gamebox 0.1.1 → 0.2.1
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- data/.gitignore +4 -0
- data/Gemfile +9 -0
- data/History.txt +5 -0
- data/README.txt +4 -3
- data/Rakefile +12 -4
- data/TODO.txt +1 -5
- data/VERSION +1 -1
- data/docs/getting_started.rdoc +2 -2
- data/gamebox.gemspec +26 -10
- data/lib/gamebox/actor.rb +10 -3
- data/lib/gamebox/actor_factory.rb +2 -2
- data/lib/gamebox/actor_view.rb +14 -11
- data/lib/gamebox/actors/collidable_debugger.rb +35 -0
- data/lib/gamebox/actors/curtain.rb +2 -2
- data/lib/gamebox/actors/logo.rb +0 -6
- data/lib/gamebox/actors/score.rb +2 -5
- data/lib/gamebox/actors/spatial_debugger.rb +47 -0
- data/lib/gamebox/actors/svg_actor.rb +4 -6
- data/lib/gamebox/arbiter.rb +108 -15
- data/lib/gamebox/behavior.rb +29 -1
- data/lib/gamebox/behaviors/animated.rb +14 -23
- data/lib/gamebox/behaviors/audible.rb +1 -12
- data/lib/gamebox/behaviors/collidable.rb +29 -22
- data/lib/gamebox/behaviors/collidable/aabb_collidable.rb +61 -0
- data/lib/gamebox/behaviors/collidable/circle_collidable.rb +17 -0
- data/lib/gamebox/behaviors/collidable/collidable_shape.rb +35 -0
- data/lib/gamebox/behaviors/collidable/polygon_collidable.rb +85 -0
- data/lib/gamebox/behaviors/graphical.rb +13 -10
- data/lib/gamebox/behaviors/layered.rb +6 -20
- data/lib/gamebox/behaviors/physical.rb +116 -93
- data/lib/gamebox/class_finder.rb +6 -2
- data/lib/gamebox/config_manager.rb +24 -4
- data/lib/gamebox/data/config/objects.yml +5 -3
- data/lib/gamebox/ftor.rb +372 -0
- data/lib/gamebox/gamebox_application.rb +2 -8
- data/lib/gamebox/hooked_gosu_window.rb +30 -0
- data/lib/gamebox/input_manager.rb +78 -79
- data/lib/gamebox/lib/code_statistics.rb +1 -1
- data/lib/gamebox/lib/numbers_ext.rb +1 -1
- data/lib/gamebox/lib/rect.rb +612 -0
- data/lib/gamebox/physical_stage.rb +12 -2
- data/lib/gamebox/physics.rb +14 -3
- data/lib/gamebox/resource_manager.rb +28 -65
- data/lib/gamebox/sound_manager.rb +7 -13
- data/lib/gamebox/spatial_hash.rb +60 -14
- data/lib/gamebox/spatial_stagehand.rb +19 -0
- data/lib/gamebox/stage.rb +16 -1
- data/lib/gamebox/stage_manager.rb +1 -1
- data/lib/gamebox/svg_document.rb +1 -0
- data/lib/gamebox/tasks/gamebox_tasks.rb +23 -11
- data/lib/gamebox/templates/template_app/.gitignore +1 -0
- data/lib/gamebox/templates/template_app/Gemfile +1 -1
- data/lib/gamebox/templates/template_app/Rakefile +6 -21
- data/lib/gamebox/templates/template_app/config/environment.rb +14 -0
- data/lib/gamebox/templates/template_app/config/game.yml +2 -1
- data/lib/gamebox/templates/template_app/script/generate +0 -3
- data/lib/gamebox/templates/template_app/src/demo_stage.rb +1 -11
- data/lib/gamebox/templates/template_app/src/game.rb +0 -1
- data/lib/gamebox/templates/template_app/src/my_actor.rb +2 -2
- data/lib/gamebox/version.rb +1 -1
- data/lib/gamebox/views/graphical_actor_view.rb +15 -9
- data/lib/gamebox/wrapped_screen.rb +114 -7
- data/load_paths.rb +20 -0
- data/script/perf_spatial_hash.rb +73 -0
- data/spec/actor_view_spec.rb +1 -1
- data/spec/arbiter_spec.rb +264 -0
- data/spec/behavior_spec.rb +19 -2
- data/spec/collidable_spec.rb +105 -5
- data/spec/helper.rb +1 -1
- data/spec/label_spec.rb +1 -1
- data/spec/resource_manager_spec.rb +1 -1
- data/spec/spatial_hash_spec.rb +1 -1
- metadata +52 -10
- data/lib/gamebox/lib/surface_ext.rb +0 -76
@@ -0,0 +1,35 @@
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class CollidableShape
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attr_accessor :opts, :actor, :radius
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def initialize(actor, options)
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@opts = options
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@actor = actor
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@x_offset = opts[:x_offset]
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@y_offset = opts[:y_offset]
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@x_offset ||= 0
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@y_offset ||= 0
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end
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def actor_x
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@actor.x + @x_offset
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end
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def actor_y
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@actor.y + @y_offset
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end
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def setup
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end
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def width
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@radius * 2
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end
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alias :height :width
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def update(time)
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recalculate_collidable_cache
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end
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def recalculate_collidable_cache
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end
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end
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require 'collidable/collidable_shape'
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class PolygonCollidable < CollidableShape
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attr_accessor :cw_local_points
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def setup
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@collidable_shape = opts[:shape]
