ruby2d 0.12.1 → 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 -443
- data/assets/app.icns +0 -0
- data/assets/include/GL/glew.h +0 -26427
- 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
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# An animated version of the gem logo with staggered assembly and idle shimmer.
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WIDTH = 600 # window width in pixels
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set title: 'Ruby 2D ▸ Examples ▸ Logo animation', width: WIDTH, height: HEIGHT
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set close_on_esc: true
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# === Geometry (same vertices as logo.rb) ===
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CX, CY = 299.0, 211.0
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VERTICES = {
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left: [ 75, 145], tl: [165, 55], tc: [299, 55], tr: [434, 55],
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right: [524, 145], bot: [299, 368], il: [201, 145], ir: [398, 145]
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}
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FACETS = [
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# Crown (left to right)
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[:left, :tl, :il, [0.91, 0.45, 0.43]], # #e7746e
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[:tl, :tc, :il, [0.86, 0.29, 0.25]], # #dc4b40
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[:il, :tc, :ir, [0.90, 0.39, 0.36]], # #e5645c
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[:tc, :tr, :ir, [0.82, 0.28, 0.24]], # #d2473e
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[:tr, :right, :ir, [0.89, 0.36, 0.33]], # #e35c53
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# Pavilion (left to right)
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[:left, :il, :bot, [0.89, 0.33, 0.29]], # #e3534b
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[:il, :ir, :bot, [0.85, 0.28, 0.22]], # #d84738
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[:right, :ir, :bot, [0.78, 0.26, 0.23]] # #c7433a
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]
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OUTLINE_KEYS = [:left, :tl, :tc, :tr, :right, :bot]
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+
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46
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# === Intro: random starting offsets per facet ===
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+
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srand(42)
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INTRO_OFFSETS = FACETS.map do
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[rand(-500..500).to_f, rand(-400..400).to_f, rand(-200..200).to_f]
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end
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INTRO_END = FACETS.length * STAGGER + INTRO_DUR
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+
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54
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# === Text (drawn manually in render block) ===
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logo_text = Text.new('Ruby 2D', x: 0, y: 0, size: 40, add: false)
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+
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# === Particles ===
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particles = []
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# === Starfield (fixed positions, each star twinkles independently) ===
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STARS = 90.times.map do
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{
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x: rand(0.0..WIDTH.to_f), y: rand(0.0..HEIGHT.to_f),
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size: rand(1.0..2.5), brightness: rand(0.3..0.8),
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phase: rand(0.0..Math::PI * 2), speed: rand(0.5..2.0)
