+1, @point_a.render_y, @point_b.render_x+1, @point_b.render_y, 255, 0, 0, 128) ffi.draw_line(@point_a.render_x, @point_a.render_y+1, @point_b.render_x, @point_b.render_y+1, 255, 0, 0, 128) ffi.draw_line(@point_a.render_x+1, @point_a.render_y+1, @point_b.render_x+1, @point_b.render_y+1, 255, 0, 0, 128) end def primitive_marker :line end end class Vertex attr_accessor :x, :y, :z, :id def initialize(data, id) @x = data[0].to_f @y = data[1].to_f @z = data[2].to_f @id = id end def fast_3x3_transform! mtx _x, _y, _z = @x, @y, @z @x = mtx[0][0] * _x + mtx[0][1] * _y + mtx[0][2] * _z @y = mtx[1][0] * _x + mtx[1][1] * _y + mtx[1][2] * _z @z = mtx[2][0] * _x + mtx[2][1] * _y + mtx[2][2] * _z end def render_x @x * (10 / (5 - @y)) * 170 + 640 end def render_y @z * (10 / (5 - @y)) * 170 + 360 end end
Wireframe - Data - what-is-this.txt link
# ./samples/99_genre_3d/02_wireframe/data/what-is-this.txt https://en.wikipedia.org/wiki/OFF_(file_format)
Yaw Pitch Roll - main.rb link
# ./samples/99_genre_3d/03_yaw_pitch_roll/app/main.rb class Game include MatrixFunctions attr_gtk def tick defaults render input end def player_ship [ # engine back (vec4 -1, -1, 1, 0), (vec4 -1, 1, 1, 0), (vec4 -1, 1, 1, 0), (vec4 1, 1, 1, 0), (vec4 1, 1, 1, 0), (vec4 1, -1, 1, 0), (vec4 1, -1, 1, 0), (vec4 -1, -1, 1, 0), # engine front (vec4 -1, -1, -1, 0), (vec4 -1, 1, -1, 0), (vec4 -1, 1, -1, 0), (vec4 1, 1, -1, 0), (vec4 1, 1, -1, 0), (vec4 1, -1, -1, 0), (vec4 1, -1, -1, 0), (vec4 -1, -1, -1, 0), # engine left (vec4 -1, -1, -1, 0), (vec4 -1, -1, 1, 0), (vec4 -1, -1, 1, 0), (vec4 -1, 1, 1, 0), (vec4 -1, 1, 1, 0), (vec4 -1, 1, -1, 0), (vec4 -1, 1, -1, 0), (vec4 -1, -1, -1, 0), # engine right (vec4 1, -1, -1, 0), (vec4 1, -1, 1, 0), (vec4 1, -1, 1, 0), (vec4 1, 1, 1, 0), (vec4 1, 1, 1, 0), (vec4 1, 1, -1, 0), (vec4 1, 1, -1, 0), (vec4 1, -1, -1, 0), # top front of engine to front of ship (vec4 1, 1, 1, 0), (vec4 0, -1, 9, 0), (vec4 0, -1, 9, 0), (vec4 -1, 1, 1, 0), # bottom front of engine (vec4 1, -1, 1, 0), (vec4 0, -1, 9, 0), (vec4 -1, -1, 1, 0), (vec4 0, -1, 9, 0), # right wing # front of wing (vec4 1, 0.10, 1, 0), (vec4 9, 0.10, -1, 0), (vec4 9, 0.10, -1, 0), (vec4 10, 0.10, -2, 0), # back of wing (vec4 1, 0.10, -1, 0), (vec4 9, 0.10, -1, 0), (vec4 10, 0.10, -2, 0), (vec4 8, 0.10, -1, 0), # front of wing (vec4 1, -0.10, 1, 0), (vec4 9, -0.10, -1, 0), (vec4 9, -0.10, -1, 0), (vec4 10, -0.10, -2, 0), # back of wing (vec4 1, -0.10, -1, 0), (vec4 9, -0.10, -1, 0), (vec4 10, -0.10, -2, 0), (vec4 8, -0.10, -1, 0), # left wing # front of wing (vec4 -1, 0.10, 1, 0), (vec4 -9, 0.10, -1, 0), (vec4 -9, 0.10, -1, 0), (vec4 -10, 0.10, -2, 0), # back of wing (vec4 -1, 0.10, -1, 0), (vec4 -9, 0.10, -1, 0), (vec4 -10, 0.10, -2, 0), (vec4 -8, 0.10, -1, 0), # front of wing (vec4 -1, -0.10, 1, 0), (vec4 -9, -0.10, -1, 0), (vec4 -9, -0.10, -1, 0), (vec4 -10, -0.10, -2, 0), # back of wing (vec4 -1, -0.10, -1, 0), (vec4 -9, -0.10, -1, 0), (vec4 -10, -0.10, -2, 0), (vec4 -8, -0.10, -1, 0), # left fin # top (vec4 -1, 0.10, 1, 0), (vec4 -1, 3, -3, 0), (vec4 -1, 0.10, -1, 0), (vec4 -1, 3, -3, 0), (vec4 -1.1, 0.10, 1, 0), (vec4 -1.1, 3, -3, 0), (vec4 -1.1, 0.10, -1, 0), (vec4 -1.1, 3, -3, 0), # bottom (vec4 -1, -0.10, 1, 0), (vec4 -1, -2, -2, 0), (vec4 -1, -0.10, -1, 0), (vec4 -1, -2, -2, 0), (vec4 -1.1, -0.10, 1, 0), (vec4 -1.1, -2, -2, 0), (vec4 -1.1, -0.10, -1, 0), (vec4 -1.1, -2, -2, 0), # right fin (vec4 1, 0.10, 1, 0), (vec4 1, 3, -3, 0), (vec4 1, 0.10, -1, 0), (vec4 1, 3, -3, 0), (vec4 1.1, 0.10, 1, 0), (vec4 1.1, 3, -3, 0), (vec4 1.1, 0.10, -1, 0), (vec4 1.1, 3, -3, 0), # bottom (vec4 1, -0.10, 1, 0), (vec4 1, -2, -2, 0), (vec4 1, -0.10, -1, 0), (vec4 1, -2, -2, 0), (vec4 1.1, -0.10, 1, 0), (vec4 1.1, -2, -2, 0), (vec4 1.1, -0.10, -1, 0), (vec4 1.1, -2, -2, 0), ] end def defaults state.points ||= player_ship state.shifted_points ||= state.points.map { |point| point } state.scale ||= 1 state.angle_x ||= 0 state.angle_y ||= 0 state.angle_z ||= 0 end def angle_z_matrix degrees cos_t = Math.cos degrees.to_radians sin_t = Math.sin degrees.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 angle_y_matrix degrees cos_t = Math.cos degrees.to_radians sin_t = Math.sin degrees.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 angle_x_matrix degrees cos_t = Math.cos degrees.to_radians sin_t = Math.sin degrees.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 scale_matrix factor (mat4 factor, 0, 0, 0, 0, factor, 0, 0, 0, 0, factor, 0, 0, 0, 0, 1) end def input if (inputs.keyboard.shift && inputs.keyboard.p) state.scale -= 0.1 elsif inputs.keyboard.p state.scale += 0.1 end if inputs.mouse.wheel state.scale += inputs.mouse.wheel.y end state.scale = state.scale.clamp(0.1, 1000) if (inputs.keyboard.shift && inputs.keyboard.y) || inputs.keyboard.right state.angle_y += 1 elsif (inputs.keyboard.y) || inputs.keyboard.left state.angle_y -= 1 end if (inputs.keyboard.shift && inputs.keyboard.x) || inputs.keyboard.down state.angle_x -= 1 elsif (inputs.keyboard.x || inputs.keyboard.up) state.angle_x += 1 end if inputs.keyboard.shift && inputs.keyboard.z state.angle_z += 1 elsif inputs.keyboard.z state.angle_z -= 1 end if inputs.keyboard.zero state.angle_x = 0 state.angle_y = 0 state.angle_z = 0 end angle_x = state.angle_x angle_y = state.angle_y angle_z = state.angle_z scale = state.scale s_matrix = scale_matrix state.scale x_matrix = angle_z_matrix angle_z y_matrix = angle_y_matrix angle_y z_matrix = angle_x_matrix angle_x state.shifted_points = state.points.map do |point| (mul point, y_matrix, x_matrix, z_matrix, s_matrix).merge(original: point) end end def thick_line line [ line.merge(y: line.y - 1, y2: line.y2 - 1, r: 0, g: 0, b: 0), line.merge(x: line.x - 1, x2: line.x2 - 1, r: 0, g: 0, b: 0), line.merge(x: line.x - 0, x2: line.x2 - 0, r: 0, g: 0, b: 0), line.merge(y: line.y + 1, y2: line.y2 + 1, r: 0, g: 0, b: 0), line.merge(x: line.x + 1, x2: line.x2 + 1, r: 0, g: 0, b: 0) ] end def render outputs.lines << state.shifted_points.each_slice(2).map do |(p1, p2)| perc = 0 thick_line({ x: p1.x.*(10) + 640, y: p1.y.