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grapple.rb
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grapple.rb
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require 'rubygems' rescue nil
require 'gosu'
require 'chipmunk'
require_relative './extensions/array'
def rot_point(body, vec2)
x = vec2.x
y = vec2.y
a = body.a
body.p + CP::Vec2.new(x*Math.cos(a) - y*Math.sin(a), x*Math.sin(a) + y*Math.cos(a))
end
def draw_poly(window, body, vertexes, colour)
vertexes.each_edge do |a, b|
a = rot_point(body, a)
b = rot_point(body, b)
window.draw_line(a.x, a.y, colour, b.x, b.y, colour)
end
end
def draw_segment(window, body, vertexes, width, colour)
a, b = vertexes[0], vertexes[1]
a = rot_point(body, a)
b = rot_point(body, b)
window.draw_line(a.x, a.y - width, colour, b.x, b.y - width, colour)
window.draw_line(a.x, a.y + width, colour, b.x, b.y + width, colour)
end
def draw_circle(window, body, radius, colour, options=nil)
options ||= {}
segs = options[:segments] || 32
coef = 2.0*Math::PI / segs
verts = []
segs.times do |n|
rads = n*coef
verts << CP::Vec2.new(radius*Math.cos(rads + body.a) + body.p.x, radius*Math.sin(rads + body.a) + body.p.y)
end
verts.each_edge do |a, b|
window.draw_line(a.x, a.y, colour, b.x, b.y, colour)
end
end
# Convenience methods for converting between Gosu degrees, radians, and Vec2
# vectors
class Numeric
def gosu_to_radians
(self - 90) * Math::PI / 180.0
end
def radians_to_gosu
self * 180.0 / Math::PI + 90
end
def radians_to_vec2
CP::Vec2.new(Math::cos(self), Math::sin(self))
end
end
# A grappling hook demo
module Grapple
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
FULLSCREEN = false
INF = 1e100
# The number of steps to process every Gosu update The Player ship can get
# going so fast as to "move through" a star without triggering a collision;
# an increased number of Chipmunk step calls per update will effectively
# avoid this issue
SUBSTEPS = 6
class Rope
include CP
attr_reader :shapes
attr_reader :segment_length
def links() @bodies end
def initialize(space, options=nil)
options ||= {}
@space = space
@length = options[:length] || 100
@bodies = []
@vertexes = []
@shapes = []
@segment_length = 6
@segment_width = 2
@length.times do |n|
vertexes = [
[-@segment_length/2, -@segment_width/2], # top left
[-@segment_length/2, +@segment_width/2], # bottom left
[+@segment_length/2, +@segment_width/2], # bottom right
[+@segment_length/2, -@segment_width/2], # top right
].map{|x,y| Vec2.new(x, y) }
mass = 1
#body = Body.new(mass, moment_for_poly(mass, vertexes, Vec2.new(0, 0)))
body = Body.new(mass, 100)
body.p.x = n*@segment_length
shape = Shape::Poly.new(body, vertexes, Vec2.new(0, 0)) # body, verts, offset
shape.collision_type = :rope
shape.u = 0.1 # slippery
shape.group = :grapple
space.add_body(body)
space.add_shape(shape)
@bodies << body
@vertexes << vertexes
@shapes << shape
end
i = 0
@bodies.each_link do |prev_body, body|
joint = CP::Constraint::PivotJoint.new(prev_body, body, body.p - Vec2.new(@segment_length/2, 0))
space.add_constraint(joint)
i += 1
end
end
def draw(window)
#draw_gradient(window)
draw_segments(window)
end
def draw_segments(window)
col1 = Gosu::Color.new(0xffff0000)
col2 = Gosu::Color.new(0xffffff00)
i = 0
@bodies.each_with_index do |body, i|
draw_poly(window, body, @vertexes[i], col2)
i += 1
end
end
def draw_gradient(window)
col = Gosu::Color.new(0xffff0000)
i = 0
@bodies.each_link do |prev, link|
col.green = (255*i / @bodies.size)
window.draw_line(prev.p.x, prev.p.y, col, link.p.x, link.p.y, col)
i += 1
end
end
def remove_first
if @bodies.any?
