[Cuis-dev] The Cuis Book for Cuis 6
Tommy Pettersson
ptp at lysator.liu.se
Tue Feb 15 15:30:36 PST 2022
Hi Hilaire,
On Mon, Feb 14, 2022 at 12:47:10PM +0100, Hilaire Fernandes via Cuis-dev wrote:
> Le 13/02/2022 à 23:47, Tommy Pettersson via Cuis-dev a écrit :
> > One reason I'm redoing the exercise is that the first time
> > around I was a bit anoyed that conservation of momentum was
> > overlooked, and I want to implement it for the fun of it.
>
> I don't understand fully what you want to do, I should ask to physics
> teachers in my school, but it will be interesting to play with an
> improved version of the game.
>
> > The game already deviates from newtonian physics to be more
> > enjoyable -- torpedoes point in the direction of velocity --
> > but this is duely mentioned. My suggestion is to briefly
> > also mention that a spaceship brought to rotate would
> > continue rotating until stopped.
>
> I will be more than happy to add paragraphs you think will improve the
> quality of the book.
To explain it in a simple way (I hope): to rotate a
spaceship you have to accelerate a spinning motion by
shortly firing opposite rockets on the sides.
<== ==>
O O
==> <==
The spaceship will then continue to spin with constant speed
until you fire the rockets again in the reverse direction,
to decelerate the spin to zero.
I first thought the game would be very difficult to play
this way, but it turned out to be quite fun. You have to
keep count on how many times you press the left button, and
then press the right button equally many times to stop
turning left. You can also accelerate to an insane spin, and
rapidly fire all torpedoes in a pretty pattern around the
ship. :-)
I've attached a modified .pck.st file.
I don't know the proper terms for spaceship piloting, so
there is probably room for improvement. It turned out to be
very little extra code, and pretty easy to understand.
Smalltalk is fantastic in that regard. It may still be
totally unnecessary to complicate the example in the book
with this extra feature though.
About torpedoe heading: in the Cuis 5 version, when the
heading was only used to draw torpedoes, it worked. But in
this version the acceleration of the torpedo is applied in
its current heading, and that makes the torpedoes behave
very unnaturally. If I speed up the ship enough, turn it
around, and fire, the torpedo will actually turn around.
So what do I want?
I think my point is that the book uses the formulas from
Newton's physics model to make it look more like a physics
simulation than a game. The note about the torpedoes
direction being an exception from true physics emphasizes
this view.
There's an excellent book https://natureofcode.com/book/
that explains the artistry behind making games feel natural,
by being inspired rather than slavishly following the laws
of physics.
I think this distinction between games and physics
simulations should be made clearer in the book, in case
anyone reading it will become a spaceship pilot in the
future. :-)
/Tommy
-------------- next part --------------
'From Cuis 6.0 [latest update: #5067] on 15 February 2022 at 11:01:31 pm'!
'Description '!
!provides: 'Spacewar!!' 1 90!
SystemOrganization addCategory: 'Spacewar!!'!
!classDefinition: #Mobile category: 'Spacewar!!'!
PlacedMorph subclass: #Mobile
instanceVariableNames: 'color spin thrust torque velocity'
classVariableNames: ''
poolDictionaries: ''
category: 'Spacewar!!'!
!classDefinition: 'Mobile class' category: 'Spacewar!!'!
Mobile class
instanceVariableNames: 'vertices'!
!classDefinition: #SpaceShip category: 'Spacewar!!'!
Mobile subclass: #SpaceShip
instanceVariableNames: 'name fuel torpedoes'
classVariableNames: ''
poolDictionaries: ''
category: 'Spacewar!!'!
!classDefinition: 'SpaceShip class' category: 'Spacewar!!'!
SpaceShip class
instanceVariableNames: ''!
!classDefinition: #Torpedo category: 'Spacewar!!'!
Mobile subclass: #Torpedo
instanceVariableNames: 'lifeSpan'
classVariableNames: ''
poolDictionaries: ''
category: 'Spacewar!!'!
!classDefinition: 'Torpedo class' category: 'Spacewar!!'!
Torpedo class
instanceVariableNames: ''!
!classDefinition: #SpaceWar category: 'Spacewar!!'!
PlacedMorph subclass: #SpaceWar
instanceVariableNames: 'color ships torpedoes centralStar'
classVariableNames: ''
poolDictionaries: ''
category: 'Spacewar!!'!
!classDefinition: 'SpaceWar class' category: 'Spacewar!!'!
