minigl 2.2.2 → 2.2.3
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- checksums.yaml +4 -4
- data/LICENSE +19 -19
- data/README.md +35 -36
- data/Rakefile +11 -11
- data/lib/minigl.rb +4 -4
- data/lib/minigl/forms.rb +1485 -1485
- data/lib/minigl/game_object.rb +379 -379
- data/lib/minigl/global.rb +729 -729
- data/lib/minigl/map.rb +256 -256
- data/lib/minigl/movement.rb +585 -585
- data/lib/minigl/text.rb +190 -188
- data/test/data/img/barbg.svg +73 -73
- data/test/data/img/barfg.svg +106 -106
- data/test/data/img/square.svg +66 -66
- data/test/data/img/square2.svg +66 -66
- data/test/data/img/square3.svg +76 -76
- data/test/data/img/tile1.svg +66 -66
- data/test/data/img/tile2.svg +66 -66
- data/test/game.rb +150 -150
- data/test/game_object_tests.rb +108 -108
- data/test/iso_game.rb +39 -39
- data/test/map_tests.rb +57 -57
- data/test/mov_game.rb +76 -76
- data/test/movement_tests.rb +86 -86
- data/test/res_tests.rb +45 -45
- data/test/vector_tests.rb +55 -55
- metadata +24 -24
data/lib/minigl/movement.rb
CHANGED
@@ -1,585 +1,585 @@
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require_relative 'global'
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module MiniGL
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# Represents an object with a rectangular bounding box and the +passable+
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# property. It is the simplest structure that can be passed as an element of
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# the +obst+ array parameter of the +move+ method.
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class Block
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# The x-coordinate of the top left corner of the bounding box.
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attr_reader :x
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# The y-coordinate of the top left corner of the bounding box.
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attr_reader :y
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# The width of the bounding box.
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attr_reader :w
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# The height of the bounding box.
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attr_reader :h
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# Whether a moving object can pass through this block when coming from
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# below. This is a common feature of platforms in platform games.
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attr_reader :passable
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# Creates a new block.
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#
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# Parameters:
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# [x] The x-coordinate of the top left corner of the bounding box.
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# [y] The y-coordinate of the top left corner of the bounding box.
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# [w] The width of the bounding box.
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# [h] The height of the bounding box.
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# [passable] Whether a moving object can pass through this block when
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# coming from below. This is a common feature of platforms in platform
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# games. Default is +false+.
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def initialize(x, y, w, h, passable = false)
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@x = x; @y = y; @w = w; @h = h
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@passable = passable
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end
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# Returns the bounding box of this block as a Rectangle.
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def bounds
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Rectangle.new @x, @y, @w, @h
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end
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end
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# Represents a ramp, i.e., an inclined structure which allows walking over
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# it while automatically going up or down. It can be imagined as a right
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# triangle, with a side parallel to the x axis and another one parallel to
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# the y axis. You must provide instances of this class (or derived classes)
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# to the +ramps+ array parameter of the +move+ method.
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class Ramp
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# The x-coordinate of the top left corner of a rectangle that completely
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# (and precisely) encloses the ramp (thought of as a right triangle).
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attr_reader :x
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# The y-coordinate of the top left corner of the rectangle described in
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# the +x+ attribute.
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attr_reader :y
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# The width of the ramp.
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attr_reader :w
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# The height of the ramp.
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attr_reader :h
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# Whether the height of the ramp increases from left to right (decreases
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# from left to right when +false+).
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attr_reader :left
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attr_reader :ratio # :nodoc:
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attr_reader :factor # :nodoc:
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# Creates a new ramp.
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#
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# Parameters:
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# [x] The x-coordinate of the top left corner of a rectangle that
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# completely (and precisely) encloses the ramp (thought of as a right
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# triangle).
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# [y] The y-coordinate of the top left corner of the rectangle described
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# above.
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# [w] The width of the ramp (which corresponds to the width of the
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# rectangle described above).
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# [h] The height of the ramp (which corresponds to the height of the
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# rectangle described above, and to the difference between the lowest
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# point of the ramp, where it usually meets the floor, and the
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# highest).
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# [left] Whether the height of the ramp increases from left to right. Use
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# +false+ for a ramp that goes down from left to right.
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def initialize(x, y, w, h, left)
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@x = x
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@y = y
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@w = w
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@h = h
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@left = left
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@ratio = @h.to_f / @w
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@factor = @w / Math.sqrt(@w**2 + @h**2)
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end
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# Checks if an object is in contact with this ramp (standing over it).
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#
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# Parameters:
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# [obj] The object to check contact with. It must have the +x+, +y+, +w+
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# and +h+ accessible attributes determining its bounding box.
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def contact?(obj)
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obj.x + obj.w > @x && obj.x < @x + @w && obj.x.round(6) == get_x(obj).round(6) && obj.y.round(6) == get_y(obj).round(6)
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end
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# Checks if an object is intersecting this ramp (inside the corresponding
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# right triangle and at the floor level or above).
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#
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# Parameters:
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# [obj] The object to check intersection with. It must have the +x+, +y+,
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# +w+ and +h+ accessible attributes determining its bounding box.
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def intersect?(obj)
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obj.x + obj.w > @x && obj.x < @x + @w && obj.y > get_y(obj) && obj.y <= @y + @h - obj.h
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end
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# :nodoc:
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def check_can_collide(m)
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y = get_y(m) + m.h
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@can_collide = m.x + m.w > @x && @x + @w > m.x && m.y < y && m.y + m.h > y
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end
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def check_intersection(obj)
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if @can_collide and intersect? obj
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counter = @left && obj.prev_speed.x > 0 || !@left && obj.prev_speed.x < 0
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if obj.prev_speed.y > 0 && counter
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dx = get_x(obj) - obj.x
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s = (obj.prev_speed.y.to_f / obj.prev_speed.x).abs
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dx /= s + @ratio
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obj.x += dx
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end
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obj.y = get_y obj
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if counter && obj.bottom != self
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obj.speed.x *= @factor
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end
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obj.speed.y = 0
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end
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end
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def get_x(obj)
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return obj.x if @left && obj.x + obj.w > @x + @w
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return @x + (1.0 * (@y + @h - obj.y - obj.h) * @w / @h) - obj.w if @left
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return obj.x if obj.x < @x
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@x + (1.0 * (obj.y + obj.h - @y) * @w / @h)
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end
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def get_y(obj)
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return @y - obj.h if @left && obj.x + obj.w > @x + @w
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return @y + (1.0 * (@x + @w - obj.x - obj.w) * @h / @w) - obj.h if @left
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return @y - obj.h if obj.x < @x
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@y + (1.0 * (obj.x - @x) * @h / @w) - obj.h
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end
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end
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# This module provides objects with physical properties and methods for
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# moving. It allows moving with or without collision checking (based on
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# rectangular bounding boxes), including a method to behave as an elevator,
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# affecting other objects' positions as it moves.
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module Movement
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# The mass of the object, in arbitrary units. The default value for
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# GameObject instances, for example, is 1. The larger the mass (i.e., the
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# heavier the object), the more intense the forces applied to the object
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# have to be in order to move it.
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attr_reader :mass
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# A Vector with the current speed of the object (x: horizontal component,
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# y: vertical component).
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attr_reader :speed
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# A Vector with the speed limits for the object (x: horizontal component,
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# y: vertical component).
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attr_reader :max_speed
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# Width of the bounding box.