@space.remove_body(@bodies.shift)
@space.remove_shape(@shapes.shift)
end
end
end
class Ground
include CP
attr_reader :body
def initialize(space)
@body = Body.new(INF, INF)
@vertexes = [
[0, SCREEN_HEIGHT-200], # top left
[0, SCREEN_HEIGHT], # bottom left
[SCREEN_WIDTH, SCREEN_HEIGHT], # bottom right
[SCREEN_WIDTH, SCREEN_HEIGHT-200], # top right
].map{|x,y| Vec2.new(x, y) }
@shape = Shape::Poly.new(@body, @vertexes, Vec2.new(0, 0)) # body, verts, offset
@shape.collision_type = :ground
@shape.group = :ground
@shape.u = 1.0
space.add_shape(@shape)
end
def draw(window)
draw_poly(window, body, @vertexes, Gosu::Color.new(0xff0000ff))
end
end
class Castle
include CP
attr_reader :body
def initialize(space, options=nil)
options ||= {}
@body = Body.new(INF, INF)
@main_vertexes = [
[-100, -100], # bottom left
[-100, 100], # top left
[100, 100], # top right
[100, -100], # bottom right
].map{|x,y| Vec2.new(x, y) }
@main_shape = Shape::Poly.new(@body, @main_vertexes, Vec2.new(0, 0)) # body, verts, offset
@main_shape.collision_type = :castle
@main_shape.group = :castle
@main_shape.u = 1.0
space.add_shape(@main_shape)
@snag_vertexes = [
[-90, -100], # bottom left
[-90, -110], # top left
[-110, -110], # top right
[-110, -100], # bottom right
].map{|x,y| Vec2.new(x, y) }
@snag_shape = Shape::Poly.new(@body, @snag_vertexes, Vec2.new(0, 0)) # body, verts, offset
@snag_shape.collision_type = :castle
@snag_shape.group = :castle
@snag_shape.u = 1.0
space.add_shape(@snag_shape)
#@radius = 200
#@circle = Shape::Circle.new(@body, @radius, Vec2.new(0, 0))
#@circle.collision_type = :castle
#@circle.u = 0.5
#@circle.group = :castle
#space.add_shape(@circle)
end
def draw(window)
draw_poly(window, @body, @main_vertexes, Gosu::Color.new(0xffaaaaaa))
draw_poly(window, @body, @snag_vertexes, Gosu::Color.new(0xffaaaaaa))
#draw_circle(window, @body, @radius, Gosu::Color.new(0xff00ff00))
end
end
class GrappleHook
include CP
attr_reader :body
attr_reader :shaft_v
attr_reader :cross_v
attr_reader :left_tip_v
attr_reader :right_tip_v
def initialize(space)
@shaft_v = [
[-50, -5], # top left
[-50, 5], # bottom left
[ 35.5, 5], # bottom right
[ 51, 0], # tip (far right)
[ 35.5, -5], # top right
]
@cross_v = [
[24, -24], # top left
[35, -24], # top right
[35, 24], # bottom right
[24, 24], # bottom left
]
@left_tip_v = [
[24, -24],
[35, -24],
[15, -37],
[24, -24],
]
@right_tip_v = [
[24, 24],
[35, 24],
[15, 37],
[24, 24],
]
@vertexes = [@shaft_v, @cross_v, @left_tip_v, @right_tip_v]
scale = 0.3
for v in @vertexes
v.map!{|x,y| Vec2.new(scale*(x - 14), scale*y) }
end
mass = 30
moment = @vertexes.map{|v| moment_for_poly(mass, v, Vec2.new(0, 0)) }.inject(0){|s,m| s += m }
@body = Body.new(mass, moment)
space.add_body(@body)
for v in @vertexes
begin
shape = Shape::Poly.new(@body, v, Vec2.new(0, 0)) # body, verts, offset
rescue ArgumentError
shape = Shape::Poly.new(@body, v.reverse, Vec2.new(0, 0))
end
shape.collision_type = :hook
shape.u = 1.0
shape.group = :grapple
space.add_shape(shape)
end
end
