Episode 17: Particles Optimization
I decided not to follow this video, and still keep using vectors in the
particles because it's good practice for me. Instead I took the time to turn
`particle` into a struct to save some cycles (the `(disassemble 'particle-*)`
functions look a lot nicer now) and made `zap%`.
author |
Steve Losh <steve@stevelosh.com> |
date |
Sun, 01 May 2016 22:53:25 +0000 |
parents |
36d3a4bf695f |
children |
43ee81d9eec0 |
(in-package #:coding-math.ballistics)
;;;; Config
(defparameter *width* 600)
(defparameter *height* 400)
(defparameter *center-x* (/ *width* 2))
(defparameter *center-y* (/ *height* 2))
;;;; Drawing
(defparameter *gun-pen* (make-pen :stroke (gray 0.0) :fill (gray 0.0)))
(defparameter *ball-pen* (make-pen :stroke (gray 0.1) :fill (gray 0.6)))
(defparameter *force-bg-pen* (make-pen :fill (gray 0.6)))
(defparameter *force-fg-pen* (make-pen :fill (rgb 1.000 0.478 0.749)))
(defun draw-gun (gun)
(in-context
(translate (getf gun 'x) (getf gun 'y))
(with-pen *gun-pen*
(circle 0 0 25)
(rotate (degrees (getf gun 'angle)))
(rect 0 -8 40 16))))
(defun draw-ball (ball)
(with-pen *ball-pen*
(circle (particle-x ball) (particle-y ball) (particle-radius ball))))
(defun draw-force (force)
(with-pen *force-bg-pen*
(circle 20 (- *height* 50) 15))
(with-pen *force-fg-pen*
(circle 20
(- *height* 50)
(map-range -1.0 1.0 0 15 force))))
;;;; Game
(defun aim (gun x y)
(setf (getf gun 'angle)
(clamp (- (/ tau 4))
-0.3
(atan (- y (getf gun 'y))
(- x (getf gun 'x))))))
(defun shoot (game)
(force-output)
(with-slots (gun cannonball firedp raw-force) game
(let ((angle (getf gun 'angle)))
(setf
firedp t
(particle-x cannonball) (+ (getf gun 'x) (* 40 (cos angle)))
(particle-y cannonball) (+ (getf gun 'y) (* 40 (sin angle)))
(particle-speed cannonball) (map-range -1.0 1.0 2 20.0 raw-force)
(particle-direction cannonball) angle))))
(defun update-ball (game)
(with-slots (cannonball firedp) game
(particle-update! cannonball)
(when (> (- (particle-y cannonball)
(particle-radius cannonball))
*height*)
(setf firedp nil))))
(defsketch game (:width *width*
:height *height*
:debug :scancode-d)
((aiming)
(gun)
(cannonball)
(can-shoot-p)
(firedp)
(force-speed 0.05)
(force-angle 0.0)
(raw-force)
)
(with-fps
(background (gray 1))
;;
(when (not firedp)
(incf force-angle force-speed)
(setf raw-force (sin force-angle)))
(draw-ball cannonball)
(draw-gun gun)
(draw-force raw-force)
(when firedp
(update-ball sketch::sketch-window))
;;
))
(defun make-game ()
(make-sketch 'game
(aiming nil)
(firedp nil)
(gun `(x 40
y ,*height*
angle ,(- (/ tau 8))))
(cannonball (make-particle (getf gun 'x)
(getf gun 'y)
:speed 15
:direction (getf gun 'angle)
:radius 7
:gravity 0.2))))
;;;; Mouse
(defmethod kit.sdl2:mousebutton-event
((game game) state timestamp button x y)
(declare (ignore timestamp x y))
(when (= 1 button)
(case state
(:mousebuttondown (setf (slot-value game 'aiming) t))
(:mousebuttonup (setf (slot-value game 'aiming) nil)))))
(defmethod kit.sdl2:mousemotion-event
((game game) timestamp button-mask x y xrel yrel)
(declare (ignore timestamp button-mask xrel yrel))
(when (slot-value game 'aiming)
(aim (slot-value game 'gun) x y)))
;;;; Keyboard
(defun keydown (game scancode)
(declare (ignore game))
(scancode-case scancode
(:scancode-space
nil)))
(defun keyup (game scancode)
(scancode-case scancode
(:scancode-space
(when (not (firedp game))
(shoot game)))))
(defmethod kit.sdl2:keyboard-event ((instance game) state timestamp repeatp keysym)
(declare (ignore timestamp repeatp))
(cond
((eql state :keyup) (keyup instance (sdl2:scancode-value keysym)))
((eql state :keydown) (keydown instance (sdl2:scancode-value keysym)))
(t nil)))
;;;; Run
; (defparameter *demo* (make-game))