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GameName = 'Hextest'
Rl.init_window(800, 600, GameName)
include FECS
Cmp.new('Shape', :obj)
Cmp.new('ShapeColor', :color)
Cmp.new('BorderColor', :color)
class Shape
attr_reader :angle, :size, :x, :y, :sides
def initialize(angle: 0, size: 0, x: 0, y: 0, sides: 3)
@sides = sides
@angle = angle
@size = size
@x = x
@y = y
update
end
def points
@points ||= []
end
def sides=(sides)
@sides = sides
self.update
end
def angle=(angle)
@angle = angle
self.update
end
def size=(size)
@size = size
self.update
end
def x=(x)
@x = x
self.update
end
def y=(y)
@y = y
self.update
end
private
def update
sides.times do |point_num|
points[point_num] ||= Hash.new
points[point_num][:x] = Math.sin(((point_num/sides.to_f) * Math::PI * 2) - angle) * size + x
points[point_num][:y] = Math.cos(((point_num/sides.to_f) * Math::PI * 2) - angle) * size + y
end
[sides - points.length, 0].max.times do
points.pop # strip extra points
end
end
end
MouseFollow = Cmp::Shape.new(obj: Shape.new(sides: 3, size: 1))
Ent.new(MouseFollow)
Sys.new('InitGrid') do
GameHexArray = Array.new(5) do |x|
Array.new(5) do |y|
x_thingie = 90
Ent.new(
Cmp::Shape.new(
obj: Shape.new(
x: (x * x_thingie) + (y * (x_thingie/2)) + 150,
y: (y * 50) + (y * 30) + 150,
sides: 6,
size: 50
)
),
Cmp::ShapeColor.new(color: Rl::Color.ray_white),
Cmp::BorderColor.new(color: Rl::Color.dodger_blue)
)
end
end
end
Sys::InitGrid.call
Sys.new('DrawShape') do
Ent.group(Cmp::Shape, Cmp::ShapeColor, Cmp::BorderColor) do |shape_cmp, color_cmp, border_color_cmp, entity|
shape = shape_cmp.obj
Rl.draw_poly(center: Rl::Vector2.new(shape.x, shape.y),
radius: shape.size,
sides: shape.sides,
rotation: shape.angle,
color: color_cmp.color)
Rl.draw_poly_lines(center: Rl::Vector2.new(shape.x, shape.y),
radius: shape.size,
sides: shape.sides,
rotation: shape.angle,
color: border_color_cmp.color,
line_thickness: shape.size/10)
border_color_cmp.color = Rl::Color.dodger_blue
color_cmp.color = Rl::Color.ray_white
end
end
Sys.new('MouseOver') do
MouseFollow.obj.x = Rl.mouse_x
MouseFollow.obj.y = Rl.mouse_y
mouse_points = Array.new(MouseFollow.obj.sides) do |side|
[MouseFollow.obj.points[side][:x],
MouseFollow.obj.points[side][:y]]
end
#Ent.group(Cmp::Shape, Cmp::ShapeColor, Cmp::BorderColor) do |shape_cmp|
GameHexArray.each_with_index do |arry, x|
arry.each_with_index do |shape_ent, y|
shape = shape_ent.component[Cmp::Shape]
if SAT.hitbox_check(
mouse_points,
Array.new(shape.obj.sides) do |side|
[shape.obj.points[side][:x],
shape.obj.points[side][:y]]
end
)
shape_ent.component[Cmp::BorderColor].color = Rl::Color.red
shape_ent.component[Cmp::ShapeColor].color = Rl::Color.fire_brick
unless y == 0
GameHexArray[x][y-1].component[Cmp::BorderColor].color = Rl::Color.red
GameHexArray[x][y-1].component[Cmp::ShapeColor].color = Rl::Color.fire_brick
unless GameHexArray[x+1].nil?
GameHexArray[x+1][y-1].component[Cmp::BorderColor].color = Rl::Color.red
GameHexArray[x+1][y-1].component[Cmp::ShapeColor].color = Rl::Color.fire_brick
end
end
unless GameHexArray[x+1].nil?