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}
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end
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+
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# === Helpers ===
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def ease_out_back(t)
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75
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t = t.clamp(0.0, 1.0)
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76
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c1 = 1.70158
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77
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c3 = c1 + 1.0
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78
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+
1.0 + c3 * (t - 1.0) ** 3 + c1 * (t - 1.0) ** 2
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79
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+
end
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+
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81
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def rotate_pt(x, y, cx, cy, a)
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82
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+
c, s = Math.cos(a), Math.sin(a)
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83
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+
dx, dy = x - cx, y - cy
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84
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[cx + dx * c - dy * s, cy + dx * s + dy * c]
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85
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+
end
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86
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+
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87
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+
def xform(vx, vy, cx, cy, sc, rot, tx, ty)
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88
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x = cx + (vx - cx) * sc
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|
89
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+
y = cy + (vy - cy) * sc
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|
90
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+
x, y = rotate_pt(x, y, cx, cy, rot)
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91
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[x + tx, y + ty]
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92
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+
end
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93
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+
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94
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# Wrap a flat [r, g, b, a] into a per-vertex color array for .render methods
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95
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def color3(c) = [c, c, c]
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96
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+
def color4(c) = [c, c, c, c]
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97
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+
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98
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+
# === Update loop (particle state) ===
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+
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100
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update do |dt|
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101
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t = elapsed
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102
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idle_t = [t - INTRO_END, 0.0].max
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|
103
|
+
|
|
104
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+
# Spawn sparkles along the outline after intro settles
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|