def draw(window)
for v in @vertexes
draw_poly(window, @body, v, Gosu::Color.new(0xffff0000))
end
end
end
class GameWindow < Gosu::Window
include CP
def initialize
super(SCREEN_WIDTH, SCREEN_HEIGHT, FULLSCREEN, 16)
self.caption = "Grapple"
@space = Space.new
@space.damping = 0.8
@space.gravity = Vec2.new(0, 10.0)
@dt = (1.0/60.0)
@ground = Ground.new(@space)
@grapple_origin = Vec2.new(200.0, 370.0)
@rope = Rope.new(@space, :length => 100)
@hook = GrappleHook.new(@space)
# attach rope and hook
between = @rope.links.last.p + Vec2.new(@rope.segment_length/2, 0)
@hook.body.p = between + Vec2.new(-@hook.shaft_v.first.x, 0)
joint = CP::Constraint::PivotJoint.new(@hook.body, @rope.links.last, between)
@space.add_constraint(joint)
reset_hook
# attach other end of rope to ground
@rope.links.first.p = @grapple_origin
attach = CP::Constraint::PivotJoint.new(@ground.body, @rope.links.first, @grapple_origin)
@space.add_constraint(attach)
# make a nice hanging rope
@rope2 = Rope.new(@space, :length => 40)
hanging = Body.new(INF, INF)
joint = CP::Constraint::PinJoint.new(hanging, @rope2.links.first, Vec2.new(0, 0), Vec2.new(0, 0))
@space.add_constraint(joint)
@rope2.links.each_with_index{|link, i| link.p = Vec2.new(100 - 10*i, 200) }
hanging.p = Vec2.new(150, 0)
@castle = Castle.new(@space)
@castle.body.p = Vec2.new(500, 250)
@space.add_collision_func(:hook, :hook) do
#p 'hook hook ' + rand.to_s
end
@space.add_collision_func(:rope, :rope) do
#p 'rope rope ' + rand.to_s
end
@space.add_collision_func(:hook, :rope) do
#p 'hook rope ' + rand.to_s
end
@space.add_collision_func(:rope, :hook) do
#p 'rope hook ' + rand.to_s
end
@space.add_collision_func(:hook, :ground) do
#p 'hook ground ' + rand.to_s
true
end
@space.add_collision_func(:hook, :castle) do
#p 'hook castle ' + rand.to_s
true
end
@space.add_collision_func(:rope, :castle) do
#p 'rope castle ' + rand.to_s
true
end
end
def update
SUBSTEPS.times do
@space.step(@dt)
end
end
def draw
@rope.draw(self)
@rope2.draw(self)
@ground.draw(self)
@hook.draw(self)
@castle.draw(self)
#@t0 = @t0 || Time.now
#t = Time.now
#p 1.0/(t - @t0)
#@t0 = t
end
def button_down(id)
case id
when Gosu::Button::KbUp
@hook.body.v += Vec2.new(0, -100)
when Gosu::Button::KbDown
@hook.body.v += Vec2.new(0, 100)
when Gosu::Button::KbLeft
@hook.body.v += Vec2.new(-100, 0)
when Gosu::Button::KbRight
@hook.body.v += Vec2.new(100, 0)
when Gosu::Button::KbSpace # 'throw'
@hook.body.v += Vec2.new(100, -200)
when char_to_button_id('r')
reset_hook
when Gosu::Button::KbEscape, char_to_button_id('q')
close
when char_to_button_id('p')
@rope.remove_first
attach = CP::Constraint::SlideJoint.new(@ground.body, @rope.links.first, @grapple_origin, Vec2.new(0, 0), 0, 0)
@space.add_constraint(attach)
end
end
def reset_hook
@hook.body.p = @grapple_origin
@rope.links.each_with_index{|link, i| link.p = Vec2.new(@grapple_origin.x + 10*Math.cos(i.to_f * Math::PI*2 / @rope.links.size), @grapple_origin.y) }
end
end
end
if $0 == __FILE__
window = Grapple::GameWindow.new
window.show
end