Class: AuthorEngine::CollisionDetection
- Inherits:
-
Object
- Object
- AuthorEngine::CollisionDetection
- Defined in:
- lib/author_engine/collision_detection/collision_detection.rb
Defined Under Namespace
Classes: BoundingBox, Color
Instance Method Summary collapse
- #add_level(level_array) ⇒ Object
- #add_sprite(blob) ⇒ Object
- #box(sprite_index) ⇒ Object
- #clear ⇒ Object
- #colliding_edge(sprite_index, sprite_x, sprite_y, target_sprite_index, target_x, target_y) ⇒ Object
- #debug_draw_level(level_index) ⇒ Object
- #debug_draw_sprite(sprite_index, sprite_x, sprite_y) ⇒ Object
-
#initialize(game_sprites, game_levels, spritesheet) ⇒ CollisionDetection
constructor
A new instance of CollisionDetection.
- #render_bounding_box(sprite_index, box, sprite_x, sprite_y, edges = {}, z = Float::INFINITY, color = 0xc800ff00, collision_color = 0xc8ff00ff) ⇒ Object
- #sprite_vs_level(sprite_index, sprite_x, sprite_y, level) ⇒ Object
- #sprite_vs_sprite(sprite_index, sprite_x, sprite_y, target_sprite_index, target_x, target_y) ⇒ Object
Constructor Details
#initialize(game_sprites, game_levels, spritesheet) ⇒ CollisionDetection
Returns a new instance of CollisionDetection.
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# File 'lib/author_engine/collision_detection/collision_detection.rb', line 6 def initialize(game_sprites, game_levels, spritesheet) @game_sprites = game_sprites @game_levels = game_levels @sprites= [] @levels = [] @known_collisions = [] spritesheet_blob = RUBY_ENGINE == "opal" ? spritesheet.to_blob.each_slice(4).to_a : spritesheet.to_blob.bytes.each_slice(4).to_a (spritesheet.rows / 16).times do |y| (spritesheet.columns / 16).times do |x| blob = [] 16.times do |sy| 16.times do |sx| blob << spritesheet_blob[(y * 16 + sy) * spritesheet.columns + (x * 16 + sx)] end end add_sprite(blob.flatten!) end end @game_levels.each { |level| add_level(level) } end |
Instance Method Details
#add_level(level_array) ⇒ Object
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# File 'lib/author_engine/collision_detection/collision_detection.rb', line 41 def add_level(level_array) @levels << level_array # TODO: Put level's into an optimized structure for fast quadrant look-ups end |
#add_sprite(blob) ⇒ Object
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# File 'lib/author_engine/collision_detection/collision_detection.rb', line 37 def add_sprite(blob) @sprites << {blob: blob, box: bounding_box(blob)} end |
#box(sprite_index) ⇒ Object
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# File 'lib/author_engine/collision_detection/collision_detection.rb', line 45 def box(sprite_index) @sprites[sprite_index][:box] end |
#clear ⇒ Object
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# File 'lib/author_engine/collision_detection/collision_detection.rb', line 33 def clear @known_collisions.clear end |
#colliding_edge(sprite_index, sprite_x, sprite_y, target_sprite_index, target_x, target_y) ⇒ Object
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# File 'lib/author_engine/collision_detection/collision_detection.rb', line 66 def colliding_edge(sprite_index, sprite_x, sprite_y, target_sprite_index, target_x, target_y) sprite_box = box(sprite_index) target_box = box(target_sprite_index) edges = {top: false, left: false, right: false, bottom: false} # https://gamedev.stackexchange.com/a/24091 wy = (sprite_box.width + target_box.width) * ((sprite_y - sprite_box.height) - (target_y - target_box.height/2)); hx = (sprite_box.height + target_box.height) * ((sprite_x - sprite_box.width) - (target_x - target_box.height/2)); if (wy > hx) if (wy > -hx) edges[:bottom] = true else edges[:left] = true end else if (wy > -hx) edges[:right] = true else edges[:top] = true end end return edges end |
#debug_draw_level(level_index) ⇒ Object
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# File 'lib/author_engine/collision_detection/collision_detection.rb', line 97 def debug_draw_level(level_index) @levels[level_index].each do |sprite| render_bounding_box(sprite.sprite, box(sprite.sprite), sprite.x, sprite.y) end end |
#debug_draw_sprite(sprite_index, sprite_x, sprite_y) ⇒ Object
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# File 'lib/author_engine/collision_detection/collision_detection.rb', line 93 def debug_draw_sprite(sprite_index, sprite_x, sprite_y) render_bounding_box(sprite_index, box(sprite_index), sprite_x, sprite_y) end |
#render_bounding_box(sprite_index, box, sprite_x, sprite_y, edges = {}, z = Float::INFINITY, color = 0xc800ff00, collision_color = 0xc8ff00ff) ⇒ Object
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# File 'lib/author_engine/collision_detection/collision_detection.rb', line 103 def render_bounding_box(sprite_index, box, sprite_x, sprite_y, edges = {}, z = Float::INFINITY, color = 0xc800ff00, collision_color = 0xc8ff00ff) if RUBY_ENGINE == "opal" color = "green" collision_color = "purple" end paint_color = color # EDGE: TOP # TOP LEFT TO TOP RIGHT if edges[:top] then paint_color = collision_color; else paint_color = color; end draw_line( box.x + sprite_x, box.y + sprite_y, box.x + sprite_x + box.width, box.y + sprite_y, paint_color, z ) # EDGE: RIGHT # TOP RIGHT TO BOTTOM RIGHT if edges[:right] then paint_color = collision_color; else paint_color = color; end draw_line( box.x + sprite_x + box.width, box.y + sprite_y, box.x + sprite_x + box.width, box.y + sprite_y + box.height, paint_color, z ) # EDGE: BOTTOM # BOTTOM RIGHT to BOTTOM LEFT if edges[:bottom] then paint_color = collision_color; else paint_color = color; end draw_line( box.x + sprite_x + box.width, box.y + sprite_y + box.height, box.x + sprite_x, box.y + sprite_y + box.height, paint_color, z ) # EDGE: LEFT # BOTTOM LEFT TO TOP LEFT if edges[:left] then paint_color = collision_color; else paint_color = color; end draw_line( box.x + sprite_x, box.y + sprite_y + box.height, box.x + sprite_x, box.y + sprite_y, paint_color, z ) end |
#sprite_vs_level(sprite_index, sprite_x, sprite_y, level) ⇒ Object
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# File 'lib/author_engine/collision_detection/collision_detection.rb', line 53 def sprite_vs_level(sprite_index, sprite_x, sprite_y, level) detected = [] collider = box(sprite_index) @levels[level].each do |sprite| if bounding_boxes_intersect?(collider, sprite_x, sprite_y, box(sprite.sprite), sprite.x, sprite.y) detected << sprite end end return detected end |
#sprite_vs_sprite(sprite_index, sprite_x, sprite_y, target_sprite_index, target_x, target_y) ⇒ Object
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# File 'lib/author_engine/collision_detection/collision_detection.rb', line 49 def sprite_vs_sprite(sprite_index, sprite_x, sprite_y, target_sprite_index, target_x, target_y) bounding_boxes_intersect?(box(sprite_index), sprite_x, sprite_y, box(target_sprite_index), target_x, target_y) end |