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INFINITY= 10**10
MAX_VELOCITY = 8.0
BALL_COUNT = 90
BALL_DISTANCE = 20
require 'app/vector2d.rb'
require 'app/blocks.rb'
require 'app/ball.rb'
require 'app/rectangle.rb'
require 'app/linear_collider.rb'
require 'app/square_collider.rb'
#Method to init default values
def defaults args
args.state.board_width ||= args.grid.w / 4
args.state.board_height ||= args.grid.h
args.state.game_area ||= [(args.state.board_width + args.grid.w / 8), 0, args.state.board_width, args.grid.h]
args.state.balls ||= []
args.state.num_balls ||= 0
args.state.ball_created_at ||= args.state.tick_count
args.state.ball_hypotenuse = (10**2 + 10**2)**0.5
args.state.ballParents ||=nil
init_blocks args
init_balls args
end
begin :default_methods
def init_blocks args
block_size = args.state.board_width / 8
#Space inbetween each block
block_offset = 4
args.state.squares ||=[
Square.new(args, 2, 0, block_size, :right, block_offset),
Square.new(args, 5, 0, block_size, :right, block_offset),
Square.new(args, 6, 7, block_size, :right, block_offset)
]
#Possible orientations are :right, :left, :up, :down
args.state.tshapes ||= [
TShape.new(args, 0, 6, block_size, :left, block_offset),
TShape.new(args, 3, 3, block_size, :down, block_offset),
TShape.new(args, 0, 3, block_size, :right, block_offset),
TShape.new(args, 0, 11, block_size, :up, block_offset)
]
args.state.lines ||= [
Line.new(args,3, 8, block_size, :down, block_offset),
Line.new(args, 7, 3, block_size, :up, block_offset),
Line.new(args, 3, 7, block_size, :right, block_offset)
]
#exit()
end
def init_balls args
return unless args.state.num_balls < BALL_COUNT
#only create a new ball every 10 ticks
return unless args.state.ball_created_at.elapsed_time > 10
if (args.state.num_balls == 0)
args.state.balls.append(Ball.new(args,args.state.num_balls,BALL_COUNT-1, nil, nil))
args.state.ballParents = [args.state.balls[0]]
else
args.state.balls.append(Ball.new(args,args.state.num_balls,BALL_COUNT-1, args.state.balls.last, nil) )
args.state.balls[-2].child = args.state.balls[-1]
end
args.state.ball_created_at = args.state.tick_count
args.state.num_balls += 1
end
end
#Render loop
def render args
bgClr = {r:10, g:10, b:200}
bgClr = {r:255-30, g:255-30, b:255-30}
args.outputs.solids << [0, 0, $args.grid.right, $args.grid.top, bgClr[:r], bgClr[:g], bgClr[:b]];
args.outputs.borders << args.state.game_area
render_instructions args
render_shapes args
render_balls args
#args.state.rectangle.draw args
args.outputs.sprites << [$args.grid.right-(args.state.board_width + args.grid.w / 8), 0, $args.grid.right, $args.grid.top, "sprites/square-white-2.png", 0, 255, bgClr[:r], bgClr[:g], bgClr[:b]]
args.outputs.sprites << [0, 0, (args.state.board_width + args.grid.w / 8), $args.grid.top, "sprites/square-white-2.png", 0, 255, bgClr[:r], bgClr[:g], bgClr[:b]]
end
begin :render_methods
def render_instructions args
#gtk.current_framerate
args.outputs.labels << [20, $args.grid.top-20, "FPS: " + $gtk.current_framerate.to_s]
if (args.state.balls != nil && args.state.balls[0] != nil)
bx = args.state.balls[0].velocity.x
by = args.state.balls[0].velocity.y
bmg = (bx**2.0 + by**2.0)**0.5
args.outputs.labels << [20, $args.grid.top-20-20, "V: " + bmg.to_s ]
end
end
def render_shapes args
for s in args.state.squares
s.draw args
end
for l in args.state.lines
l.draw args
end
for t in args.state.tshapes
t.draw args
end
end
def render_balls args
#args.state.balls.each do |ball|
#ball.draw args
#end
args.outputs.sprites << args.state.balls.map do |ball|
ball.getDraw args
end
end
end
#Calls all methods necessary for performing calculations
def calc args
for b in args.state.ballParents
b.update args
end
for s in args.state.squares
s.update args
end
for l in args.state.lines
l.update args
end
for t in args.state.tshapes
t.update args
end
end
begin :calc_methods
end
def tick args
defaults args
render args
calc args
end
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