=begin APIs listing that haven't been encountered in previous sample apps: - first: Returns the first element of the array. For example, if we have an array numbers = [1, 2, 3, 4, 5] and we call first by saying numbers.first the number 1 will be returned because it is the first element of the numbers array. - num1.idiv(num2): Divides two numbers and returns an integer. For example, 16.idiv(3) = 5, because 16 / 3 is 5.33333 returned as an integer. 16.idiv(4) = 4, because 16 / 4 is 4 and already has no decimal. Reminders: - find_all: Finds all values that satisfy specific requirements. - ARRAY#intersect_rect?: An array with at least four values is considered a rect. The intersect_rect? function returns true or false depending on if the two rectangles intersect. - reject: Removes elements from a collection if they meet certain requirements. =end # This sample app allows users to create tiles and place them anywhere on the screen as obstacles. # The player can then move and maneuver around them. class PoorManPlatformerPhysics attr_accessor :grid, :inputs, :state, :outputs # Calls all methods necessary for the app to run successfully. def tick defaults render calc process_inputs end # 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. def defaults state.tile_size = 64 state.gravity = -0.2 state.previous_tile_size ||= state.tile_size state.x ||= 0 state.y ||= 800 state.dy ||= 0 state.dx ||= 0 state.world ||= [] state.world_lookup ||= {} state.world_collision_rects ||= [] end # Outputs solids and borders of different colors for the world and collision_rects collections. def render # Sets a black background on the screen (Comment this line out and the background will become white.) # Also note that black is the default color for when no color is assigned. outputs.solids << grid.rect # The position, size, and color (white) are set for borders given to the world collection. # Try changing the color by assigning different numbers (between 0 and 255) to the last three parameters. outputs.borders << state.world.map do |x, y| [x * state.tile_size, y * state.tile_size, state.tile_size, state.tile_size, 255, 255, 255] end # The top, bottom, and sides of the borders for collision_rects are different colors. outputs.borders << state.world_collision_rects.map do |e| [ [e[:top], 0, 170, 0], # top is a shade of green [e[:bottom], 0, 100, 170], # bottom is a shade of greenish-blue [e[:left_right], 170, 0, 0], # left and right are a shade of red ] end # Sets the position, size, and color (a shade of green) of the borders of only the player's # box and outputs it. If you change the 180 to 0, the player's box will be black and you # won't be able to see it (because it will match the black background). outputs.borders << [state.x, state.y, state.tile_size, state.tile_size, 0, 180, 0] end # Calls methods needed to perform calculations. def calc calc_world_lookup calc_player end # Performs calculations on world_lookup and sets values. def calc_world_lookup # If the tile size isn't equal to the previous tile size, # the previous tile size is set to the tile size, # and world_lookup hash is set to empty. if state.tile_size != state.previous_tile_size state.previous_tile_size = state.tile_size state.world_lookup = {} # empty hash end # return if the world_lookup hash has keys (or, in other words, is not empty) # return unless the world collection has values inside of it (or is not empty) return if state.world_lookup.keys.length > 0 return unless state.world.length > 0 # Starts with an empty hash for world_lookup. # Searches through the world and finds the coordinates that exist. state.world_lookup = {} state.world.each { |x, y| state.world_lookup[[x, y]] = true } # Assigns world_collision_rects for every sprite drawn. state.world_collision_rects = state.world_lookup .keys .map do |coord_x, coord_y| s = state.tile_size # multiply by tile size so the grid coordinates; sets pixel value # don't forget that position is denoted by bottom left corner # set x = coord_x or y = coord_y and see what happens! x = s * coord_x y = s * coord_y { # The values added to x, y, and s position the world_collision_rects so they all appear # stacked (on top of world rects) but don't directly overlap. # Remove these added values and mess around with the rect placement! args: [coord_x, coord_y], left_right: [x, y + 4, s, s - 6], # hash keys and values top: [x + 4, y + 6, s - 8, s - 6], bottom: [x + 1, y - 1, s - 2, s - 8], } end end # Performs calculations to change the x and y values of the player's box. def calc_player # Since acceleration is the change in velocity, the change in y (dy) increases every frame. # What goes up must come down because of gravity. state.dy += state.gravity # Calls the calc_box_collision and calc_edge_collision methods. calc_box_collision calc_edge_collision # Since velocity is the change in position, the change in y increases by dy. Same with x and dx. state.y += state.dy state.x += state.dx # Scales dx down. state.dx *= 0.8 end # 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 collision_floor! collision_left! collision_right! collision_ceiling! end # Finds collisions between the bottom of the player's rect and the top of a world_collision_rect. def collision_floor! return unless state.dy <= 0 # return unless player is going down or is as far down as possible player_rect = [state.x, state.y - 0.1, state.tile_size, state.tile_size] # definition of player # Goes through world_collision_rects to find all intersections between the bottom of player's rect and # the top of a world_collision_rect (hence the "-0.1" above) floor_collisions = state.world_collision_rects .find_all { |r| r[:top].intersect_rect?