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authorSimon Chiang <[email protected]>2021-04-23 09:46:41 -0600
committerAmir Rajan <[email protected]>2021-05-26 16:08:45 -0500
commitd5115606c96b0fe0affd72e6e0b72edce7e51042 (patch)
tree5d750d974dc947163dc4cb37a0c9bbac9266a207 /samples/04_physics_and_collisions
parent1404fd05a99cf745c33a4316b9d5e1562083c3ae (diff)
downloaddragonruby-game-toolkit-contrib-d5115606c96b0fe0affd72e6e0b72edce7e51042.tar.gz
dragonruby-game-toolkit-contrib-d5115606c96b0fe0affd72e6e0b72edce7e51042.zip
Typo fixes
Diffstat (limited to 'samples/04_physics_and_collisions')
-rw-r--r--samples/04_physics_and_collisions/01_simple/app/main.rb6
-rw-r--r--samples/04_physics_and_collisions/02_moving_objects/app/main.rb2
-rw-r--r--samples/04_physics_and_collisions/04_box_collision/app/main.rb6
-rw-r--r--samples/04_physics_and_collisions/05_box_collision_2/app/main.rb4
-rw-r--r--samples/04_physics_and_collisions/06_jump_physics/app/main.rb2
-rw-r--r--samples/04_physics_and_collisions/07_jump_physics/app/main.rb2
-rw-r--r--samples/04_physics_and_collisions/08_bouncing_on_collision/app/block.rb8
-rw-r--r--samples/04_physics_and_collisions/08_bouncing_on_collision/app/main.rb2
-rw-r--r--samples/04_physics_and_collisions/08_bouncing_on_collision/app/peg.rb18
-rw-r--r--samples/04_physics_and_collisions/08_bouncing_on_collision/app/vector2d.rb2
-rw-r--r--samples/04_physics_and_collisions/09_arbitrary_collision/app/linear_collider.rb4
-rw-r--r--samples/04_physics_and_collisions/09_arbitrary_collision/app/main.rb2
-rw-r--r--samples/04_physics_and_collisions/09_arbitrary_collision/app/vector2d.rb2
-rw-r--r--samples/04_physics_and_collisions/10_collision_with_object_removal/app/linear_collider.rb6
-rw-r--r--samples/04_physics_and_collisions/10_collision_with_object_removal/app/vector2d.rb2
15 files changed, 34 insertions, 34 deletions
diff --git a/samples/04_physics_and_collisions/01_simple/app/main.rb b/samples/04_physics_and_collisions/01_simple/app/main.rb
index 5e3f9b7..9075d89 100644
--- a/samples/04_physics_and_collisions/01_simple/app/main.rb
+++ b/samples/04_physics_and_collisions/01_simple/app/main.rb
@@ -10,7 +10,7 @@
# This sample app shows collisions between two boxes.
-# Runs methods needed for game to run properly.
+# Runs methods needed for the game to run properly.
def tick args
tick_instructions args, "Sample app shows how to move a square over time and determine collision."
defaults args
@@ -33,7 +33,7 @@ def defaults args
end
def render args
- # If the game state denotes that a collision has occured,
+ # If the game state denotes that a collision has occurred,
# render a solid square, otherwise render a border instead.
if args.state.center_box_collision
args.outputs.solids << args.state.center_box
@@ -47,7 +47,7 @@ end
# Generally in a pipeline for a game engine, you have rendering,
# game simulation (calculation), and input processing.
-# This fuction represents the game simulation.
+# This function represents the game simulation.
def calc args
position_moving_box args
determine_collision_center_box args
diff --git a/samples/04_physics_and_collisions/02_moving_objects/app/main.rb b/samples/04_physics_and_collisions/02_moving_objects/app/main.rb
index e3e9261..9c39363 100644
--- a/samples/04_physics_and_collisions/02_moving_objects/app/main.rb
+++ b/samples/04_physics_and_collisions/02_moving_objects/app/main.rb
@@ -56,7 +56,7 @@
=end
-# Calls methods needed for game to run properly
+# Calls methods needed for the game to run properly
def tick args
tick_instructions args, "Use LEFT and RIGHT arrow keys to move and SPACE to jump."
defaults args
diff --git a/samples/04_physics_and_collisions/04_box_collision/app/main.rb b/samples/04_physics_and_collisions/04_box_collision/app/main.rb
index af85fef..e407f0d 100644
--- a/samples/04_physics_and_collisions/04_box_collision/app/main.rb
+++ b/samples/04_physics_and_collisions/04_box_collision/app/main.rb
@@ -42,7 +42,7 @@ class PoorManPlatformerPhysics
# Sets default values for variables.
# The ||= sign means that the variable will only be set to the value following the = sign if the value has
- # not already been set before. Intialization happens only in the first frame.
