Class: Game

Inherits:
Object
  • Object
show all
Defined in:
lib/examples/simple_game.rb

Constant Summary collapse

GRAVITATIONAL_CONST =
6.673 * (10 ** -4)
START_POSITION =
Vector3.new(0.75,15,0)
SMOOTH =
true

Instance Method Summary collapse

Constructor Details

#initialize(width, height) ⇒ Game

Returns a new instance of Game.



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# File 'lib/examples/simple_game.rb', line 38

def initialize(width,height)
  
  @width = width
  @height = height
  @queue = EventQueue.new
  @queue.enable_new_style_events
  @clock = Clock.new
  @lighting = Lighting.new
  @x_trans = 0; @y_trans = -5; @z_trans = -25

  
  @world = ParticleWorld.new(20, 1)
  


  @anchor = Particle.new
  @anchor.mass = 1
  @anchor.position = Vector3.new(-5,0,0)
  @anchor.damping = 1
  @anchor.velocity = Vector3.new(0,0.0,0)
  @anchor.material.specular = ANCHOR_SPECULAR
  @anchor.material.diffuse = PARTICLE_DIFFUSE
  
  #@world.add_gravity()  
  
  
  @ball = Particle.new
  @ball.mass = 1
  @ball.position = START_POSITION.dup
  @ball.damping = 1
  @ball.material.specular = BALL_SPECULAR
  @ball.material.diffuse = PARTICLE_DIFFUSE
@ball.frozen = true
  		
  
  @current_ball = Particle.new
  @current_ball.position = @ball.position
  @current_ball.velocity = @ball.velocity
  @current_ball.mass = @ball.mass
  @current_ball.damping = @ball.damping
  @current_ball.frozen = true
  @world.registry.add( @current_ball, ParticleGravity.new())
  @world.particles << @current_ball
 
 	 
 particle1 = Particle.new
 particle1.mass = 1
 particle1.position = Vector3.new(0.75,16.0,0.0)
 particle1.damping = 0.8
 particle1.velocity = Vector3.new(0.0,0.0,0)
 particle1.material.specular = ANCHOR_SPECULAR
 particle1.material.diffuse = PARTICLE_DIFFUSE
 
 particle2 = Particle.new
 particle2.mass = 1
 particle2.position = Vector3.new(-8.0,5,0)
 particle2.damping = 0.8
 particle2.velocity = Vector3.new(0,0.0,0)
 particle2.material.specular = ANCHOR_SPECULAR
 particle2.material.diffuse = PARTICLE_DIFFUSE
 
  #prod = ParticleRod.new(particle1, particle2, 2.0)
  
  pspring = ParticleSpring.new(@current_ball,4,3)
  @world.registry.add( particle2, ParticleGravity.new())
  @world.registry.add( particle1, pspring)
  @world.particles << particle1 
  @world.particles << particle2
#@world.contact_generators << prod
 
 	@world.contact_generators << ParticleGroundContacts.new(@world.particles)
 	@world.contact_generators << ParticleParticleContacts.new(@world.particles)
 
  for i in 1..5
   for j in 1..5
    part = Particle.new
    part.mass = 0
    offset = j % 2 == 0 ? 1 : 0
    part.position = Vector3.new( -5 + i * 2 + offset, j * 2, 0)
    part.material.specular = SPRING_SPECULAR
    part.material.diffuse = PARTICLE_DIFFUSE
    @world.particles << part
  end
end


  puts "PARTICLE COUNT [ #{@world.particles.size} ] "
  puts "Contact Generators count: #{@world.contact_generators.size}"
  
  
  @w_down, @a_down, @s_down, @d_down = false, false, false, false
  
end

Instance Method Details

#init_gameObject



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# File 'lib/examples/simple_game.rb', line 132

def init_game()
  Rubygame.init

  Rubygame::GL.set_attrib(Rubygame::GL::RED_SIZE, 5)
  Rubygame::GL.set_attrib(Rubygame::GL::GREEN_SIZE, 5)
  Rubygame::GL.set_attrib(Rubygame::GL::BLUE_SIZE, 5)
  Rubygame::GL.set_attrib(Rubygame::GL::DEPTH_SIZE, 16)
  Rubygame::GL.set_attrib(Rubygame::GL::DOUBLEBUFFER, 1)