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attr_reader :w
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# Height of the bounding box.
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attr_reader :h
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# The object that is making contact with this from above. If there's no
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# contact, returns +nil+.
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attr_reader :top
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# The object that is making contact with this from below. If there's no
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# contact, returns +nil+.
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attr_reader :bottom
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# The object that is making contact with this from the left. If there's no
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# contact, returns +nil+.
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attr_reader :left
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# The object that is making contact with this from the right. If there's
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# no contact, returns +nil+.
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attr_reader :right
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# The x-coordinate of the top left corner of the bounding box.
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attr_accessor :x
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# The y-coordinate of the top left corner of the bounding box.
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attr_accessor :y
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# Whether a moving object can pass through this block when coming from
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# below. This is a common feature of platforms in platform games.
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attr_accessor :passable
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# A Vector with the horizontal and vertical components of a force that
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# be applied in the next time +move+ is called.
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attr_accessor :stored_forces
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# A Vector containing the speed of the object in the previous frame.
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attr_reader :prev_speed
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# Returns the bounding box as a Rectangle.
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def bounds
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Rectangle.new @x, @y, @w, @h
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end
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# Moves this object, based on the forces being applied to it, and
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# performing collision checking.
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#
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# Parameters:
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# [forces] A Vector where x is the horizontal component of the resulting
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# force and y is the vertical component.
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# [obst] An array of obstacles to be considered in the collision checking.
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# Obstacles must be instances of Block (or derived classes), or
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# objects that <code>include Movement</code>.
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# [ramps] An array of ramps to be considered in the collision checking.
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# Ramps must be instances of Ramp (or derived classes).
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# [set_speed] Set this flag to +true+ to cause the +forces+ vector to be
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# treated as a speed vector, i.e., the object's speed will be
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# directly set to the given values. The force of gravity will
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# also be ignored in this case.
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def move(forces, obst, ramps, set_speed = false)
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if set_speed
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@speed.x = forces.x
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@speed.y = forces.y
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else
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forces.x += G.gravity.x; forces.y += G.gravity.y
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forces.x += @stored_forces.x; forces.y += @stored_forces.y
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@stored_forces.x = @stored_forces.y = 0
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forces.x = 0 if (forces.x < 0 and @left) or (forces.x > 0 and @right)
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forces.y = 0 if (forces.y < 0 and @top) or (forces.y > 0 and @bottom)
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if @bottom.is_a? Ramp
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if @bottom.ratio > G.ramp_slip_threshold
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forces.x += (@bottom.left ? -1 : 1) * (@bottom.ratio - G.ramp_slip_threshold) * G.ramp_slip_force / G.ramp_slip_threshold
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elsif forces.x > 0 && @bottom.left || forces.x < 0 && !@bottom.left
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forces.x *= @bottom.factor
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end
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end
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@speed.x += forces.x / @mass; @speed.y += forces.y / @mass
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end
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@speed.x = 0 if @speed.x.abs < G.min_speed.x
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@speed.y = 0 if @speed.y.abs < G.min_speed.y
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@speed.x = (@speed.x <=> 0) * @max_speed.x if @speed.x.abs > @max_speed.x
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@speed.y = (@speed.y <=> 0) * @max_speed.y if @speed.y.abs > @max_speed.y
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@prev_speed = @speed.clone
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x = @speed.x < 0 ? @x + @speed.x : @x
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y = @speed.y < 0 ? @y + @speed.y : @y
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w = @w + (@speed.x < 0 ? -@speed.x : @speed.x)
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h = @h + (@speed.y < 0 ? -@speed.y : @speed.y)
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move_bounds = Rectangle.new x, y, w, h
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coll_list = []
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obst.each do |o|
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coll_list << o if o != self && move_bounds.intersect?(o.bounds)
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end
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ramps.each do |r|
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r.check_can_collide move_bounds
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end
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if coll_list.length > 0
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up = @speed.y < 0; rt = @speed.x > 0; dn = @speed.y > 0; lf = @speed.x < 0
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if @speed.x == 0 || @speed.y == 0
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# Ortogonal
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if rt; x_lim = find_right_limit coll_list
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elsif lf; x_lim = find_left_limit coll_list
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elsif dn; y_lim = find_down_limit coll_list
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elsif up; y_lim = find_up_limit coll_list
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end
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if rt && @x + @w + @speed.x > x_lim
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@x = x_lim - @w
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@speed.x = 0
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elsif lf && @x + @speed.x < x_lim
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@x = x_lim
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@speed.x = 0
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elsif dn && @y + @h + @speed.y > y_lim; @y = y_lim - @h; @speed.y = 0
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elsif up && @y + @speed.y < y_lim; @y = y_lim; @speed.y = 0
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end
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else
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# Diagonal
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x_aim = @x + @speed.x + (rt ? @w : 0); x_lim_def = x_aim
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y_aim = @y + @speed.y + (dn ? @h : 0); y_lim_def = y_aim
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coll_list.each do |c|
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if c.passable; x_lim = x_aim
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elsif rt; x_lim = c.x
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else; x_lim = c.x + c.w
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end
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if dn; y_lim = c.y
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elsif c.passable; y_lim = y_aim
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else; y_lim = c.y + c.h
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end
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if c.passable
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y_lim_def = y_lim if dn && @y + @h <= y_lim && y_lim < y_lim_def
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elsif (rt && @x + @w > x_lim) || (lf && @x < x_lim)
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# Can't limit by x, will limit by y
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y_lim_def = y_lim if (dn && y_lim < y_lim_def) || (up && y_lim > y_lim_def)
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elsif (dn && @y + @h > y_lim) || (up && @y < y_lim)
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# Can't limit by y, will limit by x
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x_lim_def = x_lim if (rt && x_lim < x_lim_def) || (lf && x_lim > x_lim_def)
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else
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x_time = 1.0 * (x_lim - @x - (@speed.x < 0 ? 0 : @w)) / @speed.x
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y_time = 1.0 * (y_lim - @y - (@speed.y < 0 ? 0 : @h)) / @speed.y
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318
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-
if x_time > y_time
|
319
|
-
# Will limit by x
|
320
|
-
x_lim_def = x_lim if (rt && x_lim < x_lim_def) || (lf && x_lim > x_lim_def)
|
321
|
-
elsif (dn && y_lim < y_lim_def) || (up && y_lim > y_lim_def)
