ruby2d 0.12.0 → 1.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +4 -4
- data/LICENSE.md +7 -0
- data/README.md +141 -0
- data/USAGE.md +2435 -0
- data/assets/Rakefile +637 -0
- data/assets/build_support/CMakeLists.txt +94 -0
- data/assets/build_support/mruby/build_config.rb +34 -0
- data/assets/build_support/mruby/build_config_wasm.rb +30 -0
- data/assets/build_support/sdl_test.c +174 -0
- data/assets/deps.yaml +16 -0
- data/assets/platform/include/SDL3/SDL.h +91 -0
- data/assets/platform/include/SDL3/SDL_assert.h +705 -0
- data/assets/platform/include/SDL3/SDL_asyncio.h +550 -0
- data/assets/platform/include/SDL3/SDL_atomic.h +692 -0
- data/assets/platform/include/SDL3/SDL_audio.h +2370 -0
- data/assets/platform/include/SDL3/SDL_begin_code.h +553 -0
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_bits.h +47 -27
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_blendmode.h +59 -55
- data/assets/platform/include/SDL3/SDL_camera.h +535 -0
- data/assets/platform/include/SDL3/SDL_clipboard.h +331 -0
- data/assets/{include/SDL2/close_code.h → platform/include/SDL3/SDL_close_code.h} +9 -8
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_copying.h +3 -1
- data/assets/platform/include/SDL3/SDL_cpuinfo.h +374 -0
- data/assets/platform/include/SDL3/SDL_dialog.h +343 -0
- data/assets/platform/include/SDL3/SDL_dlopennote.h +234 -0
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_egl.h +11 -8
- data/assets/platform/include/SDL3/SDL_endian.h +645 -0
- data/assets/platform/include/SDL3/SDL_error.h +226 -0
- data/assets/platform/include/SDL3/SDL_events.h +1645 -0
- data/assets/platform/include/SDL3/SDL_filesystem.h +537 -0
- data/assets/platform/include/SDL3/SDL_gamepad.h +1656 -0
- data/assets/platform/include/SDL3/SDL_gpu.h +4608 -0
- data/assets/platform/include/SDL3/SDL_guid.h +106 -0
- data/assets/platform/include/SDL3/SDL_haptic.h +1461 -0
- data/assets/platform/include/SDL3/SDL_hidapi.h +571 -0
- data/assets/platform/include/SDL3/SDL_hints.h +5001 -0
- data/assets/platform/include/SDL3/SDL_init.h +507 -0
- data/assets/platform/include/SDL3/SDL_intrin.h +410 -0
- data/assets/platform/include/SDL3/SDL_iostream.h +1379 -0
- data/assets/platform/include/SDL3/SDL_joystick.h +1385 -0
- data/assets/platform/include/SDL3/SDL_keyboard.h +608 -0
- data/assets/platform/include/SDL3/SDL_keycode.h +347 -0
- data/assets/platform/include/SDL3/SDL_loadso.h +145 -0
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_locale.h +40 -24
- data/assets/platform/include/SDL3/SDL_log.h +541 -0
- data/assets/platform/include/SDL3/SDL_main.h +704 -0
- data/assets/platform/include/SDL3/SDL_main_impl.h +151 -0
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_messagebox.h +85 -48
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_metal.h +29 -29
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_misc.h +13 -12
- data/assets/platform/include/SDL3/SDL_mouse.h +813 -0
- data/assets/platform/include/SDL3/SDL_mutex.h +1117 -0
- data/assets/platform/include/SDL3/SDL_oldnames.h +1339 -0
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengl.h +1247 -278
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengl_glext.h +5 -1
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles.h +6 -7
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2.h +10 -11
- data/assets/platform/include/SDL3/SDL_pen.h +198 -0
- data/assets/platform/include/SDL3/SDL_pixels.h +1441 -0
- data/assets/{include/SDL2/SDL_test_log.h → platform/include/SDL3/SDL_platform.h} +25 -26
- data/assets/platform/include/SDL3/SDL_platform_defines.h +497 -0
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_power.h +40 -20
- data/assets/platform/include/SDL3/SDL_process.h +441 -0
- data/assets/platform/include/SDL3/SDL_properties.h +572 -0
- data/assets/platform/include/SDL3/SDL_rect.h +528 -0
- data/assets/platform/include/SDL3/SDL_render.h +3028 -0
- data/assets/platform/include/SDL3/SDL_revision.h +59 -0
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_scancode.h +59 -68
- data/assets/platform/include/SDL3/SDL_sensor.h +321 -0
- data/assets/platform/include/SDL3/SDL_stdinc.h +6186 -0
- data/assets/platform/include/SDL3/SDL_storage.h +686 -0
- data/assets/platform/include/SDL3/SDL_surface.h +1769 -0
- data/assets/platform/include/SDL3/SDL_system.h +840 -0
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test.h +16 -22
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_assert.h +27 -34
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_common.h +109 -52
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_compare.h +22 -14
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_crc32.h +27 -30
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_font.h +50 -49
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_fuzzer.h +64 -79
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_harness.h +47 -30
- data/assets/platform/include/SDL3/SDL_test_log.h +83 -0
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_md5.h +21 -28
- data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_memory.h +19 -16
- data/assets/platform/include/SDL3/SDL_thread.h +602 -0
- data/assets/platform/include/SDL3/SDL_time.h +249 -0
- data/assets/platform/include/SDL3/SDL_timer.h +454 -0
- data/assets/platform/include/SDL3/SDL_touch.h +184 -0
- data/assets/platform/include/SDL3/SDL_tray.h +544 -0
- data/assets/platform/include/SDL3/SDL_version.h +198 -0
- data/assets/platform/include/SDL3/SDL_video.h +3497 -0
- data/assets/platform/include/SDL3/SDL_vulkan.h +287 -0
- data/assets/platform/include/SDL3_image/SDL_image.h +3328 -0
- data/assets/platform/include/SDL3_mixer/SDL_mixer.h +3369 -0
- data/assets/platform/include/SDL3_ttf/SDL_textengine.h +181 -0
- data/assets/platform/include/SDL3_ttf/SDL_ttf.h +2833 -0
- data/assets/{include → platform/include}/mrbconf.h +42 -31
- data/assets/{include → platform/include}/mruby/array.h +3 -4
- data/assets/{include → platform/include}/mruby/boxing_nan.h +10 -0
- data/assets/platform/include/mruby/boxing_no.h +59 -0
- data/assets/{include → platform/include}/mruby/boxing_word.h +72 -26
- data/assets/platform/include/mruby/class.h +157 -0
- data/assets/{include → platform/include}/mruby/common.h +30 -1
- data/assets/{include → platform/include}/mruby/compile.h +52 -74
