mirror of
https://github.com/SleepingInsomniac/asteroids
synced 2024-12-25 21:59:23 +01:00
Update to render directly to surface
This commit is contained in:
parent
c3e21426e7
commit
3319e18747
12 changed files with 126 additions and 58 deletions
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@ -6,5 +6,5 @@ shards:
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sdl:
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git: https://github.com/ysbaddaden/sdl.cr.git
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version: 0.1.0+git.commit.d2aa0fb2ee30e42fc8d046d2d00c03c76879cb17
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version: 0.1.0+git.commit.0ded44711246feb3aa3ba28fea249c9b03be061b
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@ -6,6 +6,7 @@ class Asteroid < Sprite
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include LxGame::VectorSprite
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property size : Float64 = 1.0
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property color : Pixel = Pixel.new(128, 128, 128, 255)
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def initialize
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super
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@ -16,11 +17,8 @@ class Asteroid < Sprite
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update_position(dt)
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end
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def draw(renderer)
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# renderer.draw_color = SDL::Color[0, 100, 100, 255]
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# draw_radius(renderer)
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def draw(engine)
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frame = project_points(points: @frame, scale: Vector2.new(@size, @size))
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renderer.draw_color = SDL::Color[128, 128, 128, 255]
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draw_frame(renderer, frame)
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draw_frame(engine, frame, color)
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end
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end
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@ -8,22 +8,6 @@ require "./asteroid"
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require "./bullet"
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require "./explosion"
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WIDTH = 600
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HEIGHT = 400
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SCALE = 2
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module LxGame
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def draw_point(renderer, x, y)
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x = x % WIDTH
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y = y % HEIGHT
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x = WIDTH + x if x < 0
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y = HEIGHT + y if y < 0
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renderer.draw_point(x, y)
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end
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end
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class Asteroids < Game
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@ship : Ship
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@asteroids = [] of Asteroid
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@ -50,6 +34,17 @@ class Asteroids < Game
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})
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end
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# override to wrap the coordinates
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def draw_point(x : Int32, y : Int32, pixel : Pixel, surface = @screen)
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x = x % @width
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y = y % @height
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x = @width + x if x < 0
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y = @height + y if y < 0
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super(x, y, pixel, surface)
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end
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def generate_asteroids
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center_size = Vector2.new(50.0, 50.0)
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center_pos = Vector2.new((width.to_f / 2.0) - (center_size.x / 2.0), (height.to_f / 2.0) - (center_size.y / 2.0))
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@ -192,15 +187,14 @@ class Asteroids < Game
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end
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end
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def draw
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@renderer.draw_color = SDL::Color[0, 0, 0, 255]
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@renderer.clear
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@ship.draw(@renderer)
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@bullets.each { |b| b.draw(@renderer) }
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@asteroids.each { |a| a.draw(@renderer) }
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@explosions.each { |e| e.draw(@renderer) }
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def draw(engine)
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engine.clear
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@ship.draw(engine)
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@bullets.each { |b| b.draw(engine) }
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@asteroids.each { |a| a.draw(engine) }
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@explosions.each { |e| e.draw(engine) }
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end
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end
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game = Asteroids.new(WIDTH, HEIGHT, SCALE)
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game = Asteroids.new(500, 400, 2)
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game.run!
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@ -11,10 +11,10 @@ class Bullet < Sprite
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update_position(dt)
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end
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def draw(renderer)
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brightness = ((4.0 - self.age) / 4.0) * 255
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renderer.draw_color = SDL::Color[brightness, brightness, 0]
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renderer.draw_point(@position.x.to_i, @position.y.to_i)
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def draw(engine)
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brightness = (((4.0 - self.age) / 4.0) * 255).to_u8
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color = Pixel.new(r: brightness, g: brightness, b: 0_u8)
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engine.draw_point(@position.x.to_i, @position.y.to_i, color)
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end
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def collides_with?(other : VectorSprite)
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@ -12,6 +12,8 @@ module LxGame
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property emit_angle : Float64 = 2 * Math::PI
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property size : Float64 = 0.0
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# property color : Pixel = Pixel.new
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def generate_particle
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Particle.build do |particle|
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particle.position = @position
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@ -44,11 +46,9 @@ module LxGame
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@particles.reject!(&.dead?)
