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# An example of some major components in a tower defence game
# The pathing of the tanks is determined by A* algorithm -- try editing the walls
# The turrets shoot bullets at the closest tank. The bullets are heat-seeking
def tick args
$gtk.reset if args.inputs.keyboard.key_down.r
defaults args
render args
calc args
end
def defaults args
args.outputs.background_color = wall_color
args.state.grid_size = 5
args.state.tile_size = 50
args.state.grid_start ||= [0, 0]
args.state.grid_goal ||= [4, 4]
# Try editing these walls to see the path change!
args.state.walls ||= {
[0, 4] => true,
[1, 3] => true,
[3, 1] => true,
# [4, 0] => true,
}
args.state.a_star.frontier ||= []
args.state.a_star.came_from ||= {}
args.state.a_star.path ||= []
args.state.tanks ||= []
args.state.tank_spawn_period ||= 60
args.state.tank_sprite_path ||= 'sprites/circle/white.png'
args.state.tank_speed ||= 1
args.state.turret_shoot_period = 10
# Turrets can be entered as [x, y] but are immediately mapped to hashes
# Walls are also added where the turrets are to prevent tanks from pathing over them
args.state.turrets ||= [
[2, 2]
].each { |turret| args.state.walls[turret] = true}.map do |x, y|
{
x: x * args.state.tile_size,
y: y * args.state.tile_size,
w: args.state.tile_size,
h: args.state.tile_size,
path: 'sprites/circle/gray.png',
range: 100
}
end
args.state.bullet_size ||= 25
args.state.bullets ||= []
args.state.bullet_path ||= 'sprites/circle/orange.png'
#
end
def render args
render_grid args
render_a_star args
args.outputs.sprites << args.state.tanks
args.outputs.sprites << args.state.turrets
args.outputs.sprites << args.state.bullets
end
def render_grid args
# Draw a square the size and color of the grid
args.outputs.solids << [
0,
0,
args.state.grid_size * args.state.tile_size,
args.state.grid_size * args.state.tile_size,
grid_color
]
# Draw lines across the grid to show tiles
(args.state.grid_size + 1).times do | value |
render_horizontal_line(args, value)
render_vertical_line(args, value)
end
# Render special tiles
render_tile(args, args.state.grid_start, start_color)
render_tile(args, args.state.grid_goal, goal_color)
args.state.walls.keys.each { |wall| render_tile(args, wall, wall_color) }
end
def render_vertical_line args, x
args.outputs.lines << [
x * args.state.tile_size,
0,
x * args.state.tile_size,
args.state.tile_size * args.state.grid_size,
]
end
def render_horizontal_line args, y
args.outputs.lines << [
0,
y * args.state.tile_size,
args.state.tile_size * args.state.grid_size,
y * args.state.tile_size,
]
end
def render_tile args, tile, color
args.outputs.solids << [
tile.x * args.state.tile_size,
tile.y * args.state.tile_size,
args.state.tile_size,
args.state.tile_size,
color
]
end
def calc args
calc_a_star args
calc_tanks args
calc_turrets args
calc_bullets args
end
def calc_a_star args
# Only does this one time
return unless args.state.a_star.path.empty?
# Start the search from the grid start
args.state.a_star.frontier << args.state.grid_start
args.state.a_star.came_from[args.state.grid_start] = nil
# Until a path to the goal has been found or there are no more tiles to explore
until (args.state.a_star.came_from.has_key?(args.state.grid_goal)|| args.state.a_star.frontier.empty?)