- data/assets/{include → platform/include}/mruby/data.h +2 -2
- data/assets/{include → platform/include}/mruby/debug.h +12 -5
- data/assets/{include → platform/include}/mruby/dump.h +7 -9
- data/assets/{include → platform/include}/mruby/endian.h +1 -1
- data/assets/platform/include/mruby/error.h +173 -0
- data/assets/platform/include/mruby/gc.h +79 -0
- data/assets/{include → platform/include}/mruby/hash.h +1 -7
- data/assets/platform/include/mruby/internal.h +282 -0
- data/assets/platform/include/mruby/irep.h +143 -0
- data/assets/{include → platform/include}/mruby/istruct.h +1 -1
- data/assets/platform/include/mruby/khash.h +455 -0
- data/assets/platform/include/mruby/mempool.h +19 -0
- data/assets/{include → platform/include}/mruby/numeric.h +7 -10
- data/assets/platform/include/mruby/object.h +51 -0
- data/assets/{include → platform/include}/mruby/opcode.h +5 -5
- data/assets/{include → platform/include}/mruby/ops.h +19 -6
- data/assets/platform/include/mruby/presym/id.h +1447 -0
- data/assets/{include → platform/include}/mruby/presym/scanning.h +10 -7
- data/assets/platform/include/mruby/presym/table.h +2893 -0
- data/assets/platform/include/mruby/presym.h +65 -0
- data/assets/platform/include/mruby/proc.h +184 -0
- data/assets/{include → platform/include}/mruby/range.h +0 -2
- data/assets/{include → platform/include}/mruby/string.h +33 -53
- data/assets/platform/include/mruby/throw.h +81 -0
- data/assets/{include → platform/include}/mruby/value.h +64 -29
- data/assets/{include → platform/include}/mruby/variable.h +6 -23
- data/assets/{include → platform/include}/mruby/version.h +7 -7
- data/assets/{include → platform/include}/mruby.h +238 -116
- data/assets/platform/macos-arm64/bin/mrbc +0 -0
- data/assets/platform/macos-arm64/lib/libSDL3.a +0 -0
- data/assets/platform/macos-arm64/lib/libSDL3_image.a +0 -0
- data/assets/platform/macos-arm64/lib/libSDL3_mixer.a +0 -0
- data/assets/platform/macos-arm64/lib/libSDL3_ttf.a +0 -0
- data/assets/platform/macos-arm64/lib/libmruby.a +0 -0
- data/assets/platform/wasm/lib/libFLAC.a +0 -0
- data/assets/platform/wasm/lib/libSDL3.a +0 -0
- data/assets/platform/wasm/lib/libSDL3_image.a +0 -0
- data/assets/platform/wasm/lib/libSDL3_mixer.a +0 -0
- data/assets/platform/wasm/lib/libSDL3_ttf.a +0 -0
- data/assets/platform/wasm/lib/libfreetype.a +0 -0
- data/assets/platform/wasm/lib/libharfbuzz.a +0 -0
- data/assets/platform/wasm/lib/libmruby.a +0 -0
- data/assets/platform/wasm/lib/libogg.a +0 -0
- data/assets/platform/wasm/lib/libplutosvg.a +0 -0
- data/assets/platform/wasm/lib/libplutovg.a +0 -0
- data/assets/platform/wasm/lib/libpng.a +0 -0
- data/assets/platform/wasm/lib/libpng16.a +0 -0
- data/assets/platform/wasm/lib/libvorbis.a +0 -0
- data/assets/platform/wasm/lib/libvorbisfile.a +0 -0
- data/assets/platform/wasm/lib/libzlibstatic.a +0 -0
- data/assets/platform/windows-arm64-mingw-ucrt/bin/mrbc.exe +0 -0
- data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3.a +0 -0
- data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3_image.a +0 -0
- data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3_mixer.a +0 -0
- data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3_ttf.a +0 -0
- data/assets/platform/windows-arm64-mingw-ucrt/lib/libmruby.a +0 -0
- data/assets/platform/windows-x86_64-mingw-ucrt/bin/mrbc.exe +0 -0
- data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3.a +0 -0
- data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3_image.a +0 -0
- data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3_mixer.a +0 -0
- data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3_ttf.a +0 -0
- data/assets/platform/windows-x86_64-mingw-ucrt/lib/libmruby.a +0 -0
- data/assets/resources/fonts/outfit/OFL.txt +93 -0
- data/assets/resources/fonts/outfit/outfit.ttf +0 -0
- data/assets/resources/fonts/roboto_mono/OFL.txt +91 -0
- data/assets/resources/fonts/roboto_mono/roboto_mono.ttf +0 -0
- data/assets/resources/icons/icon.icns +0 -0
- data/assets/resources/icons/icon.png +0 -0
- data/assets/resources/spritesheets/License.txt +28 -0
- data/assets/resources/spritesheets/spritesheet-backgrounds.png +0 -0
- data/assets/resources/spritesheets/spritesheet-backgrounds.xml +16 -0
- data/assets/resources/spritesheets/spritesheet-characters.png +0 -0
- data/assets/resources/spritesheets/spritesheet-characters.xml +47 -0
- data/assets/resources/spritesheets/spritesheet-enemies.png +0 -0
- data/assets/resources/spritesheets/spritesheet-enemies.xml +62 -0
- data/assets/resources/spritesheets/spritesheet-tiles.png +0 -0
- data/assets/resources/spritesheets/spritesheet-tiles.xml +316 -0
- data/assets/{wasm → resources/web}/template.html +1 -1
- data/assets/target.rb +131 -0
- data/bin/ruby2d +281 -82
- data/examples/astar.rb +269 -0
- data/examples/asteroids.rb +403 -0
- data/examples/bezier_editor.rb +96 -0
- data/examples/boids.rb +191 -0
- data/examples/bouncing_balls.rb +119 -0
- data/examples/breakout.rb +186 -0
- data/examples/constellations.rb +100 -0
- data/examples/dashboard.rb +133 -0
- data/examples/double_pendulum.rb +254 -0
- data/examples/falling_sand.rb +291 -0
- data/examples/fireworks.rb +110 -0
- data/examples/fluid_dynamics.rb +340 -0
- data/examples/fourier_epicycles.rb +142 -0
- data/examples/fractal_tree.rb +326 -0
- data/examples/game_of_life.rb +148 -0
- data/examples/gamepads.rb +333 -0
- data/examples/hill_driver.rb +613 -0
- data/examples/logo_animation.rb +251 -0
- data/examples/lorenz_attractor.rb +115 -0
- data/examples/mandelbrot.rb +207 -0
- data/examples/marching_squares.rb +200 -0
- data/examples/maze.rb +323 -0
- data/examples/nbody.rb +338 -0
- data/examples/outrun.rb +391 -0
- data/examples/pixel_paint.rb +313 -0
- data/examples/platformer.rb +335 -0
- data/examples/ray_casting_maze.rb +175 -0
- data/examples/shadow_casting.rb +151 -0
- data/examples/shape_recognizer.rb +908 -0
- data/examples/snake.rb +144 -0
- data/examples/sprite_sheets.rb +246 -0
- data/examples/swarm.rb +206 -0
- data/examples/tsp_annealing.rb +104 -0
- data/examples/ui_controls.rb +163 -0
- data/examples/wireframe_3d.rb +139 -0
- data/ext/ruby2d/audio.c +324 -0
- data/ext/ruby2d/canvas.c +1715 -494
- data/ext/ruby2d/ext.c +541 -0
- data/ext/ruby2d/extconf.rb +122 -145
- data/ext/ruby2d/font.c +566 -20
