Hohmann Miner, a sandbox physics game where you mine stuff.
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hohmann-miner/physobj.rb

192 lines
4.3 KiB

require "matrix"
load "gosu_plugin.rb"
GRAV_CONSTANT = 1e+1
MAX_PATH_TRACK_POINT = 500
class PhysObj
attr_accessor :world, :saved_pos, :pos, :vel, :accel, :x, :y, :show_info, :angle
attr_reader :name
def initialize(name, world)
@name = name
@world = world
@pos = Vector.zero(2)
@vel = Vector.zero(2)
@accel = Vector.zero(2)
@x, @y = 0, 0
@saved_pos = []
@show_info = false
@angle = 0
end
def tick
if( @accel.magnitude != 0 ) then
@vel += @accel
end
if( @vel.magnitude != 0 ) then
@pos += @vel
end
@x, @y = @pos[0], @pos[1]
@angle %= 360
@saved_pos << @pos
while(@saved_pos.length > MAX_PATH_TRACK_POINT) do
@saved_pos = @saved_pos[1..-1]
end
end
def render_path
@saved_pos.each do |pos|
Gosu.draw_rect(pos[0], pos[1], 1, 1, Gosu::Color.argb(0x44_ccccff))
end
end
private def debug_string
return "\n#{self.name}\nVel: #{self.vel.magnitude.round(1)} #{self.vel.round(4)}\nAccel: #{self.accel.magnitude.round(4)} #{self.accel.round(4)}\nPos: #{self.pos.round(4)}\nAngle: #{self.angle.round(1)} deg\n"
end
def render(x_offset=0, y_offset=0, color=Gosu::Color.argb(0xaa_2222ff))
if( @show_info ) then
self.world.fonts[:normal].draw(self.debug_string, self.pos[0] + x_offset, self.pos[1] + y_offset, 1, 1.0, 1.0, color)
end
end
def draw_vector(vec, scale=2, color=0xaf_ffaaaa)
if( vec.magnitude != 0 ) then
clr = Gosu::Color.argb(color)
scaled_vec = vec*scale
pos1 = self.pos + Vector[self.width/2, self.height/2]
pos2 = pos1 + scaled_vec
x1 = pos1[0]
y1 = pos1[1]
x2 = pos2[0]
y2 = pos2[1]
Gosu.draw_line(x1, y1, clr, x2, y2, clr)
end
end
def draw_direction
rads = (self.angle * Math::PI) / 180
dir_vec = Vector[Math::cos(rads), Math::sin(rads)]
self.draw_vector(dir_vec, 25, 0xaf_aaaaff)
end
end
class PhysCube < PhysObj
attr_reader :width, :height
def initialize(name, world, width, height, color=0xff_ffffff)
super name, world
@width, @height = width, height
@color = Gosu::Color.argb(color)
end
def render
super 0, 0, @color
x, y = self.pos[0], self.pos[1]
Gosu.draw_quad(x, y, @color, x + self.width, y, @color, x, y + self.height, @color, x + self.width, y + self.height, @color)
end
def physics
self.tick
end
end
class Planet < PhysObj
attr_reader :color, :mass, :radius, :circle_thickness
def initialize(name, world, color, mass=1e+2, radius=20, circle_thickness=4)
super name, world
@color = color
@mass = mass
@radius = radius
@circle_thickness = circle_thickness
end
private def calculate_gravity_scalar(obj, dir_vec)
grav = GRAV_CONSTANT * (self.mass/(dir_vec.magnitude**2))
return grav
end
private def calculate_gravity_vector(obj)
dir_vec = self.pos - obj.pos + Vector[@radius/2, @radius/2]
return (dir_vec/dir_vec.magnitude) * calculate_gravity_scalar(obj, dir_vec)
end
def orbit(physobjs)
physobjs.each do |obj|
grav_vec = self.calculate_gravity_vector(obj)
obj.accel = grav_vec
end
end
private def debug_string
return "\n#{self.name}\nPos: #{self.pos.round(4)}\nMass: #{self.mass.round(4)}\nRadius: #{self.radius.round(4)} p\nGravity: #{(self.mass*GRAV_CONSTANT).round(2)} p/r^2"
end
def render
super @radius*3, @radius*3, Gosu::Color.argb(0xff_ffffff)
Gosu.draw_circle(self.pos[0], self.pos[1], @radius, @color, 0, @circle_thickness)
end
end
class Player < PhysCube
attr_accessor :engine, :thrust
def initialize(name, world, width, height, color=0xff_ffffff)
super name, world, width, height, color
@engine = false
@thrust = 0.001
end
private def get_angle_vec
rads = (self.angle * Math::PI) / 180
dir_vec = Vector[Math::cos(rads), Math::sin(rads)]
return dir_vec
end
def tick
super
if( @engine ) then
self.vel += self.get_angle_vec * @thrust
end
end
def button_up(id)
end
def button_up?(id)
end
def button_down(id)
if( id == Gosu::KbSpace ) then
@engine = !@engine
end
if( id == Gosu::KbLeft ) then
self.angle -= 20
end
if( id == Gosu::KbRight ) then
self.angle += 20
end
end
def button_down?(id)
end
private def debug_string
return "\n#{self.name}\nVel: #{self.vel.magnitude.round(1)} #{self.vel.round(4)}\nAccel: #{self.accel.magnitude.round(4)} #{self.accel.round(4)}\nPos: #{self.pos.round(4)}\nAngle: #{self.angle.round(1)} deg\nEngine: #{self.engine}\nThrust: #{self.thrust}\n"
end
end