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https://github.com/SleepingInsomniac/asteroids
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Add collision
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4 changed files with 119 additions and 5 deletions
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@ -3,10 +3,13 @@ class Asteroid < VectorSprite
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def initialize
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super
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@frame = VectorSprite.generate_circle(15, size: 10.0, jitter: 3.0)
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@frame = [] of Vector2
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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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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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@ -35,12 +35,16 @@ class Asteroids < Game
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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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4.times do
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8.times do
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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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a.velocity = Vector2.new(x: rand(-20.0..20.0), y: rand(-20.0..20.0))
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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.rotation_speed = rand(-5.0..5.0)
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a.size = rand(0.5..4.0)
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size = rand(5.0..30.0)
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a.mass = size
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a.frame = VectorSprite.generate_circle(size.to_i, size: size, jitter: 3.0)
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end
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end
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@ -85,6 +89,44 @@ class Asteroids < Game
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a.update(dt)
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a.position = wrap(a.position)
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end
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collission_pairs = [] of Tuple(Asteroid, Asteroid)
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@asteroids.each do |a|
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@asteroids.each do |b|
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next if a == b
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next if collission_pairs.includes?({a, b})
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if a.collides_with?(b)
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collission_pairs << {a, b}
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a.resolve_collision(b)
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puts "#{a} collided with #{b}"
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end
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end
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end
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@bullets.each do |bullet|
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@asteroids.each do |asteroid|
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if bullet.collides_with?(asteroid)
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if asteroid.mass > 3.0
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2.times do
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@asteroids << Asteroid.build do |a|
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a.position = asteroid.position + Vector2.new(rand(-1.0..1.0), rand(-1.0..1.0))
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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.rotation_speed = rand(-5.0..5.0)
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size = asteroid.average_radius / 2
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a.mass = size
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points = size < 6 ? 6 : size.to_i
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a.frame = VectorSprite.generate_circle(points, size: size, jitter: 3.0)
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end
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end
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end
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@asteroids.delete(asteroid)
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@bullets.delete(bullet)
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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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@ -11,4 +11,8 @@ class Bullet < Sprite
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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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end
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def collides_with?(other : VectorSprite)
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@position.distance(other.position) < other.average_radius
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end
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end
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@ -1,6 +1,8 @@
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module LxGame
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abstract class VectorSprite < Sprite
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getter frame = [] of Vector2
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property mass : Float64 = 10.0
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property frame = [] of Vector2
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@average_radius : Float64? = nil
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def self.generate_circle(num_points : Int, size = 1.0, jitter = 0.0) : Array(Vector2)
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0.upto(num_points).map do |n|
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@ -36,6 +38,18 @@ module LxGame
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end
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end
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def average_radius
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@average_radius ||= begin
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# calculate length from center for all points
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lengths = frame.map do |vec|
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Math.sqrt(vec.x ** 2 + vec.y ** 2)
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end
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# get the average of the lengths
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lengths.reduce { |t, p| t + p } / frame.size.to_f
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end
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end
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def update(dt : Float64)
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update_position(dt)
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end
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@ -45,5 +59,56 @@ module LxGame
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draw_line(renderer, frame[n], frame[(n + 1) % frame.size])
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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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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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end
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def distance_between(other)
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@position.distance(other.position)
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end
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def collides_with?(other : VectorSprite)
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distance_between(other) < average_radius + other.average_radius
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end
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# Move objects so that they don't overlap
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def offset_position(other : VectorSprite)
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distance = distance_between(other)
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overlap = distance - average_radius - other.average_radius
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offset = ((@position - other.position) * (overlap / 2)) / distance
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@position -= offset
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other.position += offset
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end
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def resolve_collision(other : VectorSprite)
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offset_position(other)
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distance = distance_between(other)
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# Calculate the new velocities
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normal_vec = (@position - other.position) / distance
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tangental_vec = Vector2.new(-normal_vec.y, normal_vec.x)
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# Dot product of velocity with the tangent
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# (the direction in which to bounce towards)
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dp_tangent_a = velocity.dot(tangental_vec)
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dp_tangent_b = other.velocity.dot(tangental_vec)
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# Dot product of the normal
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dp_normal_a = velocity.dot(normal_vec)
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dp_normal_b = other.velocity.dot(normal_vec)
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# conservation of momentum
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ma = (dp_normal_a * (mass - other.mass) + 2.0 * other.mass * dp_normal_b) / (mass + other.mass)
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mb = (dp_normal_b * (other.mass - mass) + 2.0 * mass * dp_normal_a) / (mass + other.mass)
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# Set the new velocities
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@velocity = (tangental_vec * dp_tangent_a) + (normal_vec * ma)
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other.velocity = (tangental_vec * dp_tangent_b) + (normal_vec * mb)
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end
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end
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end
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