- data/ext/ruby2d/fps.c +92 -0
- data/ext/ruby2d/image.c +466 -41
- data/ext/ruby2d/ruby2d.c +374 -1890
- data/ext/ruby2d/ruby2d.h +840 -460
- data/ext/ruby2d/shapes.c +931 -101
- data/ext/ruby2d/text.c +586 -21
- data/ext/ruby2d/window.c +1693 -283
- data/lib/ruby2d/atlas_parser.rb +194 -0
- data/lib/ruby2d/audio.rb +73 -0
- data/lib/ruby2d/benchmark.rb +259 -0
- data/lib/ruby2d/bitmap_text.rb +155 -0
- data/lib/ruby2d/button.rb +402 -0
- data/lib/ruby2d/canvas.rb +703 -279
- data/lib/ruby2d/circle.rb +206 -29
- data/lib/ruby2d/cli/browser.rb +314 -0
- data/lib/ruby2d/cli/build.rb +471 -257
- data/lib/ruby2d/cli/colorize.rb +7 -5
- data/lib/ruby2d/cli/examples.rb +127 -0
- data/lib/ruby2d/cli/launch.rb +24 -39
- data/lib/ruby2d/cli/lib_files.rb +48 -0
- data/lib/ruby2d/cli/messages.rb +40 -0
- data/lib/ruby2d/cli/setup.rb +273 -0
- data/lib/ruby2d/cli/static_server.rb +160 -0
- data/lib/ruby2d/cli/usage.rb +255 -0
- data/lib/ruby2d/color.rb +191 -69
- data/lib/ruby2d/core.rb +37 -19
- data/lib/ruby2d/deps_help.rb +89 -0
- data/lib/ruby2d/dsl.rb +51 -12
- data/lib/ruby2d/ellipse.rb +228 -0
- data/lib/ruby2d/exceptions.rb +0 -2
- data/lib/ruby2d/font.rb +34 -74
- data/lib/ruby2d/gamepad.rb +323 -0
- data/lib/ruby2d/gem_paths.rb +19 -0
- data/lib/ruby2d/image.rb +155 -52
- data/lib/ruby2d/interactive.rb +103 -0
- data/lib/ruby2d/json_parser.rb +268 -0
- data/lib/ruby2d/line.rb +194 -85
- data/lib/ruby2d/mruby_compat.rb +12 -0
- data/lib/ruby2d/polygon.rb +297 -0
- data/lib/ruby2d/polyline.rb +368 -0
- data/lib/ruby2d/quad.rb +358 -94
- data/lib/ruby2d/rectangle.rb +77 -19
- data/lib/ruby2d/renderable.rb +411 -11
- data/lib/ruby2d/sprite.rb +471 -180
- data/lib/ruby2d/sprite_sheet.rb +64 -0
- data/lib/ruby2d/square.rb +29 -17
- data/lib/ruby2d/text.rb +196 -65
- data/lib/ruby2d/tileset.rb +139 -81
- data/lib/ruby2d/triangle.rb +324 -89
- data/lib/ruby2d/version.rb +1 -3
- data/lib/ruby2d/vertices.rb +62 -85
- data/lib/ruby2d/warnings.rb +29 -0
- data/lib/ruby2d/window/class_methods.rb +218 -0
- data/lib/ruby2d/window/gamepad_events.rb +141 -0
- data/lib/ruby2d/window/key_events.rb +74 -0
- data/lib/ruby2d/window/mouse_events.rb +171 -0
- data/lib/ruby2d/window/object_events.rb +168 -0
- data/lib/ruby2d/window.rb +632 -585
- data/lib/ruby2d.rb +14 -19
- metadata +275 -428
- data/assets/app.icns +0 -0
- data/assets/include/GLES2/gl2.h +0 -656
- data/assets/include/GLES2/gl2ext.h +0 -3949
- data/assets/include/GLES2/gl2ext_angle.h +0 -701
- data/assets/include/GLES2/gl2platform.h +0 -27
- data/assets/include/GLES3/gl3.h +0 -1192
- data/assets/include/GLES3/gl31.h +0 -1507
- data/assets/include/GLES3/gl32.h +0 -1808
- data/assets/include/GLES3/gl3platform.h +0 -27
- data/assets/include/KHR/khrplatform.h +0 -290
- data/assets/include/SDL2/SDL.h +0 -233
- data/assets/include/SDL2/SDL_assert.h +0 -326
- data/assets/include/SDL2/SDL_atomic.h +0 -415
- data/assets/include/SDL2/SDL_audio.h +0 -1500
- data/assets/include/SDL2/SDL_clipboard.h +0 -141
- data/assets/include/SDL2/SDL_config.h +0 -61
- data/assets/include/SDL2/SDL_config_android.h +0 -194
- data/assets/include/SDL2/SDL_config_emscripten.h +0 -218
- data/assets/include/SDL2/SDL_config_iphoneos.h +0 -217
- data/assets/include/SDL2/SDL_config_macosx.h +0 -277
- data/assets/include/SDL2/SDL_config_minimal.h +0 -95
- data/assets/include/SDL2/SDL_config_ngage.h +0 -89
- data/assets/include/SDL2/SDL_config_os2.h +0 -207
- data/assets/include/SDL2/SDL_config_pandora.h +0 -141
- data/assets/include/SDL2/SDL_config_windows.h +0 -331
- data/assets/include/SDL2/SDL_config_wingdk.h +0 -253
- data/assets/include/SDL2/SDL_config_winrt.h +0 -220
- data/assets/include/SDL2/SDL_config_xbox.h +0 -235
- data/assets/include/SDL2/SDL_cpuinfo.h +0 -594
- data/assets/include/SDL2/SDL_endian.h +0 -348
- data/assets/include/SDL2/SDL_error.h +0 -163
- data/assets/include/SDL2/SDL_events.h +0 -1166
- data/assets/include/SDL2/SDL_filesystem.h +0 -149
- data/assets/include/SDL2/SDL_gamecontroller.h +0 -1074
- data/assets/include/SDL2/SDL_gesture.h +0 -117
- data/assets/include/SDL2/SDL_guid.h +0 -100
- data/assets/include/SDL2/SDL_haptic.h +0 -1341
- data/assets/include/SDL2/SDL_hidapi.h +0 -451
- data/assets/include/SDL2/SDL_hints.h +0 -2569
- data/assets/include/SDL2/SDL_image.h +0 -2173
- data/assets/include/SDL2/SDL_joystick.h +0 -1066
- data/assets/include/SDL2/SDL_keyboard.h +0 -353
- data/assets/include/SDL2/SDL_keycode.h +0 -358
- data/assets/include/SDL2/SDL_loadso.h +0 -115
- data/assets/include/SDL2/SDL_log.h +0 -404
- data/assets/include/SDL2/SDL_main.h +0 -275
- data/assets/include/SDL2/SDL_mixer.h +0 -2784
- data/assets/include/SDL2/SDL_mouse.h +0 -465
- data/assets/include/SDL2/SDL_mutex.h +0 -471
- data/assets/include/SDL2/SDL_name.h +0 -33
- data/assets/include/SDL2/SDL_pixels.h +0 -644
- data/assets/include/SDL2/SDL_platform.h +0 -261
- data/assets/include/SDL2/SDL_quit.h +0 -58
- data/assets/include/SDL2/SDL_rect.h +0 -376
- data/assets/include/SDL2/SDL_render.h +0 -1919
- data/assets/include/SDL2/SDL_revision.h +0 -6
- data/assets/include/SDL2/SDL_rwops.h +0 -841
- data/assets/include/SDL2/SDL_sensor.h +0 -322
- data/assets/include/SDL2/SDL_shape.h +0 -155
- data/assets/include/SDL2/SDL_stdinc.h +0 -830
- data/assets/include/SDL2/SDL_surface.h +0 -997
- data/assets/include/SDL2/SDL_system.h +0 -623
- data/assets/include/SDL2/SDL_syswm.h +0 -386
- data/assets/include/SDL2/SDL_test_images.h +0 -78
- data/assets/include/SDL2/SDL_test_random.h +0 -115
- data/assets/include/SDL2/SDL_thread.h +0 -464
- data/assets/include/SDL2/SDL_timer.h +0 -222
- data/assets/include/SDL2/SDL_touch.h +0 -150
- data/assets/include/SDL2/SDL_ttf.h +0 -2316
- data/assets/include/SDL2/SDL_types.h +0 -29
- data/assets/include/SDL2/SDL_version.h +0 -204
- data/assets/include/SDL2/SDL_video.h +0 -2150
- data/assets/include/SDL2/SDL_vulkan.h +0 -215
- data/assets/include/SDL2/begin_code.h +0 -187
- data/assets/include/mruby/boxing_no.h +0 -58
- data/assets/include/mruby/class.h +0 -108
- data/assets/include/mruby/error.h +0 -147
- data/assets/include/mruby/gc.h +0 -94
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# Double pendulum
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# Two arms swinging from a fixed pivot, tracing a cycling rainbow trail.