GameHexArray[x+1][y].component[Cmp::BorderColor].color = Rl::Color.red
GameHexArray[x+1][y].component[Cmp::ShapeColor].color = Rl::Color.fire_brick
end
unless GameHexArray[x][y+1].nil?
GameHexArray[x][y+1].component[Cmp::BorderColor].color = Rl::Color.red
GameHexArray[x][y+1].component[Cmp::ShapeColor].color = Rl::Color.fire_brick
unless x == 0
GameHexArray[x-1][y+1].component[Cmp::BorderColor].color = Rl::Color.red
GameHexArray[x-1][y+1].component[Cmp::ShapeColor].color = Rl::Color.fire_brick
end
end
unless x == 0
GameHexArray[x-1][y].component[Cmp::BorderColor].color = Rl::Color.red
GameHexArray[x-1][y].component[Cmp::ShapeColor].color = Rl::Color.fire_brick
end
end
end
end
end
module SAT
class << self
# The hitbox logic
def hitbox_check(shape_a, shape_b)
# Get normals of both shapes
inverted = build_inverted_edges(shape_a)
inverted.concat(build_inverted_edges(shape_b))
inverted.each_with_index do |line, line_index|
# Determine max and min of a and b shapes
amax, amin = calculate_minmax(shape_a, line)
bmax, bmin = calculate_minmax(shape_b, line)
if ((amin <= bmax) && (amin >= bmin)) || ((bmin <= amax) && (bmin >= amin))
next
else
return false
end
end
true
end
# Creates edges out using coordinates and then gets the normal
def build_inverted_edges(shape)
edges = []
shape.each_with_index do |vertex_start, index|
vertex_end = if index == shape.length - 1
shape[0]
else
shape[index + 1]
end
edges.push [vertex_end[1] - vertex_start[1],
-(vertex_end[0] - vertex_start[0])]
end
edges
end
# Dot product
def vecDotProd(a, b)
(a[0] * b[0]) + (a[1] * b[1])
end
# Calculates the minimum point and maximum point projected onto the line
def calculate_minmax(shape, line)
min = vecDotProd(shape.first, line)
max = vecDotProd(shape.first, line)
shape.each_with_index do |vertex, _vertex_index|
dot = vecDotProd(vertex, line)
if dot > max
max = dot
elsif dot < min
min = dot
end
end
[max, min]
end
end
end
Rl.target_fps = 60
Rl.while_window_open do
#if Rl.key_pressed? 61 # plus/equal
# if (Rl.key_down? 340) || (Rl.key_down? 344)
# Target.obj.sides += 1 unless Target.obj.sides == 9
# else
# MouseFollow.obj.sides += 1 unless MouseFollow.obj.sides == 9
# end
#end
#if Rl.key_pressed? 45 # minus/underscore
# if (Rl.key_down? 340) || (Rl.key_down? 344)
# Target.obj.sides -= 1 unless Target.obj.sides == 3
# else
# MouseFollow.obj.sides -= 1 unless MouseFollow.obj.sides == 3
# end
#end
#if Rl.key_down? 65 # a
# if (Rl.key_down? 340) || (Rl.key_down? 344)
# Target.obj.angle -= (Math::PI/180) * 2
# else
# MouseFollow.obj.angle -= (Math::PI/180) * 2
# end
#end
#if Rl.key_down? 68 # d
# if (Rl.key_down? 340) || (Rl.key_down? 344)
# Target.obj.angle += (Math::PI/180) * 2
# else
# MouseFollow.obj.angle += (Math::PI/180) * 2
# end
#end
#if Rl.key_down? 87 # w
# if (Rl.key_down? 340) || (Rl.key_down? 344)
# Target.obj.size += 1
# else
# MouseFollow.obj.size += 1
# end
#end
#if Rl.key_down? 83 # s
# if (Rl.key_down? 340) || (Rl.key_down? 344)
# Target.obj.size -= 1
# else
# MouseFollow.obj.size -= 1
# end
#end
Rl.draw(clear_color: Rl::Color.black) do
Sys::MouseOver.call
Sys::DrawShape.call
end
end
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