#this file is part of NIT ( http://www.nitlanguage.org ).
#
-# Copyright 2014 Romain Chanoir <romain.chanoir@viacesi.fr>
-#
# 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
# See the License for the specific language governing permissions and
# limitations under the License.
+# All the logic of the game
module game_logic
-import mnit::android
-import android::sensors
+import assets
+import objects
+import geometry::quadtree
+import collision
-class Ball
- var x: Float
- var y: Float
- var dim: Int
- var walls_activated: Bool
- var offset_x = 0.0
- var offset_y = 0.0
- var going_left: Bool
- var going_down: Bool
+redef class Ball
- var game: Game
+ # Scale for drawing the image of `self`
+ var scale = 1.0
- init(game: Game, x,y: Float, walls: Bool)
- do
- self.x = x
- self.y = y
- self.dim = 20
- self.game = game
- self.walls_activated = walls
- end
+ # ASensorProximity value for modifying `scale`
+ # Not used yet
+ var scale_proximity_modifier = 6.0
+
+ # Radius of `self`
+ var radius = 32.0
+
+ # Movement vector of `self`
+ var offset = new Point[Float](0.0, 0.0)
- # not very useful at this time
- fun do_turn
+ # Calculates the acceleration of `self`
+ fun acceleration(x,y: Float)
do
+ var max_offset = 10.0
+ var max_value = 9.80
+ var offset_x = offset.x - x/max_value
+ var offset_y = offset.y + y/max_value
+ if offset_x > max_offset then offset_x = max_offset
+ if offset_x < -max_offset then offset_x = -max_offset
+ if offset_y > max_offset then offset_y = max_offset
+ if offset_y < -max_offset then offset_y = -max_offset
+ offset = new Point[Float](offset_x, offset_y)
end
- fun intercepts(event: InputEvent): Bool
+ # Do the collision detection, then move `self`consequently
+ fun do_turn(game: Game)
do
- if event isa ASensorAccelerometer then
- do_move(event)
- else if event isa ASensorMagneticField then
- #deal with Magnetic field sensor
- print "ASensorMagneticField : x = " + event.x.to_s + " y = " + event.y.to_s + " z = " + event.z.to_s
- else if event isa ASensorGyroscope then
- #deal with Gyroscope sensor
- print "ASensorGyroscope : x = " + event.x.to_s + " y = " + event.y.to_s + " z = " + event.z.to_s
- else if event isa ASensorLight then
- #deal with light sensor
- print "ASensorLight : light = " + event.light.to_s
- else if event isa ASensorProximity then
- #deal with proximity sensor
- print "ASensorProximity : distance = " + event.distance.to_s
- else if event isa MotionEvent then
- activate_walls(event)
+ offset = new Point[Float](offset.x * 0.98, offset.y * 0.98)
+ var np = collision(game.quadtree)
+ if np != null then
+ offset = np
+ center = new Point[Float](center.x + offset.x, center.y + offset.y)
+ else
+ center = new Point[Float](center.x + offset.x, center.y + offset.y)
end
- return true
end
- fun do_move (event: ASensorAccelerometer)
+ # Collision detection
+ fun collision(quadtree: SQuadTree[OrientedLine]): nullable Point[Float]
do
- # acceleration value
- var vx = event.x
- var vy = event.y
- var gw = game.width
- var gh = game.height
-
- # acceleration
- var max_value = 9.80
- var acceleration_x = vx/max_value
- var acceleration_y = vy/max_value
- offset_x -= (acceleration_x/10.0)*(vx.abs) + offset_x/125.0
- offset_y += (acceleration_y/10.0)*(vy.abs) - offset_y/125.0
- var nx = self.x + offset_x
- var ny = self.y + offset_y
- going_left = offset_x > 0.0
- going_down = offset_y > 0.0
-
- # x value
- if nx >= 0.0 and nx <= gw then
- self.x = nx
- else if nx < 0.0 then
- if not walls_activated then self.x = gw else do_bounce(1)
- else if nx > gw then
- if not walls_activated then self.x = 0.0 else do_bounce(1)
+ var nx = self.center.x + offset.x
+ var ny = self.center.y + offset.y
+ var new_center = new Point[Float](nx, ny)
+ var effective_radius = radius*scale
+ # Lines intersecting with the ball
+ var intersecting_lines = new Array[OrientedLine]
+
+ # Line intersecting closest to the ball
+ var intersecting_line: nullable OrientedLine = null
+
+ # closest point of the intersecting line
+ var closest_point: nullable Point[Float] = null
+
+ # get the intersecting lines with help of the quadtree
+ var lines = quadtree.items_overlapping(new_center.padded(effective_radius))
+ for l in lines do
+ if is_intersecting(new_center, l.point_left, l.point_right, effective_radius) then
