steering_behaviors 1.0.0 → 1.0.1
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- data/CHANGELOG.md +7 -0
- data/lib/steering_behaviors/vector.rb +23 -7
- metadata +2 -2
data/CHANGELOG.md
CHANGED
@@ -7,6 +7,9 @@
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# the terms found in the "LICENSE" file included with the framework.
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class SteeringBehaviors::Vector
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TWOPI = 6.283185307179586
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THREEPI = 9.42477796076938
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attr_reader :x, :y
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def initialize(x=0,y=0)
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@@ -14,6 +17,11 @@ class SteeringBehaviors::Vector
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@y = y.to_f
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end
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def clear_cache
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@length = nil
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@radians = nil
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end
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def ==(other)
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self.class == other.class && @x==other.x && @y==other.y
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end
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@@ -21,14 +29,17 @@ class SteeringBehaviors::Vector
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def x=(x)
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@x = x.to_f
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clear_cache
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end
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def y=(y)
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@y = y.to_f
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clear_cache
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end
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def length
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-
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# @length || @length = Math...
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@length ||= Math.sqrt(@x**2 + @y**2)
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end
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def +(v)
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@@ -48,7 +59,7 @@ class SteeringBehaviors::Vector
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end
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def delta(other)
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-
(( ( other.radians - self.radians +
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(( ( other.radians - self.radians + THREEPI ) % (TWOPI) ) - Math::PI).abs
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end
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def normalize!
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@@ -57,6 +68,7 @@ class SteeringBehaviors::Vector
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@x /= orig_length
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@y /= orig_length
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clear_cache
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self
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end
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@@ -112,21 +124,25 @@ class SteeringBehaviors::Vector
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end
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def radians
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-
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-
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-
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-
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@radians ||= lambda do |x, y|
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theta = Math.acos(y/length)
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if x < 0
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theta *= -1
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end
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-
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return theta % (TWOPI)
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end.call(@x, @y)
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end
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def from_compass_bearing!(brg)
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rad = SteeringBehaviors::Vector.deg2rad(brg)
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self.x = Math.sin(rad)
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self.y = Math.cos(rad)
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clear_cache
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end
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def rotate!(radians)
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clear_cache
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circle_cos = Math.cos(-radians)
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circle_sin = Math.sin(-radians)
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metadata
CHANGED
@@ -2,14 +2,14 @@
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name: steering_behaviors
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version: !ruby/object:Gem::Version
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prerelease:
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version: 1.0.
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version: 1.0.1
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platform: ruby
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authors:
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- Chris Powell
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autorequire:
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bindir: bin
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cert_chain: []
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-
date: 2013-07-
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date: 2013-07-31 00:00:00.000000000 Z
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dependencies: []
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description: |
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If you're building a game, you need your game agents and characters to move on their own. A standard way of doing this is with 'steering behaviors'. The seminal paper by Craig Reynolds established a core set of steering behaviors that could be utilized for a variety of common movement tasks and natural behaviors. This Ruby library can accomplish many/most of those tasks for your Ruby / JRuby game. The basic behaviors can be layered for more complicated and advanced behaviors, such as flocking and crowd movement.
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