|
322
|
-
y_lim_def = y_lim
|
323
|
-
end
|
324
|
-
end
|
325
|
-
end
|
326
|
-
if x_lim_def != x_aim
|
327
|
-
@speed.x = 0
|
328
|
-
if lf; @x = x_lim_def
|
329
|
-
else; @x = x_lim_def - @w
|
330
|
-
end
|
331
|
-
end
|
332
|
-
if y_lim_def != y_aim
|
333
|
-
@speed.y = 0
|
334
|
-
if up; @y = y_lim_def
|
335
|
-
else; @y = y_lim_def - @h
|
336
|
-
end
|
337
|
-
end
|
338
|
-
end
|
339
|
-
end
|
340
|
-
@x += @speed.x
|
341
|
-
@y += @speed.y
|
342
|
-
|
343
|
-
# Keeping contact with ramp
|
344
|
-
# if @speed.y == 0 and @speed.x.abs <= G.ramp_contact_threshold and @bottom.is_a? Ramp
|
345
|
-
# @y = @bottom.get_y(self)
|
346
|
-
# puts 'aqui'
|
347
|
-
# end
|
348
|
-
ramps.each do |r|
|
349
|
-
r.check_intersection self
|
350
|
-
end
|
351
|
-
check_contact obst, ramps
|
352
|
-
end
|
353
|
-
|
354
|
-
# Moves this object as an elevator (i.e., potentially carrying other
|
355
|
-
# objects) with the specified forces or towards a given point.
|
356
|
-
#
|
357
|
-
# Parameters:
|
358
|
-
# [arg] A Vector specifying either the forces acting on this object or a
|
359
|
-
# point towards the object should move.
|
360
|
-
# [speed] If the first argument is a forces vector, then this should be
|
361
|
-
# +nil+. If it is a point, then this is the constant speed at which
|
362
|
-
# the object will move (provided as a scalar, not a vector).
|
363
|
-
# [obstacles] An array of obstacles to be considered in the collision
|
364
|
-
# checking, and carried along when colliding from above.
|
365
|
-
# Obstacles must be instances of Block (or derived classes),
|
366
|
-
# or objects that <code>include Movement</code>.
|
367
|
-
# [obst_obstacles] Obstacles that should be considered when moving objects
|
368
|
-
# from the +obstacles+ array, i.e., these obstacles won't
|
369
|
-
# interfere in the elevator's movement, but in the movement
|
370
|
-
# of the objects being carried.
|
371
|
-
# [obst_ramps] Ramps to consider when moving objects from the +obstacles+
|
372
|
-
# array, as described for +obst_obstacles+.
|
373
|
-
def move_carrying(arg, speed, obstacles, obst_obstacles, obst_ramps)
|
374
|
-
if speed
|
375
|
-
x_d = arg.x - @x; y_d = arg.y - @y
|
376
|
-
distance = Math.sqrt(x_d**2 + y_d**2)
|
377
|
-
|
378
|
-
if distance == 0
|
379
|
-
@speed.x = @speed.y = 0
|
380
|
-
return
|
381
|
-
end
|
382
|
-
|
383
|
-
@speed.x = 1.0 * x_d * speed / distance
|
384
|
-
@speed.y = 1.0 * y_d * speed / distance
|
385
|
-
else
|
386
|
-
arg += G.gravity
|
387
|
-
@speed.x += arg.x / @mass; @speed.y += arg.y / @mass
|
388
|
-
@speed.x = 0 if @speed.x.abs < G.min_speed.x
|
389
|
-
@speed.y = 0 if @speed.y.abs < G.min_speed.y
|
390
|
-
@speed.x = (@speed.x <=> 0) * @max_speed.x if @speed.x.abs > @max_speed.x
|
391
|
-
@speed.y = (@speed.y <=> 0) * @max_speed.y if @speed.y.abs > @max_speed.y
|
392
|
-
end
|
393
|
-
|
394
|
-
x_aim = @x + @speed.x; y_aim = @y + @speed.y
|
395
|
-
passengers = []
|
396
|
-
obstacles.each do |o|
|
397
|
-
if @x + @w > o.x && o.x + o.w > @x
|
398
|
-
foot = o.y + o.h
|
399
|
-
if foot.round(6) == @y.round(6) || @speed.y < 0 && foot < @y && foot > y_aim
|
400
|
-
passengers << o
|
401
|
-
end
|
402
|
-
end
|
403
|
-
end
|
404
|
-
|
405
|
-
prev_x = @x; prev_y = @y
|
406
|
-
if speed
|
407
|
-
if @speed.x > 0 && x_aim >= arg.x || @speed.x < 0 && x_aim <= arg.x
|
408
|
-
@x = arg.x; @speed.x = 0
|
409
|
-
else
|
410
|
-
@x = x_aim
|
411
|
-
end
|
412
|
-
if @speed.y > 0 && y_aim >= arg.y || @speed.y < 0 && y_aim <= arg.y
|
413
|
-
@y = arg.y; @speed.y = 0
|
414
|
-
else
|
415
|
-
@y = y_aim
|
416
|
-
end
|
417
|
-
else
|
418
|
-
@x = x_aim; @y = y_aim
|
419
|
-
end
|
420
|
-
|
421
|
-
forces = Vector.new @x - prev_x, @y - prev_y
|
422
|
-
prev_g = G.gravity.clone
|
423
|
-
G.gravity.x = G.gravity.y = 0
|
424
|
-
passengers.each do |p|
|
425
|
-
prev_speed = p.speed.clone
|
426
|
-
prev_forces = p.stored_forces.clone
|
427
|
-
prev_bottom = p.bottom
|
428
|
-
p.speed.x = p.speed.y = 0
|
429
|
-
p.stored_forces.x = p.stored_forces.y = 0
|
430
|
-
p.instance_exec { @bottom = nil }
|
431
|
-
p.move forces * p.mass, obst_obstacles, obst_ramps
|
432
|
-
p.speed.x = prev_speed.x
|
433
|
-
p.speed.y = prev_speed.y
|
434
|
-
p.stored_forces.x = prev_forces.x
|
435
|
-
p.stored_forces.y = prev_forces.y
|
436
|
-
p.instance_exec(prev_bottom) { |b| @bottom = b }
|
437
|
-
end
|
438
|
-
G.gravity = prev_g
|
439
|
-
end
|
440
|
-
|
441
|
-
# Moves this object, without performing any collision checking, towards
|
442
|
-
# a specified point or in a specified direction.
|
443
|
-
#
|
444
|
-
# Parameters:
|
445
|
-
# [aim] A +Vector+ specifying where the object will move to or an angle (in
|
446
|
-
# degrees) indicating the direction of the movement. Angles are
|
447
|
-
# measured starting from the right (i.e., to move to the right, the
|
448
|
-
# angle must be 0) and raising clockwise.
|
449
|
-
# [speed] The constant speed at which the object will move. This must be
|
450
|
-
# provided as a scalar, not a vector.
|
451
|
-
def move_free(aim, speed)
|
452
|
-
if aim.is_a? Vector
|
453
|
-
x_d = aim.x - @x; y_d = aim.y - @y
|
454
|
-
distance = Math.sqrt(x_d**2 + y_d**2)
|
455
|
-
|
456
|
-
if distance == 0
|
457
|
-
@speed.x = @speed.y = 0
|
458
|
-
return
|
459
|
-
end
|
460
|
-
|
461
|
-
@speed.x = 1.0 * x_d * speed / distance
|
462
|
-
@speed.y = 1.0 * y_d * speed / distance
|
463
|
-
|
464
|
-
if (@speed.x < 0 and @x + @speed.x <= aim.x) or (@speed.x >= 0 and @x + @speed.x >= aim.x)
|
465
|
-
@x = aim.x
|
466
|
-
@speed.x = 0
|
467
|
-
else
|
468
|
-
@x += @speed.x
|
469
|
-
end
|
470
|
-
|
471
|
-
if (@speed.y < 0 and @y + @speed.y <= aim.y) or (@speed.y >= 0 and @y + @speed.y >= aim.y)
|
472
|
-
@y = aim.y
|
473
|
-
@speed.y = 0
|
474
|
-
else
|
475
|
-
@y += @speed.y
|
476
|
-
end
|
477
|
-
else
|
478
|
-
rads = aim * Math::PI / 180
|
479
|
-
@speed.x = speed * Math.cos(rads)
|
480
|
-
@speed.y = speed * Math.sin(rads)
