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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CELL = 10 # marching squares cell size in pixels
|
|
20
|
+
NUM_BALLS = 6 # how many metaballs in motion
|
|
21
|
+
THRESHOLD = 1.0 # iso-level extracted as the contour
|
|
22
|
+
BALL_MIN_R = 60 # smallest metaball radius
|
|
23
|
+
BALL_MAX_R = 110 # largest metaball radius
|
|
24
|
+
BALL_SPEED = 160 # max ball speed (px/sec)
|
|
25
|
+
CURSOR_R = 70 # radius of the metaball that follows the mouse
|
|
26
|
+
|
|
27
|
+
GRID_W = WIDTH / CELL
|
|
28
|
+
GRID_H = HEIGHT / CELL
|
|
29
|
+
|
|
30
|
+
# Edges per case in the marching-squares lookup table. Corners are
|
|
31
|
+
# numbered 0=BL, 1=BR, 2=TR, 3=TL; edges 0=bottom, 1=right, 2=top,
|
|
32
|
+
# 3=left. The 4-bit case index is built as bit0=c0, bit1=c1, …
|
|
33
|
+
EDGES = [
|
|
34
|
+
[], # 0: 0000
|
|
35
|
+
[[0, 3]], # 1: 0001
|
|
36
|
+
[[0, 1]], # 2: 0010
|
|
37
|
+
[[1, 3]], # 3: 0011
|
|
38
|
+
[[1, 2]], # 4: 0100
|
|
39
|
+
[[0, 1], [2, 3]], # 5: 0101 (saddle)
|
|
40
|
+
[[0, 2]], # 6: 0110
|
|
41
|
+
[[2, 3]], # 7: 0111
|
|
42
|
+
[[2, 3]], # 8: 1000
|
|
43
|
+
[[0, 2]], # 9: 1001
|
|
44
|
+
[[0, 3], [1, 2]], # 10: 1010 (saddle)
|
|
45
|
+
[[1, 2]], # 11: 1011
|
|
46
|
+
[[1, 3]], # 12: 1100
|
|
47
|
+
[[0, 1]], # 13: 1101
|
|
48
|
+
[[0, 3]], # 14: 1110
|
|
49
|
+
[] # 15: 1111
|
|
50
|
+
].freeze
|
|
51
|
+
|
|
52
|
+
# === Window ===
|
|
53
|
+
|
|
54
|
+
set title: 'Ruby 2D ▸ Examples ▸ Marching squares',
|
|
55
|
+
width: WIDTH, height: HEIGHT, background: '#0a0a14'
|
|
56
|
+
set close_on_esc: true
|
|
57
|
+
|
|
58
|
+
# === State ===
|
|
59
|
+
|
|
60
|
+
balls = Array.new(NUM_BALLS) do
|
|
61
|
+
{
|
|
62
|
+
x: rand * WIDTH,
|
|
63
|
+
y: rand * HEIGHT,
|
|
64
|
+
r: BALL_MIN_R + rand * (BALL_MAX_R - BALL_MIN_R),
|
|
65
|
+
vx: (rand - 0.5) * 2 * BALL_SPEED,
|
|
66
|
+
vy: (rand - 0.5) * 2 * BALL_SPEED
|
|
67
|
+
}
|
|
68
|
+
end
|
|
69
|
+
|
|
70
|
+
field = Array.new(GRID_H + 1) { Array.new(GRID_W + 1, 0.0) }
|
|
71
|
+
|
|
72
|
+
cursor_x = WIDTH / 2.0
|
|
73
|
+
cursor_y = HEIGHT / 2.0
|
|
74
|
+
cursor_on = false # true once the mouse has moved into the field
|
|
75
|
+
|
|
76
|
+
reshuffle = lambda do
|
|
77
|
+
balls.each do |b|
|
|
78
|
+
b[:x] = rand * WIDTH
|
|
79
|
+
b[:y] = rand * HEIGHT
|
|
80
|
+
b[:r] = BALL_MIN_R + rand * (BALL_MAX_R - BALL_MIN_R)