SpaceWar class
instanceVariableNames: ''!
!classDefinition: #CentralStar category: 'Spacewar!!'!
Morph subclass: #CentralStar
instanceVariableNames: ''
classVariableNames: ''
poolDictionaries: ''
category: 'Spacewar!!'!
!classDefinition: 'CentralStar class' category: 'Spacewar!!'!
CentralStar class
instanceVariableNames: ''!
!Mobile commentStamp: 'hlsf 10/25/2020 09:16:19' prior: 0!
An abstract mobile with a mass and inner acceleration, subject to a gravity pull.!
!SpaceShip commentStamp: 'hlsf 10/25/2020 09:19:28' prior: 0!
A ship comes with a torpedo inventory and a fuel tank.
Player controls its heading and acceleration, and he can fire torpedo.!
!Torpedo commentStamp: 'hlsf 10/25/2020 09:18:37' prior: 0!
A torpedo comes with a lifespan and an automatic acceleration handling!
!SpaceWar commentStamp: 'hlsf 11/1/2020 10:06:46' prior: 0!
I am the view and controler of the game.
My submorphs are the elements of the game.
To start the game execute: "SpaceWar new openInWorld"
Ship Controls
Green: left, right, up down arrows
Red: a, d, w, s keys!
!CentralStar commentStamp: '<historical>' prior: 0!
I am the central start of the game generating a gravity field.!
!Mobile methodsFor: 'accessing' stamp: 'ptp 2/15/2022 22:30:16'!
beStill
velocity _ `0 at 0`.
thrust _ 0.
spin _ 0.
torque _ 0.! !
!Mobile methodsFor: 'accessing' stamp: 'hlsf 10/1/2020 08:34:04'!
color: aColor
"Set the receiver's color. "
color = aColor ifFalse: [
color _ aColor.
self redrawNeeded ]! !
!Mobile methodsFor: 'accessing' stamp: 'ptp 2/15/2022 22:31:14'!
dampenMovement
velocity _ velocity / 2.
spin _ spin / 2.! !
!Mobile methodsFor: 'accessing' stamp: 'hlsf 2/14/2022 13:48:54'!
direction
"I am an unit vector representing the noze direction of the mobile"
^Point rho: 1 theta: self heading! !
!Mobile methodsFor: 'accessing' stamp: 'hlsf 2/14/2022 13:48:44'!
heading
^ location radians - Float halfPi! !
!Mobile methodsFor: 'accessing' stamp: 'hlsf 2/14/2022 13:53:10'!
heading: aHeading
self rotation: aHeading + Float halfPi! !
!Mobile methodsFor: 'accessing' stamp: 'hlsf 10/1/2020 08:34:23'!
mass
^ 1! !
!Mobile methodsFor: 'accessing' stamp: 'hlsf 8/23/2021 11:55:02'!
velocity: aVector
velocity _ aVector ! !
!Mobile methodsFor: 'computing' stamp: 'ptp 2/15/2022 22:42:21'!
gravity
"Compute the gravity vector"
| position |
position _ self morphPosition.
^ [-10 * self mass * owner starMass / (position r raisedTo: 3) * position]
on: Error do: [0 @ 0]! !
!Mobile methodsFor: 'computing' stamp: 'ptp 2/15/2022 22:32:05'!
update: t
"Update the mobile position and velocity "
| ai ag aw |
"acceleration vectors"
ai _ self direction * (thrust / self mass).
ag _ self gravity / self mass.
aw _ torque / self mass.
"propel"
self morphPosition: (0.5 * (ai + ag) * t squared)
+ (velocity * t)
+ self morphPosition.
velocity _ (ai + ag) * t + velocity.
"spin"
self heading: self heading + (spin * t) + (0.5 * aw * t squared).
spin _ spin + (aw * t).
"Are we out of screen?
If so we move the mobile to the other corner and slow it down by a factor of 2"
(self isInOuterSpace and: [self isGoingOuterSpace]) ifTrue: [
self dampenMovement.
self morphPosition: self morphPosition negated]! !
!Mobile methodsFor: 'geometry testing' stamp: 'hlsf 12/15/2020 21:03:38'!
requiresVectorCanvas
^false! !
!Mobile methodsFor: 'initialization' stamp: 'ptp 2/15/2022 22:34:16'!
initialize
super initialize.
color _ Color gray.
self beStill.! !
!Mobile methodsFor: 'testing' stamp: 'hlsf 10/8/2020 22:21:33'!
isGoingOuterSpace
"is the mobile going crazy in direction of the outer space?"
