Class: Game
- Inherits:
-
Object
- Object
- Game
- Defined in:
- lib/examples/simple_game.rb
Constant Summary collapse
Instance Method Summary collapse
- #init_game ⇒ Object
-
#initialize(width, height) ⇒ Game
constructor
A new instance of Game.
- #run ⇒ Object
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_game ⇒ Object
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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 |
#run ⇒ Object
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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..inspect} pressed" if( event..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 |