(player_rect, collision_tollerance) } .first return unless floor_collisions # return unless collision occurred state.y = floor_collisions[:top].top # player's y is set to the y of the top of the collided rect state.dy = 0 # if a collision occurred, the player's rect isn't moving because its path is blocked end # Finds collisions between the player's left side and the right side of a world_collision_rect. def collision_left! 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 # 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) } .first return unless left_side_collisions # return unless collision occurred # player's x is set to the value of the x of the collided rect's right side state.x = left_side_collisions[:left_right].right state.dx = 0 # player isn't moving left because its path is blocked end # Finds collisions between the right side of the player and the left side of a world_collision_rect. def collision_right! return unless state.dx > 0 # return unless player is moving right player_rect = [state.x + 0.1, state.y, state.tile_size, state.tile_size] # Goes through world_collision_rects to find all intersections between the player's right side # and the left side of a world_collision_rect (hence the "+0.1" above) right_side_collisions = state.world_collision_rects .find_all { |r| r[:left_right].intersect_rect?(player_rect, collision_tollerance) } .first return unless right_side_collisions # return unless collision occurred # player's x is set to the value of the collided rect's left, minus the size of a rect # tile size is subtracted because player's position is denoted by bottom left corner state.x = right_side_collisions[:left_right].left - state.tile_size state.dx = 0 # player isn't moving right because its path is blocked end # Finds collisions between the top of the player's rect and the bottom of a world_collision_rect. def collision_ceiling! return unless state.dy > 0 # return unless player is moving up player_rect = [state.x, state.y + 0.1, state.tile_size, state.tile_size] # Goes through world_collision_rects to find intersections between the bottom of a # world_collision_rect and the top of the player's rect (hence the "+0.1" above) ceil_collisions = state.world_collision_rects .find_all { |r| r[:bottom].intersect_rect?(player_rect, collision_tollerance) } .first return unless ceil_collisions # return unless collision occurred # player's y is set to the bottom y of the rect it collided with, minus the size of a rect state.y = ceil_collisions[:bottom].y - state.tile_size state.dy = 0 # if a collision occurred, the player isn't moving up because its path is blocked end # Makes sure the player remains within the screen's dimensions. def calc_edge_collision #Ensures that the player doesn't fall below the map. if state.y < 0 state.y = 0 state.dy = 0 #Ensures that the player doesn't go too high. # Position of player is denoted by bottom left hand corner, which is why we have to subtract the # size of the player's box (so it remains visible on the screen) elsif state.y > 720 - state.tile_size # if the player's y position exceeds the height of screen state.y = 720 - state.tile_size # the player will remain as high as possible while staying on screen state.dy = 0 end # Ensures that the player remains in the horizontal range that it is supposed to. if state.x >= 1280 - state.tile_size && state.dx > 0 # if player moves too far right state.x = 1280 - state.tile_size # player will remain as right as possible while staying on screen state.dx = 0 elsif state.x <= 0 && state.dx < 0 # if player moves too far left state.x = 0 # player will remain as left as possible while remaining on screen state.dx = 0 end end # Processes input from the user on the keyboard. def process_inputs if inputs.mouse.down state.world_lookup = {} x, y = to_coord inputs.mouse.down.point # gets x, y coordinates for the grid if state.world.any? { |loc| loc == [x, y] } # checks if coordinates duplicate state.world = state.world.reject { |loc| loc == [x, y] } # erases tile space else state.world << [x, y] # If no duplicates, adds to world collection end end # Sets dx to 0 if the player lets go of arrow keys. if inputs.keyboard.key_up.right state.dx = 0 elsif inputs.keyboard.key_up.left state.dx = 0 end # Sets dx to 3 in whatever direction the player chooses. if inputs.keyboard.key_held.right # if right key is pressed state.dx = 3 elsif inputs.keyboard.key_held.left # if left key is pressed state.dx = -3 end #Sets dy to 5 to make the player ~fly~ when they press the space bar if inputs.keyboard.key_held.space state.dy = 5 end end def to_coord point # Integer divides (idiv) point.x to turn into grid # Then, you can just multiply each integer by state.tile_size later so the grid coordinates. [point.x.idiv(state.tile_size), point.y.idiv(state.tile_size)] end # Represents the tolerance for a collision between the player's rect and another rect. def collision_tollerance 0.0 end end $platformer_physics = PoorManPlatformerPhysics.new def tick args $platformer_physics.grid = args.grid $platformer_physics.inputs = args.inputs $platformer_physics.state = args.state $platformer_physics.outputs = args.outputs $platformer_physics.tick tick_instructions args, "Sample app shows platformer collisions. CLICK to place box. ARROW keys to move around. SPACE to jump." end def tick_instructions args, text, y = 715 return if args.state.key_event_occurred if args.inputs.mouse.click || args.inputs.keyboard.directional_vector || args.inputs.keyboard.key_down.enter || args.inputs.keyboard.key_down.escape args.state.key_event_occurred = true end args.outputs.debug << [0, y - 50, 1280, 60].solid args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label end