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end
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def draw(renderer : SDL::Renderer)
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renderer.draw_color = SDL::Color[255, 255, 0, 255]
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def draw(engine)
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@particles.each do |particle|
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particle.draw(renderer)
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particle.draw(engine)
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end
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end
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end
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@ -1,3 +1,6 @@
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require "./lib_sdl"
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require "./pixel"
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module LxGame
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abstract class Game
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FPS_INTERVAL = 1.0
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@ -15,18 +18,63 @@ module LxGame
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def initialize(@width, @height, @scale = 1, @title = self.class.name)
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SDL.init(SDL::Init::VIDEO)
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@window = SDL::Window.new(@title, @width * @scale, @height * @scale)
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@renderer = SDL::Renderer.new(@window, flags: SDL::Renderer::Flags::SOFTWARE)
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@renderer = SDL::Renderer.new(@window, flags: SDL::Renderer::Flags::PRESENTVSYNC) # , flags: SDL::Renderer::Flags::SOFTWARE)
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@renderer.scale = {@scale, @scale}
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@screen = SDL::Surface.new(LibSDL.create_rgb_surface(
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flags: 0, width: @width, height: @height, depth: 32,
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r_mask: 0xFF000000, g_mask: 0x00FF0000, b_mask: 0x0000FF00, a_mask: 0x000000FF
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))
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end
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abstract def update(dt : Float64)
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abstract def draw
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abstract def draw(engine : Game)
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def elapsed_time
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Time.monotonic.total_milliseconds
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end
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def engine_update
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def clear(r = 0, g = 0, b = 0)
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@screen.fill(0, 0, 0)
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end
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def draw_point(x : Int32, y : Int32, pixel : Pixel, surface = @screen)
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target = surface.pixels + (y * surface.pitch) + (x * 4)
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target.as(Pointer(UInt32)).value = pixel.format(surface.format)
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end
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# Draw a line using Bresenham’s Algorithm
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def draw_line(p1 : Vector2, p2 : Vector2, pixel : Pixel, surface = @screen)
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return draw_line(p2, p1, pixel, surface) if p1.x > p2.x
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x1, y1, x2, y2 = p1.x.to_i, p1.y.to_i, p2.x.to_i, p2.y.to_i
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dx = (x2 - x1).abs
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dy = -(y2 - y1).abs
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sx = x1 < x2 ? 1 : -1
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sy = y1 < y2 ? 1 : -1
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d = dx + dy
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x, y = x1, y1
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loop do
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draw_point(x, y, pixel, surface)
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break if x == x2 && y == y2
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d2 = d + d
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if d2 >= dy
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d += dy
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x += sx
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end
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if d2 <= dx
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d += dx
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y += sy
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end
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end
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end
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private def engine_update
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@fps_frames += 1
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et = elapsed_time
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@ -41,8 +89,12 @@ module LxGame
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@last_time = et
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end
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def engine_draw
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draw
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private def engine_draw
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@screen.lock do
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draw(self)
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end
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@renderer.copy(SDL::Texture.from(@screen, @renderer))
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@renderer.present
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end
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7
src/lx_game/lib_sdl.cr
Normal file
7
src/lx_game/lib_sdl.cr
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@ -0,0 +1,7 @@
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module SDL
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class Surface
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def pixels
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surface.pixels
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end
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end
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end
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@ -11,11 +11,11 @@ module LxGame
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update_position(dt)
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end
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def draw(renderer : SDL::Renderer)
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def draw(engine)
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return if dead?
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brightness = ((@lifespan - @age) / @lifespan) * 255
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renderer.draw_color = SDL::Color[brightness / 2, brightness / 2, brightness / 2]
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renderer.draw_point(@position.x.to_i, @position.y.to_i)
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brightness = ((((@lifespan - @age) / @lifespan) * 255) / 2).to_u8
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color = Pixel.new(r: brightness, g: brightness, b: brightness)
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engine.draw_point(@position.x.to_i, @position.y.to_i, color)
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end
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end
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end
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16
src/lx_game/pixel.cr
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16
src/lx_game/pixel.cr
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@ -0,0 +1,16 @@
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module LxGame
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struct Pixel
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def self.random
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new(rand(0_u8..0xFF_u8), rand(0_u8..0xFF_u8), rand(0_u8..0xFF_u8), 0xFF_u8)
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end
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property r, g, b, a
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def initialize(@r : UInt8 = 255, @g : UInt8 = 255, @b : UInt8 = 255, @a : UInt8 = 255)
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end
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def format(format)
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LibSDL.map_rgba(format, @r, @g, @b, @a)
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end
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end
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end
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@ -31,6 +31,6 @@ module LxGame
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end
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abstract def update(dt : Float64)
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abstract def draw(renderer : SDL::Renderer)
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abstract def draw(engine : Game)
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end
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end
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@ -55,17 +55,17 @@ module LxGame
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end
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end
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def draw_frame(renderer : SDL::Renderer, frame = @frame)
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def draw_frame(engine : Game, frame = @frame, color : Pixel = Pixel.new)
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0.upto(frame.size - 1) do |n|
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draw_line(renderer, frame[n], frame[(n + 1) % frame.size])
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engine.draw_line(frame[n], frame[(n + 1) % frame.size], color)
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end
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end
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def draw_radius(renderer : SDL::Renderer, points = 30)
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def draw_radius(engine : Game, points = 30, color : Pixel = Pixel.new)
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circle = self.class.generate_circle(points, average_radius).map do |point|
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point + @position
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end
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draw_frame(renderer, frame: circle)
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draw_frame(engine, frame: circle, color: color)
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end
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end
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end
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13
src/ship.cr
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src/ship.cr
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@ -10,6 +10,7 @@ class Ship < Sprite
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@r_emitter : Emitter
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@projected_points : Array(Vector2)? = nil
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property blew_up : Bool = false
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@color = Pixel.new
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def initialize
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super
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@r_emitter.rotation = @rotation + 1.5
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end
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def draw(renderer)
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def draw(engine)
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return if @blew_up
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@emitter.draw(renderer)
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@emitter.draw(engine)
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@emitter.emitting = false
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@l_emitter.draw(renderer)
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@l_emitter.draw(engine)
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@l_emitter.emitting = false
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@r_emitter.draw(renderer)
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@r_emitter.draw(engine)
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@r_emitter.emitting = false
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renderer.draw_color = SDL::Color[255, 255, 255, 255]
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draw_frame(renderer, projected_points)
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# renderer.draw_color = SDL::Color[255, 255, 255, 255]
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draw_frame(engine, projected_points, @color)
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end
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end
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