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@Westenburg
Created June 26, 2015 05:51
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A demo of interacting with a polygon - swipe to cut in two
--# Main
-- Meshchopper
--various goals
--chop without letting fragments on screen go above a certain amount
--get x fragments on screen at once
--use limited number of slashes
--time limits
displayMode(FULLSCREEN)
-- Use this function to perform your initial setup
function setup()
--chop a subsection of the following sprite to look a bit like ice
bg=readImage("Tyrian Remastered:Space Ice 5")
bg2=bg:copy(20,20,55,55)
--tables to hold the touch interactions
slash={}
slashcount=0
touches={}
tsup={}
--table to hold information about each fragment/polygon
fragments={}
--the initial shape. Currently works for convex polygons where internal angles are less than 180 degrees
--in future would like to expand to include concave ones too
--simple rectangle
--pt={vec2(0,0),vec2(0,1),vec2(1,1),vec2(1,0)}
--generate a regular polygon with vn sides
pt={}
local vn=10
for i=1,vn do
local va=math.rad((i-1)*360/vn)
local vx=0.5+0.5*math.sin(va)
local vy=0.5+0.5*math.cos(va)
table.insert(pt,vec2(vx,vy))
end
--add initial polygon
table.insert(fragments,Part(WIDTH/2-150,HEIGHT/2-150,0,0,300,pt,math.rad(0),0.01,1,1))
table.insert(fragments,Part(WIDTH/4-100,HEIGHT/2-150,0,0,200,pt,math.rad(0),0.02,1,1))
table.insert(fragments,Part(3*WIDTH/4-100,HEIGHT/2-150,0,0,200,pt,math.rad(0),0.02,1,1))
--variables to limit the slashes interacting with newly generated fragments
spawndelay=0
spawndelaymarker=0
--variables for holding the slash line parameters
linestarty=-10
ncc=-10
particles={} -- a table to hold the particles
end
-- This function gets called once every frame
function draw()
spawndelay = spawndelay - 1
-- This sets a dark background color
background(40, 40, 50)
strokeWidth(5)
--loop through each fragment and draw it
for i,b in pairs(fragments) do
b:draw()
end
--draw active slashes onscreen
for i,s in pairs(slash) do
pushMatrix()
translate(s.x,s.y)
rotate(math.deg(s.a)-90)
stroke(255,255,255,s.fade)
fill(255,255,255,s.fade)
line(0,0,0,-20)
local wing=255-s.fade
stroke(255,255,255,s.fade/2)
fill(255,255,255,s.fade/2)
line(0,0,wing,-2000)
line(0,0,-wing,-2000)
stroke(255,255,255,s.fade/3)
fill(255,255,255,s.fade/3)
line(0,0,2*wing,-2000)
line(0,0,-2*wing,-2000)
local linespd=20
s.x = s.x + linespd*math.cos(s.a)
s.y = s.y + linespd*math.sin(s.a)
s.fade = s.fade - 5
if s.fade<0 then table.remove(slash,i) end
popMatrix()
if s.active==1 then
s.active=0
end
end
fill(255)
doParticles()
--clean up by removing any pieces with an active flag of 0
for i,b in pairs(fragments) do
if b.active==0 then
table.remove(fragments,i)
end
end
--display some game variables
font("AmericanTypewriter")
text("Fragments "..#fragments,WIDTH/4,0.95*HEIGHT)
text("Swipes "..slashcount,0.75*WIDTH,0.95*HEIGHT)
line(WIDTH,linestarty,0,ncc)
end
function touched(touch)
if touch.state==MOVING then
--record path
if tsup[touch.id]~=nil then
table.insert(tsup[touch.id].path,{pos=vec2(touch.x,touch.y),age=ElapsedTime})
end
end
if touch.state==ENDED or touch.state==CANCELLED then
processTouch(touch)
touches[touch.id] = nil
tsup[touch.id]=nil
else
touches[touch.id] = touch
--if there is no supplementary info associated with the current touch then add it
if tsup[touch.id]==nil then
tsup[touch.id]={tstartx=touch.x,tstarty=touch.y,starttime=ElapsedTime,path={}}
end
end
end
function processTouch(touch)
if true==true then
if ElapsedTime-tsup[touch.id].starttime<0.2 then
--very short event
if tsup[touch.id]==nil then
--recognises tap but no function yet
sound("Game Sounds One:Slap")
elseif vec2(touch.x,touch.y):dist(vec2(tsup[touch.id].tstartx,tsup[touch.id].tstarty))<10 then
--recognises tap but no function yet
sound("Game Sounds One:Slap")
else
local ang=math.atan2(touch.y-tsup[touch.id].tstarty,touch.x-tsup[touch.id].tstartx)
table.insert(slash,{x=tsup[touch.id].tstartx,y=tsup[touch.id].tstarty,a=ang,fade=255,count=0,active=1})
slashcount = slashcount + 1
sound("Game Sounds One:Blaster")
--check to see if it splits any objects
local mm=((touch.y-tsup[touch.id].tstarty)/(touch.x-tsup[touch.id].tstartx))
local cc=-touch.x*mm+touch.y
--prevent from getting caught in a loop
local partcount=#fragments
for i,b in pairs(fragments) do
if i<=partcount then
b:touched(touch,mm,cc)
end
end
if spawndelaymarker>0 then
spawndelay=10
spawndelaymarker=0
end
end
end
end
end
--# Part
Part = class()
function Part:init(x,y,xdir,ydir,size,ptable,a,s,tin,trapped)
--currently one mesh per fragment - use a global mesh to increase performance?
