Created
April 9, 2013 14:29
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8. Classes
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--# Main | |
-- class | |
-- Use this function to perform your initial setup | |
function setup() | |
b={} | |
for i=1,5 do | |
b[i]=Ball() | |
end | |
r={} | |
for i=1,5 do | |
r[i]=Rect() | |
end | |
CreateWalls() | |
end | |
-- This function gets called once every frame | |
function draw() | |
background(195, 195, 201, 255) | |
for i=1,#b do | |
b[i]:draw() | |
end | |
for i=1,#r do | |
r[i]:draw() | |
end | |
end | |
function CreateWalls() | |
leftWall = CreateWall(1,1,1,HEIGHT-1,1.0) | |
rightWall = CreateWall(WIDTH-1,0,WIDTH-1,HEIGHT-1,0.9) | |
bottomWall = CreateWall(1,1,WIDTH-1,1,0.2) | |
topWall = CreateWall(1,HEIGHT-1,WIDTH-1,HEIGHT-1,0.7) | |
end | |
--this function creates one wall (actually just a line) | |
function CreateWall(x,y,x1,y1,r) | |
local w = physics.body(EDGE,vec2(x,y),vec2(x1,y1)) -- vec2 | |
w.restitution=r --see comment above | |
return w | |
end | |
--# Ball | |
Ball = class() | |
function Ball:init(x,y,d,c) | |
self.x=x or math.random(0,WIDTH) | |
self.y=y or math.random(0,HEIGHT) | |
self.diameter=d or math.random(50,200) | |
self.colr=c or color(math.random(0,255),math.random(0,255),math.random(0,255)) | |
self.p=Physics(CIRCLE,{self.diameter/2},self.x,self.y) --physics uses radius | |
end | |
function Ball:draw() | |
pushStyle() -- store style settings | |
fill(self.colr) --set color | |
pushMatrix() | |
local x,y,a=self.p:currentPosition() | |
translate(x,y) | |
rotate(a) | |
ellipse(0,0,self.diameter) | |
popMatrix() | |
popStyle() -- put back style settings | |
end | |
--# Rect | |
Rect = class() | |
function Rect:init(x,y,w,h,c) | |
self.x=x or math.random(0,WIDTH) | |
self.y=y or math.random(0,HEIGHT) | |
self.width=w or math.random(60,150) | |
self.height=h or math.random(30,100) | |
self.colr=c or color(math.random(0,255),math.random(0,255),math.random(0,255)) | |
local data={} | |
table.insert(data,vec2(-self.width/2,-self.height/2)) | |
table.insert(data,vec2(-self.width/2,self.height/2)) | |
table.insert(data,vec2(self.width/2,self.height/2)) | |
table.insert(data,vec2(self.width/2,-self.height/2)) | |
self.p=Physics(POLYGON,data,self.x,self.y) | |
end | |
function Rect:draw() | |
pushStyle() -- store style settings | |
fill(self.colr) --set color | |
pushMatrix() | |
local x,y,a=self.p:currentPosition() | |
translate(x,y) | |
rotate(a) | |
rect(-self.width/2,-self.height/2,self.width,self.height) | |
popMatrix() | |
popStyle() -- put back style settings | |
end | |
--# Physics | |
Physics = class() | |
--type=CIRCLE or POLYGON | |
--data is a table. For circles it is one value, the radius, while for a polygon it is a set of vec2 | |
--x,y is the initial position of the centre | |
--a is the initial angle | |
--g is the gravity value, 0=tabletop, 1=normal (things fall down) | |
--r is the restitution, ie springiness | |
--f is friction | |
--lv is linear velocity | |
--i is any info you want to store to identify this object, eg a name | |
function Physics:init(type,data,x,y,a,g,r,f,lv,i) | |
if type==CIRCLE then | |
self.body=physics.body(CIRCLE,data[1]) | |
elseif type==POLYGON then | |
self.body=physics.body(POLYGON,unpack(data)) | |
end | |
self.body.x=x | |
self.body.y=y | |
self.body.angle=a or 0 | |
if g then self.body.gravityScale=1 else self.body.gravityScale=0 end | |
self.body.restitution=r or 1 | |
self.body.friction=f or 0.1 | |
if lv==nil then lv=vec2(100+math.random(400),100+math.random(400)) end | |
self.body.linearVelocity=lv | |
self.body.info=i | |
end | |
function Physics:currentPosition() | |
return self.body.x, self.body.y,self.body.angle | |
end |
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