#!/usr/bin/ruby -w require "matrix" require "gosu" load "gosu_plugin.rb" load "config.rb" load "physobj.rb" load "objects.rb" load "controller.rb" class Window < Gosu::Window attr_accessor :freeze, :caption, :physobjs, :planets, :controller, :camera attr_reader :width, :height, :fonts def initialize(title, width, height, physobjs = [], planets = []) super width, height @width, @height = width, height self.caption = "#{title}| #{width}x#{height}" @physobjs = physobjs @planets = planets @font = Gosu::Font.new(self, "monospace", 18) @font2 = Gosu::Font.new(self, "monospace", 20) @fonts = { normal: @font, big: @font2 } @freeze = false @controller = nil @camera = Vector[0, 0] end def button_up(id) super id if( @controller != nil && @controller.class == Player ) then @controller.button_up(id) end end def button_down(id) super id if( id == BIND_PAUSE ) then @freeze = !@freeze end if( @controller != nil && @controller.class == Player ) then @controller.button_down(id) end end # def button_up?(id) # super id # # if( @controller != nil && @controller.class == Player ) then # @controller.button_up?(id) # end # end # # def button_down?(id) # super id # # if( @controller != nil && @controller.class == Player ) then # @controller.button_down?(id) # end # end def update if( !@freeze ) then @physobjs.each do |obj| obj.physics end @planets.each do |planet| orbiters = [] orbiters += @physobjs orbiters += @planets orbiters.delete(planet) planet.orbit(planets) end end end private def generate_debug_string(obj) return "\n#{obj.name}\nVel: #{obj.vel.round(4)} (#{obj.vel.magnitude.round(1)})\nAccel: #{obj.accel.round(4)} (#{obj.accel.magnitude.round(4)})\nPos: #{obj.pos.round(4)}\n" end def draw if( @controller != nil ) then @camera = Vector[self.width/2, self.height/2] - @controller.pos @font.draw_text(@controller.debug_string, 0, 32, 1, 1.0, 1.0, Gosu::Color::WHITE) end camx, camy = @camera[0], @camera[1] p @camera @font2.draw_text("Frozen: #{@freeze}", 0, 0, 1, 1.0, 1.0, Gosu::Color::WHITE) @physobjs.each do |obj| obj.render(camx, camy) obj.draw_vector(obj.vel, 10, 0xff_ffaaaaa, camx, camy) obj.draw_vector(obj.accel, 500, 0xff_aaffaa, camx, camy) obj.render_path(camx, camy) obj.draw_direction(camx, camy) end @planets.each do |planet| planet.render(camx, camy) end end end window = Window.new("Physics!", 1600, 900) cube = Player.new("Alpha", window, 8, 8) cube.show_info = false cube.thrust = 0.0075 cube.pos = Vector[800, 450 + 500] cube.vel = Vector[1, 0] window.controller = cube cube2 = PhysCube.new("Beta", window, 8, 8) cube2.pos = Vector[800, 450 + 300] cube2.vel = Vector[2, 0] cube2.show_info = true sol = Planet.new("Sol", window, 0xff_ffffaa, 1e2, 15, 1) sol.pos = Vector[800, 450] planet = Planet.new("Planet", window, 0xff_cccccc, 1e1, 8, 1) planet.pos = Vector[800, 450 + 300] planet.vel = Vector[-2, 0] planet.show_info = true sol_orbiters = [cube, cube2, planet] sol.orbit(sol_orbiters) window.planets << sol window.planets << planet window.physobjs << cube window.physobjs << cube2 window.physobjs << planet window.show