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Copy pathsub.lua
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171 lines (146 loc) · 4.57 KB
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local Class = require("class")
local Color = require("color")
local Vec2 = require("vec2")
local S = Class:derive("Submarine")
function S:new(pos)
self.arms = {
{
pos = Vec2(80, 0),
length1 = 200,
length2 = 170,
angle1 = 0,
angle2 = 0,
target = Vec2(600, 200),
current_pos = Vec2(300, 300)
},
{
pos = Vec2(-80, 0),
length1 = 200,
length2 = 170,
angle1 = math.pi,
angle2 = 0,
target = Vec2(200, 200),
current_pos = Vec2(300, 300)
}
}
self.current_arm = 1
self.pos = pos
end
function S:update(t, dt)
for i = 1, #self.arms do
local arm = self.arms[i]
local l1 = arm.length1
local l2 = arm.length2
local a1 = arm.angle1
local a2 = arm.angle2
local pos = Vec2:sub(arm.target, Vec2:add(self.pos, arm.pos))
if true then -- pos:norm() < (l1 + l2 - 1) then
local xy = Vec2(pos.x, pos.y)
local xyn = xy:norm() / (l1 + l2 - 1)
local x = pos.x
local y = pos.y
if xyn > 1.0 then
x = x / xyn
y = y / xyn
end
local beta = math.acos((x * x + y * y - l1 * l1 - l2 * l2) / (2 * l1 * l2))
local alpha = math.atan2(y, x) - math.atan2(l2 * math.sin(beta), l1 + l2 * math.cos(beta))
local diff_angle1 = a1 - alpha
local diff_angle2 = a2 - beta
while diff_angle1 < math.pi do
diff_angle1 = diff_angle1 + math.pi * 2
end
while diff_angle1 > math.pi do
diff_angle1 = diff_angle1 - math.pi * 2
end
while diff_angle2 < math.pi do
diff_angle2 = diff_angle2 + math.pi * 2
end
while diff_angle2 > math.pi do
diff_angle2 = diff_angle2 - math.pi * 2
end
local delta = dt * 2.0
if math.abs(diff_angle1) < delta then
a1 = alpha
elseif diff_angle1 < 0 then
a1 = a1 + delta
else
a1 = a1 - delta
end
if math.abs(diff_angle2) < delta then
a2 = beta
elseif diff_angle2 < 0 then
a2 = a2 + delta
else
a2 = a2 - delta
end
arm.angle1 = a1
arm.angle2 = a2
arm.current_pos = Vec2(
self.pos.x + arm.pos.x + math.cos(a1) * l1 + math.cos(a1 + a2) * l2,
self.pos.y + arm.pos.y + math.sin(a1) * l1 + math.sin(a1 + a2) * l2
)
end
end
end
function S:draw()
love.graphics.origin()
love.graphics.translate(self.pos.x, self.pos.y)
for i = 1, #self.arms do
love.graphics.setColor(Color:color_from_index(13):rgba())
local arm = self.arms[i]
love.graphics.push()
love.graphics.translate(arm.pos.x, arm.pos.y)
love.graphics.rotate(arm.angle1)
love.graphics.rectangle("fill", 0, 0, arm.length1, 10)
love.graphics.translate(arm.length1, 0)
love.graphics.rotate(arm.angle2)
love.graphics.rectangle("fill", 0, 0, arm.length2, 10)
love.graphics.translate(arm.length2, 0)
love.graphics.circle("fill", 0, 0, 20)
love.graphics.pop()
if i == self.current_arm then
love.graphics.setColor(Color:color_from_index(31):rgba(0.5))
else
love.graphics.setColor(Color:color_from_index(27):rgba(0.3))
end
love.graphics.circle("fill", arm.current_pos.x - self.pos.x, arm.current_pos.y - self.pos.y, 15)
end
-- driver
love.graphics.push()
love.graphics.setColor(Color:color_from_index(12):rgba())
love.graphics.arc("fill", 0, -49, 17, 0, -math.pi)
love.graphics.rectangle("fill", -17, -49, 34, 10)
love.graphics.setColor(Color:color_from_index(21):rgba())
love.graphics.circle("fill", -7, -47, 6)
love.graphics.circle("fill", 7, -47, 6)
love.graphics.setColor(Color:color_from_index(17):rgba())
love.graphics.circle("fill", -6, -46, 3)
love.graphics.circle("fill", 6, -46, 3)
love.graphics.pop()
-- cockpit
love.graphics.setColor(Color:color_from_index(27):rgba(0.5))
love.graphics.arc("fill", 0, -39, 30, 0, -math.pi)
-- sub
love.graphics.setColor(Color:color_from_index(13):rgba())
love.graphics.arc("fill", -50, 0, 40, math.pi / 2.0, 3 * math.pi / 2.0)
love.graphics.rectangle("fill", -50, -40, 100, 80)
love.graphics.arc("fill", 50, 0, 40, math.pi / 2.0, - math.pi / 2.0)
love.graphics.setColor(Color:color_from_index(13):darken(0.2):rgba())
love.graphics.circle("fill", -50, 0, 13)
love.graphics.circle("fill", 0, 0, 13)
love.graphics.circle("fill", 50, 0, 13)
end
function S:set_target(x, y)
local min_dist = 10000
local min_index = 0
for i = 1, #self.arms do
local d = self.arms[i].current_pos:dist(Vec2(x, y))
if d < min_dist then
min_dist = d
min_index = i
end
end
self.arms[min_index].target = Vec2(x, y)
end
return S