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#
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# Governed by the Lagrangian equations of motion and integrated with RK4
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# for stability. Grab the end bob with the mouse to pose the arms, then
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# let go to set it swinging — flick as you release to throw it with spin.
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# Press `r` for a fresh random drop.
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require 'ruby2d'
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WIDTH = 800 # window width in pixels
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HEIGHT = 600 # window height in pixels
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PIVOT_X = WIDTH / 2.0 # pivot x position
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PIVOT_Y = HEIGHT / 2.0 # pivot y, centered so the whole swing stays in view
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L1 = 140.0 # length of arm 1 in pixels
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L2 = 140.0 # length of arm 2 in pixels
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REACH_MAX = L1 + L2 # farthest the end bob can reach from the pivot
|
|
20
|
+
REACH_MIN = (L1 - L2).abs # closest the end bob can reach to the pivot
|
|
21
|
+
M1 = 1.0 # mass of bob 1
|
|
22
|
+
M2 = 1.0 # mass of bob 2
|
|
23
|
+
G = 1500.0 # gravitational acceleration (px/sec²)
|
|
24
|
+
SUB_STEPS = 8 # RK4 sub-steps per frame for stability
|
|
25
|
+
TRAIL_HUE_RATE = 0.15 # rate of rainbow color cycling (cycles/sec)
|
|
26
|
+
VEL_SMOOTH = 30.0 # responsiveness of the throw velocity estimate (1/sec)
|
|
27
|
+
THROW_MAX = 15.0 # cap on release angular velocity (rad/sec)
|
|
28
|
+
|
|
29
|
+
# === Window ===
|
|
30
|
+
|
|
31
|
+
set title: 'Ruby 2D ▸ Examples ▸ Double pendulum', width: WIDTH, height: HEIGHT
|
|
32
|
+
set close_on_esc: true
|
|
33
|
+
|
|
34
|
+
BG = [0.04, 0.04, 0.08, 1]
|
|
35
|
+
|
|
36
|
+
# === Helpers ===
|
|
37
|
+
|
|
38
|
+
def deriv(t1, w1, t2, w2)
|
|
39
|
+
s = Math.sin(t1 - t2)
|
|
40
|
+
c = Math.cos(t1 - t2)
|
|
41
|
+
den = 2 * M1 + M2 - M2 * Math.cos(2 * t1 - 2 * t2)
|
|
42
|
+
|
|
43
|
+
a1 = (-G * (2 * M1 + M2) * Math.sin(t1) -
|
|
44
|
+
M2 * G * Math.sin(t1 - 2 * t2) -
|
|
45
|
+
2 * s * M2 * (w2 * w2 * L2 + w1 * w1 * L1 * c)) / (L1 * den)
|
|
46
|
+
|
|
47
|
+
a2 = (2 * s * (w1 * w1 * L1 * (M1 + M2) +
|
|
48
|
+
G * (M1 + M2) * Math.cos(t1) +
|
|
49
|
+
w2 * w2 * L2 * M2 * c)) / (L2 * den)
|
|
50
|
+
|
|
51
|
+
[w1, a1, w2, a2]
|
|
52
|
+
end
|
|
53
|
+
|
|
54
|
+
def rk4_step(t1, w1, t2, w2, dt)
|
|
55
|
+
d1 = deriv(t1, w1, t2, w2)
|
|
56
|
+
d2 = deriv(t1 + 0.5 * dt * d1[0], w1 + 0.5 * dt * d1[1],
|
|
57
|
+
t2 + 0.5 * dt * d1[2], w2 + 0.5 * dt * d1[3])
|
|
58
|
+
d3 = deriv(t1 + 0.5 * dt * d2[0], w1 + 0.5 * dt * d2[1],
|
|
59
|
+
t2 + 0.5 * dt * d2[2], w2 + 0.5 * dt * d2[3])
|
|
60
|
+
d4 = deriv(t1 + dt * d3[0], w1 + dt * d3[1],
|
|
61
|
+
t2 + dt * d3[2], w2 + dt * d3[3])
|
|
62
|
+
[
|
|
63
|
+
t1 + dt / 6.0 * (d1[0] + 2 * d2[0] + 2 * d3[0] + d4[0]),
|
|
64
|
+
w1 + dt / 6.0 * (d1[1] + 2 * d2[1] + 2 * d3[1] + d4[1]),
|
|
65
|
+
t2 + dt / 6.0 * (d1[2] + 2 * d2[2] + 2 * d3[2] + d4[2]),
|
|
66
|
+
w2 + dt / 6.0 * (d1[3] + 2 * d2[3] + 2 * d3[3] + d4[3])
|
|
67
|
+
]
|
|
68
|
+
end
|
|
69
|
+
|
|
70
|
+
def hsv_rgb(h, s, v)
|
|
71
|
+
i = (h * 6).floor
|
|
72
|
+
f = h * 6 - i
|
|
73
|
+
p = v * (1 - s)
|
|
74
|
+
q = v * (1 - f * s)
|
|
75
|
+
tt = v * (1 - (1 - f) * s)
|
|
76
|
+
case i % 6
|
|
77
|
+
when 0 then [v, tt, p]
|
|
78
|
+
when 1 then [q, v, p]
|
|
79
|
+
when 2 then [p, v, tt]
|
|
80
|
+
when 3 then [p, q, v]
|
|
81
|
+
when 4 then [tt, p, v]
|
|
82
|
+
else [v, p, q]
|
|
83
|
+
end
|
|
84
|
+
end
|
|
85
|
+
|
|
86
|
+
# Wrap an angle difference into [-PI, PI] so continuity checks and
|
|
87
|
+
# velocity estimates ignore full-turn wraparound.
|
|
88
|
+
def wrap_pi(a)
|
|
89
|
+
((a + Math::PI) % (2 * Math::PI)) - Math::PI
|
|
90
|
+
end
|
|
91
|
+
|
|
92
|
+
# Inverse kinematics: arm angles that place the end bob at (px, py). A
|
|
93
|
+
# two-link arm can reach a target two ways (elbow either side); we return
|
|
94
|
+
# whichever bend stays closest to the reference pose, so grabbing and
|
|
95
|
+
# dragging never snap the arm through a flip. Angles follow the sim's
|
|
96
|
+
# convention — measured from straight down, with x = sin, y = cos.
|
|
97
|
+
def solve_ik(px, py, ref_t1, ref_t2)
|
|
98
|
+
dx = px - PIVOT_X
|
|
99
|
+
dy = py - PIVOT_Y
|
|
100
|
+
return [ref_t1, ref_t2] if dx.zero? && dy.zero?