105
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+
if idle_t > 0.5 && rand < SPARKLE_RATE * dt
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|
106
|
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vx, vy = VERTICES[OUTLINE_KEYS.sample]
|
|
107
|
+
float_y = Math.sin(idle_t * 1.2) * 10.0
|
|
108
|
+
particles << {
|
|
109
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+
x: vx + rand(-20.0..20.0),
|
|
110
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+
y: vy + rand(-20.0..20.0) + float_y,
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|
111
|
+
vx: rand(-42.0..42.0),
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|
112
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+
vy: rand(-84.0..-18.0),
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|
113
|
+
life: 1.0,
|
|
114
|
+
size: rand(2.0..5.0)
|
|
115
|
+
}
|
|
116
|
+
end
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|
117
|
+
|
|
118
|
+
particles.each do |p|
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|
119
|
+
p[:x] += p[:vx] * dt
|
|
120
|
+
p[:y] += p[:vy] * dt
|
|
121
|
+
p[:life] -= dt
|
|
122
|
+
end
|
|
123
|
+
particles.reject! { |p| p[:life] <= 0 }
|
|
124
|
+
end
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|
125
|
+
|
|
126
|
+
# === Render loop (all drawing) ===
|
|
127
|
+
|
|
128
|
+
render do
|
|
129
|
+
t = elapsed
|
|
130
|
+
idle_t = [t - INTRO_END, 0.0].max
|
|
131
|
+
|
|
132
|
+
# Global idle transforms
|
|
133
|
+
float_y = Math.sin(idle_t * 1.2) * 10.0
|
|
134
|
+
global_rot = Math.sin(idle_t * 0.5) * 0.03
|
|
135
|
+
global_sc = 1.0 + Math.sin(idle_t * 2.0) * 0.015
|
|
136
|
+
|
|
137
|
+
# --- Background gradient (deep navy → dark charcoal, slowly shifting) ---
|
|
138
|
+
shift = Math.sin(t * 0.15) * 0.02
|
|
139
|
+
top_l = [0.05 + shift, 0.06 + shift, 0.13 + shift * 2, 1.0]
|
|
140
|
+
top_r = [0.07 + shift, 0.06 + shift, 0.15 + shift * 2, 1.0]
|
|
141
|
+
bot_l = [0.10 - shift, 0.07 - shift, 0.09 - shift, 1.0]
|
|
142
|
+
bot_r = [0.08 - shift, 0.07 - shift, 0.11 - shift, 1.0]
|
|
143
|
+
Rectangle.render(x: 0, y: 0, width: 600, height: 500, color: [top_l, top_r, bot_r, bot_l])
|
|
144
|
+
|
|
145
|
+
# --- Starfield ---
|
|
146
|
+
STARS.each do |s|
|
|
147
|
+
twinkle = (Math.sin(t * s[:speed] + s[:phase]) * 0.5 + 0.5) * s[:brightness]
|
|
148
|
+
Square.render(
|
|
149
|
+
x: s[:x], y: s[:y], size: s[:size],
|
|
150
|
+
color: color4([0.7, 0.75, 1.0, twinkle])
|
|
151
|
+
)
|
|
152
|
+
end
|
|
153
|
+
|
|
154
|
+
# Smooth ramp for idle effects (0→1 over ~1.5 seconds after intro)
|
|
155
|
+
idle_blend = (idle_t / 1.5).clamp(0.0, 1.0)
|
|
156
|
+
|
|
157
|
+
# --- Glow layer (slightly larger, semi-transparent echo) ---
|
|
158
|
+
if idle_blend > 0.01
|
|
159
|
+
glow_pulse = (Math.sin(idle_t * 1.8) * 0.5 + 0.5) * 0.12 * idle_blend
|
|
160
|
+
glow_sc = global_sc * 1.07
|
|
161
|
+
|
|
162
|
+
FACETS.each do |v1k, v2k, v3k, rgb|
|
|
163
|
+
pts = [v1k, v2k, v3k].map do |k|
|
|
164
|
+
xform(*VERTICES[k], CX, CY, glow_sc, global_rot, 0, float_y)
|
|
165
|
+
end
|
|
166
|
+
Triangle.render(
|
|
167
|
+
x1: pts[0][0], y1: pts[0][1],
|
|
168
|
+
x2: pts[1][0], y2: pts[1][1],
|
|
169
|
+
x3: pts[2][0], y3: pts[2][1],
|
|
170
|
+
color: color3([rgb[0], rgb[1], rgb[2], glow_pulse])
|
|
171
|
+
)
|
|
172
|
+
end
|
|
173
|
+
end
|
|
174
|
+
|
|
175
|
+
# --- Facets ---
|
|
176
|
+
FACETS.each_with_index do |(v1k, v2k, v3k, rgb), i|
|
|
177
|
+
off_x, off_y, off_deg = INTRO_OFFSETS[i]
|
|
178
|
+
|
|
179
|
+
# Intro: ease from scattered position to final
|
|
180
|
+
ft = (t - i * STAGGER) / INTRO_DUR
|
|
181
|
+
ease = ease_out_back(ft)
|
|
182
|
+
|
|
183
|
+
dx = off_x * (1.0 - ease)
|
|
184
|
+
dy = off_y * (1.0 - ease)
|
|
185
|
+
rot = off_deg * Math::PI / 180.0 * (1.0 - ease)
|
|
186
|
+
alpha = ft.clamp(0.0, 1.0)
|
|
187
|
+
|
|
188
|
+
# Color shimmer (fades in gradually via idle_blend)
|
|
189
|
+
shimmer = Math.sin(idle_t * 3.0 + i * 0.9) * 0.07 * idle_blend
|
|
190
|
+
color = [
|
|
191
|
+
(rgb[0] + shimmer).clamp(0.0, 1.0),
|
|
192
|
+
(rgb[1] + shimmer * 0.5).clamp(0.0, 1.0),
|
|
193
|
+
