chingu 0.5.5.3 → 0.5.6
Sign up to get free protection for your applications and to get access to all the features.
- data.tar.gz.sig +0 -0
- data/Manifest.txt +6 -6
- data/README.rdoc +42 -9
- data/chingu.gemspec +3 -3
- data/examples/example1.rb +4 -3
- data/examples/example2.rb +5 -20
- data/lib/chingu.rb +1 -2
- data/lib/chingu/animation.rb +1 -0
- data/lib/chingu/core_extensions.rb +1 -0
- data/lib/chingu/game_object.rb +3 -1
- data/lib/chingu/game_state.rb +7 -8
- data/lib/chingu/game_state_manager.rb +1 -1
- data/lib/chingu/{effects.rb → helpers/game_object.rb} +52 -35
- data/lib/chingu/helpers/game_state.rb +62 -0
- data/lib/chingu/{gfx_helpers.rb → helpers/gfx.rb} +5 -1
- data/lib/chingu/{traits/input.rb → helpers/input_client.rb} +20 -5
- data/lib/chingu/{helpers.rb → helpers/input_dispatcher.rb} +103 -165
- data/lib/chingu/{traits → helpers}/rotation_center.rb +1 -1
- data/lib/chingu/parallax.rb +1 -1
- data/lib/chingu/window.rb +14 -34
- metadata +8 -8
- metadata.gz.sig +4 -1
- data/lib/chingu/actor.rb +0 -17
data.tar.gz.sig
CHANGED
Binary file
|
data/Manifest.txt
CHANGED
@@ -38,12 +38,10 @@ examples/media/stickfigure.bmp
|
|
38
38
|
examples/media/stickfigure.png
|
39
39
|
examples/media/video_games.png
|
40
40
|
lib/chingu.rb
|
41
|
-
lib/chingu/actor.rb
|
42
41
|
lib/chingu/animation.rb
|
43
42
|
lib/chingu/assets.rb
|
44
43
|
lib/chingu/basic_game_object.rb
|
45
44
|
lib/chingu/core_extensions.rb
|
46
|
-
lib/chingu/effects.rb
|
47
45
|
lib/chingu/fpscounter.rb
|
48
46
|
lib/chingu/game_object.rb
|
49
47
|
lib/chingu/game_object_list.rb
|
@@ -52,8 +50,12 @@ lib/chingu/game_state_manager.rb
|
|
52
50
|
lib/chingu/game_states/debug.rb
|
53
51
|
lib/chingu/game_states/fade_to.rb
|
54
52
|
lib/chingu/game_states/pause.rb
|
55
|
-
lib/chingu/
|
56
|
-
lib/chingu/helpers.rb
|
53
|
+
lib/chingu/helpers/game_object.rb
|
54
|
+
lib/chingu/helpers/game_state.rb
|
55
|
+
lib/chingu/helpers/gfx.rb
|
56
|
+
lib/chingu/helpers/input_client.rb
|
57
|
+
lib/chingu/helpers/input_dispatcher.rb
|
58
|
+
lib/chingu/helpers/rotation_center.rb
|
57
59
|
lib/chingu/inflector.rb
|
58
60
|
lib/chingu/input.rb
|
59
61
|
lib/chingu/named_resource.rb
|
@@ -64,9 +66,7 @@ lib/chingu/require_all.rb
|
|
64
66
|
lib/chingu/text.rb
|
65
67
|
lib/chingu/traits/collision_detection.rb
|
66
68
|
lib/chingu/traits/effect.rb
|
67
|
-
lib/chingu/traits/input.rb
|
68
69
|
lib/chingu/traits/retrofy.rb
|
69
|
-
lib/chingu/traits/rotation_center.rb
|
70
70
|
lib/chingu/traits/timer.rb
|
71
71
|
lib/chingu/traits/velocity.rb
|
72
72
|
lib/chingu/window.rb
|
data/README.rdoc
CHANGED
@@ -3,13 +3,12 @@ http://github.com/ippa/chingu/tree/master
|
|
3
3
|
|
4
4
|
DOCUMENTATION: http://rdoc.info/projects/ippa/chingu
|
5
5
|
|
6
|
-
Ruby 1.9.1 is recommended.
|
6
|
+
Ruby 1.9.1 is recommended. Should also work with 1.8.7+.
|
7
7
|
|
8
|
-
|
8
|
+
Chingu has started to settle down, thouch core classes and naming can still change for good reasons.
|
9
9
|
|
10
10
|
== INSTALL
|
11
|
-
gem
|
12
|
-
sudo gem install ippa-chingu
|
11
|
+
gem install chingu
|
13
12
|
|
14
13
|
|
15
14
|
== DESCRIPTION
|
@@ -426,6 +425,34 @@ Chingus trait-implementation is just ordinary ruby modules with 3 special method
|
|
426
425
|
- draw_trait
|
427
426
|
Each of those 3 methods must call "super" to continue the trait-chain.
|
428
427
|
|
428
|
+
Example:
|
429
|
+
|
430
|
+
class Ogre < Chingu::GameObject
|
431
|
+
has_trait :velocity, :timer
|
432
|
+
|
433
|
+
def initialize(options)
|
434
|
+
super
|
435
|
+
@red = Gosu::Color.new(0xFFFF0000)
|
436
|
+
@white = