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camera with rotation matrix and circle based collision
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class Game | |
attr_gtk | |
def initialize | |
@player = { x: 30, | |
y: -16, | |
w: 32, | |
h: 32, | |
dx: 0, | |
dy: 0, | |
path: "sprites/square/blue.png", | |
rotation: 90.to_radians } | |
@terrain = 20.map do | |
{ x: 32 * Numeric.rand(-10..10) - 16, | |
y: 32 * Numeric.rand(-10..10) - 16, | |
w: 32, | |
h: 32, | |
path: "sprites/square/green.png",} | |
end | |
@terrain.each do |t| | |
t.hit_circ = { x: t.x + t.w / 2, | |
y: t.y + t.h / 2, | |
radius: (t.w / 2) * 1.5 } | |
end | |
@terrain.reject! { |t| Geometry.intersect_circle?(player_hit_circ, t.hit_circ) } | |
@camera = { x: 0, y: 0, scale: 1, rotation: 0 } | |
end | |
def player_hit_circ | |
{ x: @player.x + @player.w / 2, | |
y: @player.y + @player.h / 2, | |
radius: @player.w / 2 } | |
end | |
def calc | |
4.times do | |
@player.dx = (inputs.directional_vector&.y || 0) * 5 * Math.cos(@player.rotation) - | |
(inputs.directional_vector&.x || 0) * 5 * Math.cos(@player.rotation + Math::PI / 2) | |
@player.dx *= 0.25 | |
@player.x += @player.dx | |
collision = @terrain.find do |t| | |
Geometry.intersect_circle?(player_hit_circ, t.hit_circ) | |
end | |
if collision | |
@player.x -= @player.dx | |
end | |
end | |
4.times do | |
@player.dy = (inputs.directional_vector&.y || 0) * 5 * Math.sin(@player.rotation) - | |
(inputs.directional_vector&.x || 0) * 5 * Math.sin(@player.rotation + Math::PI / 2) | |
@player.dy *= 0.25 | |
@player.y += @player.dy | |
collision = @terrain.find do |t| | |
Geometry.intersect_circle?(player_hit_circ, t.hit_circ) | |
end | |
if collision | |
@player.y -= @player.dy | |
end | |
end | |
if @player.dx != 0 || @player.dy != 0 | |
@camera_space_matrix = nil | |
end | |
if inputs.keyboard.plus || inputs.controller_one.right_analog_y_perc > 0.5 | |
@camera.scale *= 1.01 | |
@camera_space_matrix = nil | |
elsif inputs.keyboard.minus || inputs.controller_one.right_analog_y_perc < -0.5 | |
@camera.scale = @camera.scale / 1.01 | |
@camera_space_matrix = nil | |
end | |
if inputs.keyboard.e || inputs.controller_one.right_analog_x_perc > 0.5 | |
@player.rotation -= 0.05 | |
@camera.rotation -= 0.05 | |
@camera_space_matrix = nil | |
elsif inputs.keyboard.q || inputs.controller_one.right_analog_x_perc < -0.5 | |
@player.rotation += 0.05 | |
@camera.rotation += 0.05 | |
@camera_space_matrix = nil | |
end | |
@camera.x = @player.x | |
@camera.y = @player.y | |
end | |
def tick | |
Grid.origin_center! | |
calc | |
render | |
end | |
def render | |
# outputs.watch @camera | |
# outputs.watch @player | |
# outputs.watch to_camera_space(@player) | |
outputs[:scene].w = 1280 | |
outputs[:scene].h = 720 | |
outputs[:scene].background_color = [0, 0, 0] | |
player_rect = to_camera_space(@player) | |
player_circ = { x: player_rect.x + player_rect.w / 2, | |
y: player_rect.y + player_rect.h / 2, | |
w: player_rect.w, | |
h: player_rect.h, | |
path: "sprites/circle/white.png", | |
anchor_x: 0.5, | |
anchor_y: 0.5 } | |
outputs[:scene].primitives << player_rect | |
outputs[:scene].primitives << @terrain.map do |t| | |
rect = to_camera_space(t) | |
r = rect.w / 2 | |
circ = { x: rect.x + rect.w / 2, | |
y: rect.y + rect.h / 2, | |
w: r * 2, | |
h: r * 2, | |
path: "sprites/circle/white.png", | |
anchor_x: 0.5, | |
anchor_y: 0.5 } | |
if Geometry.intersect_circle?(player_hit_circ, t.hit_circ) | |
circ.path = "sprites/circle/red.png" | |
end | |
rect | |
end | |
outputs.primitives << { x: 0, | |
y: 0, | |
w: 1280, | |
h: 720, | |
anchor_x: 0.5, | |
anchor_y: 0.5, | |
path: :scene } | |
end | |
def defaults | |
end | |
def to_camera_space rect | |
@camera_space_matrix ||= Matrix.mul(mat3_translate([email protected], [email protected]), | |
mat3_scale(@camera.scale), | |
mat3_rotate([email protected])) | |
projection_bottom_left = Matrix.mul(Matrix.vec3(rect.x, rect.y, 1), | |
@camera_space_matrix) | |
projection_top_right = Matrix.mul(Matrix.vec3(rect.x + rect.w, rect.y + rect.h, 1), | |
@camera_space_matrix) | |
rect_angle = (rect.rotation || 0).to_degrees | |
projection_angle = Geometry.angle(projection_bottom_left, projection_top_right) | |
rect.merge x: projection_bottom_left.x, | |
y: projection_bottom_left.y, | |
w: Geometry.distance(projection_bottom_left, projection_top_right), | |
h: Geometry.distance(projection_bottom_left, projection_top_right), | |
angle: projection_angle - 45 + rect_angle | |
end | |
def mat3_translate x, y | |
Matrix.mat3 1, 0, x, | |
0, 1, y, | |
0, 0, 1 | |
end | |
def mat3_scale s | |
Matrix.mat3 s, 0, 0, | |
0, s, 0, | |
0, 0, 1 | |
end | |
def mat3_rotate t | |
Matrix.mat3 Math.cos(t), -Math.sin(t), 0, | |
Math.sin(t), Math.cos(t), 0, | |
0, 0, 1 | |
end | |
end | |
def tick args | |
$game ||= Game.new | |
$game.args = args | |
$game.tick | |
end | |
def reset args | |
$game = nil | |
end | |
GTK.reset |
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