self.m=mesh()
self.m.texture=bg2
self.points=ptable
self.pts={}
self.x=x
self.y=y
self.size=size
self.xdir=xdir
self.ydir=ydir
self.active=1
local cxtotal=0
local cytotal=0
--calculate centroid
for i,p in pairs(self.points) do
cxtotal = cxtotal + p.x
cytotal = cytotal + p.y
end
self.cx=cxtotal/#self.points
self.cy=cytotal/#self.points
--manual override over centroid - currently causes issues with spawn position
self.cx=0.5
self.cy=0.5
self.angle=a
self.spin=s --rotational speed
self.type=tin
self.fade=100
self.col={}
self.trapped=trapped
end
function Part:draw()
-- Codea does not automatically call this method
self.angle = self.angle + self.spin
self.m:clear()
t=triangulate(self.points)
for i,p in pairs(t) do
local ptemp=p
ptemp=ptemp-vec2(self.cx,self.cy)
ptemp=ptemp:rotate(self.angle)
ptemp=ptemp+vec2(self.cx,self.cy)
self.pts[i]=vec2(ptemp.x*self.size+self.x,ptemp.y*self.size+self.y)
--setting each triangle as a different color
--[[
if i%3==1 then
ranb=155+math.random(100)
ranr=50+math.random(ranb-50)
rang=50+math.random(ranb-50)
rana=100+math.random(155)
end
if self.col[i]==nil then
-- self.col[i]=color(math.random(255),math.random(255),math.random(255),math.random(255))
self.col[i]=color(ranr,rang,ranb,rana)
end
]]--
end
self.y=self.y+self.ydir
self.x=self.x+self.xdir
if self.y+(self.cy*self.size)>HEIGHT or self.y+(self.cy*self.size)<0 then
self.ydir = self.ydir * -1
end
if self.x+(self.cx*self.size)>WIDTH or self.x+(self.cx*self.size)<0 then
self.xdir = self.xdir * -1
end
self.m.vertices=self.pts
--replaces the setColors call if individual triangles are being colored
--self.m.colors=self.col
self.m:setColors(255,255,255,200)
self.m.texCoords=t
--add a flag which tracks where the person is
--always starts in the centre so ok - will likely cause issues if using a non texture centre
if self.trapped==1 then
pushMatrix()
translate(self.cx*self.size+self.x,self.cy*self.size+self.y)
rotate(math.deg(self.angle))
tint(155,200,255)
sprite("Platformer Art:Guy Standing",0,0,65/2,92/2)
noTint()
popMatrix()
end
self.m:draw()
end
function Part:touched(touch,mm,cc)
-- go round the points and see if any cross the boundary
--remember toclose the loop by checking the last point with the first
if spawndelay<0 then
splits={}
--this area is currently based on the texture map rather than scaled to the size of the polygon
local arealimit=0.03
local arealimitmax=0.15
--loop round the sides and check to see if the line of the slash intercepts a side - if so log its position to set it as a split point
for i=1,#self.points do
cp=i --current point position
np=i+1 --nextpoint position
if i==#self.points then np=1 end
--fairly rough and ready - could do with cleaning up
cptemp=self.points[cp]
nptemp=self.points[np]
--move and rotate the points to their actual screen position
cptemp=cptemp-vec2(self.cx,self.cy)
cptemp=cptemp:rotate(self.angle)
cptemp=cptemp+vec2(self.cx,self.cy)
nptemp=nptemp-vec2(self.cx,self.cy)
nptemp=nptemp:rotate(self.angle)
nptemp=nptemp+vec2(self.cx,self.cy)
cpx=cptemp.x*self.size+self.x
cpy=cptemp.y*self.size+self.y
npx=nptemp.x*self.size+self.x
npy=nptemp.y*self.size+self.y
cpnewy=cpx*mm+cc
npnewy=npx*mm+cc
ncc=cc
linestarty=WIDTH*mm+cc
if (cpnewy-cpy<0 and npnewy-npy>0) or (cpnewy-cpy>0 and npnewy-npy<0) then
