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21 changed files with 80 additions and 4167 deletions

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@ -1 +0,0 @@
tmp

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@ -1,158 +0,0 @@
local love = require("love")
local phys = require("phys")
local inspect = require("inspect")
local actors = {}
function actors.buildActors(game)
local asteroids = {}
local asteroids_mt = { __index = asteroids }
function asteroids.new(asteroid)
local stageIndex = asteroid.stage or #game.asteroids.stages
local stage = game.asteroids.stages[stageIndex]
local instance = {
angle = math.random() * phys.tau,
speed = stage.speed,
facing = math.random() * phys.tau,
spin = (math.random() - 0.5),
radius = stage.radius,
sprite = stage.sprite,
}
for k, v in pairs(asteroid) do
instance[k] = v
end
instance.stage = stageIndex
setmetatable(instance, asteroids_mt)
return instance
end
function asteroids:draw()
local width = self.sprite:getWidth()
local height = self.sprite:getHeight()
love.graphics.push()
love.graphics.setColor(1, 1, 1)
local scale = 2 * self.radius / math.max(width, height)
love.graphics.draw(self.sprite,
self.x,
self.y,
self.facing,
scale,
scale,
width / 2,
height / 2
)
love.graphics.pop()
end
local bullets = {}
local bullets_mt = { __index = bullets }
function bullets.new(bullet)
local instance = {
spin = 0,
}
for k, v in pairs(game.ship.bullet) do
instance[k] = v
end
for k, v in pairs(bullet) do
instance[k] = v
end
instance.sound = love.audio.newSource(game.ship.bullet.sound)
instance.timeLeft = instance.time
setmetatable(instance, bullets_mt)
return instance
end
function bullets:draw()
love.graphics.push()
love.graphics.setColor(1, 0.16, 1)
love.graphics.circle('fill', self.x, self.y, self.radius)
love.graphics.pop()
end
local ships = {}
local ships_mt = { __index = ships }
function ships.new(ship)
local instance = {
x = game.width / 2,
y = game.height / 2,
angle = 0,
speed = 0,
spin = 0,
facing = phys.tau * 3 / 4,
radius = game.ship.radius,
throttle = 0,
}
for k, v in pairs(game.ship) do
instance[k] = v
end
for k, v in pairs(ship) do
instance[k] = v
end
instance.engineSound = love.audio.newSource(instance.engineSound)
instance.engineSound:setVolume(0)
instance.engineSound:setLooping(true)
instance.rocketPlume = love.graphics.newParticleSystem(instance.rocketPlume)
instance.rocketPlume:setColors(
0.37, 0.65, 1.00, 0.8,
0.45, 0.65, 0.9, 0.8,
0.5, 0.6, 0.85, 0.8
)
instance.rocketPlume:setSizes(1.0, 0.9, 0.1)
instance.rocketPlume:setEmissionRate(1000)
-- TODO probably governed most by thrust
instance.rocketPlume:setParticleLifetime(0.1, 0.25)
instance.rocketPlume:setEmissionArea('normal', 1.5, 1.5)
instance.rocketPlume:setSpeed(150, 300)
instance.rocketPlume:setRadialAcceleration(40, 80)
instance.rocketPlume:setLinearDamping(0, 0)
instance.rocketPlume:setDirection(phys.tau * 3 / 4)
instance.rocketPlume:setSpread(0)
instance.rocketPlume:setSizeVariation(0)
instance.rocketPlume:setSpin(0.5, 1)
instance.rocketPlume:setTangentialAcceleration(0, 0)
setmetatable(instance, ships_mt)
return instance
end
function ships:draw()
love.graphics.push()
love.graphics.translate(self.x, self.y)
love.graphics.setColor(1, 1, 1)
local width = self.sprite:getWidth()
local height = self.sprite:getHeight()
local scale = 2 * game.ship.radius / math.max(width, height)
love.graphics.draw(game.ship.sprite,
0,
0,
(self.facing + phys.tau / 4) % phys.tau,
scale,
scale,
width / 2,
height / 2
)
self.rocketPlume:setEmissionRate(1000 * self.throttle)
love.graphics.draw(self.rocketPlume,
0,
0,
(self.facing + phys.tau * 3 / 4) % phys.tau,
scale,
scale,
0,
height * 0.6
)
love.graphics.pop()
end
return {
asteroids = asteroids,
bullets = bullets,
ships = ships,
}
end
return actors

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@ -1,371 +0,0 @@
local _tl_compat; if (tonumber((_VERSION or ''):match('[%d.]*$')) or 0) < 5.3 then local p, m = pcall(require, 'compat53.module'); if p then _tl_compat = m end end; local math = _tl_compat and _tl_compat.math or math; local string = _tl_compat and _tl_compat.string or string; local table = _tl_compat and _tl_compat.table or table; local type = type
