diff options
Diffstat (limited to 'app/systems')
| -rw-r--r-- | app/systems/camera.rb | 29 | ||||
| -rw-r--r-- | app/systems/debug/debug_render_vector_arrow.rb | 75 | ||||
| -rw-r--r-- | app/systems/update_boid_sprite.rb | 10 |
3 files changed, 93 insertions, 21 deletions
diff --git a/app/systems/camera.rb b/app/systems/camera.rb new file mode 100644 index 0000000..db6e3fc --- /dev/null +++ b/app/systems/camera.rb @@ -0,0 +1,29 @@ +FF::Scn::Render.add( + # Update the position of the sprite according + # to camera values before the sprite is rendered + FF::Sys.new('Camera', priority: 97) do + camera = FF::Cmp::SingletonCamera[0] + camera.entities.each do |ent| + sprite = ent.components[FF::Cmp::Sprite][0].props + + angle = camera.angle * (Math::PI / 180) + half_width = $gtk.args.grid.w * 0.5 + half_height = $gtk.args.grid.h * 0.5 + offset_x = sprite[:x] + (sprite[:w] / 2) + offset_y = sprite[:y] + (sprite[:h] / 2) + temp_x = (((offset_x - camera.x) * Math.cos(angle)) - ((offset_y - camera.y) * Math.sin(angle))) \ + * camera.zoom + half_width - (sprite[:w] * camera.zoom / 2) + temp_y = (((offset_x - camera.x) * Math.sin(angle)) + ((offset_y - camera.y) * Math.cos(angle))) \ + * camera.zoom + half_height - (sprite[:h] * camera.zoom / 2) + temp_rotate = sprite[:angle] + camera.angle + temp_width = sprite[:w] * camera.zoom + temp_height = sprite[:h] * camera.zoom + + sprite[:x] = temp_x + sprite[:y] = temp_y + sprite[:w] = temp_width + sprite[:h] = temp_height + sprite[:angle] = temp_rotate + end + end +) diff --git a/app/systems/debug/debug_render_vector_arrow.rb b/app/systems/debug/debug_render_vector_arrow.rb index ebd7080..ae53d1c 100644 --- a/app/systems/debug/debug_render_vector_arrow.rb +++ b/app/systems/debug/debug_render_vector_arrow.rb @@ -1,35 +1,74 @@ FF::Sys.new('DebugRenderVectorArrow', priority: 100) do FF::Cmp::DebugVectorArrow[0].entities.each do |entity| boid = entity.components[FF::Cmp::Boid][0] + sprite = entity.components[FF::Cmp::Sprite][0] length = FF::Cmp::DebugVectorArrow[0].length #puts "vx: #{boid.vx}" #puts "cx: #{boid.cx}" - vxtip = boid.x + (boid.vx * length) - vytip = boid.y + (boid.vy * length) + boid_x = 0 + boid_y = 0 + boid_cx = 0 + boid_cy = 0 + boid_vx = 0 + boid_vy = 0 + vxtip = 0 + vytip = 0 + small_square = 15 + big_square = 25 + if !entity.components[FF::Cmp::SingletonCamera].nil? && !entity.components[FF::Cmp::SingletonCamera][0].nil? + camera = FF::Cmp::SingletonCamera[0] + vxtip = boid_x = sprite.props[:x] + vytip = boid_y = sprite.props[:y] + boid_vx = boid.vx * camera.zoom + boid_vy = boid.vy * camera.zoom + vxtip += ((Math.cos(camera.angle * (Math::PI / 180.0)) * boid_vx) * length) - ((Math.sin(camera.angle * (Math::PI / 180.0)) * boid_vy) * length) + vytip += ((Math.sin(camera.angle * (Math::PI / 180.0)) * boid_vx) * length) + ((Math.cos(camera.angle * (Math::PI / 