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DragonRuby Game Toolkit - Verlet Integration https://youtu.be/H6XF_MorweM
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class Game | |
attr_gtk | |
def initialize | |
end | |
def defaults | |
state.objects ||= [] | |
end | |
def render | |
outputs.watch "#{GTK.current_framerate} FPS" | |
outputs.watch "#{state.objects.length}" | |
outputs.primitives << state.objects | |
end | |
def calc_dt dt | |
state.objects.each do |object| | |
object.prev_x ||= object.x | |
object.prev_y ||= object.y | |
if !object.acceleration_x | |
object.acceleration_x = object.start_acceleration_x | |
else | |
object.acceleration_x = 0 | |
end | |
if !object.acceleration_y | |
object.acceleration_y = object.start_acceleration_y | |
else | |
object.acceleration_y = -0.25 * dt | |
end | |
if object.y < 0 | |
object.y = 0 | |
end | |
if object.x < 0 | |
object.x = 0 | |
elsif (object.x + object.w) > 1280 | |
object.x = 1280 - object.w | |
end | |
dx = object.x - object.prev_x | |
dy = object.y - object.prev_y | |
dx += object.acceleration_x * dt | |
dy += object.acceleration_y * dt | |
dx *= object.drag_x ** dt | |
dy *= object.drag_y ** dt | |
object.prev_x = object.x | |
object.prev_y = object.y | |
object.x += dx | |
object.y += dy | |
end | |
Geometry.each_intersect_rect(state.objects, state.objects) do |o_1, o_2| | |
o_1_center_x = o_1.x + o_1.radius | |
o_1_center_y = o_1.y + o_1.radius | |
o_2_center_x = o_2.x + o_2.radius | |
o_2_center_y = o_2.y + o_2.radius | |
distance_x = o_1_center_x - o_2_center_x | |
distance_y = o_1_center_y - o_2_center_y | |
distance = Math.sqrt(distance_x * distance_x + distance_y * distance_y) | |
if distance < o_1.radius + o_2.radius | |
v_x = (o_2_center_x - o_1_center_x) / distance | |
v_y = (o_2_center_y - o_1_center_y) / distance | |
delta = o_1.radius + o_2.radius - distance | |
o_1_dx = -0.75 * dt * delta * v_x * 0.5 | |
o_1_dy = -0.75 * dt * delta * v_y * 0.5 | |
o_1.x += o_1_dx | |
o_1.y += o_1_dy | |
o_2_dx = 0.75 * dt * delta * v_x * 0.5 | |
o_2_dy = 0.75 * dt * delta * v_y * 0.5 | |
o_2.x += o_2_dx | |
o_2.y += o_2_dy | |
end | |
end | |
end | |
def calc | |
if inputs.mouse.held || state.objects.length < 500 | |
angle = rand(360) | |
acc_x = angle.vector_x * 20 | |
acc_y = angle.vector_y * 20 | |
mouse_x = if inputs.mouse.click || inputs.mouse.held | |
inputs.mouse.x | |
else | |
640 | |
end | |
mouse_y = if inputs.mouse.click || inputs.mouse.held | |
inputs.mouse.y | |
else | |
540 | |
end | |
color = [:red, :blue].sample | |
state.objects << { | |
x: mouse_x - 8, | |
y: mouse_y - 8, | |
w: 16, | |
h: 16, | |
radius: 8, | |
path: "sprites/square/#{color}.png", | |
start_acceleration_x: acc_x, | |
start_acceleration_y: acc_y, | |
acceleration_x: nil, | |
acceleration_y: nil, | |
drag_x: 0.95, | |
drag_y: 0.99 | |
} | |
end | |
calc_dt 0.5 | |
calc_dt 0.5 | |
end | |
def tick | |
defaults | |
calc | |
render | |
end | |
end | |
def tick args | |
$game ||= Game.new | |
$game.args = args | |
$game.tick | |
end | |
def sub_tick args | |
end | |
def reset args | |
$game = nil | |
end | |
GTK.reset |
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