pixelfaucet/examples/balls.cr

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2022-01-03 01:39:17 +01:00
require "../src/game"
require "../src/shape"
require "../src/entity"
require "../src/entity/circle_collision"
module PF
class Ball < Entity
include CircleCollision
getter frame : Array(Point(Float64))
def initialize(size : Float64)
@frame = Shape.circle(size.to_i32, size.to_i32)
@mass = size
@radius = size
end
end
class Balls < Game
@balls : Array(Ball) = [] of Ball
def initialize(*args, **kwargs)
super
15.times do
position = Point(Float64).new(rand(0.0_f64..@width.to_f64), rand(0.0_f64..@height.to_f64))
ball = Ball.new(rand(10.0..30.0))
ball.position = position
ball.velocity = Point(Float64).new(rand(-50.0..50.0), rand(-50.0..50.0))
@balls << ball
end
end
# override to wrap the coordinates
def draw_point(x : Int32, y : Int32, pixel : PF::Pixel, surface = @screen)
x = x % @width
y = y % @height
x = @width + x if x < 0
y = @height + y if y < 0
super(x, y, pixel, surface)
end
def update(dt, event)
@balls.each do |b|
b.update(dt)
b.position = b.position % viewport # wrap coords
end
collission_pairs = [] of Tuple(Ball, Ball)
@balls.each do |a|
@balls.each do |b|
next if a == b
next if collission_pairs.includes?({a, b})
if a.collides_with?(b)
collission_pairs << {a, b}
a.resolve_collision(b)
end
end
end
end
def draw
clear(10, 10, 30)
# @balls.each { |b| draw_circle(b.position.to_i32, b.radius.to_i32) }
@balls.each do |ball|
fill_shape(Shape.translate(ball.frame, translation: ball.position).map(&.to_i32))
end
end
end
end
balls = PF::Balls.new(600, 400, 2)
balls.run!