	@maximum_resolution = Screen.get_resolution
  @screen = Screen.new([@width,@height], 16, [OPENGL])
  @clock.target_framerate = 30
  @clock.calibrate
  @clock.enable_tick_events
  ObjectSpace.garbage_collect
    
  GL::glViewport( 0, 0, WIDE, HIGH )
  glMatrixMode( GL_PROJECTION )
  glLoadIdentity( )
  #GLU::Perspective( -35, WIDE/(HIGH.to_f), 0.5, 30.0)
  gluPerspective( 45, WIDE/(HIGH.to_f), 0.5, 100.0)
  glMatrixMode( GL_MODELVIEW )
  glLoadIdentity( )
  

  
  @lighting.setup
  
  glShadeModel (GL_SMOOTH);
  glEnable(GL_DEPTH_TEST)
  glEnable(GL_LIGHTING)
  glEnable(GL_LIGHT0)
  glDepthFunc(GL_LESS)
  

    
end

#runObject



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# File 'lib/examples/simple_game.rb', line 171

def run()
  catch(:rubygame_quit) do
  	loop do
  		@queue.each do |event|
  			case event
  			when Rubygame::Events::KeyPressed
#            puts event.key
  				case event.key
  				when :escape
  					throw :rubygame_quit 
  				when :q
  					throw :rubygame_quit 
  				when :w
  				  @w_down = true
  			  when :s
  			    @s_down = true 
  		    when :a
  		      @a_down = true
  	      when :d
  	        @d_down = true
        when :l
          @world.particles.each do |part|
            puts part.position
            puts "NUM CONTACTS: #{@world.contacts.size}"
           end
  	      when :space
   	      @current_ball.frozen = !@current_ball.frozen
          when :r
           puts "RESET"
           @current_ball = Particle.new
           @current_ball.position = START_POSITION.dup
           @current_ball.velocity = @ball.velocity.dup
           @current_ball.mass = @ball.mass
           @current_ball.damping = @ball.damping
           @current_ball.frozen = true
           @world.registry.add( @current_ball, ParticleGravity.new())
           @world.particles << @current_ball
          end
        when Rubygame::Events::KeyReleased
          case event.key
          when :w
            @w_down = false
          when :a
            @a_down = false
          when :d
            @d_down = false
          when :s
            @s_down = false
          end
        when Rubygame::Events::MouseMoved
           puts "Mouse moved to #{event.rel.inspect} with #{event.buttons.inspect} pressed"
           if( event.buttons.include? :mouse_right )
             puts "mouse_right"
             @current_ball.position.x += event.rel[0] / 100.0
             @current_ball.position.y -= event.rel[1] / 100.0
           end
        when Rubygame::Events::QuitRequested
          throw :rubygame_quit
        end
      end

      if @w_down;@current_ball.position.y += 0.01; end;
      if @s_down;@current_ball.position.y -= 0.01; end;
      if @a_down;@current_ball.position.x -= 0.01; end;
      if @d_down;@current_ball.position.x += 0.01; end;

      @time_elapsed = @clock.tick()
      @time_alive = @clock.lifetime
      seconds_elapsed = @time_elapsed.milliseconds / 1000.0
      @world.start_frame

      glClearColor(0.0, 0.0, 0.0, -1.0)
  	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
      glLoadIdentity()
      
      glTranslatef(@x_trans,@y_trans,@z_trans)

      glPushMatrix()
         glBegin(GL_QUADS)
         glVertex3f(-1000, -1 , 1000)
         glVertex3f(-1000, -1, -1000)
         glVertex3f(1000, -1, -1000)
         glVertex3f(1000, -1, 1000)
         glEnd
      glPopMatrix()

      
      #draw_skybox()

      #glClear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT)
      @world.particles.each do |particle|
        p = particle.position
        glPushMatrix()
        glTranslatef(p.x, p.y, p.z)
        particle.material.setup_material()
        glutSolidSphere(particle.radius, 16, 16)
        glPopMatrix()
      end

      @world.run_physics(seconds_elapsed)

  	Rubygame::GL.swap_buffers()
@screen.update
      @screen.flip
  	ObjectSpace.garbage_collect

  	end
  end

end