|
|
101
|
+
|
|
102
|
+
d = Math.hypot(dx, dy).clamp(REACH_MIN + 0.001, REACH_MAX - 0.001)
|
|
103
|
+
phi = Math.atan2(dx, dy) # pivot → target heading
|
|
104
|
+
cos_bend = ((d * d - L1 * L1 - L2 * L2) / (2 * L1 * L2)).clamp(-1.0, 1.0)
|
|
105
|
+
bend = Math.atan2(Math.sqrt(1 - cos_bend * cos_bend), cos_bend) # avoid acos
|
|
106
|
+
|
|
107
|
+
best = nil
|
|
108
|
+
best_cost = nil
|
|
109
|
+
[bend, -bend].each do |b|
|
|
110
|
+
a1 = phi - Math.atan2(L2 * Math.sin(b), L1 + L2 * Math.cos(b))
|
|
111
|
+
a2 = a1 + b
|
|
112
|
+
cost = wrap_pi(a1 - ref_t1).abs + wrap_pi(a2 - ref_t2).abs
|
|
113
|
+
if best_cost.nil? || cost < best_cost
|
|
114
|
+
best = [a1, a2]
|
|
115
|
+
best_cost = cost
|
|
116
|
+
end
|
|
117
|
+
end
|
|
118
|
+
best
|
|
119
|
+
end
|
|
120
|
+
|
|
121
|
+
# === Mutable state ===
|
|
122
|
+
|
|
123
|
+
# Arm angles (from straight down) and angular velocities; `reset` seeds
|
|
124
|
+
# the angles randomly below. While `dragging`, the sim is paused and the
|
|
125
|
+
# end bob tracks the cursor.
|
|
126
|
+
t1 = 0.0
|
|
127
|
+
w1 = 0.0
|
|
128
|
+
t2 = 0.0
|
|
129
|
+
w2 = 0.0
|
|
130
|
+
hue = 0.0
|
|
131
|
+
dragging = false
|
|
132
|
+
mouse_x = PIVOT_X
|
|
133
|
+
mouse_y = PIVOT_Y
|
|
134
|
+
|
|
135
|
+
# === Renderables ===
|
|
136
|
+
|
|
137
|
+
canvas = Canvas.new(x: 0, y: 0, width: WIDTH, height: HEIGHT, fill: BG)
|
|
138
|
+
|
|
139
|
+
arm1 = Line.new(x1: PIVOT_X, y1: PIVOT_Y, x2: PIVOT_X, y2: PIVOT_Y,
|
|
140
|
+
stroke_width: 3, color: [0.85, 0.85, 0.95, 1], z: 5)
|
|
141
|
+
arm2 = Line.new(x1: PIVOT_X, y1: PIVOT_Y, x2: PIVOT_X, y2: PIVOT_Y,
|
|
142
|
+
stroke_width: 3, color: [0.85, 0.85, 0.95, 1], z: 5)
|
|
143
|
+
grab_ring = Circle.new(x: PIVOT_X, y: PIVOT_Y, radius: 18,
|
|
144
|
+
color: [0.6, 0.9, 1.0, 0.4], z: 4, visible: false)
|
|
145
|
+
bob1 = Circle.new(x: PIVOT_X, y: PIVOT_Y, radius: 8,
|
|
146
|
+
color: [0.95, 0.6, 0.3, 1], z: 6)
|
|
147
|
+
bob2 = Circle.new(x: PIVOT_X, y: PIVOT_Y, radius: 10,
|
|
148
|
+
color: [0.4, 0.85, 0.95, 1], z: 6)
|
|
149
|
+
Circle.new(x: PIVOT_X, y: PIVOT_Y, radius: 4,
|
|
150
|
+
color: [0.7, 0.7, 0.8, 1], z: 7)
|
|
151
|
+
|
|
152
|
+
# === Reset ===
|
|
153
|
+
|
|
154
|
+
# Release the pendulum from rest at a random position. Both arms start
|
|
155
|
+
# in the upper hemisphere ([PI/2, 3PI/2] from straight down) so there is
|
|
156
|
+
# always potential energy to unleash — a near-straight-down start would
|
|
157
|
+
# barely move.
|
|
158
|
+
reset = lambda do
|
|
159
|
+
t1 = Math::PI / 2 + rand * Math::PI
|
|
160
|
+
t2 = Math::PI / 2 + rand * Math::PI
|
|
161
|
+
w1 = 0.0
|
|
162
|
+
w2 = 0.0
|
|
163
|
+
dragging = false
|
|
164
|
+
grab_ring.hide
|
|
165
|
+
canvas.clear
|
|
166
|
+
end
|
|
167
|
+
reset.call
|
|
168
|
+
|
|
169
|
+
# === Input ===
|
|
170
|
+
|
|
171
|
+
# Grab the end bob and snap it to the cursor. The sim pauses until
|
|
172
|
+
# release; `update` then tracks the cursor and estimates throw velocity.
|
|
173
|
+
on mouse_down: :left do |event|
|
|
174
|
+
mouse_x = event.x
|
|
175
|
+
mouse_y = event.y
|
|
176
|
+
t1, t2 = solve_ik(mouse_x, mouse_y, t1, t2)
|
|
177
|
+
w1 = 0.0
|
|
178
|
+
w2 = 0.0
|
|
179
|
+
dragging = true
|
|
180
|
+
grab_ring.show
|
|
181
|
+
end
|
|
182
|
+
|
|
183
|
+
on :mouse_move do |event|
|
|
184
|
+
mouse_x = event.x
|
|
185
|
+
mouse_y = event.y
|
|
186
|
+
end
|
|
187
|
+
|
|
188
|
+
# Release: keep the drag-estimated angular velocity (capped) as the
|
|
189
|
+
# throw, so a flick imparts spin and letting go at rest just drops it.
|
|
190
|
+
on :mouse_up do
|
|
191
|
+
next unless dragging
|
|
192
|
+
dragging = false
|
|
193
|
+
w1 = w1.clamp(-THROW_MAX, THROW_MAX)
|
|
194
|
+
w2 = w2.clamp(-THROW_MAX, THROW_MAX)
|
|
195
|
+
grab_ring.hide
|
|
196
|
+
end
|
|
197
|
+
|
|
198
|
+
on(key_down: :r) { reset.call }
|
|
199
|
+
|
|
200
|
+
# === Update ===
|
|
201
|
+
|
|
202
|
+
update do |dt|
|
|
203
|
+
if dragging
|
|
204
|
+
# Follow the cursor via IK; estimate angular velocity for the throw
|
|
205
|
+
# by smoothing the per-frame change in each arm's angle.
|
|
206
|
+
target = solve_ik(mouse_x, mouse_y, t1, t2)
|
|
207
|
+
if dt > 0
|
|
208
|
+
blend = 1 - Math.exp(-VEL_SMOOTH * dt)
|
|
209
|
+
w1 += (wrap_pi(target[0] - t1) / dt - w1) * blend
|
|
210
|
+
w2 += (wrap_pi(target[1] - t2) / dt - w2) * blend
|
|
211
|
+
end
|
|
212
|
+
t1, t2 = target
|
|
213
|
+
else
|
|
214
|
+
step_dt = dt / SUB_STEPS
|
|
215
|
+
|
|
216
|
+
prev_x = PIVOT_X + L1 * Math.sin(t1) + L2 * Math.sin(t2)
|
|
217
|
+
prev_y = PIVOT_Y + L1 * Math.cos(t1) + L2 * Math.cos(t2)
|
|
218
|
+
|
|
219
|
+
SUB_STEPS.times do
|
|
220
|
+
t1, w1, t2, w2 = rk4_step(t1, w1, t2, w2, step_dt)
|
|
221
|
+
|
|
222
|
+
x = PIVOT_X + L1 * Math.sin(t1) + L2 * Math.sin(t2)
|
|
223
|
+
y = PIVOT_Y + L1 * Math.cos(t1) + L2 * Math.cos(t2)
|
|
224
|
+
|
|
225
|
+
hue = (hue + TRAIL_HUE_RATE * step_dt) % 1.0
|
|
226
|
+
r, g, b = hsv_rgb(hue, 0.85, 1.0)
|
|
227
|
+
canvas.draw_line(
|
|
228
|
+
x1: prev_x, y1: prev_y, x2: x, y2: y,
|
|
229
|
+
stroke_width: 1.5, color: [r, g, b, 0.7]
|
|
230
|
+
)
|
|
231
|
+
prev_x = x
|
|
232
|
+
prev_y = y
|
|
233
|
+
end
|
|
234
|
+
end
|
|
235
|
+
|
|
236
|
+
j1x = PIVOT_X + L1 * Math.sin(t1)
|
|
237
|
+
j1y = PIVOT_Y + L1 * Math.cos(t1)
|
|
238
|
+
j2x = j1x + L2 * Math.sin(t2)
|
|
239
|
+
j2y = j1y + L2 * Math.cos(t2)