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@cw_local_points = opts[:cw_local_points]
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@cw_local_points ||= opts[:points]
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@radius = opts[:radius]
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@radius ||= calculate_radius
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@old_x = actor_x
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@old_y = actor_y
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end
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def calculate_radius
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local_avg = cw_local_points.inject([0,0]) {|s, (x,y)| s[0] += x; s[1]+=y; s}.map {|x| x / cw_local_points.size}
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max_dist = 0
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cw_local_points.each do |lp|
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x_dist = local_avg[0]-lp[0]
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y_dist = local_avg[1]-lp[1]
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dist = Math.sqrt(x_dist*x_dist + y_dist*y_dist)
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max_dist = dist if dist > max_dist
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end
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max_dist
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end
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def center_x
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poly_center[0]
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end
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def center_y
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poly_center[1]
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end
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def poly_center
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@cached_poly_center ||= cw_world_points.inject([0,0]) {|s, (x,y)| s[0] += x; s[1]+=y; s}.map {|x| x / cw_world_points.size}
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end
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def cw_world_points
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@cached_points ||= @cw_local_points.map{|lp| [lp[0]+actor_x,lp[1]+actor_y]}
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end
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def cw_world_lines
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return @cached_lines if @cached_lines
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lines = []
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cw_world_points.each_cons(2) do |a,b|
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lines << [a,b]
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end
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lines << [cw_world_points[-1],cw_world_points[0]]
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@cached_lines = lines
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end
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def cw_world_edge_normals
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return @cached_normals if @cached_normals
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@cached_normals = cw_world_lines.map do |edge|
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# vector subtraction
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v = edge[1][0]-edge[0][0], edge[1][1]-edge[0][1]
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[-v[1],v[0]]
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end
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@cached_normals
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end
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def recalculate_collidable_cache
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unless @old_x == actor_x && @old_y == actor_y
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clear_collidable_cache
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@old_x = actor_x
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@old_y = actor_y
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end
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end
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def clear_collidable_cache
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@cached_points = nil
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@cached_lines = nil
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@cached_poly_center = nil
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end
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end
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@num_y_tiles ||= 1
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graphical_obj = self
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relegates :image, :graphical, :width, :height
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end
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def graphical
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self
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end
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def width
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image.width
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end
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def height
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image.height
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end
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def tiled?