local inspect = { Options = {} }
inspect._VERSION = 'inspect.lua 3.1.0'
inspect._URL = 'http://github.com/kikito/inspect.lua'
inspect._DESCRIPTION = 'human-readable representations of tables'
inspect._LICENSE = [[
MIT LICENSE
Copyright (c) 2022 Enrique García Cota
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
inspect.KEY = setmetatable({}, { __tostring = function() return 'inspect.KEY' end })
inspect.METATABLE = setmetatable({}, { __tostring = function() return 'inspect.METATABLE' end })
local tostring = tostring
local rep = string.rep
local match = string.match
local char = string.char
local gsub = string.gsub
local fmt = string.format
local _rawget
if rawget then
_rawget = rawget
else
_rawget = function(t, k) return t[k] end
end
local function rawpairs(t)
return next, t, nil
end
local function smartQuote(str)
if match(str, '"') and not match(str, "'") then
return "'" .. str .. "'"
end
return '"' .. gsub(str, '"', '\\"') .. '"'
end
local shortControlCharEscapes = {
["\a"] = "\\a", ["\b"] = "\\b", ["\f"] = "\\f", ["\n"] = "\\n",
["\r"] = "\\r", ["\t"] = "\\t", ["\v"] = "\\v", ["\127"] = "\\127",
}
local longControlCharEscapes = { ["\127"] = "\127" }
for i = 0, 31 do
local ch = char(i)
if not shortControlCharEscapes[ch] then
shortControlCharEscapes[ch] = "\\" .. i
longControlCharEscapes[ch] = fmt("\\%03d", i)
end
end
local function escape(str)
return (gsub(gsub(gsub(str, "\\", "\\\\"),
"(%c)%f[0-9]", longControlCharEscapes),
"%c", shortControlCharEscapes))
end
local luaKeywords = {
['and'] = true,
['break'] = true,
['do'] = true,
['else'] = true,
['elseif'] = true,
['end'] = true,
['false'] = true,
['for'] = true,
['function'] = true,
['goto'] = true,
['if'] = true,
['in'] = true,
['local'] = true,
['nil'] = true,
['not'] = true,
['or'] = true,
['repeat'] = true,
['return'] = true,
['then'] = true,
['true'] = true,
['until'] = true,
['while'] = true,
}
local function isIdentifier(str)
return type(str) == "string" and
not not str:match("^[_%a][_%a%d]*$") and
not luaKeywords[str]
end
local flr = math.floor
local function isSequenceKey(k, sequenceLength)
return type(k) == "number" and
flr(k) == k and
1 <= (k) and
k <= sequenceLength
end
local defaultTypeOrders = {
['number'] = 1, ['boolean'] = 2, ['string'] = 3, ['table'] = 4,
['function'] = 5, ['userdata'] = 6, ['thread'] = 7,
}
local function sortKeys(a, b)
local ta, tb = type(a), type(b)
if ta == tb and (ta == 'string' or ta == 'number') then
return (a) < (b)
end
local dta = defaultTypeOrders[ta] or 100
local dtb = defaultTypeOrders[tb] or 100
return dta == dtb and ta < tb or dta < dtb
end
local function getKeys(t)
local seqLen = 1
while _rawget(t, seqLen) ~= nil do
seqLen = seqLen + 1
end
seqLen = seqLen - 1
local keys, keysLen = {}, 0
for k in rawpairs(t) do
if not isSequenceKey(k, seqLen) then
keysLen = keysLen + 1
keys[keysLen] = k
end
end
table.sort(keys, sortKeys)
return keys, keysLen, seqLen
end
local function countCycles(x, cycles)
if type(x) == "table" then
if cycles[x] then
cycles[x] = cycles[x] + 1
else
cycles[x] = 1
for k, v in rawpairs(x) do
countCycles(k, cycles)
countCycles(v, cycles)
end
countCycles(getmetatable(x), cycles)
end
end
end
local function makePath(path, a, b)
local newPath = {}
local len = #path
for i = 1, len do newPath[i] = path[i] end
newPath[len + 1] = a
newPath[len + 2] = b
return newPath
end
local function processRecursive(process,
item,
path,
visited)
if item == nil then return nil end
if visited[item] then return visited[item] end
local processed = process(item, path)
if type(processed) == "table" then
local processedCopy = {}
visited[item] = processedCopy
local processedKey
for k, v in rawpairs(processed) do
processedKey = processRecursive(process, k, makePath(path, k, inspect.KEY), visited)
if processedKey ~= nil then
processedCopy[processedKey] = processRecursive(process, v, makePath(path, processedKey), visited)
end
end
local mt = processRecursive(process, getmetatable(processed), makePath(path, inspect.METATABLE), visited)
