Add emitter

This commit is contained in:
Alex Clink 2021-11-13 12:45:51 -05:00
parent 6d450f1871
commit f219e74a40
7 changed files with 140 additions and 49 deletions

View file

@ -72,7 +72,7 @@ end
puts "Copying Info.plist"
FileUtils.cp 'Info.plist', "#{BUILD_DIR}/"
build_cmd = %{shards build --release --link-flags="-rpath @executable_path/../Frameworks -L #{`brew --prefix sfml`.chomp}/lib/ -mmacosx-version-min=10.14 -headerpad_max_install_names"}
build_cmd = %{shards build --release --link-flags="-rpath @executable_path/../Frameworks -L #{`brew --prefix sdl2`.chomp}/lib/ -mmacosx-version-min=10.14 -headerpad_max_install_names"}
puts "Building: `#{build_cmd}`"
puts `#{build_cmd}`

View file

@ -50,8 +50,7 @@ class Asteroids < Game
end
@bullets.each do |bullet|
bullet.update
bullet.age += dt
bullet.update(dt)
end
@bullets = @bullets.reject { |b| b.age >= 4.0 }

View file

@ -1,8 +1,9 @@
class Bullet < Sprite
property age : Float64 = 0.0
def update
@position += @velocity
def update(dt : Float64)
update_position(dt)
@age += dt
end
def draw(renderer)

45
src/lx_game/emitter.cr Normal file
View file

@ -0,0 +1,45 @@
require "./sprite"
require "./particle"
module LxGame
class Emitter < Sprite
property emitting : Bool = true
property particles = [] of Particle
property max_age : Float64 = 1.0
property emit_freq : Float64 = 0.05
property strength : Float64 = 50.0
@last_emitted : Float64 = 0.0
property emit_angle : Float64 = 1.0
def generate_particle
Particle.build do |particle|
particle.position = @position
direction = rand((@rotation - @emit_angle)..(@rotation + @emit_angle))
particle.velocity = @velocity + Vector2.new(Math.cos(direction), Math.sin(direction)) * @strength
particle.lifespan = @max_age
end
end
def update(dt : Float64)
update_position(dt)
@last_emitted += dt
if @emitting && @last_emitted >= @emit_freq
@last_emitted = 0.0
@particles << generate_particle
end
@particles.each { |particle| particle.update(dt) }
@particles.reject! { |particle| particle.dead? }
end
def draw(renderer : SDL::Renderer)
renderer.draw_color = SDL::Color[255, 255, 0, 255]
@particles.each do |particle|
particle.draw(renderer)
end
end
end
end

26
src/lx_game/particle.cr Normal file
View file

@ -0,0 +1,26 @@
require "./sprite"
module LxGame
class Particle < Sprite
property age : Float64 = 0.0
property lifespan : Float64 = 4.0
@dead : Bool = false
def dead?
@age >= @lifespan
end
def update(dt : Float64)
return if dead?
update_position(dt)
@age += dt
end
def draw(renderer : SDL::Renderer)
return if dead?
brightness = ((@lifespan - @age) / @lifespan) * 255
renderer.draw_color = SDL::Color[brightness / 2, brightness / 2, brightness / 2]
renderer.draw_point(@position.x.to_i, @position.y.to_i)
end
end
end

View file

@ -18,6 +18,12 @@ module LxGame
@rotation_speed = 0.0
end
def update_position(dt : Float64)
@rotation += @rotation_speed * dt
@position += @velocity * dt
end
abstract def update(dt : Float64)
abstract def draw(renderer : SDL::Renderer)
end
end