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@layer ||= 0
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@parallax ||= 1
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define_method :parallax= do |new_parallax|
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layered_obj.parallax = new_parallax
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end
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define_method :layer do
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layered_obj.layer
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end
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define_method :parallax do
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layered_obj.parallax
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end
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define_method :layered do
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layered_obj
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end
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end
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end
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relegates :layer=, :layer, :parallax=, :parallax,
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:layered
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end
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def layered
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self
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end
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def parallax=(new_parallax)
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attr_accessor :shapes, :body, :opts, :parts, :segments_groups
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def shape
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if @shapes
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@shapes.first
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else
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@shape
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end
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end
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def setup
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# TODO add defaults?
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@mass = @opts[:mass]
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@mass ||= Float::INFINITY
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@parts = {}
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@shapes = []
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@segments_groups = []
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moment_of_inertia = @opts[:moment]
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@moment_of_inertia = @opts[:moment]
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build_main_shape
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setup_main_collisions
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setup_position
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setup_elasticity
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setup_friction
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@body = Body.new(@mass, moment_of_inertia)
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@shape = Shape::Circle.new(@body, @radius, ZERO_VEC_2)
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build_secondary_shapes
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shape_array = @opts[:verts].collect{|v| vec2(v[0],v[1])}
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register
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# write code here to keep physics and x,y of actor in sync
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relegates :x, :y, :x=, :y=, :shape, :body, :parts,
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:rotation, :warp, :segment_groups, :physical
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end
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def setup_friction
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@friction = @opts[:friction]
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@friction ||= 0.4
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@shape.u = @friction
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end
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def setup_elasticity
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@elasticity = @opts[:elasticity]
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@elasticity ||= 0.1
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@shape.e = @elasticity
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end
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collision_type
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def setup_main_collisions
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@collision_type = @opts[:collision_group]
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@collision_type ||=
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Inflector.underscore(@actor.class).to_sym
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@shape.collision_type = @collision_type
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end
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def setup_position
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@body.a = @opts[:angle] if @opts[:angle]
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start_x = @opts[:x]
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start_y = @opts[:y]
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start_x ||= @actor.x
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start_y ||= @actor.y
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@shape.body.p = vec2(start_x,start_y)
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end
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def build_main_shape
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@mass = @opts[:mass]
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@mass ||= Float::INFINITY
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case @opts[:shape]
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when :circle
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@radius = @opts[:radius]
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@moment_of_inertia ||= @opts[:fixed] ? Float::INFINITY : moment_for_circle(@mass, @radius, 0, ZERO_VEC_2)
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@body = CP::Body.new(@mass, @moment_of_inertia)
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@shape = CP::Shape::Circle.new(@body, @radius, ZERO_VEC_2)
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when :poly
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shape_array = @opts[:verts].collect{|v| vec2(v[0],v[1])}
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@moment_of_inertia ||= @opts[:fixed] ? Float::INFINITY : moment_for_poly(@mass, shape_array, ZERO_VEC_2)
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@body = CP::Body.new(@mass, @moment_of_inertia)
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@shape = CP::Shape::Poly.new(@body, shape_array, ZERO_VEC_2)
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verts = @opts[:verts].dup
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verts << @opts[:verts][0]
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@segments_groups << verts
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end
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friction = @opts[:friction]
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friction ||= 0.4
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@shape.u = friction
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@shapes << @shape
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end
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def build_secondary_shapes
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if @opts[:shapes]
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for obj in @opts[:shapes]
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for part_name, part_def in obj
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# add another shape here
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part_shape_array = part_def[:verts].collect{|v| vec2(v[0],v[1])}
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part_shape = Shape::Poly.new(@body, part_shape_array, part_def[:offset])
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part_shape = CP::Shape::Poly.new(@body, part_shape_array, part_def[:offset])
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part_shape.collision_type = part_name.to_sym
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# TODO pass all physics params to parts (ie u and e)
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part_shape.u = friction
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part_shape.u = @friction
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@shapes << part_shape
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verts = part_def[:verts].dup
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verts << part_def[:verts][0]
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@@ -90,10 +121,10 @@ class Physical < Behavior
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end
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end
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end
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end
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def register
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physical_obj = self
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if @actor.stage.respond_to? :register_physical_object
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if @opts[:fixed]
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@actor.stage.register_physical_object physical_obj, true
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@@ -103,64 +134,56 @@ class Physical < Behavior
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else
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raise "physical actor in a non-physical stage!"
