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class Ball
attr_accessor :velocity, :child, :parent, :number, :leastChain
attr_reader :x, :y, :hypotenuse, :width, :height
def initialize args, number, leastChain, parent, child
#Start the ball in the top center
@number = number
@leastChain = leastChain
@x = args.grid.w / 2
@y = args.grid.h - 20
@velocity = Vector2d.new(2, -2)
@width = 10
@height = 10
@left_wall = (args.state.board_width + args.grid.w / 8)
@right_wall = @left_wall + args.state.board_width
@max_velocity = MAX_VELOCITY
@child = child
@parent = parent
@past = [{x: @x, y: @y}]
@next = nil
end
def reassignLeastChain (lc=nil)
if (lc == nil)
lc = @number
end
@leastChain = lc
if (parent != nil)
@parent.reassignLeastChain(lc)
end
end
def makeLeader args
if isLeader
return
end
@parent.reassignLeastChain
args.state.ballParents.push(self)
@parent = nil
end
def isLeader
return (parent == nil)
end
def receiveNext (p)
#trace!
if parent != nil
@x = p[:x]
@y = p[:y]
@velocity = p[:velocity]
#puts @x.to_s + "|" + @y.to_s + "|"[email protected]_s
@past.append(p)
if (@past.length >= BALL_DISTANCE)
if (@child != nil)
@child.receiveNext(@past[0])
@past.shift
end
end
end
end
#Move the ball according to its velocity
def update args
if isLeader
wallBounds args
@x += @velocity.x
@y += @velocity.y
@past.append({x: @x, y: @y, velocity: @velocity})
#puts @past
if (@past.length >= BALL_DISTANCE)
if (@child != nil)
@child.receiveNext(@past[0])
@past.shift
end
end
else
puts "unexpected"
raise "unexpected"
end
end
def wallBounds args
b= false
if @x < @left_wall
@velocity.x = @velocity.x.abs() * 1
b=true
elsif @x + @width > @right_wall
@velocity.x = @velocity.x.abs() * -1
b=true
end
if @y < 0
@velocity.y = @velocity.y.abs() * 1
b=true
elsif @y + @height > args.grid.h
@velocity.y = @velocity.y.abs() * -1
b=true
end
mag = (@velocity.x**2.0 + @velocity.y**2.0)**0.5
if (b == true && mag < MAX_VELOCITY)
@velocity.x*=1.1;
@velocity.y*=1.1;
end
end
#render the ball to the screen
def draw args
#update args
#args.outputs.solids << [@x, @y, @width, @height, 255, 255, 0];
#args.outputs.sprits << {
#x: @x,
#y: @y,
#w: @width,
#h: @height,
#path: "sprites/ball10.png"
#}
#args.outputs.sprites <<[@x, @y, @width, @height, "sprites/ball10.png"]
args.outputs.sprites << {x: @x, y: @y, w: @width, h: @height, path:"sprites/ball10.png" }
end
def getDraw args
#wallBounds args
#update args
#args.outputs.labels << [@x, @y, @number.to_s + "|" + @leastChain.to_s]
return [@x, @y, @width, @height, "sprites/ball10.png"]
end
def getPoints args
points = [
{x:@x+@width/2, y: @y},
{x:@x+@width, y:@y+@height/2},
{x:@x+@width/2,y:@y+@height},
{x:@x,y:@y+@height/2}
]
#psize = 5.0
#for p in points
#args.outputs.solids << [p.x-psize/2.0, p.y-psize/2.0, psize, psize, 0, 0, 0];
#end
return points
end
def serialize
{x: @x, y:@y}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
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