(rgb[2] + shimmer * 0.3).clamp(0.0, 1.0),
|
|
194
|
+
alpha
|
|
195
|
+
]
|
|
196
|
+
|
|
197
|
+
pts = [v1k, v2k, v3k].map do |k|
|
|
198
|
+
xform(*VERTICES[k], CX, CY, global_sc, global_rot + rot, dx, dy + float_y)
|
|
199
|
+
end
|
|
200
|
+
|
|
201
|
+
Triangle.render(
|
|
202
|
+
x1: pts[0][0], y1: pts[0][1],
|
|
203
|
+
x2: pts[1][0], y2: pts[1][1],
|
|
204
|
+
x3: pts[2][0], y3: pts[2][1],
|
|
205
|
+
color: color3(color)
|
|
206
|
+
)
|
|
207
|
+
end
|
|
208
|
+
|
|
209
|
+
# --- Border (fades in after facets land) ---
|
|
210
|
+
border_alpha = ((t - FACETS.length * STAGGER) / INTRO_DUR).clamp(0.0, 1.0)
|
|
211
|
+
|
|
212
|
+
if border_alpha > 0.01
|
|
213
|
+
outline_pts = OUTLINE_KEYS.map do |k|
|
|
214
|
+
xform(*VERTICES[k], CX, CY, global_sc, global_rot, 0, float_y)
|
|
215
|
+
end
|
|
216
|
+
|
|
217
|
+
border_color = [1.0, 1.0, 1.0, border_alpha]
|
|
218
|
+
|
|
219
|
+
outline_pts.each_with_index do |pt, i|
|
|
220
|
+
npt = outline_pts[(i + 1) % outline_pts.length]
|
|
221
|
+
Line.render(
|
|
222
|
+
x1: pt[0], y1: pt[1], x2: npt[0], y2: npt[1],
|
|
223
|
+
stroke_width: 8, color: border_color
|
|
224
|
+
)
|
|
225
|
+
end
|
|
226
|
+
|
|
227
|
+
# Cap the joints with circles to close corner gaps
|
|
228
|
+
outline_pts.each do |pt|
|
|
229
|
+
Circle.render(x: pt[0], y: pt[1], radius: 4, sectors: 16, color: border_color)
|
|
230
|
+
end
|
|
231
|
+
end
|
|
232
|
+
|
|
233
|
+
# --- Sparkle particles ---
|
|
234
|
+
particles.each do |p|
|
|
235
|
+
a = (p[:life] ** 0.6).clamp(0.0, 1.0)
|
|
236
|
+
sz = p[:size] * (0.3 + 0.7 * p[:life])
|
|
237
|
+
Square.render(
|
|
238
|
+
x: p[:x], y: p[:y] + float_y * 0.15,
|
|
239
|
+
size: sz, color: color4([1.0, 0.85, 0.7, a * 0.7])
|
|
240
|
+
)
|
|
241
|
+
end
|
|
242
|
+
|
|
243
|
+
# --- Logo text (slides up and fades in after intro) ---
|
|
244
|
+
text_t = [(t - INTRO_END - 0.3) * 1.5, 0.0].max.clamp(0.0, 1.0)
|
|
245
|
+
if text_t > 0.01
|
|
246
|
+
text_y = 400.0 + float_y + (1.0 - text_t) * 25.0
|
|
247
|
+
logo_text.render(x: 210, y: text_y, color: [0.93, 0.90, 0.88, text_t])
|
|
248
|
+
end
|
|
249
|
+
end
|
|
250
|
+
|
|
251
|
+
show
|
|
@@ -0,0 +1,115 @@
|
|
|
1
|
+
# Lorenz attractor
|
|
2
|
+
# Lorenz's three-equation convection model traces its butterfly attractor in 3D.
|
|
3
|
+
#
|
|
4
|
+
# Edward Lorenz's three-equation toy model of atmospheric convection
|
|
5
|
+
#
|
|
6
|
+
# dx/dt = σ (y − x)
|
|
7
|
+
# dy/dt = x (ρ − z) − y
|
|
8
|
+
# dz/dt = x y − β z
|
|
9
|
+
#
|
|
10
|
+
# never settles and never repeats, yet stays bounded inside a strange,
|
|
11
|
+
# butterfly-shaped region. Here it's integrated step by step with
|
|
12
|
+
# Euler, kept as a 3D trail, then perspective-projected and depth-shaded.
|
|
13
|
+
# The view rotates so you can see the structure from every angle.
|
|
14
|
+
# Press R to start over from a different seed point.
|
|
15
|
+
|
|
16
|
+
require 'ruby2d'
|
|
17
|
+
|
|
18
|
+
# === Tunables ===
|
|
19
|
+
|
|
20
|
+
WIDTH = 800 # window width in pixels
|
|
21
|
+
HEIGHT = 600 # window height in pixels
|
|
22
|
+
SIGMA = 10.0 # classical Lorenz parameters
|
|
23
|
+
RHO = 28.0
|
|
24
|
+
BETA = 8.0 / 3.0
|
|
25
|
+
DT = 0.005 # integration step (small enough for Euler stability)
|
|
26
|
+
STEPS_PER_FRAME = 60 # integration steps applied each frame
|
|
27
|
+
TRAIL_LEN = 2200 # how many trail points to keep
|
|
28
|
+
SCALE = 11 # pixels per Lorenz unit
|
|
29
|
+
CAMERA = 180.0 # camera distance in scaled units
|
|
30
|
+
TILT = 0.35 # fixed tilt around the screen-X axis (radians)
|
|
31
|
+
SPIN_RATE = 0.25 # idle rotation around the vertical axis (rad/sec)
|
|
32
|
+
|
|
33
|
+
CX = WIDTH / 2
|
|
34
|
+
CY = HEIGHT / 2
|
|
35
|
+
|
|
36
|
+
# === Window ===
|
|
37
|
+
|
|
38
|
+
set title: 'Ruby 2D ▸ Examples ▸ Lorenz attractor',
|
|
39
|
+
width: WIDTH, height: HEIGHT, background: '#06081a'
|
|
40
|
+
set close_on_esc: true
|
|
41
|
+
|
|
42
|
+
# === State ===
|
|
43
|
+
|
|
44
|
+
lx = 0.0; ly = 0.0; lz = 0.0
|
|
45
|
+
trail = [] # collected (lx, ly, lz) tuples in integration order
|
|
46
|
+
spin = 0.0
|
|
47
|
+
|
|
48
|
+
reset = lambda do
|
|
49
|
+
lx = 0.1
