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https://github.com/SleepingInsomniac/asteroids
synced 2024-12-26 21:59:30 +01:00
Add ship collision
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a5aec01b6a
commit
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2 changed files with 55 additions and 9 deletions
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@ -31,6 +31,7 @@ class Asteroids < Game
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@explosions = [] of Explosion
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@explosions = [] of Explosion
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@controller : Controller(LibSDL::Keycode)
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@controller : Controller(LibSDL::Keycode)
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@asteroid_count = 3
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@asteroid_count = 3
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@restart_timer = 0.0
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def initialize(*args)
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def initialize(*args)
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super
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super
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@ -39,7 +40,7 @@ class Asteroids < Game
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ship.position = Vector2.new(x: width / 2.0, y: height / 2.0)
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ship.position = Vector2.new(x: width / 2.0, y: height / 2.0)
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end
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end
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generate_asteroids
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setup_round
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@controller = Controller(LibSDL::Keycode).new({
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@controller = Controller(LibSDL::Keycode).new({
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LibSDL::Keycode::UP => "Thrust",
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LibSDL::Keycode::UP => "Thrust",
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@ -50,9 +51,15 @@ class Asteroids < Game
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end
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end
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def generate_asteroids
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def generate_asteroids
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center_size = Vector2.new(20.0, 20.0)
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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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@asteroid_count.times do
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@asteroid_count.times do
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@asteroids << Asteroid.build do |a|
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@asteroids << Asteroid.build do |a|
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a.position = Vector2.new(x: rand(0.0..width.to_f), y: rand(0.0..height.to_f))
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loop do
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a.position = Vector2.new(x: rand(0.0..width.to_f), y: rand(0.0..height.to_f))
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break if (a.position.x < center_pos.x || a.position.x > center_pos.x + center_size.x) && (a.position.y < center_pos.y || a.position.y > center_pos.y + center_size.y)
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end
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v_max = 30.0
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v_max = 30.0
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a.velocity = Vector2.new(x: rand(-v_max..v_max), y: rand(-v_max..v_max))
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a.velocity = Vector2.new(x: rand(-v_max..v_max), y: rand(-v_max..v_max))
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a.rotation_speed = rand(-5.0..5.0)
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a.rotation_speed = rand(-5.0..5.0)
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@ -64,6 +71,17 @@ class Asteroids < Game
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end
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end
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end
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end
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def setup_round
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@restart_timer = 0.0
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@asteroids = [] of Asteroid
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generate_asteroids
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@bullets = [] of Bullet
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@ship.blew_up = false
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@ship.position = Vector2.new(x: width / 2.0, y: height / 2.0)
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@ship.velocity = Vector2.new(0.0, 0.0)
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@ship.rotation_speed = 0.0
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end
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def wrap(position : Vector2)
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def wrap(position : Vector2)
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position.x = 0.0 if position.x > @width
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position.x = 0.0 if position.x > @width
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position.x = @width.to_f64 if position.x < 0.0
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position.x = @width.to_f64 if position.x < 0.0
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@ -75,14 +93,14 @@ class Asteroids < Game
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end
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end
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def update(dt : Float64)
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def update(dt : Float64)
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if @asteroids.size == 0
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if @asteroids.size == 0 && !@ship.blew_up
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@asteroid_count += 1
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@asteroid_count += 1
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generate_asteroids
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setup_round
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@ship.position = Vector2.new(x: width / 2.0, y: height / 2.0)
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@ship.velocity = Vector2.new(0.0, 0.0)
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@ship.rotation_speed = 0.0
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end
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end
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@restart_timer += dt if @ship.blew_up
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setup_round if @restart_timer > 3.0
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@ship.rotate_right(dt) if @controller.action?("Rotate Right")
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@ship.rotate_right(dt) if @controller.action?("Rotate Right")
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@ship.rotate_left(dt) if @controller.action?("Rotate Left")
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@ship.rotate_left(dt) if @controller.action?("Rotate Left")
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@ship.thrust(dt) if @controller.action?("Thrust")
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@ship.thrust(dt) if @controller.action?("Thrust")
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@ -159,6 +177,19 @@ class Asteroids < Game
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end
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end
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@explosions.reject! { |e| e.emitting == false && e.particles.none? }
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@explosions.reject! { |e| e.emitting == false && e.particles.none? }
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@asteroids.each do |a|
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if @ship.collides_with?(a)
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@ship.blew_up = true
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@explosions << Explosion.build do |e|
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e.size = 10.0
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e.position = @ship.position
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e.velocity = @ship.velocity
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e.emit_freq = 0.01
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e.strength = 30
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e.max_age = 1.0
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end
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end
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end
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end
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end
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def draw
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def draw
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19
src/ship.cr
19
src/ship.cr
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@ -8,6 +8,8 @@ class Ship < Sprite
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@emitter : Emitter
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@emitter : Emitter
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@l_emitter : Emitter
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@l_emitter : Emitter
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@r_emitter : Emitter
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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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def initialize
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def initialize
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super
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super
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@ -76,7 +78,20 @@ class Ship < Sprite
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@velocity.y += Math.sin(@rotation) * dt * @t_engine
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@velocity.y += Math.sin(@rotation) * dt * @t_engine
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end
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end
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def projected_points
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@projected_points ||= project_points(@frame)
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end
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def collides_with?(asteroid : Asteroid)
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return false if @blew_up
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projected_points.any? do |point|
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asteroid.position.distance(point) < asteroid.radius
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end
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end
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def update(dt : Float64)
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def update(dt : Float64)
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return if @blew_up
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@projected_points = nil
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update_position(dt)
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update_position(dt)
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@fire_cooldown -= dt unless can_fire?
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@fire_cooldown -= dt unless can_fire?
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@ -98,6 +113,7 @@ class Ship < Sprite
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end
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end
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def draw(renderer)
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def draw(renderer)
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return if @blew_up
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@emitter.draw(renderer)
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@emitter.draw(renderer)
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@emitter.emitting = false
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@emitter.emitting = false
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@l_emitter.draw(renderer)
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@l_emitter.draw(renderer)
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@ -105,8 +121,7 @@ class Ship < Sprite
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@r_emitter.draw(renderer)
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@r_emitter.draw(renderer)
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@r_emitter.emitting = false
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@r_emitter.emitting = false
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frame = project_points(@frame)
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renderer.draw_color = SDL::Color[255, 255, 255, 255]
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renderer.draw_color = SDL::Color[255, 255, 255, 255]
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draw_frame(renderer, frame)
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draw_frame(renderer, projected_points)
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end
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end
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end
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end
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