|
|
81
|
+
b[:vx] = (rand - 0.5) * 2 * BALL_SPEED
|
|
82
|
+
b[:vy] = (rand - 0.5) * 2 * BALL_SPEED
|
|
83
|
+
end
|
|
84
|
+
end
|
|
85
|
+
|
|
86
|
+
# === Input ===
|
|
87
|
+
|
|
88
|
+
on :mouse_move do |event|
|
|
89
|
+
cursor_x = event.x
|
|
90
|
+
cursor_y = event.y
|
|
91
|
+
cursor_on = true
|
|
92
|
+
end
|
|
93
|
+
|
|
94
|
+
on key_down: :r do
|
|
95
|
+
reshuffle.call
|
|
96
|
+
end
|
|
97
|
+
|
|
98
|
+
# Flattened ball fields, refilled each frame. See the resample loop.
|
|
99
|
+
ball_x = Array.new(NUM_BALLS + 1, 0.0)
|
|
100
|
+
ball_y = Array.new(NUM_BALLS + 1, 0.0)
|
|
101
|
+
ball_r2 = Array.new(NUM_BALLS + 1, 0.0)
|
|
102
|
+
|
|
103
|
+
# === Per-frame update ===
|
|
104
|
+
|
|
105
|
+
update do |dt|
|
|
106
|
+
balls.each do |b|
|
|
107
|
+
b[:x] += b[:vx] * dt
|
|
108
|
+
b[:y] += b[:vy] * dt
|
|
109
|
+
b[:vx] = -b[:vx] if (b[:x] < 0 && b[:vx] < 0) || (b[:x] > WIDTH && b[:vx] > 0)
|
|
110
|
+
b[:vy] = -b[:vy] if (b[:y] < 0 && b[:vy] < 0) || (b[:y] > HEIGHT && b[:vy] > 0)
|
|
111
|
+
end
|
|
112
|
+
|
|
113
|
+
# Resample the scalar field at every grid corner. Each metaball
|
|
114
|
+
# contributes r²/(d²+1) — the +1 keeps the field finite at the center.
|
|
115
|
+
# The cursor is one more ball, so the mouse shapes the field too.
|
|
116
|
+
# Flatten the balls (and the cursor, which acts as one more ball) into
|
|
117
|
+
# plain arrays first. The resample below reads these at every one of
|
|
118
|
+
# ~4,900 grid corners, where a Hash lookup per read costs far more than
|
|
119
|
+
# the arithmetic around it.
|
|
120
|
+
count = 0
|
|
121
|
+
balls.each do |b|
|
|
122
|
+
ball_x[count] = b[:x]
|
|
123
|
+
ball_y[count] = b[:y]
|
|
124
|
+
ball_r2[count] = b[:r] * b[:r]
|
|
125
|
+
count += 1
|
|
126
|
+
end
|
|
127
|
+
if cursor_on
|
|
128
|
+
ball_x[count] = cursor_x
|
|
129
|
+
ball_y[count] = cursor_y
|
|
130
|
+
ball_r2[count] = CURSOR_R * CURSOR_R
|
|
131
|
+
count += 1
|
|
132
|
+
end
|
|
133
|
+
|
|
134
|
+
(GRID_H + 1).times do |gy|
|
|
135
|
+
y = gy * CELL
|
|
136
|
+
row = field[gy]
|
|
137
|
+
(GRID_W + 1).times do |gx|
|
|
138
|
+
x = gx * CELL
|
|
139
|
+
sum = 0.0
|
|
140
|
+
n = 0
|
|
141
|
+
while n < count
|
|
142
|
+
dx = x - ball_x[n]
|
|
143
|
+
dy = y - ball_y[n]
|
|
144
|
+
sum += ball_r2[n] / (dx * dx + dy * dy + 1.0)