View file

@ -1,12 +1,16 @@
class Ship < VectorSprite
getter frame : Array(Vector2)
@last_fired : Float64
@fire_cooldown : Float64 = 0.0
@fire_rate : Float64 = 0.2
@emitter : Emitter
@l_emitter : Emitter
@r_emitter : Emitter
def initialize
super
@r_engine = 0.03
@t_engine = 0.1
@r_engine = 10.0
@t_engine = 20.0
@frame = [
Vector2.new(5.0, 0.0),
@ -14,85 +18,95 @@ class Ship < VectorSprite
Vector2.new(-3.0, -3.0),
]
@jet_left = [Vector2.new(2.0, -5.0), Vector2.new(2.0, -3.5)]
@jet_right = [Vector2.new(2.0, 3.5), Vector2.new(2.0, 5.0)]
@jet_rear = [Vector2.new(-7.0, 0.0), Vector2.new(-3.0, 0.0)]
@emitter = Emitter.build do |e|
e.position = @position
e.emit_freq = 0.01
e.emit_angle = 0.5
e.strength = 50.0
e.max_age = 0.25
end
@thrusting_left = false
@thrusting_right = false
@thrusting_forward = false
@l_emitter = Emitter.build do |e|
e.position = @position
e.emit_freq = 0.01
e.emit_angle = 0.3
e.strength = 25.0
e.max_age = 0.25
end
@last_fired = Time.monotonic.total_milliseconds
@r_emitter = Emitter.build do |e|
e.position = @position
e.emit_freq = 0.01
e.emit_angle = 0.3
e.strength = 25.0
e.max_age = 0.25
end
end
def can_fire?
now = Time.monotonic.total_milliseconds
now - @last_fired > 100.0
@fire_cooldown <= 0.0
end
def fire
@last_fired = Time.monotonic.total_milliseconds
@fire_cooldown = @fire_rate
@velocity.x -= Math.cos(@rotation) * 3.0
@velocity.y -= Math.sin(@rotation) * 3.0
Bullet.build do |bullet|
bullet.position = project_points([@frame[0]]).first
bullet.velocity = @velocity + Vector2.new(Math.cos(@rotation), Math.sin(@rotation)) * 0.1
bullet.velocity = @velocity + Vector2.new(Math.cos(@rotation), Math.sin(@rotation)) * 100.0
end
end
def rotate_right(dt : Float64, amount = @r_engine)
@thrusting_left = true
@l_emitter.emitting = true
@rotation_speed += amount * dt
end
def rotate_left(dt : Float64, amount = @r_engine)
@thrusting_right = true
@r_emitter.emitting = true
@rotation_speed -= amount * dt
end
def thrust(dt : Float64)
@thrusting_forward = true
@emitter.emitting = true
@velocity.x += Math.cos(@rotation) * dt * @t_engine
@velocity.y += Math.sin(@rotation) * dt * @t_engine
end
def update(dt : Float64)
@rotation += @rotation_speed
@position += @velocity
@fire_cooldown -= dt unless can_fire?
update_position(dt)
# @rotation_speed = 0.0 if @rotation_speed < 0.001 && @rotation_speed > -0.001
# rotate_left(dt, 0.01) if @rotation_speed >= 0.01
# rotate_right(dt, 0.01) if @rotation_speed <= -0.01
@emitter.update(dt)
@emitter.position = project_points([Vector2.new(-3.0, 0.0)]).first
@emitter.velocity = @velocity
@emitter.rotation = @rotation - Math::PI
@l_emitter.update(dt)
@l_emitter.position = project_points([Vector2.new(3.0, -1.0)]).first
@l_emitter.velocity = @velocity
@l_emitter.rotation = @rotation - 1.5
@r_emitter.update(dt)
@r_emitter.position = project_points([Vector2.new(3.0, 1.0)]).first
@r_emitter.velocity = @velocity
@r_emitter.rotation = @rotation + 1.5
end
def draw(renderer)
@emitter.draw(renderer)
@emitter.emitting = false
@l_emitter.draw(renderer)
@l_emitter.emitting = false
@r_emitter.draw(renderer)
@r_emitter.emitting = false
frame = project_points(@frame)
renderer.draw_color = SDL::Color[128, 128, 128, 255]
if @thrusting_left
@thrusting_left = false
jet_left = project_points(@jet_left, @rotation + rand(-0.5..0.5))
draw_line(renderer, jet_left[0], jet_left[1])
end
if @thrusting_right
@thrusting_right = false
jet_right = project_points(@jet_right, @rotation + rand(-0.5..0.5))
draw_line(renderer, jet_right[0], jet_right[1])
end
if @thrusting_forward
@thrusting_forward = false
jet_rear = project_points(@jet_rear, @rotation + rand(-0.5..0.5))
draw_line(renderer, jet_rear[0], jet_rear[1])
end
renderer.draw_color = SDL::Color[255, 255, 255, 255]
draw_line(renderer, frame[0], frame[1])
draw_line(renderer, frame[1], frame[2])
draw_line(renderer, frame[2], frame[0])
# renderer.draw_color = SDL::Color[255, 255, 0, 255]
# renderer.draw_point(@position.x.to_i, @position.y.to_i)
end
end