if type(mt) ~= 'table' then mt = nil end
setmetatable(processedCopy, mt)
processed = processedCopy
end
return processed
end
local function puts(buf, str)
buf.n = buf.n + 1
buf[buf.n] = str
end
local Inspector = {}
local Inspector_mt = { __index = Inspector }
local function tabify(inspector)
puts(inspector.buf, inspector.newline .. rep(inspector.indent, inspector.level))
end
function Inspector:getId(v)
local id = self.ids[v]
local ids = self.ids
if not id then
local tv = type(v)
id = (ids[tv] or 0) + 1
ids[v], ids[tv] = id, id
end
return tostring(id)
end
function Inspector:putValue(v)
local buf = self.buf
local tv = type(v)
if tv == 'string' then
puts(buf, smartQuote(escape(v)))
elseif tv == 'number' or tv == 'boolean' or tv == 'nil' or
tv == 'cdata' or tv == 'ctype' then
puts(buf, tostring(v))
elseif tv == 'table' and not self.ids[v] then
local t = v
if t == inspect.KEY or t == inspect.METATABLE then
puts(buf, tostring(t))
elseif self.level >= self.depth then
puts(buf, '{...}')
else
if self.cycles[t] > 1 then puts(buf, fmt('<%d>', self:getId(t))) end
local keys, keysLen, seqLen = getKeys(t)
puts(buf, '{')
self.level = self.level + 1
for i = 1, seqLen + keysLen do
if i > 1 then puts(buf, ',') end
if i <= seqLen then
puts(buf, ' ')
self:putValue(t[i])
else
local k = keys[i - seqLen]
tabify(self)
if isIdentifier(k) then
puts(buf, k)
else
puts(buf, "[")
self:putValue(k)
puts(buf, "]")
end
puts(buf, ' = ')
self:putValue(t[k])
end
end
local mt = getmetatable(t)
if type(mt) == 'table' then
if seqLen + keysLen > 0 then puts(buf, ',') end
tabify(self)
puts(buf, '<metatable> = ')
self:putValue(mt)
end
self.level = self.level - 1
if keysLen > 0 or type(mt) == 'table' then
tabify(self)
elseif seqLen > 0 then
puts(buf, ' ')
end
puts(buf, '}')
end
else
puts(buf, fmt('<%s %d>', tv, self:getId(v)))
end
end
function inspect.inspect(root, options)
options = options or {}
local depth = options.depth or (math.huge)
local newline = options.newline or '\n'
local indent = options.indent or ' '
local process = options.process
if process then
root = processRecursive(process, root, {}, {})
end
local cycles = {}
countCycles(root, cycles)
local inspector = setmetatable({
buf = { n = 0 },
ids = {},
cycles = cycles,
depth = depth,
level = 0,
newline = newline,
indent = indent,
}, Inspector_mt)
inspector:putValue(root)
return table.concat(inspector.buf)
end
setmetatable(inspect, {
__call = function(_, root, options)
return inspect.inspect(root, options)
end,
})
return inspect

File diff suppressed because it is too large Load diff

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@ -1,7 +1,4 @@
local love = require("love") local love = require("love")
local phys = require("phys")
local inspect = require("inspect")
local actors = require("actors")
local function initGame() local function initGame()
return { return {
@ -10,39 +7,32 @@ local function initGame()
ship = { ship = {
radius = 30, radius = 30,
bullet = { bullet = {
timerLimit = 0.5,
radius = 5, radius = 5,
recoil = 10,
speed = 500, speed = 500,
time = 4, time = 4,
sound = love.sound.newSoundData('resources/bullet.mp3'),
}, },
sprite = love.graphics.newImage('resources/playerShip1_blue.png'),
maxThrust = 200,
engineSound = love.sound.newSoundData('resources/enginehum3.ogg'),
rocketPlume = love.graphics.newImage('resources/sparkle_cloud.png'),
}, },
asteroids = { asteroids = {
stages = { stages = {
{ speed = 120, radius = 15, sprite = love.graphics.newImage('resources/meteorBrown_tiny1.png') }, { speed = 120, radius = 15 },
{ speed = 70, radius = 30, sprite = love.graphics.newImage('resources/meteorBrown_small1.png') }, { speed = 70, radius = 30 },
{ speed = 50, radius = 50, sprite = love.graphics.newImage('resources/meteorBrown_med1.png') }, { speed = 50, radius = 50 },
{ speed = 20, radius = 80, sprite = love.graphics.newImage('resources/meteorBrown_big1.png') }, { speed = 20, radius = 80 },
}, },
}, },
controls = { controls = {
ship = { ship = {
turnRate = 10, turnRate = 10,
maxThrust = 200,
}, },
}, },
} }
end end
-- The constant properties of the game.