+ # not already been set before. Initialization happens only in the first frame.
def defaults
state.tile_size = 64
state.gravity = -0.2
@@ -161,7 +161,7 @@ class PoorManPlatformerPhysics
# Calls methods needed to determine collisions between player and world_collision rects.
def calc_box_collision
- return unless state.world_lookup.keys.length > 0 # return unless hash has atleast 1 key
+ return unless state.world_lookup.keys.length > 0 # return unless hash has at least 1 key
collision_floor!
collision_left!
collision_right!
@@ -189,7 +189,7 @@ class PoorManPlatformerPhysics
return unless state.dx < 0 # return unless player is moving left
player_rect = [state.x - 0.1, state.y, state.tile_size, state.tile_size]
- # Goes through world_collision_rects to find all intersections beween the player's left side and the
+ # Goes through world_collision_rects to find all intersections between the player's left side and the
# right side of a world_collision_rect.
left_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, collision_tollerance) }
diff --git a/samples/04_physics_and_collisions/05_box_collision_2/app/main.rb b/samples/04_physics_and_collisions/05_box_collision_2/app/main.rb
index 126759a..42ccf22 100644
--- a/samples/04_physics_and_collisions/05_box_collision_2/app/main.rb
+++ b/samples/04_physics_and_collisions/05_box_collision_2/app/main.rb
@@ -91,7 +91,7 @@ class MetroidvaniaStarter
state.sprite_selected ||= 1
state.map_saved_at ||= 0
- # Sets all the cordinate values for the sprite selection screen into a grid
+ # Sets all the coordinate values for the sprite selection screen into a grid
# Displayed when 's' is pressed by player to access sprites
if state.sprite_coords == [] # if sprite_coords is an empty array
count = 1
@@ -223,7 +223,7 @@ class MetroidvaniaStarter
# Calls methods that determine whether the player collides with any world_collision_rects.
def calc_box_collision
- return unless state.world_lookup.keys.length > 0 # return unless hash has atleast 1 key
+ return unless state.world_lookup.keys.length > 0 # return unless hash has at least 1 key
collision_floor
collision_left
collision_right
diff --git a/samples/04_physics_and_collisions/06_jump_physics/app/main.rb b/samples/04_physics_and_collisions/06_jump_physics/app/main.rb
index da01e91..9d7a976 100644
--- a/samples/04_physics_and_collisions/06_jump_physics/app/main.rb
+++ b/samples/04_physics_and_collisions/06_jump_physics/app/main.rb
@@ -36,7 +36,7 @@ class VerticalPlatformer
s.new_entity_strict(:platform, hash) # platform key
end
- # calls methods needed for game to run properly
+ # calls methods needed for the game to run properly
def tick
defaults
render
diff --git a/samples/04_physics_and_collisions/07_jump_physics/app/main.rb b/samples/04_physics_and_collisions/07_jump_physics/app/main.rb
index da01e91..9d7a976 100644
--- a/samples/04_physics_and_collisions/07_jump_physics/app/main.rb
+++ b/samples/04_physics_and_collisions/07_jump_physics/app/main.rb
@@ -36,7 +36,7 @@ class VerticalPlatformer
s.new_entity_strict(:platform, hash) # platform key
end
- # calls methods needed for game to run properly
+ # calls methods needed for the game to run properly
def tick
defaults
render
diff --git a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/block.rb b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/block.rb
index 9254ee4..db6687a 100644
--- a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/block.rb
+++ b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/block.rb
@@ -110,8 +110,8 @@ class Block
#Find the vector that is perpendicular to the slope
perpVect = { x: x, y: y }
- mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magniude of the perpVect
- perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magniude to make it a unit vector
+ mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magnitude of the perpVect
+ perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magnitude to make it a unit vector
previousPosition = { # calculate an ESTIMATE of the previousPosition of the ball
x:args.state.ball.center.x-args.state.ball.velocity.x,
@@ -140,7 +140,7 @@ class Block
dampener = 0.3
ynew *= dampener * 0.5
- #If the bounce is very low, that means the ball is rolling and we don't want to dampenen the X velocity
+ #If the bounce is very low, that means the ball is rolling and we don't want to dampen the X velocity
if ynew > -0.1
xnew *= dampener
end
@@ -152,7 +152,7 @@ class Block
args.state.ball.velocity.x = -xnew
args.state.ball.velocity.y = -ynew
- #Set the position of the ball to the previous position so it doesn't warp throught the block
+ #Set the position of the ball to the previous position so it doesn't warp through the block
args.state.ball.center.x = previousPosition.x
