Separate logic into class files

This commit is contained in:
Quinn
2021-12-26 20:57:41 -08:00
parent b6116b67fb
commit a66ea9feee
5 changed files with 178 additions and 172 deletions
+56
View File
@@ -0,0 +1,56 @@
ball = {
__count = 0,
id = nil,
pos = vec2:new(0,0),
vel = vec2:new(0,0),
rad = 1,
col = 7,
draw = function(self)
circfill(self.pos.x, self.pos.y, self.rad, self.col)
end,
move = function(self)
self.pos += self.vel
end,
edge_bounce = function(self)
edge_normal = vec2:new()
for axis in all({"x","y"}) do
val = self.pos[axis]
if (val - self.rad < 0) then
self.pos[axis] = self.rad
edge_normal[axis] = 1
elseif (val + self.rad > 127) then
self.pos[axis] = 127 - self.rad
edge_normal[axis] = -1
end
end
if (edge_normal.x != 0 or edge_normal.y != 0) then
self.vel = self.vel:bounce(edge_normal)
end
end,
check_collisions = function(self, balls)
for b in all(balls) do
if (b.id != self.id and (collisions[b] == nil or collisions[b][self] == nil)) then
local diff = self.pos - b.pos
if ((diff):mag() < self.rad + b.rad) then
collisions[self] = collisions[self] or {}
collisions[self][b] = diff
end
end
end
end,
}
ball.__index = ball
function ball:new(o)
ball.__count += 1
local o = o or {}
o.id = ball.__count
o.col = o.id % 16
setmetatable(o, self)
o.__index = self
return o
end
-109
View File
@@ -54,115 +54,6 @@ function handle_collisions()
end end
end end
vec2 = {
x = 0,
y = 0,
mag = function(self)
return sqrt(self.x^2+self.y^2)
end,
dot = function(self,v)
return self.x * v.x + self.y * v.y
end,
normal = function(self)
local mag = self:mag()
return vec2:new(self.x/mag, self.y/mag)
end,
bounce = function(self, n, b)
local b = b or 1
local n = n:normal()
return (n * -2 * self:dot(n) + self) * b
end
}
vec2.__eq = function(v1,v2) return v1.x == v2.x and v1.y == v2.y end
vec2.__add = function(v1,v2) return vec2:new(v1.x+v2.x,v1.y+v2.y) end
vec2.__sub = function(v1,v2) return vec2:new(v1.x-v2.x,v1.y-v2.y) end
vec2.__mul = function(v,s) return vec2:new(v.x*s,v.y*s) end
vec2.__div = function(v,s) return vec2:new(v.x/s,v.y/s) end
vec2.__unm = function(v) return vec2:new(-v.x,-v.y) end
vec2.__tostring = function(v) return "{x: "..v.x..",y: "..v.y.."}" end
vec2.__index = vec2
function vec2:new(x,y)
local x = x or 0
local y = y or 0
local o = {x=x,y=y}
setmetatable(o, self)
o.__index = self
return o
end
function vec2:print_debug(v)
local v = v or vec2:new(0,1)
print("vec: "..vec2.__tostring(self))
print("mag: "..self:mag())
print("dot: "..self:dot(v))
print("normal: "..vec2.__tostring(self:normal()))
print("bounce: "..vec2.__tostring(self:bounce(v)))
print("inv: "..vec2.__tostring(-self))
end
ball = {
__count = 0,
id = nil,
pos = vec2:new(0,0),
vel = vec2:new(0,0),
rad = ball_radius,
col = 7,
draw = function(self)
circfill(self.pos.x, self.pos.y, self.rad, self.col)
end,
move = function(self)
self.pos += self.vel
end,
edge_bounce = function(self)
edge_normal = vec2:new()
for axis in all({"x","y"}) do
val = self.pos[axis]
if (val - self.rad < 0) then
self.pos[axis] = self.rad
edge_normal[axis] = 1
elseif (val + self.rad > 127) then
self.pos[axis] = 127 - self.rad
edge_normal[axis] = -1
end
end
if (edge_normal.x != 0 or edge_normal.y != 0) then
self.vel = self.vel:bounce(edge_normal)
end
end,
check_collisions = function(self, balls)
for b in all(balls) do
if (b.id != self.id and (collisions[b] == nil or collisions[b][self] == nil)) then
local diff = self.pos - b.pos
if ((diff):mag() < self.rad + b.rad) then
collisions[self] = collisions[self] or {}
collisions[self][b] = diff
end
end
end
end,
}
ball.__index = ball
function ball:new(o)
ball.__count += 1
local o = o or {}
o.id = ball.__count
o.col = o.id % 16
setmetatable(o, self)
o.__index = self
return o
end
function collision_vel(x1,v1,x2,v2) function collision_vel(x1,v1,x2,v2)
local x_diff = x1 - x2 local x_diff = x1 - x2
local v_diff = v1 - v2 local v_diff = v1 - v2
+6 -5
View File
@@ -1,7 +1,8 @@
{ {
"picoFile":"qphys.p8", "picoFile":"qphys.p8",
"sources":[
"sources":[ "vec2.lua",
"main.lua" "ball.lua",
] "main.lua"
]
} }
+64 -58
View File
@@ -1,62 +1,6 @@
pico-8 cartridge // http://www.pico-8.com pico-8 cartridge // http://www.pico-8.com
version 34 version 34
__lua__ __lua__
ball_count = 16
ball_radius = 5
function _init()
balls = {}
collisions = {}
for i=1,ball_count do
add(balls, ball:new({
pos=vec2:new(rnd(127),rnd(127)),
vel=vec2:new(rnd(2)-1,rnd(2)-1):normal(),
col=rnd(15)+1