local game = initGame() local game = initGame()
local function initState() local function initState()
---@diagnostic disable-next-line: redefined-local
local actors = actors.buildActors(game)
local asteroids = { local asteroids = {
{ {
x = 100, x = 100,
@ -57,17 +47,26 @@ local function initState()
y = game.height - 100, y = game.height - 100,
} }
} }
for i, template in ipairs(asteroids) do for _, asteroid in ipairs(asteroids) do
asteroids[i] = actors.asteroids.new(template) asteroid.angle = love.math.random() * (2 * math.pi)
asteroid.stage = #game.asteroids.stages
end end
local joystick = nil local joystick = nil
if love.joystick.getJoystickCount() == 1 then if love.joystick.getJoystickCount() == 1 then
joystick = love.joystick.getJoysticks()[1] joystick = love.joystick.getJoysticks()[1]
end end
return { return {
debug = true, ship = {
actors = actors, x = game.width / 2,
ship = actors.ships.new({}), y = game.height / 2,
angle = 0,
speed = {
x = 0,
y = 0,
}
},
-- the time after which the ship can fire another bullet
bulletTimer = game.ship.bullet.timerLimit,
bullets = {}, bullets = {},
asteroids = asteroids, asteroids = asteroids,
controls = { controls = {
@ -76,16 +75,9 @@ local function initState()
} }
end end
-- The varying properties of a game being played.
local state = {} local state = {}
local function reset() local function reset()
if state.ship then
state.ship.engineSound:stop()
for _, bullet in ipairs(state.bullets) do
bullet.sound:stop()
end
end
state = initState() state = initState()
end end
@ -93,37 +85,26 @@ function love.load()
reset() reset()
end end
-- updates the actor's location by applying the passage of time within the game world
local function update(actor, dt)
phys.update(actor, dt)
actor.x = actor.x % game.width
actor.y = actor.y % game.height
end
function love.update(dt) function love.update(dt)
state.ship.rocketPlume:update(dt) if love.keyboard.isDown('right') then
if state.controls.joystick ~= nil then state.ship.angle = state.ship.angle + game.controls.ship.turnRate * dt
state.ship.throttle = state.controls.joystick:getGamepadAxis('triggerright') end
if state.ship.throttle > 0 then if love.keyboard.isDown('left') then
local speed = state.ship.throttle * state.ship.maxThrust * dt state.ship.angle = state.ship.angle - game.controls.ship.turnRate * dt
phys.apply(state.ship, { speed = speed, angle = state.ship.facing }) end
if not state.ship.engineSound:isPlaying() then state.ship.angle = state.ship.angle % (2 * math.pi)
state.ship.engineSound:play()
end if state.controls.joystick ~= nil then
end local thrust = state.controls.joystick:getGamepadAxis('triggerright') * game.controls.ship.maxThrust
state.ship.engineSound:setVolume(state.ship.throttle * 0.5) state.ship.speed.x = state.ship.speed.x + math.cos(state.ship.angle) * thrust * dt
-- TODO which is better, keeping the sound playing looping at 0 or checking the state.ship.speed.y = state.ship.speed.y + math.sin(state.ship.angle) * thrust * dt
-- state each update? end
if state.ship.throttle == 0 then state.ship.x = (state.ship.x + state.ship.speed.x * dt) % game.width
if state.ship.engineSound:isPlaying() then state.ship.y = (state.ship.y + state.ship.speed.y * dt) % game.height
state.ship.engineSound:stop()
end local function areCirclesIntersecting(aX, aY, aRadius, bX, bY, bRadius)
end return (aX - bX) ^ 2 + (aY - bY) ^ 2 <= (aRadius + bRadius) ^ 2
local spin = state.controls.joystick:getGamepadAxis('leftx') * game.controls.ship.turnRate
state.ship.facing = (state.ship.facing + spin * dt)
end end
update(state.ship, dt)