*(10) + 320, x2: p2.x.*(10) + 640, y2: p2.y.*(10) + 320, r: 255 * perc, g: 255 * perc, b: 255 * perc }) end outputs.labels << [ 10, 700, "angle_x: #{state.angle_x.to_sf}", 0] outputs.labels << [ 10, 670, "x, shift+x", 0] outputs.labels << [210, 700, "angle_y: #{state.angle_y.to_sf}", 0] outputs.labels << [210, 670, "y, shift+y", 0] outputs.labels << [410, 700, "angle_z: #{state.angle_z.to_sf}", 0] outputs.labels << [410, 670, "z, shift+z", 0] outputs.labels << [610, 700, "scale: #{state.scale.to_sf}", 0] outputs.labels << [610, 670, "p, shift+p", 0] end end $game = Game.new def tick args $game.args = args $game.tick end def set_angles x, y, z $game.state.angle_x = x $game.state.angle_y = y $game.state.angle_z = z end $gtk.reset
Ray Caster - main.rb link
# ./samples/99_genre_3d/04_ray_caster/app/main.rb # https://github.com/BrennerLittle/DragonRubyRaycast # https://github.com/3DSage/OpenGL-Raycaster_v1 # https://www.youtube.com/watch?v=gYRrGTC7GtA&ab_channel=3DSage def tick args defaults args calc args render args args.outputs.sprites << { x: 0, y: 0, w: 1280 * 2.66, h: 720 * 2.25, path: :screen } args.outputs.labels << { x: 30, y: 30.from_top, text: "FPS: #{args.gtk.current_framerate.to_sf}" } end def defaults args args.state.stage ||= { w: 8, h: 8, sz: 64, layout: [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, ] } args.state.player ||= { x: 250, y: 250, dx: 1, dy: 0, angle: 0 } end def calc args xo = 0 if args.state.player.dx < 0 xo = -20 else xo = 20 end yo = 0 if args.state.player.dy < 0 yo = -20 else yo = 20 end ipx = args.state.player.x.idiv 64.0 ipx_add_xo = (args.state.player.x + xo).idiv 64.0 ipx_sub_xo = (args.state.player.x - xo).idiv 64.0 ipy = args.state.player.y.idiv 64.0 ipy_add_yo = (args.state.player.y + yo).idiv 64.0 ipy_sub_yo = (args.state.player.y - yo).idiv 64.0 if args.inputs.keyboard.right args.state.player.angle -= 5 args.state.player.angle = args.state.player.angle % 360 args.state.player.dx = args.state.player.angle.cos_d args.state.player.dy = -args.state.player.angle.sin_d end if args.inputs.keyboard.left args.state.player.angle += 5 args.state.player.angle = args.state.player.angle % 360 args.state.player.dx = args.state.player.angle.cos_d args.state.player.dy = -args.state.player.angle.sin_d end if args.inputs.keyboard.up if args.state.stage.layout[ipy * args.state.stage.w + ipx_add_xo] == 0 args.state.player.x += args.state.player.dx * 5 end if args.state.stage.layout[ipy_add_yo * args.state.stage.w + ipx] == 0 args.state.player.y += args.state.player.dy * 5 end end if args.inputs.keyboard.down if args.state.stage.layout[ipy * args.state.stage.w + ipx_sub_xo] == 0 args.state.player.x -= args.state.player.dx * 5 end if args.state.stage.layout[ipy_sub_yo * args.state.stage.w + ipx] == 0 args.state.player.y -= args.state.player.dy * 5 end end end def render args args.outputs[:screen].transient! args.outputs[:screen].sprites << { x: 0, y: 160, w: 750, h: 160, path: :pixel, r: 89, g: 125, b: 206 } args.outputs[:screen].sprites << { x: 0, y: 0,