# For the first tile in the frontier
tile_to_expand_from = args.state.a_star.frontier.shift
# Add each of its neighbors to the frontier
neighbors(args, tile_to_expand_from).each do | tile |
args.state.a_star.frontier << tile
args.state.a_star.came_from[tile] = tile_to_expand_from
end
end
# Stop calculating a path if the goal was never reached
return unless args.state.a_star.came_from.has_key? args.state.grid_goal
# Fill path by tracing back from the goal
current_cell = args.state.grid_goal
while current_cell
args.state.a_star.path.unshift current_cell
current_cell = args.state.a_star.came_from[current_cell]
end
puts "The path has been calculated"
puts args.state.a_star.path
end
def calc_tanks args
spawn_tank args
move_tanks args
end
def move_tanks args
# Remove tanks that have reached the end of their path
args.state.tanks.reject! { |tank| tank[:a_star].empty? }
# Tanks have an array that has each tile it has to go to in order from a* path
args.state.tanks.each do | tank |
destination = tank[:a_star][0]
# Move the tank towards the destination
tank[:x] += copy_sign(args.state.tank_speed, ((destination.x * args.state.tile_size) - tank[:x]))
tank[:y] += copy_sign(args.state.tank_speed, ((destination.y * args.state.tile_size) - tank[:y]))
# If the tank has reached its destination
if (destination.x * args.state.tile_size) == tank[:x] and
(destination.y * args.state.tile_size) == tank[:y]
# Set the destination to the next point in the path
tank[:a_star].shift
end
end
end
def calc_turrets args
return unless args.state.tick_count.mod_zero? args.state.turret_shoot_period
args.state.turrets.each do | turret |
# Finds the closest tank
target = nil
shortest_distance = turret[:range] + 1
args.state.tanks.each do | tank |
distance = distance_between(turret[:x], turret[:y], tank[:x], tank[:y])
if distance < shortest_distance
target = tank
shortest_distance = distance
end
end
# If there is a tank in range, fires a bullet
if target
args.state.bullets << {
x: turret[:x],
y: turret[:y],
w: args.state.bullet_size,
h: args.state.bullet_size,
path: args.state.bullet_path,
# Note that this makes it heat-seeking, because target is passed by reference
# Could do target.clone to make the bullet go to where the tank initially was
target: target
}
end
end
end
def calc_bullets args
# Bullets aim for the center of their targets
args.state.bullets.each { |bullet| move bullet, center_of(bullet[:target])}
args.state.bullets.reject! { |b| b.intersect_rect? b[:target] }
end
def center_of object
object = object.clone
object[:x] += 0.5
object[:y] += 0.5
object
end
def render_a_star args
args.state.a_star.path.map do |tile|
# Map each x, y coordinate to the center of the tile and scale up
[(tile.x + 0.5) * args.state.tile_size, (tile.y + 0.5) * args.state.tile_size]
end.inject do | point_a, point_b |
# Render the line between each point
args.outputs.lines << [point_a.x, point_a.y, point_b.x, point_b.y, a_star_color]
point_b
end
end
# Moves object to target at speed
def move object, target, speed = 1
if target.is_a? Hash
object[:x] += copy_sign(speed, target[:x] - object[:x])
object[:y] += copy_sign(speed, target[:y] - object[:y])
else
object[:x] += copy_sign(speed, target.x - object[:x])
object[:y] += copy_sign(speed, target.y - object[:y])
end
end
#
#
def distance_between a_x, a_y, b_x, b_y
(((b_x - a_x) ** 2) + ((b_y - a_y) ** 2)) ** 0.5
end
def copy_sign value, sign
return 0 if sign == 0
return value if sign > 0
-value
end
#
def spawn_tank args
return unless args.state.tick_count.mod_zero? args.state.tank_spawn_period
args.state.tanks << {
x: args.state.grid_start.x,
y: args.state.grid_start.y,
w: args.state.tile_size,
h: args.state.tile_size,
path: args.state.tank_sprite_path,
a_star: args.state.a_star.path.clone
}
end
def neighbors args, tile
[[tile.x, tile.y - 1],
[tile.x, tile.y + 1],
[tile.x + 1, tile.y],
[tile.x - 1, tile.y]].reject do | neighbor |
args.state.a_star.came_from.has_key?(neighbor) or
tile_out_of_bounds?(args, neighbor) or
args.state.walls.has_key? neighbor
end
end
def tile_out_of_bounds? args, tile
tile.x < 0 or tile.y < 0 or tile.x >= args.state.grid_size or tile.y >= args.state.grid_size
end
def grid_color
[133, 226, 144]
end
def start_color
[226, 144, 133]
end
def goal_color
[226, 133, 144]
end
def wall_color
[133, 144, 226]
end
def a_star_color
[0, 0, 255]
end
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