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

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2.2 KiB

require "matrix"
GRAV_CONSTANT = 1e+2
class PhysObj
attr_accessor :world, :saved_pos, :pos, :vel, :accel, :x, :y
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 = []
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]
@saved_pos << @pos
end
def render_path
@saved_pos.each do |pos|
Gosu.draw_rect(pos[0], pos[1], 1, 1, Gosu::Color.argb(0xaa_ccccff))
end
end
end
class PhysCube < PhysObj
attr_reader :width, :height
def initialize(name, world, width, height, color=0xff_ffffff, ela=-0.8)
super name, world
@width, @height = width, height
@color = Gosu::Color.argb(color)
@ela = ela
end
def render
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
# x, y = self.pos[0], self.pos[1]
# x_max = world.width - self.width
# y_max = world.height - self.height
#
# if( x > x_max ) then
# self.pos[0] = x_max
# self.vel[0] = 0
# end
# if( y > y_max ) then
# self.pos[1] = y_max
# self.vel[1] = 0
# 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
end
class Planet < PhysCube
attr_reader :gravity
def initialize(name, world, color, gravity=0.05)
super name, world, 10, 10, color
@gravity = gravity
end
private def calculate_gravity_vector(obj)
dir_vec = self.pos - obj.pos + Vector[self.width/2, self.height/2]
return dir_vec * self.gravity
# return (self.gravity * dir_vec)/(dir_vec.magnitude)
end
def orbit(physobjs)
physobjs.each do |obj|
grav_vec = self.calculate_gravity_vector(obj)
obj.accel = grav_vec
end
end
end