}))
end
end
function _update60()
for b in all(balls) do
b:move()
b:edge_bounce()
end
for b in all(balls) do
b:check_collisions(balls)
end
handle_collisions(balls)
collisions = {}
end
function _draw()
cls()
for b in all(balls) do
b:draw()
end
end
function handle_collisions()
for source,colls in pairs(collisions) do
for target,diff in pairs(colls) do
local n = diff:normal()
local steps = 0
local rewind = 0
local s_xpoint = source.pos
local t_xpoint = target.pos
repeat
steps += 1
rewind += 0.1 * steps
s_xpoint = source.pos - source.vel * rewind
t_xpoint = target.pos - target.vel * rewind
until (s_xpoint - t_xpoint):mag() >= source.rad + target.rad
source.vel = collision_vel(s_xpoint, source.vel, t_xpoint, target.vel)
target.vel = collision_vel(t_xpoint, target.vel, s_xpoint, source.vel)
source.pos = s_xpoint + source.vel * rewind
target.pos = t_xpoint + target.vel * rewind
end
end
end
vec2 = { vec2 = {
x = 0, x = 0,
y = 0, y = 0,
@@ -78,7 +22,7 @@ vec2 = {
local b = b or 1 local b = b or 1
local n = n:normal() local n = n:normal()
return (n * -2 * self:dot(n) + self) * b return (n * -2 * self:dot(n) + self) * b
end end,
} }
vec2.__eq = function(v1,v2) return v1.x == v2.x and v1.y == v2.y end vec2.__eq = function(v1,v2) return v1.x == v2.x and v1.y == v2.y end
@@ -109,12 +53,14 @@ function vec2:print_debug(v)
print("inv: "..vec2.__tostring(-self)) print("inv: "..vec2.__tostring(-self))
end end
-->8
ball = { ball = {
__count = 0, __count = 0,
id = nil, id = nil,
pos = vec2:new(0,0), pos = vec2:new(0,0),
vel = vec2:new(0,0), vel = vec2:new(0,0),
rad = ball_radius, rad = 1,
col = 7, col = 7,
draw = function(self) draw = function(self)
@@ -166,6 +112,66 @@ function ball:new(o)
return o return o
end end
-->8
ball_count = 16
ball_radius = 5
function _init()
balls = {}
collisions = {}
for i=1,ball_count do
add(balls, ball:new({
pos=vec2:new(rnd(127),rnd(127)),
vel=vec2:new(rnd(2)-1,rnd(2)-1):normal(),
rad=ball_radius,
col=rnd(15)+1
}))
end
end
function _update60()
for b in all(balls) do
b:move()
b:edge_bounce()
end
for b in all(balls) do
b:check_collisions(balls)
end
handle_collisions(balls)
collisions = {}
end
function _draw()
cls()
for b in all(balls) do
b:draw()
end
end
function handle_collisions()
for source,colls in pairs(collisions) do
for target,diff in pairs(colls) do
local n = diff:normal()
local steps = 0
local rewind = 0
local s_xpoint = source.pos
local t_xpoint = target.pos
repeat
steps += 1
rewind += 0.1 * steps
s_xpoint = source.pos - source.vel * rewind
t_xpoint = target.pos - target.vel * rewind
until (s_xpoint - t_xpoint):mag() >= source.rad + target.rad
local s_newvel = collision_vel(s_xpoint, source.vel, t_xpoint, target.vel)
local t_newvel = collision_vel(t_xpoint, target.vel, s_xpoint, source.vel)
source.pos = s_xpoint + source.vel * rewind
target.pos = t_xpoint + target.vel * rewind
source.vel = s_newvel
target.vel = t_newvel
end
end
end
function collision_vel(x1,v1,x2,v2) function collision_vel(x1,v1,x2,v2)
local x_diff = x1 - x2 local x_diff = x1 - x2
local v_diff = v1 - v2 local v_diff = v1 - v2
+52
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@@ -0,0 +1,52 @@
vec2 = {
x = 0,
y = 0,
mag = function(self)
return sqrt(self.x^2+self.y^2)
end,
dot = function(self,v)
return self.x * v.x + self.y * v.y
end,
normal = function(self)
local mag = self:mag()
return vec2:new(self.x/mag, self.y/mag)
end,
bounce = function(self, n, b)
local b = b or 1
local n = n:normal()
return (n * -2 * self:dot(n) + self) * b
end,
}
vec2.__eq = function(v1,v2) return v1.x == v2.x and v1.y == v2.y end
vec2.__add = function(v1,v2) return vec2:new(v1.x+v2.x,v1.y+v2.y) end
vec2.__sub = function(v1,v2) return vec2:new(v1.x-v2.x,v1.y-v2.y) end
vec2.__mul = function(v,s) return vec2:new(v.x*s,v.y*s) end
vec2.__div = function(v,s) return vec2:new(v.x/s,v.y/s) end
vec2.__unm = function(v) return vec2:new(-v.x,-v.y) end
vec2.__tostring = function(v) return "{x: "..v.x..",y: "..v.y.."}" end
vec2.__index = vec2
function vec2:new(x,y)
local x = x or 0
local y = y or 0
local o = {x=x,y=y}
setmetatable(o, self)
o.__index = self
return o
end
function vec2:print_debug(v)
local v = v or vec2:new(0,1)
print("vec: "..vec2.__tostring(self))
print("mag: "..self:mag())
print("dot: "..self:dot(v))
print("normal: "..vec2.__tostring(self:normal()))
print("bounce: "..vec2.__tostring(self:bounce(v)))
print("inv: "..vec2.__tostring(-self))
end