|
|
50
|
+
ly = 0.0
|
|
51
|
+
lz = 0.0
|
|
52
|
+
trail.clear
|
|
53
|
+
end
|
|
54
|
+
|
|
55
|
+
reset.call
|
|
56
|
+
|
|
57
|
+
# === Input ===
|
|
58
|
+
|
|
59
|
+
on key_down: :r do
|
|
60
|
+
reset.call
|
|
61
|
+
end
|
|
62
|
+
|
|
63
|
+
# === Per-frame update ===
|
|
64
|
+
|
|
65
|
+
update do |dt|
|
|
66
|
+
spin += SPIN_RATE * dt
|
|
67
|
+
|
|
68
|
+
STEPS_PER_FRAME.times do
|
|
69
|
+
dxv = SIGMA * (ly - lx)
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70
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+
dyv = lx * (RHO - lz) - ly
|
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71
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+
dzv = lx * ly - BETA * lz
|
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72
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+
lx += DT * dxv
|
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73
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+
ly += DT * dyv
|
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74
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+
lz += DT * dzv
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|
75
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+
trail << [lx, ly, lz]
|
|
76
|
+
end
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77
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+
|
|
78
|
+
trail.shift(trail.length - TRAIL_LEN) if trail.length > TRAIL_LEN
|
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79
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+
end
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80
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+
|
|
81
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+
# === Render ===
|
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82
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+
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83
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+
# Lorenz `z` becomes screen-vertical (the convection variable is
|
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84
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+
# naturally the "up" axis); Lorenz `y` becomes screen-depth. Each trail
|
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85
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+
# point is rotated around the vertical axis by `spin`, tilted by a
|
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86
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+
# fixed amount around the horizontal axis, then perspective-projected.
|
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87
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+
# Per-vertex color encodes depth so the trail dims as it wraps behind.
|
|
88
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+
render do
|
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89
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+
cs = Math.cos(spin); ss = Math.sin(spin)
|
|
90
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+
ct = Math.cos(TILT); st = Math.sin(TILT)
|
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91
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+
|
|
92
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+
pts = []
|
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93
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+
colors = []
|
|
94
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+
trail.each do |px, py, pz|
|
|
95
|
+
wx = px
|
|
96
|
+
wy = pz - 25 # center the attractor vertically
|
|
97
|
+
wz = py
|
|
98
|
+
|
|
99
|
+
wy2 = wy * ct - wz * st
|
|
100
|
+
wz2 = wy * st + wz * ct
|
|
101
|
+
|
|
102
|
+
wx3 = wx * cs + wz2 * ss
|
|
103
|
+
wz3 = -wx * ss + wz2 * cs
|
|
104
|
+
|
|
105
|
+
f = CAMERA / (CAMERA - wz3)
|
|
106
|
+
pts << [CX + wx3 * SCALE * f, CY - wy2 * SCALE * f]
|
|
107
|
+
|
|
108
|
+
t = ((wz3 + 30) / 60.0).clamp(0.0, 1.0)
|
|
109
|
+
colors << [0.30 + 0.65 * t, 0.50 + 0.45 * t, 0.85 + 0.15 * t, 0.20 + 0.75 * t]
|
|
110
|
+
end
|
|
111
|
+
|
|
112
|
+
Polyline.render(points: pts, color: colors, stroke_width: 1.5) if pts.length >= 2
