+++ /dev/null
-# This file is part of NIT ( http://www.nitlanguage.org ).
-#
-# Licensed under the Apache License, Version 2.0 (the "License");
-# you may not use this file except in compliance with the License.
-# You may obtain a copy of the License at
-#
-# http://www.apache.org/licenses/LICENSE-2.0
-#
-# Unless required by applicable law or agreed to in writing, software
-# distributed under the License is distributed on an "AS IS" BASIS,
-# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-# See the License for the specific language governing permissions and
-# limitations under the License.
-
-# Module containing all objects of the game
-module objects
-
-import geometry
-import geometry::polygon
-import geometry::boxes
-import collision
-
-# The ball is the main character of the game!
-class Ball
- # Center of the ball
- var center: Point[Float] is writable
-end
-
-# Walls make the ball bounce on them
-class Wall
- # Coordinates of the center of the wall
- var center: Point[Float]
-
- # Angle in radian
- var angle: Float
-
- # Scale for drawing `self`
- var scale: Float
-
- # Width of `self`
- var width: Float is noautoinit
-
- # Height of `self`
- var height: Float is noautoinit
-
- # Lines composing `self`
- var lines: Array[OrientedLine] is noautoinit
-
- # Initialize `self` with all its lines from `center` and `angle`
- init do
- self.height = 128.0
- self.width = 32.0
- var i = new Point[Float](0.0, 0.0)
- var j = new Point[Float](0.0, 0.0)
-
- var a = new Point[Float]((center.x - width/2.0), center.y)
- var b = new Point[Float]((center.x), (center.y - height/2.0))
- var c = new Point[Float]((center.x + width/2.0), center.y)
- var d = new Point[Float]((center.x), (center.y + height/2.0))
-
- var l1 = new OrientedLine(i, j, angle - pi/2.0, height * scale.to_f, rotate_point(a, center, angle))
- var l2 = new OrientedLine(i, j, angle, width * scale.to_f, rotate_point(b, center, angle))
- var l3 = new OrientedLine(i, j, angle - pi/2.0, height * scale.to_f, rotate_point(c, center, angle))
- var l4 = new OrientedLine(i, j, angle, width * scale.to_f, rotate_point(d, center, angle))
- lines = new Array[OrientedLine]
- lines.add_all([l1, l2, l3, l4])
- end
-end
-
-# A line represented with a center and an angle
-class OrientedLine
- super Line[Float]
- redef type P: Point[Float]
-
- # Angle in radian
- var angle: Float is writable
-
- # Length
- var length: Float
-
- # Center
- var center: Point[Float]
-
- redef fun point_left
- do
- var luv = unit_vector(new Point[Float](angle.cos, angle.sin))
- var offset_from_center = new Point[Float](luv.x * (length / 2.0), luv.y * (length / 2.0))
- return new Point[Float](center.x + offset_from_center.x, center.y + offset_from_center.y)
- end
-
- redef fun point_right
- do
- var luv = unit_vector(new Point[Float](angle.cos, angle.sin))
- var offset_from_center = new Point[Float](luv.x * length / 2.0, luv.y * length / 2.0)
- return new Point[Float](center.x - offset_from_center.x, center.y - offset_from_center.y)
- end
-
- redef fun left do return point_left.x.min(point_right.x)
- redef fun right do return point_left.x.max(point_right.x)
-end