|
|
145
|
+
n += 1
|
|
146
|
+
end
|
|
147
|
+
row[gx] = sum
|
|
148
|
+
end
|
|
149
|
+
end
|
|
150
|
+
end
|
|
151
|
+
|
|
152
|
+
# === Render ===
|
|
153
|
+
|
|
154
|
+
# Two-pass stroke for a soft neon look: a thicker, faded line behind a
|
|
155
|
+
# crisp thin line on top.
|
|
156
|
+
GLOW = [0.99, 0.86, 0.27, 0.35]
|
|
157
|
+
CORE = [1.0, 0.97, 0.65, 1.0]
|
|
158
|
+
|
|
159
|
+
render do
|
|
160
|
+
gy = 0
|
|
161
|
+
while gy < GRID_H
|
|
162
|
+
gx = 0
|
|
163
|
+
while gx < GRID_W
|
|
164
|
+
v0 = field[gy + 1][gx]
|
|
165
|
+
v1 = field[gy + 1][gx + 1]
|
|
166
|
+
v2 = field[gy][gx + 1]
|
|
167
|
+
v3 = field[gy][gx]
|
|
168
|
+
bits = v0 > THRESHOLD ? 1 : 0
|
|
169
|
+
bits |= 2 if v1 > THRESHOLD
|
|
170
|
+
bits |= 4 if v2 > THRESHOLD
|
|
171
|
+
bits |= 8 if v3 > THRESHOLD
|
|
172
|
+
if bits != 0 && bits != 15
|
|
173
|
+
cx = gx * CELL
|
|
174
|
+
cy = gy * CELL
|
|
175
|
+
EDGES[bits].each do |edge_a, edge_b|
|
|
176
|
+
# Inline edge interpolation. `t` is the linear position of the
|
|
177
|
+
# threshold between the two corner values along the edge.
|
|
178
|
+
case edge_a
|
|
179
|
+
when 0 then ax = cx + (THRESHOLD - v0) / (v1 - v0) * CELL; ay = cy + CELL
|
|
180
|
+
when 1 then ax = cx + CELL; ay = cy + CELL - (THRESHOLD - v1) / (v2 - v1) * CELL
|
|
181
|
+
when 2 then ax = cx + (THRESHOLD - v3) / (v2 - v3) * CELL; ay = cy
|
|
182
|
+
else ax = cx; ay = cy + CELL - (THRESHOLD - v0) / (v3 - v0) * CELL
|
|
183
|
+
end
|
|
184
|
+
case edge_b
|
|
185
|
+
when 0 then bx = cx + (THRESHOLD - v0) / (v1 - v0) * CELL; by = cy + CELL
|
|
186
|
+
when 1 then bx = cx + CELL; by = cy + CELL - (THRESHOLD - v1) / (v2 - v1) * CELL
|
|
187
|
+
when 2 then bx = cx + (THRESHOLD - v3) / (v2 - v3) * CELL; by = cy
|
|
188
|
+
else bx = cx; by = cy + CELL - (THRESHOLD - v0) / (v3 - v0) * CELL
|
|
189
|
+
end
|
|
190
|
+
Line.render(x1: ax, y1: ay, x2: bx, y2: by, stroke_width: 6, color: GLOW)
|
|
191
|
+
Line.render(x1: ax, y1: ay, x2: bx, y2: by, stroke_width: 2, color: CORE)
