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

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3.2 KiB

#!/usr/bin/ruby -w
require "matrix"
require "gosu"
load "gosu_plugin.rb"
load "physobj.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, Gosu::default_font_name, 18)
@font2 = Gosu::Font.new(self, Gosu::default_font_name, 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 == Gosu::KbEscape ) 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
@physobjs.each do |obj|
obj.physics
end
@planets.each do |planet|
orbiters = []
orbiters += @physobjs
orbiters += @planets
orbiters.delete(planet)
planet.orbit(planets)
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 + 200]
cube.vel = Vector[2.5, 0]
cube2 = PhysCube.new("Beta", window, 8, 8)
cube2.pos = Vector[800, 450 + 300]
cube2.vel = Vector[-1.24, 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[-2.5, 0]
planet.show_info = true
window.controller = planet
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