jamshred: some very wrong bounce code...

db4
Alex Chapman 2008-05-07 16:15:14 +10:00
parent 78712fef1b
commit 805f025cc5
6 changed files with 61 additions and 42 deletions

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@ -3,10 +3,10 @@
USING: accessors kernel opengl arrays sequences jamshred.log jamshred.player jamshred.tunnel math.vectors ;
IN: jamshred.game
TUPLE: jamshred tunnel players running ;
TUPLE: jamshred tunnel players running quit ;
: <jamshred> ( -- jamshred )
<random-tunnel> "Player 1" <player> 2dup swap play-in-tunnel 1array f
<random-tunnel> "Player 1" <player> 2dup swap play-in-tunnel 1array f f
jamshred boa ;
: jamshred-player ( jamshred -- player )
@ -19,7 +19,13 @@ TUPLE: jamshred tunnel players running ;
] [ drop ] if ;
: toggle-running ( jamshred -- )
[ running>> not ] [ (>>running) ] bi ;
dup running>> [
f >>running drop
] [
[ jamshred-player moved ]
[ t >>running drop ] bi
] if ;
: mouse-moved ( x-radians y-radians jamshred -- )
jamshred-player -rot turn-player ;

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@ -1,6 +1,6 @@
! Copyright (C) 2007, 2008 Alex Chapman
! See http://factorcode.org/license.txt for BSD license.
USING: accessors alarms arrays calendar jamshred.game jamshred.gl jamshred.log kernel math math.constants namespaces sequences ui ui.gadgets ui.gestures ui.render math.vectors ;
USING: accessors alarms arrays calendar jamshred.game jamshred.gl jamshred.log kernel math math.constants namespaces sequences threads ui ui.gadgets ui.gestures ui.render math.vectors ;
IN: jamshred
TUPLE: jamshred-gadget jamshred last-hand-loc alarm ;
@ -8,8 +8,8 @@ TUPLE: jamshred-gadget jamshred last-hand-loc alarm ;
: <jamshred-gadget> ( jamshred -- gadget )
jamshred-gadget construct-gadget swap >>jamshred ;
: default-width ( -- x ) 1024 ;
: default-height ( -- y ) 768 ;
: default-width ( -- x ) 640 ;
: default-height ( -- y ) 480 ;
M: jamshred-gadget pref-dim*
drop default-width default-height 2array ;
@ -17,16 +17,19 @@ M: jamshred-gadget pref-dim*
M: jamshred-gadget draw-gadget* ( gadget -- )
[ jamshred>> ] [ rect-dim first2 draw-jamshred ] bi ;
: tick ( gadget -- )
[ jamshred>> jamshred-update ] [ relayout-1 ] bi ;
: jamshred-loop ( gadget -- )
dup jamshred>> quit>> [
drop
] [
dup [ jamshred>> jamshred-update ]
[ relayout-1 ] bi
50 sleep jamshred-loop
] if ;
M: jamshred-gadget graft* ( gadget -- )
[
[ tick ] curry 10 milliseconds from-now 10 milliseconds add-alarm
] keep (>>alarm) ;
[ jamshred-loop ] in-thread drop ;
M: jamshred-gadget ungraft* ( gadget -- )
[ alarm>> cancel-alarm ] [ f >>alarm drop ] bi ;
jamshred>> t >>quit drop ;
: jamshred-restart ( jamshred-gadget -- )
<jamshred> >>jamshred drop ;

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@ -0,0 +1,4 @@
USING: jamshred.oint tools.test ;
IN: jamshred.oint-tests
[ { 0 -1 -1 } ] [ { 0 1 -1 } { 0 -1 0 } reflect ] unit-test

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@ -55,10 +55,6 @@ TUPLE: oint location forward up left ;
: proj-perp ( v u -- w )
dupd proj v- ;
! :: reflect ( v l -- v' )
! #! reflect v on l
! v l v. l l v. / 2 * l n*v v v- ;
:: reflect ( vec n -- v' )
:: reflect ( v n -- v' )
#! bounce v on a surface with normal n
vec n v. n n*v -2 * vec v+ ;
v v n v. n n v. / 2 * n n*v v- ;