^ (self morphPosition dotProduct: velocity) > 0 ! !
!Mobile methodsFor: 'testing' stamp: 'jmv 10/28/2021 15:04:22'!
isInOuterSpace
"Is the mobile located in the outer space? (outside of the game play area)"
^(owner morphLocalBounds containsPoint: self morphPosition) not! !
!Mobile methodsFor: 'drawing' stamp: 'hlsf 8/23/2021 11:50:43'!
drawOn: canvas polygon: vertices
| size |
size _ vertices size.
vertices withIndexDo: [: aPoint :i |
canvas
line: aPoint
to: ( vertices at: (i \\ size + 1) )
width: 2
color: color] ! !
!Mobile methodsFor: 'geometry' stamp: 'jmv 10/28/2021 14:53:01'!
morphLocalBounds
^Rectangle encompassing: self class vertices! !
!Mobile class methodsFor: 'as yet unclassified' stamp: 'hlsf 12/19/2020 23:21:09'!
vertices
^ vertices ! !
!SpaceShip methodsFor: 'accessing' stamp: 'hlsf 12/15/2020 21:06:01'!
morphExtent
^20 at 30! !
!SpaceShip methodsFor: 'accessing' stamp: 'ptp 2/15/2022 22:56:58'!
thrustImpuls
^ 50! !
!SpaceShip methodsFor: 'accessing' stamp: 'ptp 2/15/2022 22:57:20'!
torqueImpuls
^ 8! !
!SpaceShip methodsFor: 'control' stamp: 'hlsf 2/14/2022 13:53:33'!
fireTorpedo
"Fire a torpedo in the direction of the ship heading with a combined velocity"
| torpedo |
torpedoes isZero ifTrue: [ ^ self].
torpedoes _ torpedoes - 1.
torpedo _ Torpedo new.
torpedo
morphPosition: self morphPosition + self nose;
heading: self heading;
velocity: velocity;
color: color muchLighter .
owner addTorpedo: torpedo.! !
!SpaceShip methodsFor: 'control' stamp: 'ptp 2/15/2022 22:57:20'!
left
"Accelerate ship rotation to the left"
fuel isZero ifTrue: [^ self].
fuel _ fuel - 1.
torque _ torque - self torqueImpuls.! !
!SpaceShip methodsFor: 'control' stamp: 'ptp 2/15/2022 22:57:57'!
push
"Init an accelaration boost"
fuel isZero ifTrue: [^ self].
fuel _ fuel - 1.
thrust _ thrust + self thrustImpuls.! !
!SpaceShip methodsFor: 'control' stamp: 'ptp 2/15/2022 22:57:52'!
right
"Accelerate ship rotation to the right"
fuel isZero ifTrue: [^ self].
fuel _ fuel - 1.
torque _ torque + self torqueImpuls.! !
!SpaceShip methodsFor: 'control' stamp: 'ptp 2/15/2022 22:38:34'!
unpush
"Stop the accelaration boost"
thrust _ 0.
torque _ 0.! !
!SpaceShip methodsFor: 'drawing' stamp: 'ptp 2/15/2022 22:09:14'!
drawOn: canvas
| vertices |
vertices _ self class vertices.
super drawOn: canvas polygon: vertices.
"Draw gas exhaust"
thrust ifNotZero: [
canvas line: vertices third to: 0 at 35 width: 1 color: Color gray].! !
!SpaceShip methodsFor: 'drawing' stamp: 'hlsf 12/15/2020 21:16:09'!
nose
^ self direction * 40! !
!SpaceShip methodsFor: 'initialization' stamp: 'hlsf 2/14/2022 13:50:54'!
initialize
super initialize.
self resupply! !
!SpaceShip methodsFor: 'initialization' stamp: 'hlsf 10/1/2020 17:30:57'!
resupply
fuel _ 500.
torpedoes _ 20! !
!SpaceShip class methodsFor: 'as yet unclassified' stamp: 'hlsf 12/19/2020 23:21:16'!
initialize
"SpaceShip initialize"
vertices _ {0 at -15 . -10 at 15. 0 at 10. 10 at 15}! !
!Torpedo methodsFor: 'computing' stamp: 'ptp 2/15/2022 22:09:14'!
update: t
"Update the torpedo position"
super update: t.