for bulletIndex = #state.bullets, 1, -1 do for bulletIndex = #state.bullets, 1, -1 do
local bullet = state.bullets[bulletIndex] local bullet = state.bullets[bulletIndex]
@ -131,27 +112,28 @@ function love.update(dt)
if bullet.timeLeft <= 0 then if bullet.timeLeft <= 0 then
table.remove(state.bullets, bulletIndex) table.remove(state.bullets, bulletIndex)
else else
update(bullet, dt) bullet.x = (bullet.x + math.cos(bullet.angle) * game.ship.bullet.speed * dt) % game.width
bullet.y = (bullet.y + math.sin(bullet.angle) * game.ship.bullet.speed * dt) % game.height
end end
for asteroidIndex = #state.asteroids, 1, -1 do for asteroidIndex = #state.asteroids, 1, -1 do
local asteroid = state.asteroids[asteroidIndex] local asteroid = state.asteroids[asteroidIndex]
if phys.intersects(bullet, asteroid) then if areCirclesIntersecting(bullet.x, bullet.y, game.ship.bullet.radius, asteroid.x, asteroid.y, game.asteroids.stages[asteroid.stage].radius) then
table.remove(state.bullets, bulletIndex) table.remove(state.bullets, bulletIndex)
if asteroid.stage > 1 then if asteroid.stage > 1 then
local angle1 = love.math.random() * phys.tau local angle1 = love.math.random() * (2 * math.pi)
local angle2 = angle1 - phys.tau / 2 local angle2 = (angle1 - math.pi) % (2 * math.pi)
table.insert(state.asteroids, state.actors.asteroids.new({ table.insert(state.asteroids, {
x = asteroid.x, x = asteroid.x,
y = asteroid.y, y = asteroid.y,
angle = angle1, angle = angle1,
stage = asteroid.stage - 1, stage = asteroid.stage - 1,
})) })
table.insert(state.asteroids, state.actors.asteroids.new({ table.insert(state.asteroids, {
x = asteroid.x, x = asteroid.x,
y = asteroid.y, y = asteroid.y,
angle = angle2, angle = angle2,
stage = asteroid.stage - 1, stage = asteroid.stage - 1,
})) })
end end
table.remove(state.asteroids, asteroidIndex) table.remove(state.asteroids, asteroidIndex)
break break
@ -159,10 +141,26 @@ function love.update(dt)
end end
end end
for _, asteroid in ipairs(state.asteroids) do state.bulletTimer = state.bulletTimer + dt
update(asteroid, dt) if love.keyboard.isDown('s') then
if state.bulletTimer >= game.ship.bullet.timerLimit then
state.bulletTimer = 0
table.insert(state.bullets, {
x = state.ship.x + math.cos(state.ship.angle) * game.ship.radius,
y = state.ship.y + math.sin(state.ship.angle) * game.ship.radius,
angle = state.ship.angle,
timeLeft = game.ship.bullet.time,
})
end
end
if phys.intersects(state.ship, asteroid) then for _, asteroid in ipairs(state.asteroids) do
asteroid.x = (asteroid.x + math.cos(asteroid.angle) * game.asteroids.stages[asteroid.stage].speed * dt) %
game.width
asteroid.y = (asteroid.y + math.sin(asteroid.angle) * game.asteroids.stages[asteroid.stage].speed * dt) %
game.height
if areCirclesIntersecting(state.ship.x, state.ship.y, game.ship.radius, asteroid.x, asteroid.y, game.asteroids.stages[asteroid.stage].radius) then
reset() reset()
break break
end end
@ -173,47 +171,30 @@ function love.update(dt)
end end
end end
function love.gamepadpressed(joystick, button)
if joystick ~= state.controls.joystick then
return
end
if button == "b" then
-- debounce, perhaps
local bullet = state.actors.bullets.new({
x = state.ship.x + math.cos(state.ship.facing) * game.ship.radius,
y = state.ship.y + math.sin(state.ship.facing) * game.ship.radius,
angle = state.ship.facing,
facing = state.ship.facing,
})
phys.apply(bullet, state.ship)
table.insert(state.bullets, bullet)
bullet.sound:play()
phys.apply(state.ship, { speed = game.ship.bullet.recoil, angle = state.ship.facing + phys.tau / 2 })
end
if button == "x" then
print(inspect(state.ship))
end
end