|
481
|
-
@x += @speed.x
|
482
|
-
@y += @speed.y
|
483
|
-
end
|
484
|
-
end
|
485
|
-
|
486
|
-
# Causes the object to move in cycles across multiple given points (the
|
487
|
-
# first point in the array is the first point the object will move towards,
|
488
|
-
# so it doesn't need to be equal to the current/initial position). If
|
489
|
-
# obstacles are provided, it will behave as an elevator (as in
|
490
|
-
# +move_carrying+).
|
491
|
-
#
|
492
|
-
# Parameters:
|
493
|
-
# [points] An array of Vectors representing the path that the object will
|
494
|
-
# perform.
|
495
|
-
# [speed] The constant speed at which the object will move. This must be
|
496
|
-
# provided as a scalar, not a vector.
|
497
|
-
# [obstacles] An array of obstacles to be considered in the collision
|
498
|
-
# checking, and carried along when colliding from above.
|
499
|
-
# Obstacles must be instances of Block (or derived classes),
|
500
|
-
# or objects that <code>include Movement</code>.
|
501
|
-
# [obst_obstacles] Obstacles that should be considered when moving objects
|
502
|
-
# from the +obstacles+ array, i.e., these obstacles won't
|
503
|
-
# interfere in the elevator's movement, but in the movement
|
504
|
-
# of the objects being carried.
|
505
|
-
# [obst_ramps] Ramps to consider when moving objects from the +obstacles+
|
506
|
-
# array, as described for +obst_obstacles+.
|
507
|
-
def cycle(points, speed, obstacles = nil, obst_obstacles = nil, obst_ramps = nil)
|
508
|
-
@cur_point = 0 if @cur_point.nil?
|
509
|
-
if obstacles
|
510
|
-
move_carrying points[@cur_point], speed, obstacles, obst_obstacles, obst_ramps
|
511
|
-
else
|
512
|
-
move_free points[@cur_point], speed
|
513
|
-
end
|
514
|
-
if @speed.x == 0 and @speed.y == 0
|
515
|
-
if @cur_point == points.length - 1; @cur_point = 0
|
516
|
-
else; @cur_point += 1; end
|
517
|
-
end
|
518
|
-
end
|
519
|
-
|
520
|
-
private
|
521
|
-
|
522
|
-
def check_contact(obst, ramps)
|
523
|
-
prev_bottom = @bottom
|
524
|
-
@top = @bottom = @left = @right = nil
|
525
|
-
obst.each do |o|
|
526
|
-
x2 = @x + @w; y2 = @y + @h; x2o = o.x + o.w; y2o = o.y + o.h
|
527
|
-
@right = o if !o.passable && x2.round(6) == o.x.round(6) && y2 > o.y && @y < y2o
|
528
|
-
@left = o if !o.passable && @x.round(6) == x2o.round(6) && y2 > o.y && @y < y2o
|
529
|
-
@bottom = o if y2.round(6) == o.y.round(6) && x2 > o.x && @x < x2o
|
530
|
-
@top = o if !o.passable && @y.round(6) == y2o.round(6) && x2 > o.x && @x < x2o
|
531
|
-
end
|
532
|
-
if @bottom.nil?
|
533
|
-
ramps.each do |r|
|
534
|
-
if r.contact? self
|
535
|
-
@bottom = r
|
536
|
-
break
|
537
|
-
end
|
538
|
-
end
|
539
|
-
if @bottom.nil?
|
540
|
-
ramps.each do |r|
|
541
|
-
if r == prev_bottom && @x + @w > r.x && r.x + r.w > @x &&
|
542
|
-
@prev_speed.x.abs <= G.ramp_contact_threshold &&
|
543
|
-
@prev_speed.y >= 0
|
544
|
-
@y = r.get_y self
|
545
|
-
@bottom = r
|
546
|
-
break
|
547
|
-
end
|
548
|
-
end
|
549
|
-
end
|
550
|
-
end
|
551
|
-
end
|
552
|
-
|
553
|
-
def find_right_limit(coll_list)
|
554
|
-
limit = @x + @w + @speed.x
|
555
|
-
coll_list.each do |c|
|
556
|
-
limit = c.x if !c.passable && c.x < limit
|
557
|
-
end
|
558
|
-
limit
|
559
|
-
end
|
560
|
-
|
561
|
-
def find_left_limit(coll_list)
|
562
|
-
limit = @x + @speed.x
|
563
|
-
coll_list.each do |c|
|
564
|
-
limit = c.x + c.w if !c.passable && c.x + c.w > limit
|
565
|
-
end
|
566
|
-
limit
|
567
|
-
end
|
568
|
-
|
569
|
-
def find_down_limit(coll_list)
|
570
|
-
limit = @y + @h + @speed.y
|
571
|
-
coll_list.each do |c|
|
572
|
-
limit = c.y if c.y < limit && c.y >= @y + @h
|
573
|
-
end
|
574
|
-
limit
|
575
|
-
end
|
576
|
-
|
577
|
-
def find_up_limit(coll_list)
|
578
|
-
limit = @y + @speed.y
|
579
|
-
coll_list.each do |c|
|
580
|
-
limit = c.y + c.h if !c.passable && c.y + c.h > limit
|
581
|
-
end
|
582
|
-
limit
|
583
|
-
end
|
584
|
-
end
|
585
|
-
end
|
1
|
+
require_relative 'global'
|
2
|
+
|
3
|
+
module MiniGL
|
4
|
+
# Represents an object with a rectangular bounding box and the +passable+
|
5
|
+
# property. It is the simplest structure that can be passed as an element of
|
6
|
+
# the +obst+ array parameter of the +move+ method.
|
7
|
+
class Block
|
8
|
+
# The x-coordinate of the top left corner of the bounding box.
|
9
|
+
attr_reader :x
|
10
|
+
|
11
|
+
# The y-coordinate of the top left corner of the bounding box.
|
12
|
+
attr_reader :y
|
13
|
+
|
14
|
+
# The width of the bounding box.
|
15
|
+
attr_reader :w
|
16
|
+
|
17
|
+
# The height of the bounding box.
|
18
|
+
attr_reader :h
|
19
|
+
|
20
|
+
# Whether a moving object can pass through this block when coming from
|
21
|
+
# below. This is a common feature of platforms in platform games.
|
22
|
+
attr_reader :passable
|
23
|
+
|
24
|
+
# Creates a new block.
|
25
|
+
#
|
26
|
+
# Parameters:
|
27
|
+
# [x] The x-coordinate of the top left corner of the bounding box.
|
28
|
+
# [y] The y-coordinate of the top left corner of the bounding box.
|
29
|
+
# [w] The width of the bounding box.
|
30
|
+
# [h] The height of the bounding box.
|
31
|
+
# [passable] Whether a moving object can pass through this block when
|
32
|
+
# coming from below. This is a common feature of platforms in platform
|
33
|
+
# games. Default is +false+.
|
34
|
+
def initialize(x, y, w, h, passable = false)
