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(ns play-clj-splines.core | |
(:require [play-clj.core :refer :all] | |
[play-clj.ui :refer :all] | |
[play-clj.core :refer :all] | |
[play-clj.ui :refer :all] | |
[play-clj.g2d-physics :refer :all] | |
[play-clj.g2d :refer :all] | |
[play-clj.math :refer [ b-spline b-spline! bezier bezier! catmull-rom-spline catmull-rom-spline! vector-2 vector-2!]])) | |
(declare add-vector-2 to-vector-2 update-spline) | |
(def speed 15.0) | |
(def d-time (/ 1.0 60)) | |
(defn add-vector-2 [p] | |
(for [point p] | |
(assoc (shape :filled :set-color (color :yellow) :rect -2.5 -2.5 5 5) | |
:point? true :x (x point) :y (y point)))) | |
(defn to-vector-2 [p] | |
(into [] (map (fn[[x y]] | |
(vector-2 x y)) p))) | |
(def button-hook | |
[[100 400][100 400][100 450][150 450][150 350][150 200][150 100][150 100]]) | |
(def pts | |
[[100 100][100 100][100 400][200 400][200 100][300 100][300 400][300 400]]) | |
(def catmull (catmull-rom-spline (to-vector-2 button-hook) false)) | |
(defscreen main-screen | |
:on-show | |
(fn [screen entities] | |
(update! screen :renderer (stage)) | |
(let [square (shape :filled | |
:set-color (color :green) | |
:rect -7.5 -7.5 15 15) | |
p (to-vector-2 button-hook)] | |
[(assoc square | |
:x 100 :y 400 :square? true | |
:current-time 0 :previous-time 0) | |
(add-vector-2 p)])) | |
:on-render | |
(fn [screen entities] | |
(clear!) | |
(->> entities | |
(update-spline screen) | |
(render! screen)))) | |
(defgame play-clj-splines-game | |
:on-create | |
(fn [this] | |
(set-screen! this main-screen))) | |
(defn update-spline [screen entities] | |
(let [delta-time d-time] | |
(->> entities | |
(map (fn [entity] | |
(cond (:square? entity) | |
(let [current-time (if (> (:current-time entity) 1) | |
(- (:current-time entity) 1) | |
(:current-time entity)) | |
previous-time (:previous-time entity) | |
v (catmull-rom-spline! catmull :value-at (vector-2 0 0) current-time) | |
dv (catmull-rom-spline! catmull :derivative-at (vector-2 0 0) current-time);(+ previous-time (* delta-time speed))) | |
l (vector-2! dv :len) | |
a (vector-2! dv :angle) | |
new-delta (/ (* delta-time speed) l) | |
x (x v) | |
y (y v)] | |
(assoc entity :x x :y y :angle a :previous-time current-time :current-time (+ current-time new-delta))) | |
:else entity))) | |
) | |
)) |
When rotation is taken into account, the corners look quicker/snappier, but if not speed looks steady. Ugh.
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Showing smooth path traversal on a catmull-rom spline in play-clj.