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@ -1,12 +1,12 @@
! Copyright (C) 2007 Alex Chapman
! See http://factorcode.org/license.txt for BSD license.
USING: accessors colors jamshred.log jamshred.oint jamshred.tunnel kernel math math.constants math.order sequences ;
USING: accessors colors jamshred.log jamshred.oint jamshred.tunnel kernel math math.constants math.order sequences system ;
IN: jamshred.player
TUPLE: player < oint name tunnel nearest-segment ;
TUPLE: player < oint name tunnel nearest-segment last-move ;
: <player> ( name -- player )
[ F{ 0 0 5 } F{ 0 0 -1 } F{ 0 1 0 } F{ -1 0 0 } ] dip f f player boa ;
[ F{ 0 0 5 } F{ 0 0 -1 } F{ 0 1 0 } F{ -1 0 0 } ] dip f f f player boa ;
: turn-player ( player x-radians y-radians -- )
>r over r> left-pivot up-pivot ;
@ -22,19 +22,23 @@ TUPLE: player < oint name tunnel nearest-segment ;
[ tunnel>> ] [ dup nearest-segment>> nearest-segment ]
[ (>>nearest-segment) ] tri ;
: max-speed ( -- speed )
0.01 ;
: moved ( player -- ) millis swap (>>last-move) ;
: max-speed ( -- speed ) 1.0 ; ! units/second
: player-speed ( player -- speed )
drop max-speed ;
! dup nearest-segment>> fraction-from-wall sq max-speed * ;
! : move-player ( player -- )
! dup player-speed over go-forward update-nearest-segment ;
: distance-to-move ( player -- distance )
[ player-speed ] [ last-move>> millis dup >r swap - 1000 / * r> ]
[ (>>last-move) ] tri ;
DEFER: (move-player)
USE: morse
: ?bounce ( distance-remaining player -- )
over 0 > [
"e" play-as-morse
[ dup nearest-segment>> bounce ]
! [ (move-player) ] ! uncomment when bounce works...
[ 2drop ]
@ -52,12 +56,13 @@ USE: io.streams.string
over 0 <= [
2drop
] [
dup dup nearest-segment>> distance-to-collision ! [ .s ] with-string-writer jamshred-log
dup dup nearest-segment>> distance-to-collision
[ dup . ] with-string-writer jamshred-log
move-player-distance ?bounce
] if ;
: move-player ( player -- )
[ player-speed ] [ (move-player) ] [ update-nearest-segment ] tri ;
[ distance-to-move ] [ (move-player) ] [ update-nearest-segment ] tri ;
: update-player ( player -- )
dup move-player nearest-segment>>

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@ -126,15 +126,23 @@ C: <segment> segment
! ] [
! ] if ;
USING: jamshred.log prettyprint io.streams.string ;
: distant 10 ; inline
:: (collision-coefficient) ( -2b sqrt(b^2-2ac) 2a -- c )
-2b sqrt(b^2-2ac) + 2a /
-2b sqrt(b^2-2ac) - 2a / max ; ! the -ve answer is behind us (I think..)
sqrt(b^2-2ac) complex? [
distant
] [
-2b sqrt(b^2-2ac) + 2a /
-2b sqrt(b^2-2ac) - 2a / max ! the -ve answer is behind us
] if ;
:: collision-coefficient ( v w -- c )
[let* | a [ v dup v. ]
b [ v w v. 2 * ]
c [ w dup v. v dup v. - ] |
b -2 * b sq a c * 2 * - sqrt a 2 * (collision-coefficient) ] ;
b neg b sq a c * 4 * - sqrt a 2 * (collision-coefficient) ] ;
: distance-to-collision ( oint segment -- distance )
[ sideways-heading ] [ [ location>> ] bi@ v- collision-coefficient ]
@ -150,18 +158,15 @@ C: <segment> segment
location>> (wall-normal) ;
: bounce-forward ( segment oint -- )
[ wall-normal ] [ swap reflect ] [ (>>forward) ] tri ;
[ wall-normal ] [ forward>> swap reflect ] [ (>>forward) ] tri ;
: bounce-up ( oint segment -- )
2drop ; ! TODO
: bounce-left ( segment oint -- )
[ forward>> vneg ] dip [ left>> swap reflect ] [ (>>left) ] bi ;
: bounce-left ( oint segment -- )
2drop ; ! TODO
! : bounce ( oint segment -- )
! [ swap bounce-forward ]
! [ bounce-up ]
! [ bounce-left ] 2tri ;
: bounce-up ( segment oint -- )
#! must be done after forward and left!
nip [ forward>> ] [ left>> cross ] [ (>>up) ] tri ;
: bounce ( oint segment -- )
drop 0.01 left-pivot ; ! just temporary
swap [ bounce-forward ] [ bounce-left ] [ bounce-up ] 2tri ;