|
35
|
+
@x = x; @y = y; @w = w; @h = h
|
36
|
+
@passable = passable
|
37
|
+
end
|
38
|
+
|
39
|
+
# Returns the bounding box of this block as a Rectangle.
|
40
|
+
def bounds
|
41
|
+
Rectangle.new @x, @y, @w, @h
|
42
|
+
end
|
43
|
+
end
|
44
|
+
|
45
|
+
# Represents a ramp, i.e., an inclined structure which allows walking over
|
46
|
+
# it while automatically going up or down. It can be imagined as a right
|
47
|
+
# triangle, with a side parallel to the x axis and another one parallel to
|
48
|
+
# the y axis. You must provide instances of this class (or derived classes)
|
49
|
+
# to the +ramps+ array parameter of the +move+ method.
|
50
|
+
class Ramp
|
51
|
+
# The x-coordinate of the top left corner of a rectangle that completely
|
52
|
+
# (and precisely) encloses the ramp (thought of as a right triangle).
|
53
|
+
attr_reader :x
|
54
|
+
|
55
|
+
# The y-coordinate of the top left corner of the rectangle described in
|
56
|
+
# the +x+ attribute.
|
57
|
+
attr_reader :y
|
58
|
+
|
59
|
+
# The width of the ramp.
|
60
|
+
attr_reader :w
|
61
|
+
|
62
|
+
# The height of the ramp.
|
63
|
+
attr_reader :h
|
64
|
+
|
65
|
+
# Whether the height of the ramp increases from left to right (decreases
|
66
|
+
# from left to right when +false+).
|
67
|
+
attr_reader :left
|
68
|
+
|
69
|
+
attr_reader :ratio # :nodoc:
|
70
|
+
attr_reader :factor # :nodoc:
|
71
|
+
|
72
|
+
# Creates a new ramp.
|
73
|
+
#
|
74
|
+
# Parameters:
|
75
|
+
# [x] The x-coordinate of the top left corner of a rectangle that
|
76
|
+
# completely (and precisely) encloses the ramp (thought of as a right
|
77
|
+
# triangle).
|
78
|
+
# [y] The y-coordinate of the top left corner of the rectangle described
|
79
|
+
# above.
|
80
|
+
# [w] The width of the ramp (which corresponds to the width of the
|
81
|
+
# rectangle described above).
|
82
|
+
# [h] The height of the ramp (which corresponds to the height of the
|
83
|
+
# rectangle described above, and to the difference between the lowest
|
84
|
+
# point of the ramp, where it usually meets the floor, and the
|
85
|
+
# highest).
|
86
|
+
# [left] Whether the height of the ramp increases from left to right. Use
|
87
|
+
# +false+ for a ramp that goes down from left to right.
|
88
|
+
def initialize(x, y, w, h, left)
|
89
|
+
@x = x
|
90
|
+
@y = y
|
91
|
+
@w = w
|
92
|
+
@h = h
|
93
|
+
@left = left
|
94
|
+
@ratio = @h.to_f / @w
|
95
|
+
@factor = @w / Math.sqrt(@w**2 + @h**2)
|
96
|
+
end
|
97
|
+
|
98
|
+
# Checks if an object is in contact with this ramp (standing over it).
|
99
|
+
#
|
100
|
+
# Parameters:
|
101
|
+
# [obj] The object to check contact with. It must have the +x+, +y+, +w+
|
102
|
+
# and +h+ accessible attributes determining its bounding box.
|
103
|
+
def contact?(obj)
|
104
|
+
obj.x + obj.w > @x && obj.x < @x + @w && obj.x.round(6) == get_x(obj).round(6) && obj.y.round(6) == get_y(obj).round(6)
|
105
|
+
end
|
106
|
+
|
107
|
+
# Checks if an object is intersecting this ramp (inside the corresponding
|
108
|
+
# right triangle and at the floor level or above).
|
109
|
+
#
|
110
|
+
# Parameters:
|
111
|
+
# [obj] The object to check intersection with. It must have the +x+, +y+,
|
112
|
+
# +w+ and +h+ accessible attributes determining its bounding box.
|
113
|
+
def intersect?(obj)
|
114
|
+
obj.x + obj.w > @x && obj.x < @x + @w && obj.y > get_y(obj) && obj.y <= @y + @h - obj.h
|
115
|
+
end
|
116
|
+
|
117
|
+
# :nodoc:
|
118
|
+
def check_can_collide(m)
|
119
|
+
y = get_y(m) + m.h
|
120
|
+
@can_collide = m.x + m.w > @x && @x + @w > m.x && m.y < y && m.y + m.h > y
|
121
|
+
end
|
122
|
+
|
123
|
+
def check_intersection(obj)
|
124
|
+
if @can_collide and intersect? obj
|
125
|
+
counter = @left && obj.prev_speed.x > 0 || !@left && obj.prev_speed.x < 0
|
126
|
+
if obj.prev_speed.y > 0 && counter
|
127
|
+
dx = get_x(obj) - obj.x
|
128
|
+
s = (obj.prev_speed.y.to_f / obj.prev_speed.x).abs
|
129
|
+
dx /= s + @ratio
|
130
|
+
obj.x += dx
|
131
|
+
end
|
132
|
+
obj.y = get_y obj
|
133
|
+
if counter && obj.bottom != self
|
134
|
+
obj.speed.x *= @factor
|
135
|
+
end
|
136
|
+
obj.speed.y = 0
|
137
|
+
end
|
138
|
+
end
|
139
|
+
|
140
|
+
def get_x(obj)
|
141
|
+
return obj.x if @left && obj.x + obj.w > @x + @w
|
142
|
+
return @x + (1.0 * (@y + @h - obj.y - obj.h) * @w / @h) - obj.w if @left
|
143
|
+
return obj.x if obj.x < @x
|
144
|
+
@x + (1.0 * (obj.y + obj.h - @y) * @w / @h)
|
145
|
+
end
|
146
|
+
|
147
|
+
def get_y(obj)
