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require 'ruby2d'
require 'ruby2d/camera'

$colors = ['blue', 'teal', 'green', 'lime',
           'yellow', 'orange', 'red', 'fuchsia']

class DebugLines
  class <<self
    def [](index)
      data[index] ||= Camera::Line.new(color: 'red', z: 99, width: 5)
    end

    def data
      @data ||= []
    end
  end
end

sv1 = {x1: 275.0 - 275.0, y1: 175.0 - 175.0,
       x2: 375.0 - 275.0, y2: 225.0 - 175.0,
       x3: 300.0 - 275.0, y3: 350.0 - 175.0,
       x4: 250.0 - 275.0, y4: 250.0 - 175.0}

sv2 = {x1: 200.0, y1: 100.0,
       x2: 200.0, y2: 200.0,
       x3: 100.0, y3: 200.0,
       x4: 100.0, y4: 100.0}

s1 = Camera::Quad.new(
  **sv1,
  color: 'aqua',
  z: 10
)

s2 = Camera::Quad.new(
  **sv2,
  color: 'olive',
  z: 10
)

def build_inverted_edges(shape)
  edges = []
  shape.each_with_index do |vertex_start, index|
    if index == shape.length - 1
      vertex_end = shape[0]
    else
      vertex_end = shape[index + 1]
    end
    edges.push [-vertex_end[1] + vertex_start[1],
                -vertex_end[0] + vertex_start[0]]
  end
  edges
end

def vecDotProd(a,b)
  return (a[0] * b[0]) + (a[1] * b[1])
end

def hitbox_check(shape_a, shape_b)
  inverted = build_inverted_edges(shape_b)
  inverted.concat(build_inverted_edges(shape_a))
  pp inverted if $i == 0
  amax = amin = bmin = bmax = nil

  inverted.each_with_index do |line, line_index|
    amin = vecDotProd(shape_a.first, line)
    amax = vecDotProd(shape_a.first, line)
    bmin = vecDotProd(shape_b.first, line)
    bmax = vecDotProd(shape_b.first, line)

    shape_a.each_with_index do |vertex, vertex_index|
      dot = vecDotProd(vertex, line)
      if dot > amax
        amax = dot
      elsif dot < amin
        amin = dot
      end
    end

    shape_b.each_with_index do |vertex, vertex_index|
      dot = vecDotProd(vertex, line)
      if dot > bmax
        bmax = dot
      elsif dot < bmin
        bmin = dot
      end
    end

    if line_index < shape_a.length
      DebugLines[line_index].x1 = shape_a[line_index][0]
      DebugLines[line_index].y1 = shape_a[line_index][1]
      if shape_a[line_index].nil?
        DebugLines[line_index].x2 = shape_a[line_index + 1][0]
        DebugLines[line_index].y2 = shape_a[line_index + 1][1]
      else
        DebugLines[line_index].x2 = shape_a[0][0]
        DebugLines[line_index].y2 = shape_a[0][1]
      end
    else
      DebugLines[line_index].x1 = shape_b[line_index - shape_a.length][0]
      DebugLines[line_index].y1 = shape_b[line_index - shape_a.length][1]
      if shape_a[line_index - shape_a.length + 1].nil?
        DebugLines[line_index].x2 = shape_b[0][0]
        DebugLines[line_index].y2 = shape_b[0][1]
      else
        DebugLines[line_index].x2 = shape_b[line_index - shape_a.length + 1][0]
        DebugLines[line_index].y2 = shape_b[line_index - shape_a.length + 1][1]
      end
    end
    DebugLines[line_index].color = $colors[line_index % $colors.length]
    if $i == 0
      puts
      puts $colors[line_index % $colors.length]
      puts line_index
      puts "x1 #{DebugLines[line_index].x1}"
      puts "y1 #{DebugLines[line_index].y1}"
      puts "x2 #{DebugLines[line_index].x2}"
      puts "y2 #{DebugLines[line_index].y2}"
      puts "(((#{amin} < #{bmax}) && (#{amin} > #{bmin})) || ((#{bmin} < #{amax}) && (#{bmin} > #{amin})))"
    end
    if (((amin <= bmax) && (amin >= bmin)) || ((bmin <= amax) && (bmin >= amin)))
      DebugLines[line_index].color.a = 0.2# = 'red'
      #next
    else
      DebugLines[line_index].color.a = 1.0# = 'green'
      #return false
    end
    tempx1 = DebugLines[line_index].x1
    tempx2 = DebugLines[line_index].x2
    tempy1 = DebugLines[line_index].y1
    tempy2 = DebugLines[line_index].y2

    DebugLines[line_index].x1 = (tempx1 *(1+1000)/2) + (tempx2 * (1-1000)/2)
    DebugLines[line_index].y1 = (tempy1 *(1+1000)/2) + (tempy2 * (1-1000)/2)
    DebugLines[line_index].x2 = (tempx2 *(1+1000)/2) + (tempx1 * (1-1000)/2)
    DebugLines[line_index].y2 = (tempy2 *(1+1000)/2) + (tempy1 * (1-1000)/2)
  end
  true
end

#puts "should be false: #{hitbox(@sqr1, @tri1)}"
#puts "should be true:  #{hitbox(@sqr2, @tri2)}"

on :key_held do |event|
  if event.key == 'w'
    Camera.y -= 5
  end
  if event.key == 's'
    Camera.y += 5
  end
  if event.key == 'a'
    Camera.x -= 5
  end
  if event.key == 'd'
    Camera.x += 5
  end
end

$i = 0

#$line = Camera::Line.new(color: 'red',
#                         width: 5, z: 99)

update do
  $i += 1
  $i %= 5
  s1.x = Camera.coordinate_to_worldspace(get(:mouse_x),0)[0]
  s1.y = Camera.coordinate_to_worldspace(0, get(:mouse_y))[1]
  $x = s1.x
  $y = s1.y
  a = hitbox_check(
    [[s2.x1, s2.y1],
     [s2.x2, s2.y2],
     [s2.x3, s2.y3],
     [s2.x4, s2.y4]],
  [[s1.x1 + s1.x, s1.y1 + s1.y],
   [s1.x2 + s1.x, s1.y2 + s1.y],
   [s1.x3 + s1.x, s1.y3 + s1.y],
   [s1.x4 + s1.x, s1.y4 + s1.y]],
  )
  if a
    #s1.color = 'orange'
  else
    s1.color = 'aqua'
  end
  if $i == 0
    pp [[s2.x1, s2.y1],
        [s2.x2, s2.y2],
        [s2.x3, s2.y3],
        [s2.x4, s2.y4]]
    pp [[s1.x1 + s1.x, s1.y1 + s1.y],
        [s1.x2 + s1.x, s1.y2 + s1.y],
        [s1.x3 + s1.x, s1.y3 + s1.y],
        [s1.x4 + s1.x, s1.y4 + s1.y]]
    puts a
  end

end

show