|
|
113
|
+
end
|
|
114
|
+
|
|
115
|
+
show
|
|
@@ -0,0 +1,207 @@
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1
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+
# Mandelbrot zoomer
|
|
2
|
+
# Click to zoom into the Mandelbrot set, rendered fresh to a Canvas.
|
|
3
|
+
#
|
|
4
|
+
# Click anywhere to zoom in 4x at the cursor; right-click to zoom out.
|
|
5
|
+
# Press `r` to reset to the home view. Each view is rendered in 2x2 blocks,
|
|
6
|
+
# one horizontal band per frame, so the window stays responsive and a progress
|
|
7
|
+
# bar can track the work; within a band, pixels are grouped by escape-time
|
|
8
|
+
# bucket so each color is drawn in a single batched call.
|
|
9
|
+
|
|
10
|
+
require 'ruby2d'
|
|
11
|
+
|
|
12
|
+
# === Tunables ===
|
|
13
|
+
|
|
14
|
+
WIDTH = 800 # window width in pixels
|
|
15
|
+
HEIGHT = 600 # window height in pixels
|
|
16
|
+
PIXEL = 2 # render block size (smaller = sharper, slower)
|
|
17
|
+
BAND_ROWS = 16 # block-rows rendered per frame. The set is drawn one
|
|
18
|
+
# band at a time so only a band's worth of rectangles is
|
|
19
|
+
# ever live at once — without this bound a deep zoom's
|
|
20
|
+
# arrays overflow the mruby/WebAssembly heap and abort
|
|
21
|
+
# the tab. Larger = fewer frames, more peak memory.
|
|
22
|
+
MAX_ITER = 80 # iterations before declaring "in the set"
|
|
23
|
+
ZOOM_FACTOR = 4.0 # multiplicative zoom per click
|
|
24
|
+
COOLDOWN_FRAMES = 15 # frames that ignore input after a render finishes, so a
|
|
25
|
+
# rapid double-click reads as one zoom, not two
|
|
26
|
+
HOME_X = -0.5 # home view center (real)
|
|
27
|
+
HOME_Y = 0.0 # home view center (imaginary)
|
|
28
|
+
HOME_W = 3.5 # home view width in complex-plane units
|
|
29
|
+
|
|
30
|
+
PIXELS_W = WIDTH / PIXEL
|
|
31
|
+
PIXELS_H = HEIGHT / PIXEL
|
|
32
|
+
|
|
33
|
+
# === Window ===
|
|
34
|
+
|
|
35
|
+
set title: 'Ruby 2D ▸ Examples ▸ Mandelbrot zoomer', width: WIDTH, height: HEIGHT
|
|
36
|
+
set close_on_esc: true
|
|
37
|
+
|
|
38
|
+
canvas = Canvas.new(x: 0, y: 0, width: WIDTH, height: HEIGHT, fill: [0, 0, 0, 1])
|
|
39
|
+
status = Text.new('', x: 8, y: HEIGHT - 22, size: 13, color: [1.0, 1.0, 1.0, 0.7], z: 10)