|
148
|
+
return @y - obj.h if @left && obj.x + obj.w > @x + @w
|
149
|
+
return @y + (1.0 * (@x + @w - obj.x - obj.w) * @h / @w) - obj.h if @left
|
150
|
+
return @y - obj.h if obj.x < @x
|
151
|
+
@y + (1.0 * (obj.x - @x) * @h / @w) - obj.h
|
152
|
+
end
|
153
|
+
end
|
154
|
+
|
155
|
+
# This module provides objects with physical properties and methods for
|
156
|
+
# moving. It allows moving with or without collision checking (based on
|
157
|
+
# rectangular bounding boxes), including a method to behave as an elevator,
|
158
|
+
# affecting other objects' positions as it moves.
|
159
|
+
module Movement
|
160
|
+
# The mass of the object, in arbitrary units. The default value for
|
161
|
+
# GameObject instances, for example, is 1. The larger the mass (i.e., the
|
162
|
+
# heavier the object), the more intense the forces applied to the object
|
163
|
+
# have to be in order to move it.
|
164
|
+
attr_reader :mass
|
165
|
+
|
166
|
+
# A Vector with the current speed of the object (x: horizontal component,
|
167
|
+
# y: vertical component).
|
168
|
+
attr_reader :speed
|
169
|
+
|
170
|
+
# A Vector with the speed limits for the object (x: horizontal component,
|
171
|
+
# y: vertical component).
|
172
|
+
attr_reader :max_speed
|
173
|
+
|
174
|
+
# Width of the bounding box.
|
175
|
+
attr_reader :w
|
176
|
+
|
177
|
+
# Height of the bounding box.
|
178
|
+
attr_reader :h
|
179
|
+
|
180
|
+
# The object that is making contact with this from above. If there's no
|
181
|
+
# contact, returns +nil+.
|
182
|
+
attr_reader :top
|
183
|
+
|
184
|
+
# The object that is making contact with this from below. If there's no
|
185
|
+
# contact, returns +nil+.
|
186
|
+
attr_reader :bottom
|
187
|
+
|
188
|
+
# The object that is making contact with this from the left. If there's no
|
189
|
+
# contact, returns +nil+.
|
190
|
+
attr_reader :left
|
191
|
+
|
192
|
+
# The object that is making contact with this from the right. If there's
|
193
|
+
# no contact, returns +nil+.
|
194
|
+
attr_reader :right
|
195
|
+
|
196
|
+
# The x-coordinate of the top left corner of the bounding box.
|
197
|
+
attr_accessor :x
|
198
|
+
|
199
|
+
# The y-coordinate of the top left corner of the bounding box.
|
200
|
+
attr_accessor :y
|
201
|
+
|
202
|
+
# Whether a moving object can pass through this block when coming from
|
203
|
+
# below. This is a common feature of platforms in platform games.
|
204
|
+
attr_accessor :passable
|
205
|
+
|
206
|
+
# A Vector with the horizontal and vertical components of a force that
|
207
|
+
# be applied in the next time +move+ is called.
|
208
|
+
attr_accessor :stored_forces
|
209
|
+
|
210
|
+
# A Vector containing the speed of the object in the previous frame.
|
211
|
+
attr_reader :prev_speed
|
212
|
+
|
213
|
+
# Returns the bounding box as a Rectangle.
|
214
|
+
def bounds
|
215
|
+
Rectangle.new @x, @y, @w, @h
|
216
|
+
end
|
217
|
+
|
218
|
+
# Moves this object, based on the forces being applied to it, and
|
219
|
+
# performing collision checking.
|
220
|
+
#
|
221
|
+
# Parameters:
|
222
|
+
# [forces] A Vector where x is the horizontal component of the resulting
|
223
|
+
# force and y is the vertical component.
|
224
|
+
# [obst] An array of obstacles to be considered in the collision checking.
|
225
|
+
# Obstacles must be instances of Block (or derived classes), or
|
226
|
+
# objects that <code>include Movement</code>.
|
227
|
+
# [ramps] An array of ramps to be considered in the collision checking.
|
228
|
+
# Ramps must be instances of Ramp (or derived classes).
|
229
|
+
# [set_speed] Set this flag to +true+ to cause the +forces+ vector to be
|
230
|
+
# treated as a speed vector, i.e., the object's speed will be
|
231
|
+
# directly set to the given values. The force of gravity will
|
232
|
+
# also be ignored in this case.
|
233
|
+
def move(forces, obst, ramps, set_speed = false)
|
234
|
+
if set_speed
|
235
|
+
@speed.x = forces.x
|
236
|
+
@speed.y = forces.y
|
237
|
+
else
|
238
|
+
forces.x += G.gravity.x; forces.y += G.gravity.y
|
239
|
+
forces.x += @stored_forces.x; forces.y += @stored_forces.y
|
240
|
+
@stored_forces.x = @stored_forces.y = 0
|
241
|
+
|
242
|
+
forces.x = 0 if (forces.x < 0 and @left) or (forces.x > 0 and @right)
|
243
|
+
forces.y = 0 if (forces.y < 0 and @top) or (forces.y > 0 and @bottom)
|
244
|
+
|
245
|
+
if @bottom.is_a? Ramp
|
246
|
+
if @bottom.ratio > G.ramp_slip_threshold
|
247
|
+
forces.x += (@bottom.left ? -1 : 1) * (@bottom.ratio - G.ramp_slip_threshold) * G.ramp_slip_force / G.ramp_slip_threshold
|
248
|
+
elsif forces.x > 0 && @bottom.left || forces.x < 0 && !@bottom.left
|
249
|
+
forces.x *= @bottom.factor
|
250
|
+
end
|
251
|
+
end
|
252
|
+
|
253
|
+
@speed.x += forces.x / @mass; @speed.y += forces.y / @mass
|
254
|
+
end
|
255
|
+
|
256
|
+
@speed.x = 0 if @speed.x.abs < G.min_speed.x
|
257
|
+
@speed.y = 0 if @speed.y.abs < G.min_speed.y
|
258
|
+
@speed.x = (@speed.x <=> 0) * @max_speed.x if @speed.x.abs > @max_speed.x
|
259
|
+
@speed.y = (@speed.y <=> 0) * @max_speed.y if @speed.y.abs > @max_speed.y
|
260
|
+
@prev_speed = @speed.clone
|
261
|
+
|
262
|
+
x = @speed.x < 0 ? @x + @speed.x : @x
|
263
|
+
y = @speed.y < 0 ? @y + @speed.y : @y
|
264
|
+
w = @w + (@speed.x < 0 ? -@speed.x : @speed.x)
|
265
|
+