function love.draw() function love.draw()
if state.debug then
love.graphics.setColor(1, 1, 1)
love.graphics.line(game.width / 2, 0, game.width / 2, game.height)
love.graphics.line(0, game.height / 2, game.width, game.height / 2)
end
for y = -1, 1 do for y = -1, 1 do
for x = -1, 1 do for x = -1, 1 do
love.graphics.origin() love.graphics.origin()
love.graphics.translate(x * game.width, y * game.height) love.graphics.translate(x * game.width, y * game.height)
state.ship:draw() love.graphics.setColor(0, 0, 1)
love.graphics.circle('fill', state.ship.x, state.ship.y, game.ship.radius)
local shipCircleDistance = game.ship.radius * 2 / 3
love.graphics.setColor(0, 1, 1)
love.graphics.circle(
'fill',
state.ship.x + math.cos(state.ship.angle) * shipCircleDistance,
state.ship.y + math.sin(state.ship.angle) * shipCircleDistance,
game.ship.radius / 6
)
for _, bullet in ipairs(state.bullets) do for _, bullet in ipairs(state.bullets) do
bullet:draw() love.graphics.setColor(0, 1, 0)
love.graphics.circle('fill', bullet.x, bullet.y, game.ship.bullet.radius)
end end
for _, asteroid in ipairs(state.asteroids) do for _, asteroid in ipairs(state.asteroids) do
asteroid:draw() love.graphics.setColor(1, 1, 0)
love.graphics.circle('fill', asteroid.x, asteroid.y, game.asteroids.stages[asteroid.stage].radius)
end end
end end
end end

View file

@ -1,36 +0,0 @@
local inspect = require('inspect')
local phys = {
tau = 2 * math.pi
}
-- returns true if the two actors intersect
function phys.intersects(actor1, actor2)
return (actor1.x - actor2.x) ^ 2 + (actor1.y - actor2.y) ^ 2 <= (actor1.radius + actor2.radius) ^ 2
end
-- updates the actor's location by applying the passage of time
function phys.update(actor, dt)
assert(actor.speed >= 0)
local dv = actor.speed * dt
actor.x = actor.x + math.cos(actor.angle) * dv
actor.y = actor.y + math.sin(actor.angle) * dv
local dr = actor.spin * dt
actor.facing = (actor.facing + dr) % phys.tau
end
function phys.apply(actor, force)
local ax = math.cos(actor.angle) * actor.speed
local ay = math.sin(actor.angle) * actor.speed
local fx = math.cos(force.angle) * force.speed
local fy = math.sin(force.angle) * force.speed
local x = ax + fx
local y = ay + fy
local speed = math.sqrt(x ^ 2 + y ^ 2)
local angle = math.atan2(y, x)
actor.speed = speed
actor.angle = angle
end
return phys

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@ -1,49 +0,0 @@
t = require('luaunit')
local phys = require('phys')
function TestUpdate()
local actor = { x = 0, y = 0, speed = 1, angle = math.pi }
phys.update(actor, 0.1)
t.assertAlmostEquals(
actor,
{ x = -0.1, y = 0, speed = 1, angle = math.pi })
end
function TestApply()
local actor = { x = 0, y = 0, speed = 1, angle = math.pi }
phys.apply(actor, { speed = 1, angle = 0 })
t.assertAlmostEquals(
{ x = actor.x, y = actor.y, speed = actor.speed },
{ x = 0, y = 0, speed = 0 })
phys.apply(actor, { speed = 1, angle = math.pi })
t.assertAlmostEquals(
actor,
{ x = 0, y = 0, speed = 1, angle = math.pi }
)
phys.apply(actor, { speed = 1, angle = math.pi / 2 })
t.assertAlmostEquals(
actor,
{ x = 0, y = 0, speed = math.sqrt(2), angle = math.pi * 3 / 4 })
actor = { x = 0, y = 0, speed = 0, angle = 0 }
phys.apply(actor, { speed = 1, angle = math.pi / 2 })
t.assertAlmostEquals(
actor,
{ x = 0, y = 0, speed = 1, angle = math.pi / 2 })
phys.apply(actor, { speed = 1, angle = math.pi / 2 })
t.assertAlmostEquals(
actor,
{ x = 0, y = 0, speed = 2, angle = math.pi / 2 })
phys.apply(actor, { speed = 1, angle = math.pi })
t.assertAlmostEquals(
actor,
{ x = 0, y = 0, speed = 0, angle = 0 }
)
end
os.exit(t.LuaUnit.run())