Add explosions

This commit is contained in:
Alex Clink 2021-11-16 23:41:44 -05:00
parent fb844057b0
commit 521c5108de
4 changed files with 71 additions and 20 deletions

View file

@ -6,10 +6,11 @@ include LxGame
require "./ship" require "./ship"
require "./asteroid" require "./asteroid"
require "./bullet" require "./bullet"
require "./explosion"
WIDTH = 600 WIDTH = 600
HEIGHT = 400 HEIGHT = 400
SCALE = 3 SCALE = 2
module LxGame module LxGame
def draw_point(renderer, x, y) def draw_point(renderer, x, y)
@ -26,7 +27,10 @@ end
class Asteroids < Game class Asteroids < Game
@ship : Ship @ship : Ship
@asteroids = [] of Asteroid @asteroids = [] of Asteroid
@bullets = [] of Bullet
@explosions = [] of Explosion
@controller : Controller(LibSDL::Keycode) @controller : Controller(LibSDL::Keycode)
@asteroid_count = 3
def initialize(*args) def initialize(*args)
super super
@ -35,18 +39,7 @@ class Asteroids < Game
ship.position = Vector2.new(x: width / 2.0, y: height / 2.0) ship.position = Vector2.new(x: width / 2.0, y: height / 2.0)
end end
8.times do generate_asteroids
@asteroids << Asteroid.build do |a|
a.position = Vector2.new(x: rand(0.0..width.to_f), y: rand(0.0..height.to_f))
v_max = 30.0
a.velocity = Vector2.new(x: rand(-v_max..v_max), y: rand(-v_max..v_max))
a.rotation_speed = rand(-5.0..5.0)
size = rand(5.0..30.0)
a.mass = size
a.frame = VectorSprite.generate_circle(size.to_i, size: size, jitter: 3.0)
end
end
@controller = Controller(LibSDL::Keycode).new({ @controller = Controller(LibSDL::Keycode).new({
LibSDL::Keycode::UP => "Thrust", LibSDL::Keycode::UP => "Thrust",
@ -54,8 +47,21 @@ class Asteroids < Game
LibSDL::Keycode::LEFT => "Rotate Left", LibSDL::Keycode::LEFT => "Rotate Left",
LibSDL::Keycode::SPACE => "Fire", LibSDL::Keycode::SPACE => "Fire",
}) })
end
@bullets = [] of Bullet def generate_asteroids
@asteroid_count.times do
@asteroids << Asteroid.build do |a|
a.position = Vector2.new(x: rand(0.0..width.to_f), y: rand(0.0..height.to_f))
v_max = 30.0
a.velocity = Vector2.new(x: rand(-v_max..v_max), y: rand(-v_max..v_max))
a.rotation_speed = rand(-5.0..5.0)
size = rand(20.0..35.0)
a.mass = size
a.frame = VectorSprite.generate_circle(size.to_i, size: size, jitter: 3.0)
end
end
end end
def wrap(position : Vector2) def wrap(position : Vector2)
@ -69,6 +75,14 @@ class Asteroids < Game
end end
def update(dt : Float64) def update(dt : Float64)
if @asteroids.size == 0
@asteroid_count += 1
generate_asteroids
@ship.position = Vector2.new(x: width / 2.0, y: height / 2.0)
@ship.velocity = Vector2.new(0.0, 0.0)
@ship.rotation_speed = 0.0
end
@ship.rotate_right(dt) if @controller.action?("Rotate Right") @ship.rotate_right(dt) if @controller.action?("Rotate Right")
@ship.rotate_left(dt) if @controller.action?("Rotate Left") @ship.rotate_left(dt) if @controller.action?("Rotate Left")
@ship.thrust(dt) if @controller.action?("Thrust") @ship.thrust(dt) if @controller.action?("Thrust")
@ -82,6 +96,7 @@ class Asteroids < Game
@bullets.each do |bullet| @bullets.each do |bullet|
bullet.update(dt) bullet.update(dt)
bullet.position = wrap(bullet.position)
end end
@bullets = @bullets.reject { |b| b.age >= 4.0 } @bullets = @bullets.reject { |b| b.age >= 4.0 }
@ -99,7 +114,7 @@ class Asteroids < Game
if a.collides_with?(b) if a.collides_with?(b)
collission_pairs << {a, b} collission_pairs << {a, b}
a.resolve_collision(b) a.resolve_collision(b)
puts "#{a} collided with #{b}" # puts "#{a} collided with #{b}"
end end
end end
end end
@ -107,7 +122,7 @@ class Asteroids < Game
@bullets.each do |bullet| @bullets.each do |bullet|
@asteroids.each do |asteroid| @asteroids.each do |asteroid|
if bullet.collides_with?(asteroid) if bullet.collides_with?(asteroid)
if asteroid.mass > 3.0 if asteroid.mass > 7.0
2.times do 2.times do
@asteroids << Asteroid.build do |a| @asteroids << Asteroid.build do |a|
a.position = asteroid.position + Vector2.new(rand(-1.0..1.0), rand(-1.0..1.0)) a.position = asteroid.position + Vector2.new(rand(-1.0..1.0), rand(-1.0..1.0))
@ -122,11 +137,28 @@ class Asteroids < Game
end end
end end
@explosions << Explosion.build do |e|
e.size = asteroid.average_radius * 2
e.position = bullet.position
e.velocity = asteroid.velocity
e.emit_freq = 0.01
e.strength = 25
e.max_age = 1.0
end
@asteroids.delete(asteroid) @asteroids.delete(asteroid)
@bullets.delete(bullet) @bullets.delete(bullet)
end end
end end
end end
@explosions.each do |e|
e.update(dt)
e.position = wrap(e.position)
e.emitting = false if e.age > 0.5
end
@explosions.reject! { |e| e.emitting == false && e.particles.none? }
end end
def draw def draw
@ -135,6 +167,7 @@ class Asteroids < Game
@ship.draw(@renderer) @ship.draw(@renderer)
@bullets.each { |b| b.draw(@renderer) } @bullets.each { |b| b.draw(@renderer) }
@asteroids.each { |a| a.draw(@renderer) } @asteroids.each { |a| a.draw(@renderer) }
@explosions.each { |e| e.draw(@renderer) }
end end
end end