|
|
192
|
+
end
|
|
193
|
+
end
|
|
194
|
+
gx += 1
|
|
195
|
+
end
|
|
196
|
+
gy += 1
|
|
197
|
+
end
|
|
198
|
+
end
|
|
199
|
+
|
|
200
|
+
show
|
data/examples/maze.rb
ADDED
|
@@ -0,0 +1,323 @@
|
|
|
1
|
+
# Maze generator
|
|
2
|
+
# Recursive backtracking carves a perfect maze, then you steer through it.
|
|
3
|
+
#
|
|
4
|
+
# The orange dot is the algorithm's frontier; watch it wander through the
|
|
5
|
+
# grid until every cell has been visited. Once the maze is complete, steer
|
|
6
|
+
# the red player from the upper-left corner to the green goal in the
|
|
7
|
+
# bottom-right with the arrow keys — or press `s` to auto-solve and watch
|
|
8
|
+
# the path trace itself. Reach the goal and every wall pulses through a
|
|
9
|
+
# rainbow. Press `r` for a fresh maze.
|
|
10
|
+
|
|
11
|
+
require 'ruby2d'
|
|
12
|
+
|
|
13
|
+
# === Tunables ===
|
|
14
|
+
|
|
15
|
+
WIDTH = 800 # window width in pixels
|
|
16
|
+
HEIGHT = 600 # window height in pixels
|
|
17
|
+
COLS = 40 # grid columns
|
|
18
|
+
ROWS = 30 # grid rows
|
|
19
|
+
CELL = WIDTH / COLS # cell size in pixels
|
|
20
|
+
GOAL_C = COLS - 1 # goal cell column (bottom-right)
|
|
21
|
+
GOAL_R = ROWS - 1 # goal cell row
|
|
22
|
+
STEPS_PER_SEC = 240 # DFS steps per second during generation
|
|
23
|
+
SOLVE_SPEED = 30 # cells per second the auto-solver traces the path
|
|
24
|
+
RAINBOW_SPEED = 0.35 # rainbow cycles per second during the victory pulse
|
|
25
|
+
RAINBOW_SCALE = 0.03 # hue shift per cell along the diagonal rainbow wave
|
|
26
|
+
RAINBOW_SAT = 0.85 # saturation of the pulse (0 = white, 1 = pure hue)
|
|
27
|
+
|
|
28
|
+
# === Window ===
|
|
29
|
+
|
|
30
|
+
set title: 'Ruby 2D ▸ Examples ▸ Maze generator', width: WIDTH, height: HEIGHT, background: [0.04, 0.06, 0.10, 1]
|
|
31
|
+
set close_on_esc: true
|
|
32
|
+
|
|
33
|
+
WALL_COLOR = [0.85, 0.9, 1.0, 1]
|
|
34
|
+
HEAD_COLOR = [1.0, 0.8, 0.3, 1]
|
|
35
|
+
PLAYER_COLOR = [0.95, 0.45, 0.30, 1]
|
|
36
|
+
GOAL_COLOR = [0.4, 0.85, 0.4, 1]
|
|
37
|
+
TRACE_COLOR = [0.45, 0.9, 1.0, 0.85] # auto-solver's path trace
|
|
38
|
+
|
|
39
|
+
NORTH = 1
|
|
40
|
+
EAST = 2
|
|
41
|
+
SOUTH = 4
|
|
42
|
+
WEST = 8
|
|
43
|
+
ALL_WALLS = NORTH | EAST | SOUTH | WEST
|
|
44
|
+
DELTA = { NORTH => [0, -1], EAST => [1, 0], SOUTH => [0, 1], WEST => [-1, 0] }
|
|
45
|
+
OPPOSITE = { NORTH => SOUTH, EAST => WEST, SOUTH => NORTH, WEST => EAST }
|
|
46
|
+
DIRS = [NORTH, EAST, SOUTH, WEST]