args.state.ball.center.y = previousPosition.y
end
diff --git a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/main.rb b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/main.rb
index f5883ad..22d3711 100644
--- a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/main.rb
+++ b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/main.rb
@@ -60,7 +60,7 @@ begin :default_methods
center = args.grid.w / 2
for i in (0...5)
- #Create a ramp of blocks. Not going to be perfect because of the float to integer conversion and anisotropic to isotropic coversion
+ #Create a ramp of blocks. Not going to be perfect because of the float to integer conversion and anisotropic to isotropic conversion
args.state.blocks.append(Block.new((center + 100 + (i * horizontal_offset)).to_i, 100 + (vertical_offset * i) + (i * block_size), block_size, rotation))
args.state.blocks.append(Block.new((center - 100 - (i * horizontal_offset)).to_i, 100 + (vertical_offset * i) + (i * block_size), block_size, -rotation))
end
diff --git a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/peg.rb b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/peg.rb
index 52045de..daf95ec 100644
--- a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/peg.rb
+++ b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/peg.rb
@@ -1,11 +1,11 @@
class Peg
def initialize(x, y, block_size)
- @x = x # x cordinate of the LEFT side of the peg
- @y = y # y cordinate of the RIGHT side of the peg
+ @x = x # x coordinate of the LEFT side of the peg
+ @y = y # y coordinate of the RIGHT side of the peg
@block_size = block_size # diameter of the peg
@radius = @block_size/2.0 # radius of the peg
- @center = { # cordinatees of the CENTER of the peg
+ @center = { # coordinatees of the CENTER of the peg
x: @x+@block_size/2.0,
y: @y+@block_size/2.0
}
@@ -116,8 +116,8 @@ class Peg
}
perpVect = {x: pointB.x - pointA.x, y:pointB.y - pointA.y} # perpVect is to be VECTOR of the perpendicular tangent
- mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magniude of the perpVect
- perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magniude to make it a unit vector
+ mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magnitude of the perpVect
+ perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magnitude to make it a unit vector
perpVect = {x: -perpVect.y, y: perpVect.x} # swap the x and y and multiply by -1 to make the vector perpendicular
args.state.display_value = perpVect
if perpVect.y > 0 #ensure perpVect points upward
@@ -130,12 +130,12 @@ class Peg
}
yInterc = pointA.y + -slope*pointA.x
- if slope == INFINITY # the perpVect presently either points in the correct dirrection or it is 180 degrees off we need to correct this
+ if slope == INFINITY # the perpVect presently either points in the correct direction or it is 180 degrees off we need to correct this
if previousPosition.x < pointA.x
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
yInterc = -INFINITY
end
- elsif previousPosition.y < slope*previousPosition.x + yInterc # check if ball is bellow or above the collider to determine if perpVect is - or +
+ elsif previousPosition.y < slope*previousPosition.x + yInterc # check if ball is below or above the collider to determine if perpVect is - or +
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
@@ -148,7 +148,7 @@ class Peg
fbx = velocityMag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = velocityMag * Math.sin(theta_ball) #the y component of the ball's velocity
- repelMag = getRepelMagnitude( # the magniude of the collision vector
+ repelMag = getRepelMagnitude( # the magnitude of the collision vector
args,
fbx,
fby,
@@ -173,7 +173,7 @@ class Peg
if args.state.ball.center.y > @center.y # if the ball is above the middle of the peg we need to temporarily ignore some of the gravity
args.state.ball.velocity.y = ynew + GRAVITY * 0.01
else
- args.state.ball.velocity.y = ynew - GRAVITY * 0.01 # if the ball is bellow the middle of the peg we need to temporarily increase the power of the gravity
+ args.state.ball.velocity.y = ynew - GRAVITY * 0.01 # if the ball is below the middle of the peg we need to temporarily increase the power of the gravity
end
args.state.ball.center.x+= args.state.ball.velocity.x # update the position of the ball so it never looks like the ball is intersecting the circle
diff --git a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/vector2d.rb b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/vector2d.rb
index 9cb1954..0b302f3 100644
--- a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/vector2d.rb
+++ b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/vector2d.rb
@@ -42,7 +42,7 @@ class Vector2d
Vector2d.new(@x/mag, @y/mag)
end
- #TODO delet?