local a1 = cpy-npy
local b1 = npx-cpx
local c1 = a1*npx+b1*npy
local a2 =linestarty-cc
local b2= 0-WIDTH
local c2=a2*0+b2*cc
local det = a1*b2 - a2*b1
local sx = (b2*c1 - b1*c2)/det
local sy = (a1*c2 - a2*c1)/det
--unwind the rotation
local nptemp=vec2((sx-self.x)/self.size,(sy-self.y)/self.size)
nptemp=nptemp-vec2(self.cx,self.cy)
nptemp=nptemp:rotate(-self.angle)
nptemp=nptemp+vec2(self.cx,self.cy)
table.insert(splits,{pos=np,pt=nptemp})
end
end
--need to reorder to ensure highest order is first
table.sort(splits,greaterthanpos)
split1=nil
split2=nil
for i,s in pairs(splits) do
table.insert(self.points,s.pos,s.pt)
if split2==nil then
split2=s.pos+1
else
split1=s.pos
end
end
if split1~=nil and split2~=nil then
--create two new tables of points based on the previously defined split points
--first fragment
local p1={}
local p2={}
local c1=1
local c2=1
for i=1,#self.points do
if i>=split1 and i<=split2 then
p1[c1]=self.points[i]
c1 = c1 + 1
end
if i<=split1 or i>=split2 then
p2[c2]=self.points[i]
c2 = c2 + 1
end
end
--second fragment
local ptx1=0
local pty1=0
local area1=0
for i,p in pairs(p1) do
ptx1 = ptx1 + p.x
pty1 = pty1 + p.y
if i>1 then
area1 = area1 + ((p.x+p1[i-1].x)*(p1[i-1].y-p.y))
else
area1 = area1 + ((p.x+p1[#p1].x)*(p1[#p1].y-p.y))
end
end
area1=area1/2
ptx1 = ptx1/#p1
pty1 = pty1/#p1
local ptx2=0
local pty2=0
local area2=0
for i,p in pairs(p2) do
ptx2 = ptx2 + p.x
pty2 = pty2 + p.y
if i>1 then
area2 = area2 + ((p.x+p2[i-1].x)*(p2[i-1].y-p.y))
else
area2 = area2 + ((p.x+p2[#p2].x)*(p2[#p2].y-p.y))
end
end
area2=area2/2
ptx2 = ptx2/#p2
pty2 = pty2/#p2
--check to see if the new fragments contain a trapped person
local tr1=0
local tr2=0
local freed=0
if self.trapped==1 then
if (pnpoly(p1,self.cx,self.cy))==1 then
tr1=1
if area1<arealimitmax and area1>arealimit then
freedom(self.x+self.cx*self.size,self.y+self.cy*self.size,10,self.angle)
freed=1
freeman(self.x+self.cx*self.size,self.y+self.cy*self.size,self.angle)
end
else
if area2<arealimitmax and area2>arealimit then
freedom(self.x+self.cx*self.size,self.y+self.cy*self.size,10,self.angle)
freed=1
freeman(self.x+self.cx*self.size,self.y+self.cy*self.size,self.angle)
end
tr2=1
end
end
--should be able to pick any point from p1 and check to see if it needs to move away from the split line
--same shold be true of the transposed centre
local tran=vec2(ptx1,pty1)
tran = tran - vec2(self.cx,self.cy)
tran=tran:rotate(self.angle)
tran = tran + vec2(self.cx,self.cy)
tranx=self.x+tran.x*self.size
trany=self.y+tran.y*self.size
testy=mm*(self.x+tran.x*self.size)+cc
testx=((self.y+tran.y*self.size)-cc)/mm
xsign=1
ysign=1
if testx<=tranx then
xsign=1
else
xsign=-1
end
if testy<=trany then
ysign=1
else
ysign=-1
end
--calculate normals to the slash line
local atemp=math.atan((ncc-linestarty)/(0-WIDTH))+math.rad(90)
--volume determines speed
local spd1=(1-area1)*5
local spd2=(1-area2)*5
if #p1>2 then
if area1<arealimit or freed==1 then
explodeStar(tranx,trany,10)
if tr1==1 then
--killed the man
--print("fail")
end
else
--need to add spin too - current default 0
table.insert(fragments,Part(self.x,self.y,xsign*spd1*math.abs(math.cos(atemp)),ysign*spd1*math.sin(atemp),self.size,p1,self.angle,xsign*0.01,1,tr1))
end
end
if #p2>2 then