|
|
47
|
+
|
|
48
|
+
# Pre-create wall lines. h_walls[er][c] is the horizontal segment at row-edge
|
|
49
|
+
# `er` and column `c`. v_walls[r][ec] is the vertical segment at row `r` and
|
|
50
|
+
# column-edge `ec`. Knocking down a wall hides its line.
|
|
51
|
+
h_walls = Array.new(ROWS + 1) do |er|
|
|
52
|
+
Array.new(COLS) do |c|
|
|
53
|
+
Line.new(x1: c * CELL, y1: er * CELL,
|
|
54
|
+
x2: (c + 1) * CELL, y2: er * CELL,
|
|
55
|
+
stroke_width: 2, color: WALL_COLOR, z: 2)
|
|
56
|
+
end
|
|
57
|
+
end
|
|
58
|
+
v_walls = Array.new(ROWS) do |r|
|
|
59
|
+
Array.new(COLS + 1) do |ec|
|
|
60
|
+
Line.new(x1: ec * CELL, y1: r * CELL,
|
|
61
|
+
x2: ec * CELL, y2: (r + 1) * CELL,
|
|
62
|
+
stroke_width: 2, color: WALL_COLOR, z: 2)
|
|
63
|
+
end
|
|
64
|
+
end
|
|
65
|
+
|
|
66
|
+
head = Circle.new(x: CELL / 2.0, y: CELL / 2.0,
|
|
67
|
+
radius: CELL * 0.35, color: HEAD_COLOR, z: 5)
|
|
68
|
+
player = Circle.new(x: CELL / 2.0, y: CELL / 2.0,
|
|
69
|
+
radius: CELL * 0.35, color: PLAYER_COLOR, z: 5, visible: false)
|
|
70
|
+
Circle.new(x: (GOAL_C + 0.5) * CELL, y: (GOAL_R + 0.5) * CELL,
|
|
71
|
+
radius: CELL * 0.4, color: GOAL_COLOR, z: 4)
|
|
72
|
+
|
|
73
|
+
# === Mutable state ===
|
|
74
|
+
|
|
75
|
+
walls_intact = nil
|
|
76
|
+
visited = nil
|
|
77
|
+
stack = nil
|
|
78
|
+
generating = true
|
|
79
|
+
player_c = 0
|
|
80
|
+
player_r = 0
|
|
81
|
+
step_accum = 0.0
|
|
82
|
+
solving = false # auto-solver is animating the trace
|
|
83
|
+
solved = false # goal reached — the rainbow pulse is running
|
|
84
|
+
solution = nil # list of [c, r] cells from the player to the goal
|
|
85
|
+
solve_index = 0 # how far along `solution` the trace has drawn
|
|
86
|
+
solve_accum = 0.0 # fractional cells owed to the trace this frame
|
|
87
|
+
celebrate_t = 0.0 # seconds elapsed into the victory pulse
|
|
88
|
+
trace = [] # Line segments drawn along the solved path
|
|
89
|
+
|
|
90
|
+
def hide_wall(h_walls, v_walls, r, c, side)
|
|
91
|
+
case side
|
|
92
|
+
when NORTH then h_walls[r][c].visible = false
|
|
93
|
+
when SOUTH then h_walls[r + 1][c].visible = false
|
|
94
|
+
when EAST then v_walls[r][c + 1].visible = false
|
|
95
|
+
when WEST then v_walls[r][c].visible = false
|
|
96
|
+
end
|
|
97
|
+
end
|
|
98
|
+
|
|
99
|
+
def reset_walls(h_walls, v_walls)
|
|
100
|
+
h_walls.each { |row| row.each { |w| w.visible = true; w.color = WALL_COLOR } }
|
|
101
|
+
v_walls.each { |row| row.each { |w| w.visible = true; w.color = WALL_COLOR } }
|
|
102
|
+
end
|
|
103
|
+
|
|
104
|
+
def step_dfs(walls_intact, visited, stack, h_walls, v_walls)
|
|
105
|
+
c, r = stack.last
|
|
106
|
+
unvisited = DIRS.select do |d|
|
|
107
|
+
dc, dr = DELTA[d]
|
|
108
|
+
nc = c + dc
|
|
109
|
+
nr = r + dr
|
|
110
|
+
nc.between?(0, COLS - 1) && nr.between?(0, ROWS - 1) && !visited[nr][nc]
|
|
111
|
+
end
|
|
112
|
+
if unvisited.empty?