|
|
240
|
+
arm1.x2 = j1x
|
|
241
|
+
arm1.y2 = j1y
|
|
242
|
+
arm2.x1 = j1x
|
|
243
|
+
arm2.y1 = j1y
|
|
244
|
+
arm2.x2 = j2x
|
|
245
|
+
arm2.y2 = j2y
|
|
246
|
+
bob1.x = j1x
|
|
247
|
+
bob1.y = j1y
|
|
248
|
+
bob2.x = j2x
|
|
249
|
+
bob2.y = j2y
|
|
250
|
+
grab_ring.x = j2x
|
|
251
|
+
grab_ring.y = j2y
|
|
252
|
+
end
|
|
253
|
+
|
|
254
|
+
show
|
|
@@ -0,0 +1,291 @@
|
|
|
1
|
+
# Falling sand
|
|
2
|
+
# A cellular-automaton sandbox where sand piles, water flows, and stone holds.
|
|
3
|
+
#
|
|
4
|
+
# Click and drag in the world to drop the selected material. Click
|
|
5
|
+
# swatches in the toolbar to switch materials, or use 1/2/3 keys. Press
|
|
6
|
+
# `r` to clear the world. Under the hood it uses the classic
|
|
7
|
+
# sandbox-engine tricks: the world is one flat row-major array, rows
|
|
8
|
+
# where nothing moved are put to sleep, and only cells that changed get
|
|
9
|
+
# repainted — so a settled world costs almost nothing to run.
|
|
10
|
+
|
|
11
|
+
require 'ruby2d'
|
|
12
|
+
|
|
13
|
+
# === Tunables ===
|
|
14
|
+
|
|
15
|
+
WIDTH = 800 # window width in pixels
|
|
16
|
+
HEIGHT = 600 # window height in pixels
|
|
17
|
+
TOOLBAR_H = 60 # toolbar height in pixels
|
|
18
|
+
CELL = 4 # cell size in pixels (smaller = finer simulation)
|
|
19
|
+
BRUSH_RADIUS = 3 # cells around the cursor that get filled
|
|
20
|
+
SIM_RATE = 120 # simulation steps per second
|
|
21
|
+
|
|
22
|
+
COLS = WIDTH / CELL
|
|
23
|
+
ROWS = (HEIGHT - TOOLBAR_H) / CELL
|
|
24
|
+
|
|
25
|
+
EMPTY = 0
|
|
26
|
+
SAND = 1
|
|
27
|
+
WATER = 2
|
|
28
|
+
STONE = 3
|
|
29
|
+
|
|
30
|
+
COLORS = {
|
|
31
|
+
EMPTY => [0.04, 0.05, 0.08, 1],
|
|
32
|
+
SAND => [0.95, 0.78, 0.42, 1],
|
|
33
|
+
WATER => [0.30, 0.55, 0.90, 1],
|
|
34
|
+
STONE => [0.50, 0.50, 0.55, 1]
|
|
35
|
+
}
|
|
36
|
+
|
|
37
|
+
# === Window ===
|
|
38
|
+
|
|
39
|
+
set title: 'Ruby 2D ▸ Examples ▸ Falling sand', width: WIDTH, height: HEIGHT
|
|
40
|
+
set close_on_esc: true
|
|
41
|
+
|
|
42
|
+
# === Toolbar ===
|
|
43
|
+
|
|
44
|
+
toolbar = Canvas.new(
|
|
45
|
+
x: 0, y: 0, width: WIDTH, height: TOOLBAR_H,
|
|
46
|
+
fill: [0.12, 0.12, 0.18, 1], z: 10
|
|
47
|
+
)
|
|
48
|
+
|
|
49
|
+
# World canvas (below the toolbar)
|
|
50
|
+
canvas = Canvas.new(
|
|
51
|
+
x: 0, y: TOOLBAR_H, width: WIDTH, height: HEIGHT - TOOLBAR_H,
|
|
52
|
+
fill: COLORS[EMPTY]
|
|
53
|
+
)
|
|
54
|
+
|
|
55
|
+
MATERIALS = [SAND, WATER, STONE]
|
|
56
|
+
SWATCH_X0 = 12
|
|
57
|
+
SWATCH_Y = 12
|
|
58
|
+
SWATCH_SZ = 36
|
|
59
|
+
SWATCH_GAP = 8
|
|
60
|
+
|
|
61
|
+
def draw_toolbar(toolbar, current_material)
|
|
62
|
+
toolbar.clear
|
|
63
|
+
toolbar.fill_rectangle(
|
|
64
|
+
x: 0, y: TOOLBAR_H - 3, width: WIDTH, height: 3,
|
|
65
|
+
color: [0.3, 0.3, 0.4, 1]
|
|
66
|
+
)
|
|
67
|
+
MATERIALS.each_with_index do |mat, i|
|
|
68
|
+
sx = SWATCH_X0 + i * (SWATCH_SZ + SWATCH_GAP)
|
|
69
|
+
border = mat == current_material ? [1.0, 1.0, 1.0, 1.0] : [0.3, 0.3, 0.4, 1]
|
|
70
|
+
toolbar.fill_rectangle(
|
|
71
|
+
x: sx - 3, y: SWATCH_Y - 3,
|
|
72
|
+
width: SWATCH_SZ + 6, height: SWATCH_SZ + 6, color: border
|
|
73
|
+
)
|
|
74
|
+
toolbar.fill_rectangle(
|
|
75
|
+
x: sx, y: SWATCH_Y, width: SWATCH_SZ, height: SWATCH_SZ,
|
|
76
|
+
color: COLORS[mat]
|
|
77
|
+
)
|
|
78
|
+
end
|
|
79
|
+
end
|
|
80
|
+
|
|
81
|
+
# Stamp a disc of material around the cursor, then wake the affected rows
|
|
82
|
+
# (plus one row either side) so the sleeping sim picks the new cells up.
|
|
83
|
+
def paint(grid, active, dirty, mx, my, mat)
|
|
84
|
+
cx = mx / CELL
|
|
85
|
+
cy = my / CELL
|
|
86
|
+
(-BRUSH_RADIUS..BRUSH_RADIUS).each do |dy|
|
|
87
|
+
(-BRUSH_RADIUS..BRUSH_RADIUS).each do |dx|
|
|
88
|
+
next if dx * dx + dy * dy > BRUSH_RADIUS * BRUSH_RADIUS
|
|
89
|
+
r = cy + dy
|
|
90
|
+
c = cx + dx
|
|
91
|
+
next unless r.between?(0, ROWS - 1) && c.between?(0, COLS - 1)
|
|
92
|
+
i = r * COLS + c
|
|
93
|
+
grid[i] = mat
|
|
94
|
+
dirty << i
|
|
95
|
+
end
|
|
96
|
+
end
|
|
97
|
+
((cy - BRUSH_RADIUS - 1)..(cy + BRUSH_RADIUS + 1)).each do |r|
|
|
98
|
+
active[r] = true if r.between?(0, ROWS - 1)