8
src/explosion.cr Normal file
View file

@ -0,0 +1,8 @@
class Explosion < LxGame::Emitter
getter age : Float64 = 0.0
def update(dt : Float64)
super
@age += dt
end
end

View file

@ -9,11 +9,18 @@ module LxGame
property emit_freq : Float64 = 0.05 property emit_freq : Float64 = 0.05
property strength : Float64 = 50.0 property strength : Float64 = 50.0
@last_emitted : Float64 = 0.0 @last_emitted : Float64 = 0.0
property emit_angle : Float64 = 1.0 property emit_angle : Float64 = 2 * Math::PI
property size : Float64 = 0.0
def generate_particle def generate_particle
Particle.build do |particle| Particle.build do |particle|
particle.position = @position particle.position = @position
if @size > 0.0
particle.position.x += rand(-@size..@size)
particle.position.y += rand(-@size..@size)
end
direction = rand((@rotation - @emit_angle)..(@rotation + @emit_angle)) direction = rand((@rotation - @emit_angle)..(@rotation + @emit_angle))
particle.velocity = @velocity + Vector2.new(Math.cos(direction), Math.sin(direction)) * @strength particle.velocity = @velocity + Vector2.new(Math.cos(direction), Math.sin(direction)) * @strength
particle.lifespan = @max_age particle.lifespan = @max_age
@ -26,9 +33,12 @@ module LxGame
@last_emitted += dt @last_emitted += dt
if @emitting && @last_emitted >= @emit_freq if @emitting && @last_emitted >= @emit_freq
@last_emitted = 0.0 particle_count, remaining = @last_emitted.divmod(@emit_freq)
particle_count.to_i.times do
@particles << generate_particle @particles << generate_particle
end end
@last_emitted = remaining
end
@particles.each { |particle| particle.update(dt) } @particles.each { |particle| particle.update(dt) }
@particles.reject! { |particle| particle.dead? } @particles.reject! { |particle| particle.dead? }

View file

@ -9,7 +9,7 @@ class Ship < VectorSprite
super super
@r_engine = 10.0 @r_engine = 10.0
@t_engine = 20.0 @t_engine = 50.0
@frame = [ @frame = [
Vector2.new(5.0, 0.0), Vector2.new(5.0, 0.0),