|
|
113
|
+
stack.pop
|
|
114
|
+
else
|
|
115
|
+
d = unvisited.sample
|
|
116
|
+
dc, dr = DELTA[d]
|
|
117
|
+
nc = c + dc
|
|
118
|
+
nr = r + dr
|
|
119
|
+
walls_intact[r][c] &= ~d
|
|
120
|
+
walls_intact[nr][nc] &= ~OPPOSITE[d]
|
|
121
|
+
hide_wall(h_walls, v_walls, r, c, d)
|
|
122
|
+
visited[nr][nc] = true
|
|
123
|
+
stack.push([nc, nr])
|
|
124
|
+
end
|
|
125
|
+
end
|
|
126
|
+
|
|
127
|
+
# Breadth-first search from (start_c, start_r) to the goal, returning the
|
|
128
|
+
# path as a list of [c, r] cells. The maze is perfect (exactly one route
|
|
129
|
+
# between any two cells), so that path is unique. `from[r][c]` records the
|
|
130
|
+
# direction stepping back toward the start, walked in reverse to rebuild it.
|
|
131
|
+
def solve_path(walls_intact, start_c, start_r)
|
|
132
|
+
from = Array.new(ROWS) { Array.new(COLS) }
|
|
133
|
+
seen = Array.new(ROWS) { Array.new(COLS, false) }
|
|
134
|
+
seen[start_r][start_c] = true
|
|
135
|
+
queue = [[start_c, start_r]]
|
|
136
|
+
until queue.empty?
|
|
137
|
+
c, r = queue.shift
|
|
138
|
+
break if c == GOAL_C && r == GOAL_R
|
|
139
|
+
DIRS.each do |d|
|
|
140
|
+
next unless (walls_intact[r][c] & d) == 0
|
|
141
|
+
dc, dr = DELTA[d]
|
|
142
|
+
nc = c + dc
|
|
143
|
+
nr = r + dr
|
|
144
|
+
next if seen[nr][nc]
|
|
145
|
+
seen[nr][nc] = true
|
|
146
|
+
from[nr][nc] = OPPOSITE[d]
|
|
147
|
+
queue.push([nc, nr])
|
|
148
|
+
end
|
|
149
|
+
end
|
|
150
|
+
path = []
|
|
151
|
+
c = GOAL_C
|
|
152
|
+
r = GOAL_R
|
|
153
|
+
loop do
|
|
154
|
+
path.unshift([c, r])
|
|
155
|
+
break if c == start_c && r == start_r
|
|
156
|
+
back = from[r][c]
|
|
157
|
+
break unless back
|
|
158
|
+
dc, dr = DELTA[back]