+ #TODO delete?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end
diff --git a/samples/04_physics_and_collisions/09_arbitrary_collision/app/linear_collider.rb b/samples/04_physics_and_collisions/09_arbitrary_collision/app/linear_collider.rb
index 9571669..679f3a4 100644
--- a/samples/04_physics_and_collisions/09_arbitrary_collision/app/linear_collider.rb
+++ b/samples/04_physics_and_collisions/09_arbitrary_collision/app/linear_collider.rb
@@ -82,7 +82,7 @@ class LinearCollider
#if at least on point is in the rectangle then collision? is true - otherwise false
for point in points
#Check whether a given point lies inside a rectangle or not:
- #if the sum of the area of traingls, PAB, PBC, PCD, PAD equal the area of the rec, then an intersection has occured
+ #if the sum of the area of traingls, PAB, PBC, PCD, PAD equal the area of the rec, then an intersection has occurred
areaRec = triArea.call(rpointA, rpointB, rpointC)+triArea.call(rpointA, rpointC, rpointD)
areaSum = [
triArea.call(point, rpointA, rpointB),triArea.call(point, rpointB, rpointC),
@@ -148,7 +148,7 @@ class LinearCollider
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
yInterc = -INFINITY
end
- elsif previousPosition.y < slope*previousPosition.x + yInterc #check if ball is bellow or above the collider to determine if perpVect is - or +
+ elsif previousPosition.y < slope*previousPosition.x + yInterc #check if ball is below or above the collider to determine if perpVect is - or +
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
diff --git a/samples/04_physics_and_collisions/09_arbitrary_collision/app/main.rb b/samples/04_physics_and_collisions/09_arbitrary_collision/app/main.rb
index b2905fb..228eb9d 100644
--- a/samples/04_physics_and_collisions/09_arbitrary_collision/app/main.rb
+++ b/samples/04_physics_and_collisions/09_arbitrary_collision/app/main.rb
@@ -29,7 +29,7 @@ end
begin :default_methods
def init_blocks args
block_size = args.state.board_width / 8
- #Space inbetween each block
+ #Space in between each block
block_offset = 4
args.state.squares ||=[
diff --git a/samples/04_physics_and_collisions/09_arbitrary_collision/app/vector2d.rb b/samples/04_physics_and_collisions/09_arbitrary_collision/app/vector2d.rb
index 9cb1954..0b302f3 100644
--- a/samples/04_physics_and_collisions/09_arbitrary_collision/app/vector2d.rb
+++ b/samples/04_physics_and_collisions/09_arbitrary_collision/app/vector2d.rb
@@ -42,7 +42,7 @@ class Vector2d
Vector2d.new(@x/mag, @y/mag)
end
- #TODO delet?
+ #TODO delete?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end
diff --git a/samples/04_physics_and_collisions/10_collision_with_object_removal/app/linear_collider.rb b/samples/04_physics_and_collisions/10_collision_with_object_removal/app/linear_collider.rb
index 69ada5b..0a20583 100644
--- a/samples/04_physics_and_collisions/10_collision_with_object_removal/app/linear_collider.rb
+++ b/samples/04_physics_and_collisions/10_collision_with_object_removal/app/linear_collider.rb
@@ -1,4 +1,4 @@
-#The LinearCollider (theoretically) produces collisions upon a line segment defined point.y two x,y cordinates
+#The LinearCollider (theoretically) produces collisions upon a line segment defined point.y two x,y coordinates
class LinearCollider
@@ -6,13 +6,13 @@ class LinearCollider
#last [Array of length 2] end of the line segment as a x,y cordinate
#inorder for the LinearCollider to be functional the line segment must be said to have a thickness
- #(as it is unlikly that a colliding object will land exactly on the linesegment)
+ #(as it is unlikely that a colliding object will land exactly on the linesegment)
#extension defines if the line's thickness extends negatively or positively
#extension :pos extends positively
#extension :neg extends negatively
- #thickness [float] how thick the line should be (should always be atleast as large as the magnitude of the colliding object)
+ #thickness [float] how thick the line should be (should always be at least as large as the magnitude of the colliding object)
def initialize (pointA, pointB, extension=:neg, thickness=10)
@pointA = pointA
@pointB = pointB
diff --git a/samples/04_physics_and_collisions/10_collision_with_object_removal/app/vector2d.rb b/samples/04_physics_and_collisions/10_collision_with_object_removal/app/vector2d.rb
index 97cf286..37ea141 100644
--- a/samples/04_physics_and_collisions/10_collision_with_object_removal/app/vector2d.rb
+++ b/samples/04_physics_and_collisions/10_collision_with_object_removal/app/vector2d.rb
@@ -43,7 +43,7 @@ class Vector2d
Vector2d.new(@x/mag, @y/mag)
end
- #TODO delet?
+ #TODO delete?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end