h = @h + (@speed.y < 0 ? -@speed.y : @speed.y)
|
266
|
+
move_bounds = Rectangle.new x, y, w, h
|
267
|
+
coll_list = []
|
268
|
+
obst.each do |o|
|
269
|
+
coll_list << o if o != self && move_bounds.intersect?(o.bounds)
|
270
|
+
end
|
271
|
+
ramps.each do |r|
|
272
|
+
r.check_can_collide move_bounds
|
273
|
+
end
|
274
|
+
|
275
|
+
if coll_list.length > 0
|
276
|
+
up = @speed.y < 0; rt = @speed.x > 0; dn = @speed.y > 0; lf = @speed.x < 0
|
277
|
+
if @speed.x == 0 || @speed.y == 0
|
278
|
+
# Ortogonal
|
279
|
+
if rt; x_lim = find_right_limit coll_list
|
280
|
+
elsif lf; x_lim = find_left_limit coll_list
|
281
|
+
elsif dn; y_lim = find_down_limit coll_list
|
282
|
+
elsif up; y_lim = find_up_limit coll_list
|
283
|
+
end
|
284
|
+
if rt && @x + @w + @speed.x > x_lim
|
285
|
+
@x = x_lim - @w
|
286
|
+
@speed.x = 0
|
287
|
+
elsif lf && @x + @speed.x < x_lim
|
288
|
+
@x = x_lim
|
289
|
+
@speed.x = 0
|
290
|
+
elsif dn && @y + @h + @speed.y > y_lim; @y = y_lim - @h; @speed.y = 0
|
291
|
+
elsif up && @y + @speed.y < y_lim; @y = y_lim; @speed.y = 0
|
292
|
+
end
|
293
|
+
else
|
294
|
+
# Diagonal
|
295
|
+
x_aim = @x + @speed.x + (rt ? @w : 0); x_lim_def = x_aim
|
296
|
+
y_aim = @y + @speed.y + (dn ? @h : 0); y_lim_def = y_aim
|
297
|
+
coll_list.each do |c|
|
298
|
+
if c.passable; x_lim = x_aim
|
299
|
+
elsif rt; x_lim = c.x
|
300
|
+
else; x_lim = c.x + c.w
|
301
|
+
end
|
302
|
+
if dn; y_lim = c.y
|
303
|
+
elsif c.passable; y_lim = y_aim
|
304
|
+
else; y_lim = c.y + c.h
|
305
|
+
end
|
306
|
+
|
307
|
+
if c.passable
|
308
|
+
y_lim_def = y_lim if dn && @y + @h <= y_lim && y_lim < y_lim_def
|
309
|
+
elsif (rt && @x + @w > x_lim) || (lf && @x < x_lim)
|
310
|
+
# Can't limit by x, will limit by y
|
311
|
+
y_lim_def = y_lim if (dn && y_lim < y_lim_def) || (up && y_lim > y_lim_def)
|
312
|
+
elsif (dn && @y + @h > y_lim) || (up && @y < y_lim)
|
313
|
+
# Can't limit by y, will limit by x
|
314
|
+
x_lim_def = x_lim if (rt && x_lim < x_lim_def) || (lf && x_lim > x_lim_def)
|
315
|
+
else
|
316
|
+
x_time = 1.0 * (x_lim - @x - (@speed.x < 0 ? 0 : @w)) / @speed.x
|
317
|
+
y_time = 1.0 * (y_lim - @y - (@speed.y < 0 ? 0 : @h)) / @speed.y
|
318
|
+
if x_time > y_time
|
319
|
+
# Will limit by x
|
320
|
+
x_lim_def = x_lim if (rt && x_lim < x_lim_def) || (lf && x_lim > x_lim_def)
|
321
|
+
elsif (dn && y_lim < y_lim_def) || (up && y_lim > y_lim_def)
|
322
|
+
y_lim_def = y_lim
|
323
|
+
end
|
324
|
+
end
|
325
|
+
end
|
326
|
+
if x_lim_def != x_aim
|
327
|
+
@speed.x = 0
|
328
|
+
if lf; @x = x_lim_def
|
329
|
+
else; @x = x_lim_def - @w
|
330
|
+
end
|
331
|
+
end
|
332
|
+
if y_lim_def != y_aim
|
333
|
+
@speed.y = 0
|
334
|
+
if up; @y = y_lim_def
|
335
|
+
else; @y = y_lim_def - @h
|
336
|
+
end
|
337
|
+
end
|
338
|
+
end
|
339
|
+
end
|
340
|
+
@x += @speed.x
|
341
|
+
@y += @speed.y
|
342
|
+
|
343
|
+
# Keeping contact with ramp
|
344
|
+
# if @speed.y == 0 and @speed.x.abs <= G.ramp_contact_threshold and @bottom.is_a? Ramp
|
345
|
+
# @y = @bottom.get_y(self)
|
346
|
+
# puts 'aqui'
|
347
|
+
# end
|
348
|
+
ramps.each do |r|
|
349
|
+
r.check_intersection self
|
350
|
+
end
|
351
|
+
check_contact obst, ramps
|
352
|
+
end
|
353
|
+
|
354
|
+
# Moves this object as an elevator (i.e., potentially carrying other
|
355
|
+
# objects) with the specified forces or towards a given point.
|
356
|
+
#
|
357
|
+
# Parameters:
|
358
|
+
# [arg] A Vector specifying either the forces acting on this object or a
|
359
|
+
# point towards the object should move.
|
360
|
+
# [speed] If the first argument is a forces vector, then this should be
|
361
|
+
# +nil+. If it is a point, then this is the constant speed at which
|
362
|
+
# the object will move (provided as a scalar, not a vector).
|
363
|
+
# [obstacles] An array of obstacles to be considered in the collision
|
364
|
+
# checking, and carried along when colliding from above.
|
365
|
+
# Obstacles must be instances of Block (or derived classes),
|
366
|
+
# or objects that <code>include Movement</code>.
|
367
|
+
# [obst_obstacles] Obstacles that should be considered when moving objects
|
368
|
+
# from the +obstacles+ array, i.e., these obstacles won't
|
369
|
+
# interfere in the elevator's movement, but in the movement
|
370
|
+
# of the objects being carried.
|
371
|
+
# [obst_ramps] Ramps to consider when moving objects from the +obstacles+
|
372
|
+
# array, as described for +obst_obstacles+.
|
373
|
+
def move_carrying(arg, speed, obstacles, obst_obstacles, obst_ramps)
|
374
|
+
if speed
|
375
|
+
x_d = arg.x - @x; y_d = arg.y - @y
|
376
|
+
distance = Math.sqrt(x_d**2 + y_d**2)
|
377
|
+
|
378
|
+
if distance == 0
|
379
|
+
@speed.x = @speed.y = 0
|
380
|
+
return
|
381
|
+
end
|
382
|
+
|
383
|
+
@speed.x = 1.0 * x_d * speed / distance
|
384
|
+
@speed.y = 1.0 * y_d * speed / distance
|
385
|
+
else
|
386
|
+
arg += G.gravity
|
387
|
+
@speed.x += arg.x / @mass; @speed.y += arg.y / @mass
|
388
|
+
@speed.x = 0 if @speed.x.abs < G.min_speed.x
|
389
|
+
@speed.y = 0 if @speed.y.abs < G.min_speed.y
|
390
|
+
@speed.x = (@speed.x <=> 0) * @max_speed.x if @speed.x.abs > @max_speed.x
|
391
|
+
@speed.y = (@speed.y <=> 0) * @max_speed.y if @speed.y.abs > @max_speed.y
|
392
|
+
end
|
393
|
+
|
394
|
+
x_aim = @x + @speed.x; y_aim = @y + @speed.y
|
395
|
+
passengers = []