|
|
159
|
+
c += dc
|
|
160
|
+
r += dr
|
|
161
|
+
end
|
|
162
|
+
path
|
|
163
|
+
end
|
|
164
|
+
|
|
165
|
+
# Write an HSV color (fixed saturation and value) straight into an existing
|
|
166
|
+
# Color's channels — no allocation, so recoloring every wall each frame
|
|
167
|
+
# during the victory pulse stays cheap. `hue` may be any value; only its
|
|
168
|
+
# fractional position within each unit interval picks the color.
|
|
169
|
+
def paint_hue(color, hue)
|
|
170
|
+
h = hue - hue.floor
|
|
171
|
+
i = (h * 6).to_i
|
|
172
|
+
f = h * 6 - i
|
|
173
|
+
min = 1.0 - RAINBOW_SAT # the two non-peak channels bottom out here
|
|
174
|
+
down = 1.0 - f * RAINBOW_SAT
|
|
175
|
+
up = 1.0 - (1.0 - f) * RAINBOW_SAT
|
|
176
|
+
case i % 6
|
|
177
|
+
when 0 then color.r = 1.0; color.g = up; color.b = min
|
|
178
|
+
when 1 then color.r = down; color.g = 1.0; color.b = min
|
|
179
|
+
when 2 then color.r = min; color.g = 1.0; color.b = up
|
|
180
|
+
when 3 then color.r = min; color.g = down; color.b = 1.0
|
|
181
|
+
when 4 then color.r = up; color.g = min; color.b = 1.0
|
|
182
|
+
else color.r = 1.0; color.g = min; color.b = down
|
|
183
|
+
end
|
|
184
|
+
end
|
|
185
|
+
|
|
186
|
+
reset = lambda do
|
|
187
|
+
walls_intact = Array.new(ROWS) { Array.new(COLS, ALL_WALLS) }
|
|
188
|
+
visited = Array.new(ROWS) { Array.new(COLS, false) }
|
|
189
|
+
visited[0][0] = true
|
|
190
|
+
stack = [[0, 0]]
|
|
191
|
+
reset_walls(h_walls, v_walls)
|
|
192
|
+
generating = true
|
|
193
|
+
solving = false
|
|
194
|
+
solved = false
|
|
195
|
+
solution = nil
|
|
196
|
+
solve_index = 0
|
|
197
|
+
solve_accum = 0.0
|
|
198
|
+
celebrate_t = 0.0
|
|
199
|
+
trace.each(&:remove)
|
|
200
|
+
trace.clear
|
|
201
|
+
player_c = 0
|
|
202
|
+
player_r = 0
|
|
203
|
+
step_accum = 0.0
|
|
204
|
+
player.x = CELL / 2.0
|
|
205
|
+
player.y = CELL / 2.0
|
|
206
|
+
player.visible = false
|
|
207
|
+
head.x = CELL / 2.0
|
|
208
|
+
head.y = CELL / 2.0
|
|
209
|
+
head.visible = true
|
|
210
|
+
end
|
|
211
|
+
|
|
212
|
+
# Kick off the auto-solver from the player's current cell. Ignored while the
|
|
213
|
+
# maze is still being carved or a solve/celebration is already under way.
|
|
214
|
+
start_solve = lambda do
|
|
215
|
+
next if generating || solving || solved
|
|
216
|
+
solution = solve_path(walls_intact, player_c, player_r)
|
|
217
|
+
solve_index = 0
|
|
218
|
+
solve_accum = 0.0
|
|
219
|
+
solving = true
|
|
220
|
+
end
|
|
221
|
+
|
|
222
|
+
# Enter the solved state: stop the solver and start the rainbow pulse.
|
|
223
|
+
mark_solved = lambda do
|
|
224
|
+
solving = false
|
|
225
|
+
solved = true
|
|
226
|
+
celebrate_t = 0.0
|
|
227
|
+
end
|
|
228
|
+
|
|
229
|
+
reset.call
|
|
230
|
+
|
|
231
|
+
# === Input ===
|
|
232
|
+
|
|
233
|
+
on :key_down do |event|
|
|
234
|
+
if event.key? :r
|
|
235
|
+
reset.call
|
|
236
|
+
next
|
|
237
|
+
end
|
|
238
|
+
if event.key? :s
|
|
239
|
+
start_solve.call
|
|
240
|
+
next
|
|
241
|
+
end
|
|
242
|
+
next if generating || solving || solved
|
|
243
|
+
move = case event.key
|
|
244
|
+
when 'up' then NORTH
|
|
245
|
+
when 'down' then SOUTH
|
|
246
|
+
when 'left' then WEST
|
|
247
|
+
when 'right' then EAST
|
|
248
|
+
end
|
|
249
|
+
next unless move
|
|
250
|
+
if (walls_intact[player_r][player_c] & move) == 0
|
|
251
|
+
dc, dr = DELTA[move]
|
|
252
|
+
player_c += dc
|
|
253
|
+
player_r += dr
|
|
254
|
+
player.x = (player_c + 0.5) * CELL
|
|
255
|
+
player.y = (player_r + 0.5) * CELL
|
|
256
|
+
mark_solved.call if player_c == GOAL_C && player_r == GOAL_R
|
|
257
|
+
end
|
|
258
|
+
end
|
|
259
|
+
|
|
260
|
+
# === Per-frame update ===
|
|
261
|
+
|
|
262
|
+
update do |dt|
|
|
263
|
+
if generating
|
|
264
|
+
step_accum += STEPS_PER_SEC * dt
|
|
265
|
+
count = step_accum.to_i
|
|
266
|
+
step_accum -= count
|
|
267
|
+
count.times do
|
|
268
|
+
if stack.empty?