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end
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end
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-
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120
|
-
|
121
|
-
|
122
|
-
|
123
|
-
|
124
|
-
|
125
|
-
|
126
|
-
|
127
|
-
|
128
|
-
|
129
|
-
physical_obj.parts
|
130
|
-
end
|
131
|
-
define_method :deg do
|
132
|
-
# TODO hack!! why do poly's not work the same?
|
133
|
-
if physical_obj.opts[:shape] == :poly
|
134
|
-
-((physical_obj.body.a-1.57) * 180.0 / Math::PI + 90)
|
135
|
-
else
|
136
|
-
-((physical_obj.body.a) * 180.0 / Math::PI + 90)
|
137
|
-
end
|
138
|
-
end
|
139
|
-
define_method :warp do |new_p|
|
140
|
-
physical_obj.body.p = new_p
|
141
|
-
@stage.space.rehash_static if physical_obj.opts[:fixed]
|
142
|
-
end
|
143
|
-
define_method :segment_groups do
|
144
|
-
physical_obj.segments_groups
|
145
|
-
end
|
146
|
-
define_method :physical do
|
147
|
-
physical_obj
|
148
|
-
end
|
149
|
-
define_method :image do
|
150
|
-
old_image = nil
|
151
|
-
rot_deg = deg.round % 360
|
152
|
-
|
153
|
-
if is? :animated
|
154
|
-
old_image = animated.image
|
155
|
-
elsif is? :graphical
|
156
|
-
old_image = graphical.image
|
157
|
-
end
|
158
|
-
|
159
|
-
if old_image
|
160
|
-
old_image.rotozoom(rot_deg,1,true)
|
161
|
-
end
|
162
|
-
end
|
163
|
-
end
|
139
|
+
def x
|
140
|
+
body.p.x
|
141
|
+
end
|
142
|
+
|
143
|
+
def y
|
144
|
+
body.p.y
|
145
|
+
end
|
146
|
+
|
147
|
+
def x=(new_x)
|
148
|
+
body.p = vec2(new_x, y)
|
149
|
+
end
|
150
|
+
|
151
|
+
def y=(new_y)
|
152
|
+
body.p = vec2(x, new_y)
|
153
|
+
end
|
154
|
+
|
155
|
+
def rotation
|
156
|
+
# TODO hack!! why do poly's not work the same?
|
157
|
+
if opts[:shape] == :poly
|
158
|
+
((body.a-1.57) * 180.0 / Math::PI + 90) % 360
|
159
|
+
else
|
160
|
+
((body.a) * 180.0 / Math::PI + 90) % 360
|
164
161
|
end
|
162
|
+
# rot_deg = rotation.round % 360
|
165
163
|
end
|
164
|
+
|
165
|
+
def warp(new_p)
|
166
|
+
body.p = new_p
|
167
|
+
@actor.stage.space.rehash_static if opts[:fixed]
|
168
|
+
end
|
169
|
+
|
170
|
+
def physical
|
171
|
+
self
|
172
|
+
end
|
173
|
+
|
174
|
+
# def image
|
175
|
+
# old_image = nil
|
176
|
+
# rot_deg = rotation.round % 360
|
177
|
+
#
|
178
|
+
# if @actor.is? :animated
|
179
|
+
# old_image = @actor.animated.image
|
180
|
+
# elsif @actor.is? :graphical
|
181
|
+
# old_image = @actor.graphical.image
|
182
|
+
# end
|
183
|
+
#
|
184
|
+
# if old_image
|
185
|
+
# # XXX rotate when drawing, not when getting image
|
186
|
+
# old_image.rotozoom(rot_deg,1,true)
|
187
|
+
# end
|
188
|
+
# end
|
166
189
|
end
|