|
396
|
+
obstacles.each do |o|
|
397
|
+
if @x + @w > o.x && o.x + o.w > @x
|
398
|
+
foot = o.y + o.h
|
399
|
+
if foot.round(6) == @y.round(6) || @speed.y < 0 && foot < @y && foot > y_aim
|
400
|
+
passengers << o
|
401
|
+
end
|
402
|
+
end
|
403
|
+
end
|
404
|
+
|
405
|
+
prev_x = @x; prev_y = @y
|
406
|
+
if speed
|
407
|
+
if @speed.x > 0 && x_aim >= arg.x || @speed.x < 0 && x_aim <= arg.x
|
408
|
+
@x = arg.x; @speed.x = 0
|
409
|
+
else
|
410
|
+
@x = x_aim
|
411
|
+
end
|
412
|
+
if @speed.y > 0 && y_aim >= arg.y || @speed.y < 0 && y_aim <= arg.y
|
413
|
+
@y = arg.y; @speed.y = 0
|
414
|
+
else
|
415
|
+
@y = y_aim
|
416
|
+
end
|
417
|
+
else
|
418
|
+
@x = x_aim; @y = y_aim
|
419
|
+
end
|
420
|
+
|
421
|
+
forces = Vector.new @x - prev_x, @y - prev_y
|
422
|
+
prev_g = G.gravity.clone
|
423
|
+
G.gravity.x = G.gravity.y = 0
|
424
|
+
passengers.each do |p|
|
425
|
+
prev_speed = p.speed.clone
|
426
|
+
prev_forces = p.stored_forces.clone
|
427
|
+
prev_bottom = p.bottom
|
428
|
+
p.speed.x = p.speed.y = 0
|
429
|
+
p.stored_forces.x = p.stored_forces.y = 0
|
430
|
+
p.instance_exec { @bottom = nil }
|
431
|
+
p.move forces * p.mass, obst_obstacles, obst_ramps
|
432
|
+
p.speed.x = prev_speed.x
|
433
|
+
p.speed.y = prev_speed.y
|
434
|
+
p.stored_forces.x = prev_forces.x
|
435
|
+
p.stored_forces.y = prev_forces.y
|
436
|
+
p.instance_exec(prev_bottom) { |b| @bottom = b }
|
437
|
+
end
|
438
|
+
G.gravity = prev_g
|
439
|
+
end
|
440
|
+
|
441
|
+
# Moves this object, without performing any collision checking, towards
|
442
|
+
# a specified point or in a specified direction.
|
443
|
+
#
|
444
|
+
# Parameters:
|
445
|
+
# [aim] A +Vector+ specifying where the object will move to or an angle (in
|
446
|
+
# degrees) indicating the direction of the movement. Angles are
|
447
|
+
# measured starting from the right (i.e., to move to the right, the
|
448
|
+
# angle must be 0) and raising clockwise.
|
449
|
+
# [speed] The constant speed at which the object will move. This must be
|
450
|
+
# provided as a scalar, not a vector.
|
451
|
+
def move_free(aim, speed)
|
452
|
+
if aim.is_a? Vector
|
453
|
+
x_d = aim.x - @x; y_d = aim.y - @y
|
454
|
+
distance = Math.sqrt(x_d**2 + y_d**2)
|
455
|
+
|
456
|
+
if distance == 0
|
457
|
+
@speed.x = @speed.y = 0
|
458
|
+
return
|
459
|
+
end
|
460
|
+
|
461
|
+
@speed.x = 1.0 * x_d * speed / distance
|
462
|
+
@speed.y = 1.0 * y_d * speed / distance
|
463
|
+
|
464
|
+
if (@speed.x < 0 and @x + @speed.x <= aim.x) or (@speed.x >= 0 and @x + @speed.x >= aim.x)
|
465
|
+
@x = aim.x
|
466
|
+
@speed.x = 0
|
467
|
+
else
|
468
|
+
@x += @speed.x
|
469
|
+
end
|
470
|
+
|
471
|
+
if (@speed.y < 0 and @y + @speed.y <= aim.y) or (@speed.y >= 0 and @y + @speed.y >= aim.y)
|
472
|
+
@y = aim.y
|
473
|
+
@speed.y = 0
|
474
|
+
else
|
475
|
+
@y += @speed.y
|
476
|
+
end
|
477
|
+
else
|
478
|
+
rads = aim * Math::PI / 180
|
479
|
+
@speed.x = speed * Math.cos(rads)
|
480
|
+
@speed.y = speed * Math.sin(rads)
|
481
|
+
@x += @speed.x
|
482
|
+
@y += @speed.y
|
483
|
+
end
|
484
|
+
end
|
485
|
+
|
486
|
+
# Causes the object to move in cycles across multiple given points (the
|
487
|
+
# first point in the array is the first point the object will move towards,
|
488
|
+
# so it doesn't need to be equal to the current/initial position). If
|
489
|
+
# obstacles are provided, it will behave as an elevator (as in
|
490
|
+
# +move_carrying+).
|
491
|
+
#
|
492
|
+
# Parameters:
|
493
|
+
# [points] An array of Vectors representing the path that the object will
|
494
|
+
# perform.
|
495
|
+
# [speed] The constant speed at which the object will move. This must be
|
496
|
+
# provided as a scalar, not a vector.
|
497
|
+
# [obstacles] An array of obstacles to be considered in the collision
|
498
|
+
# checking, and carried along when colliding from above.
|
499
|
+
# Obstacles must be instances of Block (or derived classes),
|
500
|
+
# or objects that <code>include Movement</code>.
|
501
|
+
# [obst_obstacles] Obstacles that should be considered when moving objects
|
502
|
+
# from the +obstacles+ array, i.e., these obstacles won't
|
503
|
+
# interfere in the elevator's movement, but in the movement
|
504
|
+
# of the objects being carried.
|
505
|
+
# [obst_ramps] Ramps to consider when moving objects from the +obstacles+
|
506
|
+
# array, as described for +obst_obstacles+.
|
507
|
+
def cycle(points, speed, obstacles = nil, obst_obstacles = nil, obst_ramps = nil)
|
508
|
+
@cur_point = 0 if @cur_point.nil?
|
509
|
+
if obstacles
|
510
|
+
move_carrying points[@cur_point], speed, obstacles, obst_obstacles, obst_ramps
|
511
|
+
else
|
512
|
+
move_free points[@cur_point], speed
|
513
|
+
end
|
514
|
+
if @speed.x == 0 and @speed.y == 0
|
515
|
+
if @cur_point == points.length - 1; @cur_point = 0
|
516
|
+
else; @cur_point += 1; end
|
517
|
+
end
|
518
|
+
end
|
519
|
+
|
520
|
+
private
|
521
|
+
|
522
|
+
def check_contact(obst, ramps)
|
523
|
+
prev_bottom = @bottom
|
524
|
+
@top = @bottom = @left = @right = nil
|
525
|
+
obst.each do |o|
|
526
|
+
x2 = @x + @w; y2 = @y + @h; x2o = o.x + o.w; y2o = o.y + o.h
|
527
|
+
@right = o if !o.passable && x2.round(6) == o.x.round(6) && y2 > o.y && @y < y2o
|
528
|
+
@left = o if !o.passable && @x.round(6) == x2o.round(6) && y2 > o.y && @y < y2o
|
529
|
+
@bottom = o if y2.round(6) == o.y.round(6) && x2 > o.x && @x < x2o
|
530
|
+
@top = o if !o.passable && @y.round(6) == y2o.round(6) && x2 > o.x && @x < x2o
|
531
|
+
end
|
532
|
+
if @bottom.nil?
|
533
|
+
ramps.each do |r|
|
534
|
+
if r.contact? self
|
535
|
+
@bottom = r
|
536
|
+
break
|
537
|
+
end
|
538
|
+
end
|
539
|
+
if @bottom.nil?
|
540
|
+
ramps.each do |r|
|
541
|
+
if r == prev_bottom && @x + @w > r.x && r.x + r.w > @x &&
|
542
|
+
@prev_speed.x.abs <= G.ramp_contact_threshold &&
|
543
|
+
@prev_speed.y >= 0
|
544
|
+
@y = r.get_y self
|
545
|
+
@bottom = r
|
546
|
+
break
|
547
|
+
end
|
548
|
+
end
|
549
|
+
end
|
550
|
+
end
|
551
|
+
end
|
552
|
+
|
553
|
+
def find_right_limit(coll_list)
|
554
|
+
limit = @x + @w + @speed.x
|
555
|
+
coll_list.each do |c|
|
556
|
+
limit = c.x if !c.passable && c.x < limit
|
557
|
+
end
|
558
|
+
limit
|
559
|
+
end
|
560
|
+
|
561
|
+
def find_left_limit(coll_list)
|
562
|
+
limit = @x + @speed.x
|
563
|
+
coll_list.each do |c|
|
564
|
+
limit = c.x + c.w if !c.passable && c.x + c.w > limit
|
565
|
+
end
|
566
|
+
limit
|
567
|
+
end
|
568
|
+
|
569
|
+
def find_down_limit(coll_list)
|
570
|
+
limit = @y + @h + @speed.y
|
571
|
+
coll_list.each do |c|
|
572
|
+
limit = c.y if c.y < limit && c.y >= @y + @h
|
573
|
+
end
|
574
|
+
limit
|
575
|
+
end
|
576
|
+
|
577
|
+
def find_up_limit(coll_list)
|
578
|
+
limit = @y + @speed.y
|
579
|
+
coll_list.each do |c|
|
580
|
+
limit = c.y + c.h if !c.passable && c.y + c.h > limit
|
581
|
+
end
|
582
|
+
limit
|
583
|
+
end
|
584
|
+
end
|
585
|
+
end
|