getting ready for maybe elements, also runs too slowly now
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@ -1,12 +1,22 @@
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local class = require "lib.middleclass"
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local atan2 = math.atan2
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local sin = math.sin
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local cos = math.cos
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local pi = math.pi
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local lg = love.graphics
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local Element = require "Element"
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local Double = class("Double")
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Double.static.threshold = 0.06
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Double.static.maxCount = 500 --5000
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Double.static.generated = 0
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Double.static.count = 0
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function Double:initialize(p1, p2)
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--if Double.static.count >= Double.static.maxCount then return nil end -- cancel over-generation
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self.x = (p1.x + p2.x) / 2
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self.y = (p1.y + p2.y) / 2
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self.vx = (p1.vx + p2.vx) / 2
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@ -18,18 +28,34 @@ function Double:initialize(p1, p2)
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self.angle = atan2(dy, dx)
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self.energy = p1.lifetime + p2.lifetime
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Double.static.generated = Double.static.generated + 1
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Double.static.count = Double.static.count + 1
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end
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function Double:update(dt)
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--TODO check if destroy or do something special
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-- if energy too high / too low, make an Element
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if (self.energy >= 10) or (self.energy <= -20) then
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return Element(self)
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end
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self.energy = self.energy - dt/10
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self.x = self.x + (self.vx * dt)
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self.y = self.y + (self.vy * dt)
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self.angle = self.angle + (self.energy * dt)
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end
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function Double:draw()
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lg.setColor(255, 55, 55, 250)
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lg.point(self.x + lg.getWidth()/2, self.y + lg.getHeight()/2)
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local x = self.x + (1 * cos(self.angle))
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local y = self.y + (1 * sin(self.angle))
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lg.point(x + lg.getWidth()/2, y + lg.getHeight()/2)
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local x = self.x + (1 * cos(self.angle + pi))
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local y = self.y + (1 * sin(self.angle + pi))
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lg.point(x + lg.getWidth()/2, y + lg.getHeight()/2)
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end
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return Double
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13
src/Element.lua
Normal file
13
src/Element.lua
Normal file
@ -0,0 +1,13 @@
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local class = require "lib.middleclass"
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local Element = class("Element")
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Double.static.maxCount = 100 --1000
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Double.static.generated = 0
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Double.static.count = 0
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function Element:initialize(double)
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-- DO SHIT BASED ON POSITIVE OR NEGATIVE
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end
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return Element
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@ -4,6 +4,7 @@ local floor = math.floor
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local pi2 = math.pi * 2
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local sin = math.sin
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local cos = math.cos
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local sqrt = math.sqrt
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local lg = love.graphics
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local Particle = class("Particle")
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@ -12,12 +13,12 @@ local lifetimeRandomizer = love.math.newRandomGenerator(13) -- seeded instead of
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Particle.static.maxLifetime = 10 --NOTE can only used fixed "randomization" as long as maxLifetime is constant (because universe is random)
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Particle.static.lifetimes = {}
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Particle.static.maxParticles = 10000
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Particle.static.maxCount = 1000 --10000
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Particle.static.generated = 0
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Particle.static.count = 0
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function Particle:initialize(radius, expansionRate)
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if Particle.static.count >= Particle.static.maxParticles then return nil end -- cancel over-generation of Particles
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--if Particle.static.count >= Particle.static.maxCount then return nil end -- cancel over-generation of Particles
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-- this is because radius < 1 means that random() can't be used
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if not (radius > 1) then
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@ -61,4 +62,10 @@ function Particle:draw()
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lg.point(self.x + lg.getWidth()/2, self.y + lg.getHeight()/2)
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end
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function Particle:distanceTo(particle)
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local dx = particle.x - self.x
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local dy = particle.y - self.y
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return sqrt(dx*dx + dy*dy)
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end
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return Particle
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@ -5,13 +5,16 @@ local lg = love.graphics
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local Particle = require "Particle"
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local Double = require "Double"
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local Element = require "Element"
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local Universe = class("Universe")
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function Universe:initialize(expansionRate)
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function Universe:initialize(expansionRate, maxRadius)
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self.expansionRate = expansionRate or 1
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self.maxRadius = maxRadius or 500
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self.particles = {}
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self.doubles = {}
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self.elements = {}
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self.radius = 0
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self.time = {
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nextGeneration = random()
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@ -19,22 +22,44 @@ function Universe:initialize(expansionRate)
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end
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function Universe:update(dt)
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self.radius = self.radius + (self.expansionRate * dt)
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if self.radius <= self.maxRadius then
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self.radius = self.radius + (self.expansionRate * dt)
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end
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self.time.nextGeneration = self.time.nextGeneration - (self.expansionRate * dt)
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while self.time.nextGeneration <= 0 do
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for i = 1, floor(self.radius) do
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local particle = Particle(self.radius, self.expansionRate)
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self.particles[particle] = particle
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if self.time.nextGeneration <= 0 then
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if Particle.static.count < Particle.static.maxCount then
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for i = 1, floor(self.radius) do
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local particle = Particle(self.radius, self.expansionRate)
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self.particles[particle] = particle
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end
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end
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self.time.nextGeneration = self.time.nextGeneration + random()
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end
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for key, particle in pairs(self.particles) do
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if particle:update(dt) then self.particles[key] = nil end
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if Double.static.count < Double.static.maxCount then
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for key2, particle2 in pairs(self.particles) do
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if (particle:distanceTo(particle2) <= Double.static.threshold) and (particle ~= particle2) then
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-- make a double!
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local double = Double(particle, particle2)
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self.doubles[double] = double
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self.particles[key] = nil
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self.particles[key2] = nil
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break
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end
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end
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end
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if particle and particle:update(dt) then self.particles[key] = nil end
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end
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for key, double in pairs(self.doubles) do
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if double:update(dt) then self.doubles[key] = nil end
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local result = double:update(dt)
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if result then
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self.doubles[key] = nil
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self.elements[result] = result
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end
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end
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end
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@ -42,6 +67,7 @@ function Universe:draw()
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for _, particle in pairs(self.particles) do
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particle:draw()
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end
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for _, double in pairs(self.doubles) do
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double:draw()
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end
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@ -51,6 +77,7 @@ function Universe:draw()
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lg.setColor(255, 255, 255, 255)
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lg.print("Particles: " .. Particle.static.count .. "/" .. Particle.static.generated, 2, 2)
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lg.print("Doubles: " .. Double.static.count .. "/" .. Double.static.generated, 2, 14)
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lg.print("Elements: " .. Element.static.count .. "/" .. Element.static.generated, 2, 26)
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end
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return Universe
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@ -5,7 +5,7 @@ local lm = love.math
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local Universe = require "Universe"
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--local Particle = require "Particle"
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local universe = Universe()
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local universe = Universe(10, 300)
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function love.update(dt)
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universe:update(dt)
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