Created
February 9, 2012 17:32
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particles in Ruby/SDL
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require 'sdl' | |
WINDOW_SIZE = [1280, 768] | |
PARTICLE_SIZE = 8 | |
EFFECT_LENGTH = 16 | |
class GameManager | |
def initialize(screen) | |
@screen = screen | |
@particles = Array.new | |
for i in 0..300 | |
x = Float(rand WINDOW_SIZE[0]) + rand() | |
y = Float(rand WINDOW_SIZE[1]) + rand() | |
@particles.push(Particle.new(x, y)) | |
end | |
end | |
def collision1() | |
for p1 in @particles | |
for p2 in @particles | |
next if p1.equal?(p2) | |
dx = p1.x - p2.x | |
dy = p1.y - p2.y | |
r = (dx**2 + dy**2) ** 0.5 | |
next if r > EFFECT_LENGTH | |
r += 0.001 | |
cos = dx / r | |
sin = dy / r | |
vec = 40 / (r ** 2) | |
p1.vx += vec * cos | |
p1.vy += vec * sin | |
end | |
end | |
end | |
def collision2() | |
w = WINDOW_SIZE[0] / EFFECT_LENGTH | |
h = WINDOW_SIZE[1] / EFFECT_LENGTH | |
#p w,h | |
grid = Array.new(h, nil) | |
h.times{|i| | |
grid[i] = Array.new(w, Array.new()) | |
} | |
for p in @particles | |
x = Integer(p.x / EFFECT_LENGTH) | |
y = Integer(p.y / EFFECT_LENGTH) | |
grid[y][x].push(p) | |
end | |
for p1 in @particles | |
x = Integer(p1.x / EFFECT_LENGTH) | |
y = Integer(p1.y / EFFECT_LENGTH) | |
nearParticles = [] | |
nearParticles.concat(grid[y][x]) | |
nearParticles.concat(grid[y-1][x-1]) if (x > 0 && y > 0) | |
nearParticles.concat(grid[y-1][x]) if (y > 0) | |
nearParticles.concat(grid[y-1][x+1]) if (x < w-1 && y > 0) | |
nearParticles.concat(grid[y][x-1]) if (x > 0) | |
nearParticles.concat(grid[y][x+1]) if (x < w-1 ) | |
nearParticles.concat(grid[y+1][x-1]) if (x > 0 && y < h-1) | |
nearParticles.concat(grid[y+1][x]) if (y < h-1) | |
nearParticles.concat(grid[y+1][x+1]) if (x < w-1 && y < h-1) | |
for p2 in nearParticles | |
next if p1.equal?(p2) | |
dx = p1.x - p2.x | |
dy = p1.y - p2.y | |
r = (dx**2 + dy**2) ** 0.5 | |
next if r > EFFECT_LENGTH | |
r += 0.001 | |
cos = dx / r | |
sin = dy / r | |
vec = 40 / (r ** 2) | |
p1.vx += vec * cos | |
p1.vy += vec * sin | |
end | |
end | |
end | |
def mouseAction() | |
mouseState = SDL::Mouse.state | |
return if not mouseState[2] | |
mx = mouseState[0] | |
my = mouseState[1] | |
for p in @particles | |
dx = p.x - mx | |
dy = p.y - my | |
r = (dx**2 + dy**2) ** 0.5 | |
if r == 0 | |
next | |
end | |
cos = dx / r | |
sin = dy / r | |
vec = 100 / (r + 100) | |
p.vx += vec * cos | |
p.vy += vec * sin | |
end | |
end | |
def run() | |
#collision1() | |
collision2() | |
mouseAction() | |
for particle in @particles | |
particle.run() | |
end | |
end | |
def draw() | |
@screen.fillRect(0, 0, @screen.w, @screen.h, [0, 0, 0]) | |
for particle in @particles | |
particle.draw(@screen) | |
end | |
end | |
end | |
class Particle | |
def initialize(x, y) | |
@x = x | |
@y = y | |
@vx = 0 | |
@vy = 0 | |
end | |
attr_accessor :x, :y, :vx, :vy | |
def run() | |
@x += @vx | |
@y += @vy | |
@vx *= 0.9 | |
@vy *= 0.9 | |
#@vy += 0.1 | |
cx = WINDOW_SIZE[0] / 2 | |
cy = WINDOW_SIZE[1] / 2 | |
dx = @x - cx | |
dy = @y - cy | |
r = (dx**2 + dy**2) ** 0.5 | |
if r > 10 | |
cos = dx / r | |
sin = dy / r | |
@vx -= cos / 10 | |
@vy -= sin / 10 | |
end | |
if @x < PARTICLE_SIZE | |
@vx = 0 | |
@x = PARTICLE_SIZE | |
end | |
if @y < PARTICLE_SIZE | |
@vy = 0 | |
@y = PARTICLE_SIZE | |
end | |
if @x > WINDOW_SIZE[0] - PARTICLE_SIZE | |
@vx = 0 | |
@x = WINDOW_SIZE[0] - PARTICLE_SIZE | |
end | |
if @y > WINDOW_SIZE[1] - PARTICLE_SIZE | |
@vy = 0 | |
@y = WINDOW_SIZE[1] - PARTICLE_SIZE | |
end | |
end | |
def draw(screen) | |
screen.drawCircle(@x, @y, PARTICLE_SIZE, [ 255, 255, 255 ]) | |
end | |
end | |
def main() | |
SDL.init( SDL::INIT_VIDEO ) | |
screen = SDL.setVideoMode( WINDOW_SIZE[0], WINDOW_SIZE[1], 16, SDL::SWSURFACE ) | |
gameManager = GameManager.new(screen) | |
loop do # (4) | |
while event = SDL::Event2.poll | |
case event | |
when SDL::Event2::Quit, SDL::Event2::KeyDown | |
exit | |
end | |
end | |
#update | |
gameManager.run() | |
#draw | |
gameManager.draw() | |
screen.updateRect( 0, 0, 0, 0 ) | |
end | |
end | |
main |
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