|
|
40
|
+
|
|
41
|
+
# === Rendering overlay ===
|
|
42
|
+
#
|
|
43
|
+
# A centered "busy" panel shown while a view streams in: a translucent black
|
|
44
|
+
# backdrop (so the label reads over any part of the fractal), a prominent label,
|
|
45
|
+
# and a progress bar that fills as bands complete. `x:/y: :center` re-resolve
|
|
46
|
+
# against the live viewport each frame. The bar's track and fill share a fixed
|
|
47
|
+
# left edge so the fill grows rightward instead of staying centered.
|
|
48
|
+
|
|
49
|
+
PANEL_W = 320
|
|
50
|
+
PANEL_H = 108
|
|
51
|
+
BAR_W = 250
|
|
52
|
+
BAR_H = 12
|
|
53
|
+
PANEL_Y = (HEIGHT - PANEL_H) / 2
|
|
54
|
+
BAR_X = (WIDTH - BAR_W) / 2
|
|
55
|
+
|
|
56
|
+
overlay_panel = Rectangle.new(x: :center, y: :center, width: PANEL_W, height: PANEL_H,
|
|
57
|
+
color: [0.0, 0.0, 0.0, 0.6], z: 20)
|
|
58
|
+
overlay_label = Text.new('Rendering…', x: :center, y: PANEL_Y + 20, size: 30,
|
|
59
|
+
color: 'white', z: 22)
|
|
60
|
+
progress_track = Rectangle.new(x: BAR_X, y: PANEL_Y + 72, width: BAR_W, height: BAR_H,
|
|
61
|
+
color: [1.0, 1.0, 1.0, 0.18], z: 21)
|
|
62
|
+
progress_fill = Rectangle.new(x: BAR_X, y: PANEL_Y + 72, width: 0, height: BAR_H,
|
|
63
|
+
color: '#fbbf24', z: 22)
|
|
64
|
+
overlay = [overlay_panel, progress_track, progress_fill, overlay_label]
|
|
65
|
+
|
|
66
|
+
# === Palette ===
|
|
67
|
+
|
|
68
|
+
PALETTE = Array.new(MAX_ITER + 1) do |n|
|
|
69
|
+
if n >= MAX_ITER
|
|
70
|
+
[0.02, 0.02, 0.04, 1]
|
|
71
|
+
else
|
|
72
|
+
h = (n.to_f / 32 + 0.6) % 1.0
|
|
73
|
+
s = 0.7
|
|
74
|
+
v = 1.0
|
|
75
|
+
i = (h * 6).floor
|
|
76
|
+
f = h * 6 - i
|
|
77
|
+
p = v * (1 - s)
|
|
78
|
+
q = v * (1 - f * s)
|
|
79
|
+
tt = v * (1 - (1 - f) * s)
|
|
80
|
+
rgb = case i % 6
|
|
81
|
+
when 0 then [v, tt, p]
|
|
82
|
+
when 1 then [q, v, p]
|
|
83
|
+
when 2 then [p, v, tt]
|
|
84
|
+
when 3 then [p, q, v]
|
|
85
|
+
when 4 then [tt, p, v]
|
|
86
|
+
else [v, p, q]
|
|
87
|
+
end
|
|
88
|
+
rgb + [1.0]
|
|
89
|
+
end
|
|
90
|
+
end
|
|
91
|
+
|
|
92
|
+
# === Rendering ===
|
|
93
|
+
|
|
94
|
+
# Render a single horizontal band, block-rows [py_start, py_end), into the
|
|
95
|
+
# canvas. Pixels are sorted into escape-time buckets and each non-empty bucket
|
|
96
|
+
# is drawn in one batched call. One band's worth of rectangles is all that is
|
|
97
|
+
# ever live, so peak memory stays bounded no matter how deep the zoom — the
|
|
98
|
+
# whole-image bucket set would otherwise overflow the mruby/web heap.
|
|
99
|
+
def render_band(canvas, cx, cy, vw, py_start, py_end)
|
|
100
|
+
view_h = vw * HEIGHT.to_f / WIDTH
|
|
101
|
+
inv_w = vw / PIXELS_W
|
|
102
|
+
inv_h = view_h / PIXELS_H
|
|
103
|
+
origin_x = cx - vw / 2.0
|
|
104
|
+
origin_y = cy - view_h / 2.0
|
|
105
|
+
buckets = Array.new(MAX_ITER + 1) { [] }
|
|
106
|
+
py = py_start
|
|
107
|
+
while py < py_end
|
|
108
|
+
cy_p = origin_y + py * inv_h
|
|
109
|
+
PIXELS_W.times do |px|
|
|
110
|
+
cx_p = origin_x + px * inv_w
|
|
111
|
+
zr = 0.0
|
|
112
|
+
zi = 0.0
|
|
113
|
+
n = 0
|
|
114
|
+
while n < MAX_ITER && zr * zr + zi * zi < 4.0
|
|
115
|
+
zr_new = zr * zr - zi * zi + cx_p
|
|
116
|
+
zi = 2 * zr * zi + cy_p
|
|
117
|
+
zr = zr_new
|
|
118
|
+
n += 1
|
|
119
|
+
end
|
|
120
|
+
buckets[n] << [px * PIXEL, py * PIXEL, PIXEL, PIXEL]
|
|
121
|
+
end
|
|
122
|
+
py += 1
|
|
123
|
+
end
|
|
124
|
+
buckets.each_with_index do |rects, n|
|
|
125
|
+
next if rects.empty?