if area2<arealimit or freed==1 then
local pp=vec2(ptx2,pty2)
pp=pp-vec2(self.cx,self.cy)
pp=pp:rotate(self.angle)
pp=pp+vec2(self.cx,self.cy)
explodeStar(self.x+pp.x*self.size,self.y+pp.y*self.size,10)
if tr2==1 then
--killed the man
--print("fail")
end
else
table.insert(fragments,Part(self.x,self.y,-xsign*spd2*math.abs(math.cos(atemp)),-ysign*spd2*math.sin(atemp),self.size,p2,self.angle,-xsign*0.01,1,tr2))
end
end
self.active=0
spawndelaymarker=1
split1=nil
split2=nil
end
end
end
function greaterthanpos(a, b)
return a.pos > b.pos
end
--test to see if a point lies within a polygon
function pnpoly(pts,testx,testy)
j=#pts
oddNodes=-1
for i=1,#pts do
if (pts[i].y<testy and pts[j].y>=testy or pts[j].y<testy and pts[i].y>=testy) then
if (pts[i].x+(testy-pts[i].y)/(pts[j].y-pts[i].y)*(pts[j].x-pts[i].x)<testx) then
oddNodes = oddNodes * -1
end
end
j=i
end
return oddNodes
end
--# Particles
function doParticles()
--loop through the particle table
for i,p in pairs(particles) do
pushMatrix()
tint(255,255,255,p.fade) --set the transparency of the particle based on its fade property
translate(p.x,p.y) --- move it to the correct position
rotate(p.rotation) --rotate it by the coorect amount
sprite(p.img,0,0,p.w,p.h) --draw the particle
noTint() -- remove transparencies
popMatrix()
--if the particle is a star or smoke then fade it out
if p.type<3 then
p.fade = p.fade -3
--if the star or smoke has faded to invisible then remove it
if p.fade<0 then
table.remove(particles,i)
end
else
p.fade = p.fade - 1
if p.fade<0 then
table.remove(particles,i)
end
end
--rotate the particle
p.rotation = p.rotation + p.rotspd
--adjust the position of the particle
p.x = p.x + p.xspd
p.y = p.y + p.yspd
--if the particle is smoke then increase the size of it
if p.type==2 then
if math.random(20)==1 then
freedom(p.x,p.y,10+math.random(20),p.rotation)
end
end
end
end
function explodeStar(xin,yin,sizein)
--generate an explosion at position xin,yin with sizein indicating the density of the explosion.
--stars
for a=1,360,sizein do
local spd=1+math.random(100)/10
local s=math.random(20)+5
table.insert(particles,{img="Cargo Bot:Star",x=xin,y=yin,w=s,h=s,angle=a,fade=255,rotation=0, rotspd=-4+math.random(7),xspd=spd*math.sin(math.rad(a)),yspd=spd*math.cos(math.rad(a)),type=1})
-- table.insert(particles,{img="Project:snowflake",x=xin,y=yin,w=s,h=s,angle=a,fade=255,rotation=0, rotspd=-4+math.random(7),xspd=spd*math.sin(math.rad(a)),yspd=spd*math.cos(math.rad(a)),type=1})
end
end
function freedom(xin,yin,sizein,anglein)
--generate an explosion at position xin,yin with sizein indicating the density of the explosion.
--stars
for b=1,360,sizein do
a=anglein-10+math.random(20)
local spd=-(math.random(10)+5)
local s=20
table.insert(particles,{img="Cargo Bot:Star Filled",x=xin,y=yin,w=s,h=s,angle=a,fade=255,rotation=0, rotspd=-4+math.random(7),xspd=spd*math.sin(math.rad(a)),yspd=spd*math.cos(math.rad(a)),type=1})
end
end
function freeman(xin,yin,anglein)
spd=1
a=anglein
sprite("Platformer Art:Guy Standing")
table.insert(particles,{img="Platformer Art:Guy Standing",x=xin,y=yin,w=65/2,h=92/2,angle=a,fade=255,rotation=0, rotspd=0,xspd=spd*math.sin(math.rad(a)),yspd=spd*math.cos(math.rad(a)),type=3})
end
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