"orientate the torpedo in its velocity direction, nicer effect while inaccurate"
"self heading: (velocity y arcTan: velocity x)."
lifeSpan _ lifeSpan - 1.
lifeSpan isZero ifTrue: [owner destroyTorpedo: self].
thrust > 0 ifTrue: [thrust _ thrust - 1000].! !
!Torpedo methodsFor: 'drawing' stamp: 'hlsf 12/20/2020 13:19:16'!
drawOn: canvas
self drawOn: canvas polygon: self class vertices! !
!Torpedo methodsFor: 'geometry' stamp: 'hlsf 12/15/2020 21:06:53'!
morphExtent
^ 4 @ 8! !
!Torpedo methodsFor: 'initialization' stamp: 'ptp 2/15/2022 22:09:14'!
initialize
super initialize.
lifeSpan _ 500.
thrust _ 3000! !
!Torpedo class methodsFor: 'as yet unclassified' stamp: 'hlsf 12/19/2020 23:21:22'!
initialize
"Torpedo initialize"
vertices _ {0 at -4 . -2 at 4 . 2 at 4}! !
!SpaceWar methodsFor: 'accessing' stamp: 'jmv 9/28/2020 10:41:48'!
morphExtent
^500 at 500! !
!SpaceWar methodsFor: 'accessing' stamp: 'hlsf 9/16/2020 16:41:40'!
starMass
^ centralStar mass! !
!SpaceWar methodsFor: 'actions' stamp: 'hlsf 9/21/2020 20:56:33'!
addTorpedo: aTorpedo
torpedoes add: aTorpedo.
self addMorph: aTorpedo ! !
!SpaceWar methodsFor: 'actions' stamp: 'hlsf 9/21/2020 21:10:33'!
destroyTorpedo: aTorpedo
aTorpedo delete.
torpedoes remove: aTorpedo ! !
!SpaceWar methodsFor: 'actions' stamp: 'ptp 2/15/2022 22:32:27'!
teleport: aShip
"Teleport a ship at a random location"
| area randomCoordinate |
aShip resupply.
area _ self morphLocalBounds insetBy: 20.
randomCoordinate _ [(area left to: area right) atRandom].
aShip
beStill;
morphPosition: randomCoordinate value @ randomCoordinate value! !
!SpaceWar methodsFor: 'collisions' stamp: 'hlsf 10/1/2020 15:04:27'!
collisions
self collisionsShipsStar.
self collisionsTorpedoesStar.
self collisionsShipsTorpedoes.
self collisionsShips ! !
!SpaceWar methodsFor: 'collisions' stamp: 'hlsf 8/23/2021 11:56:44'!
collisionsShips
(ships first displayBounds intersects: ships second displayBounds) ifTrue: [
ships do: [:each |
each flashWith: Color red.
self teleport: each] ]! !
!SpaceWar methodsFor: 'collisions' stamp: 'hlsf 10/28/2021 22:31:57'!
collisionsShipsStar
ships do: [ :aShip |
(aShip displayBounds intersects: centralStar displayBounds) ifTrue: [
aShip flashWith: Color red.
self teleport: aShip ]]! !
!SpaceWar methodsFor: 'collisions' stamp: 'hlsf 8/23/2021 11:53:04'!
collisionsShipsTorpedoes
ships do: [:aShip |
torpedoes do: [:aTorpedo |
(aShip displayBounds intersects: aTorpedo displayBounds) ifTrue: [
aShip flashWith: Color red.
aTorpedo flashWith: Color orange.
self destroyTorpedo: aTorpedo.
self teleport: aShip]]
]! !
!SpaceWar methodsFor: 'collisions' stamp: 'hlsf 8/23/2021 12:02:28'!
collisionsTorpedoesStar
torpedoes do: [:each |
(each displayBounds intersects: centralStar displayBounds) ifTrue: [
each flashWith: Color orange.
self destroyTorpedo: each]]! !
!SpaceWar methodsFor: 'drawing' stamp: 'hlsf 10/1/2020 15:45:54'!
drawOn: aCanvas
aCanvas
fillRectangle: self morphLocalBounds
color: color! !
!SpaceWar methodsFor: 'event handling testing' stamp: 'hlsf 11/1/2020 10:03:57'!
handlesKeyboard
^ true! !
!SpaceWar methodsFor: 'event handling testing' stamp: 'hlsf 11/1/2020 10:04:18'!
handlesMouseOver: event
^ true! !