|
|
126
|
+
canvas.fill_rectangles(rectangles: rects, color: PALETTE[n])
|
|
127
|
+
end
|
|
128
|
+
end
|
|
129
|
+
|
|
130
|
+
def update_status(status, cx, cy, vw)
|
|
131
|
+
zoom = HOME_W / vw
|
|
132
|
+
status.content = format('center: (%.5f, %.5f) zoom: %.1fx', cx, cy, zoom)
|
|
133
|
+
end
|
|
134
|
+
|
|
135
|
+
# === State ===
|
|
136
|
+
|
|
137
|
+
center_x = HOME_X
|
|
138
|
+
center_y = HOME_Y
|
|
139
|
+
view_w = HOME_W
|
|
140
|
+
rendering = false # true while a view is streaming in across frames
|
|
141
|
+
band_py = 0 # next block-row to render this pass
|
|
142
|
+
cooldown = 0 # frames left before input is accepted again
|
|
143
|
+
|
|
144
|
+
# Begin streaming the current view. The `update` loop renders one band per
|
|
145
|
+
# frame from here; the overlay stays up until the last band lands.
|
|
146
|
+
start_render = lambda do
|
|
147
|
+
rendering = true
|
|
148
|
+
band_py = 0
|
|
149
|
+
progress_fill.width = 0
|
|
150
|
+
overlay.each { |element| element.show }
|
|
151
|
+
end
|
|
152
|
+
|
|
153
|
+
# Kick off the first render so the window can appear immediately and fill in,
|
|
154
|
+
# rather than blocking on a full render before it is even visible.
|
|
155
|
+
start_render.call
|
|
156
|
+
|
|
157
|
+
# === Input ===
|
|
158
|
+
#
|
|
159
|
+
# Clicks are ignored while a render is streaming or during the brief cooldown
|
|
160
|
+
# after one, so mashing the mouse can't queue up a stack of zooms.
|
|
161
|
+
|
|
162
|
+
on :mouse_down do |event|
|
|
163
|
+
next if rendering || cooldown > 0
|
|
164
|
+
view_h = view_w * HEIGHT.to_f / WIDTH
|
|
165
|
+
target_x = center_x + (event.x.to_f / WIDTH - 0.5) * view_w
|
|
166
|
+
target_y = center_y + (event.y.to_f / HEIGHT - 0.5) * view_h
|
|
167
|
+
if event.button? :right
|
|
168
|
+
view_w *= ZOOM_FACTOR
|
|
169
|
+
else
|
|
170
|
+
view_w /= ZOOM_FACTOR
|
|
171
|
+
end
|
|
172
|
+
center_x = target_x
|
|
173
|
+
center_y = target_y
|
|
174
|
+
start_render.call
|
|
175
|
+
end
|
|
176
|
+
|
|
177
|
+
on key_down: :r do
|
|
178
|
+
next if rendering || cooldown > 0
|
|
179
|
+
center_x = HOME_X
|
|
180
|
+
center_y = HOME_Y
|
|
181
|
+
view_w = HOME_W
|
|
182
|
+
start_render.call
|
|
183
|
+
end
|
|
184
|
+
|
|
185
|
+
# === Per-frame update ===
|
|
186
|
+
#
|
|
187
|
+
# Render the next band, advance the progress bar, and — on the final band —
|
|
188
|
+
# refresh the status line, drop the overlay, and start the input cooldown.
|
|
189
|
+
|
|
190
|
+
update do
|
|
191
|
+
cooldown -= 1 if cooldown > 0
|
|
192
|
+
next unless rendering
|
|
193
|
+
|
|
194
|
+
band_end = [band_py + BAND_ROWS, PIXELS_H].min
|
|
195
|
+
render_band(canvas, center_x, center_y, view_w, band_py, band_end)
|
|
196
|
+
band_py = band_end
|
|
197
|
+
progress_fill.width = (BAR_W * (band_py.to_f / PIXELS_H)).round
|
|
198
|
+
|
|
199
|
+
if band_py >= PIXELS_H
|
|
200
|
+
rendering = false
|
|
201
|
+
cooldown = COOLDOWN_FRAMES
|
|
202
|
+
update_status(status, center_x, center_y, view_w)
|
|
203
|
+
overlay.each { |element| element.hide }
|
|
204
|
+
end
|
|
205
|
+
end
|
|
206
|
+
|
|
207
|
+
show
|