180.0)) * boid_vy) * length) + boid_cx = (((Math.cos(camera.angle * (Math::PI / 180.0)) * boid.cx)) - ((Math.sin(camera.angle * (Math::PI / 180.0)) * boid.cy))) * camera.zoom + boid_cy = (((Math.sin(camera.angle * (Math::PI / 180.0)) * boid.cx)) + ((Math.cos(camera.angle * (Math::PI / 180.0)) * boid.cy))) * camera.zoom + half_height = sprite.props[:h] * 0.5 + half_width = sprite.props[:w] * 0.5 + vxtip += half_width + vytip += half_height + #boid_cx += half_width + #boid_cy += half_height + boid_x += half_width + boid_y += half_height + boid_vx += half_width + boid_vy += half_height + small_square *= camera.zoom + big_square *= camera.zoom + else + vxtip = boid_x = boid.x + vytip = boid_y = boid.y + boid_cx = boid.cx + boid_cy = boid.cy + vxtip += (boid.vx * length) + vytip += (boid.vy * length) + end # Velocity - $gtk.args.outputs.lines << [boid.x, boid.y, vxtip, vytip, 0, 255, 255, 255] - $gtk.args.outputs.lines << [boid.x+1, boid.y, vxtip+1, vytip, 0, 255, 255, 255] - $gtk.args.outputs.lines << [boid.x-1, boid.y, vxtip-1, vytip, 0, 255, 255, 255] - $gtk.args.outputs.lines << [boid.x, boid.y+1, vxtip, vytip+1, 0, 255, 255, 255] - $gtk.args.outputs.lines << [boid.x, boid.y-1, vxtip, vytip-1, 0, 255, 255, 255] + $gtk.args.outputs.lines << [boid_x, boid_y, vxtip, vytip, 0, 255, 255, 255] + $gtk.args.outputs.lines << [boid_x+1, boid_y, vxtip+1, vytip, 0, 255, 255, 255] + $gtk.args.outputs.lines << [boid_x-1, boid_y, vxtip-1, vytip, 0, 255, 255, 255] + $gtk.args.outputs.lines << [boid_x, boid_y+1, vxtip, vytip+1, 0, 255, 255, 255] + $gtk.args.outputs.lines << [boid_x, boid_y-1, vxtip, vytip-1, 0, 255, 255, 255] #$gtk.args.outputs.lines << [boid.x, boid.y, boid.x + (boid.cx * length * 10), boid.y + (boid.cy * length), 0, 255, 0, 255] # Change in Velocity - $gtk.args.outputs.lines << [vxtip, vytip, vxtip + (boid.cx * length * 10), vytip + (boid.cy * length * 10), 255, 0, 255, 255] - $gtk.args.outputs.lines << [vxtip+1, vytip, vxtip+1 + (boid.cx * length * 10), vytip + (boid.cy * length * 10), 255, 0, 255, 255] - $gtk.args.outputs.lines << [vxtip-1, vytip, vxtip-1 + (boid.cx * length * 10), vytip + (boid.cy * length * 10), 255, 0, 255, 255] - $gtk.args.outputs.lines << [vxtip, vytip+1, vxtip + (boid.cx * length * 10), vytip+1 + (boid.cy * length * 10), 255, 0, 255, 255] - $gtk.args.outputs.lines << [vxtip, vytip-1, vxtip + (boid.cx * length * 10), vytip-1 + (boid.cy * length * 10), 255, 0, 255, 255] + $gtk.args.outputs.lines << [vxtip, vytip, vxtip + (boid_cx * length * 10), vytip + (boid_cy * length * 10), 255, 0, 255, 255] + $gtk.args.outputs.lines << [vxtip+1, vytip, vxtip+1 + (boid_cx * length * 10), vytip + (boid_cy * length * 10), 255, 0, 255, 255] + $gtk.args.outputs.lines << [vxtip-1, vytip, vxtip-1 + (boid_cx * length * 10), vytip + (boid_cy * length * 10), 255, 0, 255, 255] + $gtk.args.outputs.lines << [vxtip, vytip+1, vxtip + (boid_cx * length * 10), vytip+1 + (boid_cy * length * 10), 255, 0, 255, 255] + $gtk.args.outputs.lines << [vxtip, vytip-1, vxtip + (boid_cx * length * 10), vytip-1 + (boid_cy * length * 10), 255, 0, 255, 255] # Square Velocity - $gtk.args.outputs.borders << [vxtip - 24, vytip - 24, 48, 48, 0, 255, 255] - $gtk.args.outputs.borders << [vxtip - 25, vytip - 26, 52, 52, 0, 255, 255] - $gtk.args.outputs.borders << [vxtip - 25, vytip - 25, 50, 50, 0, 255, 255] + $gtk.args.outputs.borders << [vxtip - (big_square - 1), vytip - (big_square - 1), (big_square - 1) * 2, (big_square - 1) * 2, 0, 255, 255] + $gtk.args.outputs.borders << [vxtip - big_square, vytip - big_square, (big_square) * 2, (big_square) * 2, 0, 255, 255] + $gtk.args.outputs.borders << [vxtip - (big_square + 1), vytip - (big_square + 1), (big_square + 1) * 2, (big_square + 1) * 2, 0, 255, 255] # Square Change in Velocity - $gtk.args.outputs.borders << [vxtip - 14 + (boid.cx * length * 10), vytip - 14 + (boid.cy * length * 10), 28, 28, 255, 0, 255, 255] - $gtk.args.outputs.borders << [vxtip - 15 + (boid.cx * length * 10), vytip - 15 + (boid.cy * length * 10), 30, 30, 255, 0, 255, 255] - $gtk.args.outputs.borders << [vxtip - 16 + (boid.cx * length * 10), vytip - 16 + (boid.cy * length * 10), 32, 32, 255, 0, 255, 255] + $gtk.args.outputs.borders << [vxtip - (small_square - 1) + (boid_cx * length * 10), vytip - (small_square - 1) + (boid_cy * length * 10), (small_square - 1) * 2, (small_square - 1) * 2, 255, 0, 255, 255] + $gtk.args.outputs.borders << [vxtip - small_square + (boid_cx * length * 10), vytip - small_square + (boid_cy * length * 10), (small_square) * 2, (small_square) * 2, 255, 0, 255, 255] + $gtk.args.outputs.borders << [vxtip - (small_square + 1) + (boid_cx * length * 10), vytip - (small_square + 1) + (boid_cy * length * 10), (small_square + 1) * 2, (small_square + 1) * 2, 255, 0, 255, 255] end end diff --git a/app/systems/update_boid_sprite.rb b/app/systems/update_boid_sprite.rb index b89579d..4f7dc76 100644 --- a/app/systems/update_boid_sprite.rb +++ b/app/systems/update_boid_sprite.rb @@ -1,13 +1,17 @@ FF::Scn::Render.add( - FF::Sys.new('UpdateBoidSprite', priority: 98) do + # Update the position of the boid sprite before + # the camera and before its rendered + FF::Sys.new('UpdateBoidSprite', priority: 95) do FF::Cmp::Boid.each do |boid| sprite = boid.entities[0].components[FF::Cmp::Sprite][0] - sprite.props[:x] = boid.x - sprite.props[:w] / 2 - sprite.props[:y] = boid.y - sprite.props[:h] / 2 + sprite.props[:x] = boid.x - boid.h / 2 + sprite.props[:y] = boid.y - boid.w / 2 diff_angle = (((Math.atan2(boid.vy, boid.vx) * 180.0) / Math::PI).round(3) - 90) - sprite.props[:angle] diff_angle = (diff_angle + 180) % 360 - 180 sprite.props[:angle] += diff_angle + sprite.props[:w] = boid.w + sprite.props[:h] = boid.h end end ) |
