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DragonRuby Game Toolkit - Sand Simulation via Cellular Automata
class Elements
def initialize size
@size = size
@max_x_ordinal = 1280.idiv size
@element_lookup = {}
@elements = []
end
def add_element x_ordinal, y_ordinal
return nil if @element_lookup.dig x_ordinal, y_ordinal
element = Element.new x_ordinal, y_ordinal, @size
@elements << element
rehash_elements
element
end
def tick
fn.each_send @elements, self, :move_element
rehash_elements
end
def move_element element
if below_empty?(element) && element.y_ordinal != 0
element.move 0, -1
elsif below_left_empty?(element) && element.y_ordinal != 0 && element.x_ordinal != 0
element.move -1, -1
elsif below_right_empty?(element) && element.y_ordinal != 0 && element.x_ordinal != @max_x_ordinal
element.move 1, -1
end
end
def element_count
@elements.length
end
def rehash_elements
@element_lookup.clear
fn.each_send @elements, self, :rehash_element
end
def rehash_element element
@element_lookup[element.x_ordinal] ||= {}
@element_lookup[element.x_ordinal][element.y_ordinal] = element
end
def below_empty? e
return false if e.y_ordinal == 0
return true if !@element_lookup[e.x_ordinal]
return true if !@element_lookup[e.x_ordinal][e.y_ordinal - 1]
return false if @element_lookup[e.x_ordinal][e.y_ordinal - 1]
return true
end
def below_left_empty? e
return false if e.y_ordinal == 0
return false if e.x_ordinal == 0
return true if !@element_lookup[e.x_ordinal - 1]
return true if !@element_lookup[e.x_ordinal - 1][e.y_ordinal - 1]
return false if @element_lookup[e.x_ordinal - 1][e.y_ordinal - 1]
return true
end
def below_right_empty? e
return false if e.y_ordinal == 0
return false if e.x_ordinal == 256
return true if !@element_lookup[e.x_ordinal + 1]
return true if !@element_lookup[e.x_ordinal + 1][e.y_ordinal - 1]
return false if @element_lookup[e.x_ordinal + 1][e.y_ordinal - 1]
return true
end
end
class Element
attr_sprite
attr :x_ordinal, :y_ordinal
def initialize x_ordinal, y_ordinal, s
@x_ordinal = x_ordinal
@y_ordinal = y_ordinal
@s = s
@x = x_ordinal * s
@y = y_ordinal * s
@w = s
@h = s
@path = "sprites/sand-element.png"
end
def draw_override ffi
ffi.draw_sprite @x, @y, @w, @h, @path
end
def move dx, dy
@y_ordinal += dy
@x_ordinal += dx
@y = @y_ordinal * @s
@x = @x_ordinal * @s
end
end
def tick args
args.state.size ||= 10
args.state.mouse_state ||= :up
@elements ||= Elements.new args.state.size
if args.inputs.mouse.down
args.state.mouse_state = :held
elsif args.inputs.mouse.up
args.state.mouse_state = :released
end
if args.state.mouse_state == :held
added = @elements.add_element args.inputs.mouse.x.idiv(args.state.size), args.inputs.mouse.y.idiv(args.state.size)
args.outputs.static_sprites << added if added
end
@elements.tick
args.outputs.labels << { x: 30, y: 30.from_top, text: "#{args.gtk.current_framerate.to_sf}" }
args.outputs.labels << { x: 30, y: 60.from_top, text: "#{@elements.element_count}" }
end
$gtk.reset
@elements = nil
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