|
|
99
|
+
end
|
|
100
|
+
end
|
|
101
|
+
|
|
102
|
+
# One simulation step, bottom-up. This is the hot loop — it can run SIM_RATE
|
|
103
|
+
# times a second — so it breaks with the usual Ruby style on purpose: `while`
|
|
104
|
+
# instead of block iterators (no block dispatch per cell) and nothing
|
|
105
|
+
# allocated inside. Rows are visited only if something moved in or next to
|
|
106
|
+
# them last step (`active`); every cell that changes lands in `dirty` so the
|
|
107
|
+
# render pass repaints just those.
|
|
108
|
+
def step(grid, active, next_active, dirty)
|
|
109
|
+
next_active.fill(false)
|
|
110
|
+
r = ROWS - 2
|
|
111
|
+
while r >= 0
|
|
112
|
+
unless active[r]
|
|
113
|
+
r -= 1
|
|
114
|
+
next
|
|
115
|
+
end
|
|
116
|
+
row_moved = false
|
|
117
|
+
base = r * COLS
|
|
118
|
+
# Scan alternating directions at random so piles don't lean one way
|
|
119
|
+
if rand < 0.5
|
|
120
|
+
c = 0; last_c = COLS; c_step = 1
|
|
121
|
+
else
|
|
122
|
+
c = COLS - 1; last_c = -1; c_step = -1
|
|
123
|
+
end
|
|
124
|
+
while c != last_c
|
|
125
|
+
i = base + c
|
|
126
|
+
cell = grid[i]
|
|
127
|
+
if cell == SAND || cell == WATER
|
|
128
|
+
bi = i + COLS
|
|
129
|
+
below = grid[bi]
|
|
130
|
+
|
|
131
|
+
# Fall straight down into empty or (sand only) sink through water
|
|
132
|
+
if below == EMPTY || (cell == SAND && below == WATER)
|
|
133
|
+
grid[bi] = cell
|
|
134
|
+
grid[i] = below
|
|
135
|
+
dirty << i << bi
|
|
136
|
+
row_moved = true
|
|
137
|
+
else
|
|
138
|
+
# Try sliding diagonally down, in a random order
|
|
139
|
+
d = rand < 0.5 ? -1 : 1
|
|
140
|
+
moved = false
|
|
141
|
+
tries = 0
|
|
142
|
+
while tries < 2
|
|
143
|
+
nc = c + d
|
|
144
|
+
if nc >= 0 && nc < COLS
|
|
145
|
+
target = grid[bi + d]
|
|
146
|
+
if target == EMPTY || (cell == SAND && target == WATER)
|
|
147
|
+
grid[bi + d] = cell
|
|
148
|
+
grid[i] = target
|
|
149
|
+
dirty << i << (bi + d)
|
|
150
|
+
moved = true
|
|
151
|
+
row_moved = true
|
|
152
|
+
break
|
|
153
|
+
end
|
|
154
|
+
end
|
|
155
|
+
d = -d
|
|
156
|
+
tries += 1
|
|
157
|
+
end
|
|
158
|
+
|
|
159
|
+
# Water spreads horizontally if it can't fall
|
|
160
|
+
if !moved && cell == WATER
|
|
161
|
+
tries = 0
|
|
162
|
+
while tries < 2
|
|
163
|
+
nc = c + d
|
|
164
|
+
if nc >= 0 && nc < COLS && grid[base + nc] == EMPTY
|
|
165
|
+
grid[base + nc] = WATER
|
|
166
|
+
grid[i] = EMPTY
|
|
167
|
+
dirty << i << (base + nc)
|
|
168
|
+
row_moved = true
|
|
169
|
+
break
|
|
170
|
+
end
|
|
171
|
+
d = -d
|
|
172
|
+
tries += 1
|
|
173
|
+
end
|
|
174
|
+
end
|
|
175
|
+
end
|
|
176
|
+
end
|
|
177
|
+
c += c_step
|
|
178
|
+
end
|
|
179
|
+
# A move can unblock the row above and feed the arrivals' own row below
|
|
180
|
+
if row_moved
|
|
181
|
+
next_active[r] = true
|
|
182
|
+
next_active[r - 1] = true if r > 0
|
|
183
|
+
next_active[r + 1] = true
|
|
184
|
+
end
|
|
185
|
+
r -= 1
|
|
186
|
+
end
|
|
187
|
+
active.replace(next_active)
|
|
188
|
+
end
|
|
189
|
+
|
|
190
|
+
# === World state ===
|
|
191
|
+
|
|
192
|
+
# Flat row-major grids: cell (r, c) lives at index r * COLS + c
|
|
193
|
+
grid = Array.new(ROWS * COLS, EMPTY)
|
|
194
|
+
painted = Array.new(ROWS * COLS, EMPTY) # what's on the canvas, per cell
|
|
195
|
+
active = Array.new(ROWS, false) # rows the sim will visit this step
|
|
196
|
+
next_active = Array.new(ROWS, false)
|
|
197
|
+
dirty = [] # cell indices touched since last repaint
|
|
198
|
+
|
|
199
|
+
material = SAND
|
|
200
|
+
mouse_held = false
|
|
201
|
+
brush_x = -1
|
|
202
|
+
brush_y = -1
|
|
203
|
+
sim_accum = 0.0
|
|
204
|
+
|
|
205
|
+
# One rect batch per material (indexed by cell value), reused every frame —
|
|
206
|
+
# repainting via a few fill_rectangles calls instead of one fill_rectangle
|
|
207
|
+
# per cell keeps the per-call dispatch overhead off the hot path.
|
|
208
|
+
batches = Array.new(COLORS.length) { [] }
|
|
209
|
+
|
|
210
|
+
draw_toolbar(toolbar, material)
|
|
211
|
+
|
|
212
|
+
# Toolbar click hit areas — visual-less Buttons (nothing drawn) over the swatches
|
|
213
|
+
MATERIALS.each_with_index do |mat, i|
|
|
214
|
+
sx = SWATCH_X0 + i * (SWATCH_SZ + SWATCH_GAP)
|
|
215
|
+
Button.new(x: sx, y: SWATCH_Y, width: SWATCH_SZ, height: SWATCH_SZ, z: 11) do
|
|
216
|
+
material = mat
|
|
217
|
+
draw_toolbar(toolbar, material)
|
|
218
|
+
end
|
|
219
|
+
end
|
|
220
|
+
|
|
221
|
+
# === Input ===
|
|
222
|
+
|
|
223
|
+
on :mouse_down do |event|
|
|
224
|
+
next if event.y < TOOLBAR_H
|
|
225
|
+
mouse_held = true
|
|
226
|
+
brush_x = event.x
|
|
227
|
+
brush_y = event.y - TOOLBAR_H
|
|
228
|
+
end
|
|
229
|
+
|
|
230
|
+
on :mouse_up do
|
|
231
|
+
mouse_held = false
|
|
232
|
+
end
|
|
233
|
+
|
|
234
|
+
on :mouse_move do |event|
|
|
235
|
+
brush_x = event.x
|
|
236
|
+
brush_y = event.y - TOOLBAR_H
|
|
237
|
+
end
|
|
238
|
+
|
|
239
|
+
on :key_down do |event|
|
|
240
|
+
case event.key
|
|
241
|
+
when '1'
|
|
242
|
+
material = SAND
|
|
243
|
+
draw_toolbar(toolbar, material)
|
|
244
|
+
when '2'
|
|
245
|
+
material = WATER
|
|
246
|
+
draw_toolbar(toolbar, material)
|
|
247
|
+
when '3'
|
|
248
|
+
material = STONE
|
|
249
|
+
draw_toolbar(toolbar, material)
|
|
250
|
+
when 'r'
|
|
251
|
+
grid.fill(EMPTY)
|
|
252
|
+
painted.fill(EMPTY)
|
|
253
|
+
active.fill(false)
|
|
254
|
+
dirty.clear
|
|
255
|
+
canvas.clear
|
|
256
|
+
end
|
|
257
|
+
end
|
|
258
|
+
|
|
259
|
+
# === Per-frame update ===
|
|
260
|
+
|
|
261
|
+
update do |dt|
|
|
262
|
+
dt = [dt, 1.0 / 30].min # cap to bound sim catchup on lag spikes
|
|
263
|
+
paint(grid, active, dirty, brush_x, brush_y, material) if mouse_held && brush_y >= 0
|
|
264
|
+
|
|
265
|
+
sim_accum += SIM_RATE * dt
|
|
266
|
+
count = sim_accum.to_i
|
|
267
|
+
sim_accum -= count
|
|
268
|
+
count.times { step(grid, active, next_active, dirty) }
|
|
269
|
+
|
|
270
|
+
# Repaint only cells the sim or brush touched; `painted` skips duplicates
|
|
271
|
+
# and cells that ended a frame back where they started
|
|
272
|
+
k = 0
|
|
273
|
+
while k < dirty.length
|
|
274
|
+
i = dirty[k]
|
|
275
|
+
cell = grid[i]
|
|
276
|
+
if cell != painted[i]
|
|
277
|
+
painted[i] = cell
|
|
278
|
+
batches[cell] << [(i % COLS) * CELL, (i / COLS) * CELL, CELL, CELL]
|
|
279
|
+
end
|
|
280
|
+
k += 1
|
|
281
|
+
end
|
|
282
|
+
dirty.clear
|
|
283
|
+
|
|
284
|
+
batches.each_with_index do |rects, mat|
|
|
285
|
+
next if rects.empty?