+ intersecting_lines.add(l)
+ end
end
- # y value
- if ny >= 0.0 and ny <= gh then
- self.y = ny
- else if ny < 0.0 then
- if not walls_activated then self.y = gh else do_bounce(2)
- else if ny > gh then
- if not walls_activated then self.y = 0.0 else do_bounce(2)
+ # get the line closest to the ball from the intersecting lines, setting the closest point
+ var min_dist = 100.0
+ if intersecting_lines.length >= 2 then
+ for l in intersecting_lines do
+ var closest = point_closest_to_line(new_center, l.point_left, l.point_right)
+ var distance = distance(closest, new_center)
+ if distance < min_dist then
+ min_dist = distance
+ intersecting_line = l
+ closest_point = closest
+ end
+ end
+ else if intersecting_lines.length == 1 then
+ intersecting_line = intersecting_lines[0]
+ closest_point = point_closest_to_line(new_center, intersecting_line.point_left, intersecting_line.point_right)
end
- end
- # bounce in function of the position of the wall relative to the ball: 1=left or right, 2=top or down
- fun do_bounce(wall_position: Int)
- do
- if wall_position == 1 then
- offset_x = -offset_x*0.85
- else if wall_position == 2 then
- offset_y = -offset_y*0.85
- end
- if offset_x.abs > 1.0 and offset_y.abs > 1.0 then
- self.x += offset_x
- self.y += offset_y
+ if intersecting_line != null and closest_point != null then
+ return bounce(center, intersecting_line.point_left, intersecting_line.point_right, offset)
end
+ return null
end
- fun activate_walls(event: MotionEvent)
- do
- if event.just_went_down then
- walls_activated = not walls_activated
- end
- end
+ # Event interception
+ fun intercepts(event: InputEvent): Bool is abstract
end
-class Screen
- var ball_img: Image
- var game: Game
-
- init(app: App, display: Display)
- do
- game = new Game(display)
- ball_img = app.load_asset("images/ball.png").as(Image)
- var scale = game.img_dim.to_f / game.img_ori_dim.to_f
- ball_img.scale = scale
- ball_img.scale = 3.0
- end
+# The core of the game
+class Game
- fun do_frame(display: Display)
- do
- display.clear(0.0, 0.0, 0.0)
- display.blit_rotated(ball_img, game.ball.x, game.ball.y, 0.0)
- end
+ # The Ball!
+ var ball: Ball is noinit
- fun input(ie: InputEvent): Bool
- do
- if ie isa ASensorProximity then
- if ie.distance == 0.0 then ball_img.scale = 6.0 else ball_img.scale = 3.0
- else
- game.ball.intercepts(ie)
- end
- return true
- end
-end
+ # List of walls in the level
+ var walls: Array[Wall] is noinit
-class Game
- var ball: Ball
+ # Width of the display
var width: Float
+
+ # Heightof the display
var height: Float
- var img_ori_dim: Int = 256
- fun img_dim: Int do return 210
+ # Quadtree used for collision detection
+ var quadtree: SQuadTree[OrientedLine] is noinit
- init(display: Display)
+ init
do
- width = display.width.to_f
- height = display.height.to_f
- ball = new Ball(self, width/2.0, height/2.0, false)
+ ball = new Ball(new Point[Float](width/2.0, height/2.0))
+ # Walls initialisation
+ var walla = new Wall(new Point[Float](width/4.0, height/4.0), pi/3.0, 1.0)
+ var wallb = new Wall(new Point[Float](width*0.75, height/4.0), 0.0, 1.0)
+ var wallc = new Wall(new Point[Float](width/4.0, height*0.75), 0.0, 1.0)
+ var walld = new Wall(new Point[Float](width*0.75, height*0.75), pi/3.0, 1.0)
+ walls = new Array[Wall].with_items(walla, wallb, wallc, walld)
+
+ # adding screen bordures
+ var i = new Point[Float](0.0,0.0)
+ var a = new Point[Float](0.0, height/2.0)
+ var b = new Point[Float](width/2.0, 0.0)
+ var c = new Point[Float](width, height/2.0)
+ var d = new Point[Float](width/2.0, height)
+
+ var l1 = new OrientedLine(i, i, pi/2.0, height, a)
+ var l2 = new OrientedLine(i, i, 0.0, width, b)
+ var l3 = new OrientedLine(i, i, pi/2.0, height, c)
+ var l4 = new OrientedLine(i, i, 0.0, width, d)
+
+ quadtree = new SQuadTree[OrientedLine](5, width, height)
+ for w in walls do for l in w.lines do
+ quadtree.add(l)
+ end
+ quadtree.add(l1)
+ quadtree.add(l2)
+ quadtree.add(l3)
+ quadtree.add(l4)
end
- fun do_turn
- do
- ball.do_turn
+ # Only calls `do_turn` of the ball for the moment
+ fun do_turn do ball.do_turn(self)
+
+ # Input gestion
+ fun input(ie: InputEvent): Bool do return false
+end
+
+redef class App
+
+ # Assets used in all the app
+ var assets = new Assets
+
+ redef fun on_create do
+ super
+ assets.load
end
end