|
|
269
|
+
generating = false
|
|
270
|
+
head.visible = false
|
|
271
|
+
player.visible = true
|
|
272
|
+
break
|
|
273
|
+
end
|
|
274
|
+
step_dfs(walls_intact, visited, stack, h_walls, v_walls)
|
|
275
|
+
end
|
|
276
|
+
if generating && !stack.empty?
|
|
277
|
+
c, r = stack.last
|
|
278
|
+
head.x = (c + 0.5) * CELL
|
|
279
|
+
head.y = (r + 0.5) * CELL
|
|
280
|
+
end
|
|
281
|
+
next
|
|
282
|
+
end
|
|
283
|
+
|
|
284
|
+
# Auto-solver: advance along the solution, laying a trace segment between
|
|
285
|
+
# each pair of cells and walking the player forward as it goes.
|
|
286
|
+
if solving
|
|
287
|
+
solve_accum += SOLVE_SPEED * dt
|
|
288
|
+
while solve_accum >= 1.0 && solve_index < solution.length - 1
|
|
289
|
+
solve_accum -= 1.0
|
|
290
|
+
solve_index += 1
|
|
291
|
+
pc, pr = solution[solve_index - 1]
|
|
292
|
+
nc, nr = solution[solve_index]
|
|
293
|
+
trace << Line.new(x1: (pc + 0.5) * CELL, y1: (pr + 0.5) * CELL,
|
|
294
|
+
x2: (nc + 0.5) * CELL, y2: (nr + 0.5) * CELL,
|
|
295
|
+
stroke_width: 4, color: TRACE_COLOR, z: 3)
|
|
296
|
+
player_c = nc
|
|
297
|
+
player_r = nr
|
|
298
|
+
player.x = (nc + 0.5) * CELL
|
|
299
|
+
player.y = (nr + 0.5) * CELL
|
|
300
|
+
end
|
|
301
|
+
mark_solved.call if solve_index >= solution.length - 1
|
|
302
|
+
next
|
|
303
|
+
end
|
|
304
|
+
|
|
305
|
+
# Victory pulse: sweep a diagonal rainbow wave across the standing walls by
|
|
306
|
+
# rewriting each wall's color in place (see `paint_hue`).
|
|
307
|
+
if solved
|
|
308
|
+
celebrate_t += dt
|
|
309
|
+
phase = celebrate_t * RAINBOW_SPEED
|
|
310
|
+
h_walls.each_with_index do |row, er|
|
|
311
|
+
row.each_with_index do |w, c|
|
|
312
|
+
paint_hue(w.color, (er + c) * RAINBOW_SCALE + phase) if w.visible
|
|
313
|
+
end
|
|
314
|
+
end
|
|
315
|
+
v_walls.each_with_index do |row, r|
|
|
316
|
+
row.each_with_index do |w, ec|
|
|
317
|
+
paint_hue(w.color, (r + ec) * RAINBOW_SCALE + phase) if w.visible
|
|
318
|
+
end
|
|
319
|
+
end
|
|
320
|
+
end
|
|
321
|
+
end
|
|
322
|
+
|
|
323
|
+
show
|