|
|
286
|
+
canvas.fill_rectangles(rectangles: rects, color: COLORS[mat])
|
|
287
|
+
rects.clear
|
|
288
|
+
end
|
|
289
|
+
end
|
|
290
|
+
|
|
291
|
+
show
|
|
@@ -0,0 +1,110 @@
|
|
|
1
|
+
# Particle fireworks
|
|
2
|
+
# Click to launch rockets that arc upward and explode into fading sparks.
|
|
3
|
+
#
|
|
4
|
+
# Each launch fires from the bottom of the window, arcs, and bursts into
|
|
5
|
+
# colored sparks with short glowing trails. Press `r` to clear the sky.
|
|
6
|
+
|
|
7
|
+
require 'ruby2d'
|
|
8
|
+
|
|
9
|
+
# === Tunables ===
|
|
10
|
+
|
|
11
|
+
WIDTH = 800 # window width in pixels
|
|
12
|
+
HEIGHT = 600 # window height in pixels
|
|
13
|
+
GRAVITY = 432 # downward acceleration (px/sec²)
|
|
14
|
+
SPARKS = 70 # sparks emitted per rocket burst
|
|
15
|
+
SPARK_DRAG = 0.907 # spark velocity decay rate (per second)
|
|
16
|
+
AUTO_LAUNCH_RATE = 1.08 # average self-launches per second
|
|
17
|
+
|
|
18
|
+
# === Window ===
|
|
19
|
+
|
|
20
|
+
set title: 'Ruby 2D ▸ Examples ▸ Particle fireworks', width: WIDTH, height: HEIGHT, background: '#050816'
|
|
21
|
+
set close_on_esc: true
|
|
22
|
+
|
|
23
|
+
# === Game-object structs ===
|
|
24
|
+
|
|
25
|
+
Rocket = Struct.new(:x, :y, :vx, :vy, :target_y, :color, :shape)
|
|
26
|
+
Spark = Struct.new(:x, :y, :vx, :vy, :life, :color, :shape)
|
|
27
|
+
|
|
28
|
+
def random_color
|
|
29
|
+
[[1.0, 0.35, 0.35, 1], [1.0, 0.75, 0.2, 1], [0.3, 0.8, 1.0, 1],
|
|
30
|
+
[0.6, 0.5, 1.0, 1], [0.4, 1.0, 0.55, 1]].sample
|
|
31
|
+
end
|
|
32
|
+
|
|
33
|
+
def launch(rockets, x, y)
|
|
34
|
+
color = random_color
|
|
35
|
+
rockets << Rocket.new(
|
|
36
|
+
WIDTH / 2, HEIGHT - 10,
|
|
37
|
+
(x - WIDTH / 2) / 85.0 * 60, -480 - rand * 180, # px/sec
|
|
38
|
+
y, color,
|
|
39
|
+
Circle.new(x: WIDTH / 2, y: HEIGHT - 10, radius: 4, color: color)
|
|
40
|
+
)
|
|
41
|
+
end
|
|
42
|
+
|
|
43
|
+
# === Mutable state ===
|
|
44
|
+
|
|
45
|
+
rockets = []
|
|
46
|
+
sparks = []
|
|
47
|
+
|
|
48
|
+
# === Input ===
|
|
49
|
+
|
|
50
|
+
on :mouse_down do |event|
|
|
51
|
+
launch(rockets, event.x, event.y)
|
|
52
|
+
end
|
|
53
|
+
|
|
54
|
+
on key_down: :r do
|
|
55
|
+
rockets.each { |r| r.shape.remove }
|
|
56
|
+
sparks.each { |s| s.shape.remove }
|
|
57
|
+
rockets.clear
|
|
58
|
+
sparks.clear
|
|
59
|
+
end
|
|
60
|
+
|
|
61
|
+
# === Per-frame update ===
|
|
62
|
+
|
|
63
|
+
update do |dt|
|
|
64
|
+
if rand < AUTO_LAUNCH_RATE * dt
|
|
65
|
+
launch(rockets, rand(WIDTH), rand(90..260))
|
|
66
|
+
end
|
|
67
|
+
|
|
68
|
+
rockets.dup.each do |r|
|
|
69
|
+
r.x += r.vx * dt
|
|
70
|
+
r.y += r.vy * dt
|
|
71
|
+
r.vy += GRAVITY * 0.35 * dt # rockets feel lighter than sparks
|
|
72
|
+
r.shape.x = r.x
|
|
73
|
+
r.shape.y = r.y
|
|
74
|
+
|
|
75
|
+
next unless r.vy >= 0 || r.y <= r.target_y
|
|
76
|
+
|
|
77
|
+
r.shape.remove
|
|
78
|
+
rockets.delete(r)
|
|
79
|
+
SPARKS.times do
|
|
80
|
+
angle = rand * Math::PI * 2
|
|
81
|
+
speed = 72 + rand * 288 # px/sec
|
|
82
|
+
color = r.color.dup
|
|
83
|
+
sparks << Spark.new(
|
|
84
|
+
r.x, r.y, Math.cos(angle) * speed, Math.sin(angle) * speed,
|
|
85
|
+
1.0, color, # life starts at 1.0 second
|
|
86
|
+
Circle.new(x: r.x, y: r.y, radius: 2 + rand * 2, color: color)
|
|
87
|
+
)
|
|
88
|
+
end
|
|
89
|
+
end
|
|
90
|
+
|
|
91
|
+
spark_drag = Math.exp(-SPARK_DRAG * dt)
|
|
92
|
+
sparks.dup.each do |s|
|
|
93
|
+
s.x += s.vx * dt
|
|
94
|
+
s.y += s.vy * dt
|
|
95
|
+
s.vy += GRAVITY * dt
|
|
96
|
+
s.vx *= spark_drag
|
|
97
|
+
s.vy *= spark_drag
|
|
98
|
+
s.life -= dt
|
|
99
|
+
s.shape.x = s.x
|
|
100
|
+
s.shape.y = s.y
|
|
101
|
+
s.shape.opacity = [s.life, 0].max
|
|
102
|
+
|
|
103
|
+
next unless s.life <= 0
|
|
104
|
+
|
|
105
|
+
s.shape.remove
|
|
106
|
+
sparks.delete(s)
|
|
107
|
+
end
|
|
108
|
+
end
|
|
109
|
+
|
|
110
|
+
show
|