1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
|
=begin
Reminders:
- find_all: Finds all elements of a collection that meet certain requirements.
In this sample app, we're finding all bodies that intersect with the center body.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
- ARRAY#intersect_rect?: Returns true or false depending on if two rectangles intersect.
=end
# This code demonstrates moving objects that loop around once they exceed the scope of the screen,
# which has dimensions of 1280 by 720, and also detects collisions between objects called "bodies".
def body_count num
$gtk.args.state.other_bodies = num.map { [1280 * rand, 720 * rand, 10, 10] } # other_bodies set using num collection
end
def tick args
# Center body's values are set using an array
# Map is used to set values of 2000 other bodies
# All bodies that intersect with center body are stored in collisions collection
args.state.center_body ||= [640 - 100, 360 - 100, 200, 200] # calculations done to place body in center
args.state.other_bodies ||= 2000.map { [1280 * rand, 720 * rand, 10, 10] } # 2000 bodies given random position on screen
# finds all bodies that intersect with center body, stores them in collisions
collisions = args.state.other_bodies.find_all { |b| b.intersect_rect? args.state.center_body }
args.borders << args.state.center_body # outputs center body as a black border
# transparency changes based on number of collisions; the more collisions, the redder (more transparent) the box becomes
args.solids << [args.state.center_body, 255, 0, 0, collisions.length * 5] # center body is red solid
args.solids << args.state.other_bodies # other bodies are output as (black) solids, as well
args.labels << [10, 30, args.gtk.current_framerate] # outputs frame rate in bottom left corner
# Bodies are returned to bottom left corner if positions exceed scope of screen
args.state.other_bodies.each do |b| # for each body in the other_bodies collection
b.x += 5 # x and y are both incremented by 5
b.y += 5
b.x = 0 if b.x > 1280 # x becomes 0 if star exceeds scope of screen (goes too far right)
b.y = 0 if b.y > 720 # y becomes 0 if star exceeds scope of screen (goes too far up)
end
end
# Resets the game.
$gtk.reset
|