!SpaceWar methodsFor: 'events' stamp: 'hlsf 10/25/2020 09:11:55'!
keyStroke: event
| key |
key _ event keyCharacter.
key = Character arrowUp ifTrue: [^ ships first push].
key = Character arrowRight ifTrue: [^ ships first right].
key = Character arrowLeft ifTrue: [^ ships first left].
key = Character arrowDown ifTrue: [^ ships first fireTorpedo].
key = $w ifTrue: [^ ships second push].
key =$d ifTrue: [^ ships second right].
key = $a ifTrue: [^ ships second left].
key = $s ifTrue: [^ ships second fireTorpedo]! !
!SpaceWar methodsFor: 'events' stamp: 'hlsf 9/11/2020 10:07:17'!
mouseEnter: evt
evt hand newKeyboardFocus: self.
self startStepping! !
!SpaceWar methodsFor: 'events' stamp: 'hlsf 9/11/2020 10:07:22'!
mouseLeave: evt
evt hand releaseKeyboardFocus: self.
self stopStepping! !
!SpaceWar methodsFor: 'focus handling' stamp: 'hlsf 9/10/2020 16:04:35'!
keyboardFocusChange: gotFocus
gotFocus
ifTrue: [color _ self defaultColor ]
ifFalse: [color _ self defaultColor alpha: 0.5].
self redrawNeeded.! !
!SpaceWar methodsFor: 'geometry testing' stamp: 'hlsf 12/11/2020 13:00:49'!
clipsSubmorphs
^ true! !
!SpaceWar methodsFor: 'geometry testing' stamp: 'hlsf 12/15/2020 21:03:32'!
requiresVectorCanvas
^false! !
!SpaceWar methodsFor: 'initialization' stamp: 'hlsf 9/10/2020 15:21:22'!
defaultColor
^ `Color black`! !
!SpaceWar methodsFor: 'initialization' stamp: 'hlsf 11/1/2020 10:04:39'!
initialize
"We want to capture keyboard and mouse events,
start the game loop(step) and initialize the actors."
super initialize.
color _ self defaultColor.
self startSteppingStepTime: self stepTime.
self initializeActors.! !
!SpaceWar methodsFor: 'initialization' stamp: 'hlsf 8/23/2021 11:53:32'!
initializeActors
centralStar _ CentralStar new.
self addMorph: centralStar.
centralStar morphPosition: 0 at 0.
torpedoes _ OrderedCollection new.
ships _ Array with: SpaceShip new with: SpaceShip new.
self addAllMorphs: ships.
ships first
morphPosition: 200 @ -200;
color: Color green darker.
ships second
morphPosition: -200 @ 200;
color: Color red darker.! !
!SpaceWar methodsFor: 'stepping' stamp: 'hlsf 12/16/2020 19:45:30'!
stepAt: millisecondSinceLast
ships do: [:each | each update: millisecondSinceLast / 1000 ].
ships do: [:each | each unpush ].
torpedoes do: [:each | each update: millisecondSinceLast / 1000 ].
self collisions.
self redrawNeeded
! !
!SpaceWar methodsFor: 'stepping' stamp: 'hlsf 9/11/2020 13:19:07'!
stepTime
"millisecond"
^ 20! !
!SpaceWar methodsFor: 'stepping' stamp: 'hlsf 9/10/2020 18:03:59'!
wantsSteps
^ true! !
!SpaceWar methodsFor: 'geometry' stamp: 'jmv 10/28/2021 14:48:34'!
morphLocalBounds
^ -500 @ -500 extent: 1000 at 1000! !
!CentralStar methodsFor: 'accessing' stamp: 'hlsf 10/8/2020 22:20:17'!
mass
^ 8000! !
!CentralStar methodsFor: 'accessing' stamp: 'hlsf 12/15/2020 21:04:13'!
morphExtent
^ `30 @ 30`! !
!CentralStar methodsFor: 'drawing' stamp: 'hlsf 12/15/2020 21:05:29'!
drawOn: canvas
| radius |
radius _ self morphExtent // 2.
canvas ellipseCenterX: 0
y: 0
rx: radius x + (2 atRandom - 1)
ry: radius y + (2 atRandom - 1)
borderWidth: 3
borderColor: Color orange
fillColor: Color yellow ! !
!CentralStar methodsFor: 'geometry testing' stamp: 'hlsf 12/15/2020 21:03:47'!
requiresVectorCanvas
^false! !
!CentralStar methodsFor: 'geometry' stamp: 'jmv 10/28/2021 14:55:55'!
morphLocalBounds
^Rectangle center: 0 at 0 extent: self morphExtent! !
SpaceShip initialize!
Torpedo initialize!
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