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INFINITY= 10**10
require 'app/vector2d.rb'
require 'app/peg.rb'
require 'app/block.rb'
require 'app/ball.rb'
require 'app/cannon.rb'
#Method to init default values
def defaults args
args.state.pegs ||= []
args.state.blocks ||= []
args.state.cannon ||= Cannon.new args
args.state.ball ||= Ball.new args
args.state.horizontal_offset ||= 0
init_pegs args
init_blocks args
args.state.display_value ||= "test"
end
begin :default_methods
def init_pegs args
num_horizontal_pegs = 14
num_rows = 5
return unless args.state.pegs.count < num_rows * num_horizontal_pegs
block_size = 32
block_spacing = 50
total_width = num_horizontal_pegs * (block_size + block_spacing)
starting_offset = (args.grid.w - total_width) / 2 + block_size
for i in (0...num_rows)
for j in (0...num_horizontal_pegs)
row_offset = 0
if i % 2 == 0
row_offset = 20
else
row_offset = -20
end
args.state.pegs.append(Peg.new(j * (block_size+block_spacing) + starting_offset + row_offset, (args.grid.h - block_size * 2) - (i * block_size * 2)-90, block_size))
end
end
end
def init_blocks args
return unless args.state.blocks.count < 10
#Sprites are rotated in degrees, but the Ruby math functions work on radians
radians_to_degrees = Math::PI / 180
block_size = 25
#Rotation angle (in degrees) of the blocks
rotation = 30
vertical_offset = block_size * Math.sin(rotation * radians_to_degrees)
horizontal_offset = (3 * block_size) * Math.cos(rotation * radians_to_degrees)
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
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
end
end
#Render loop
def render args
args.outputs.borders << args.state.game_area
render_pegs args
render_blocks args
args.state.cannon.render args
args.state.ball.draw args
end
begin :render_methods
#Draw the pegs in a grid pattern
def render_pegs args
args.state.pegs.each do |peg|
peg.draw args
end
end
def render_blocks args
args.state.blocks.each do |block|
block.draw args
end
end
end
#Calls all methods necessary for performing calculations
def calc args
args.state.pegs.each do |peg|
peg.calc args
end
args.state.blocks.each do |block|
block.calc args
end
args.state.ball.update args
args.state.cannon.update args
end
begin :calc_methods
end
def tick args
defaults args
render args
calc args
end
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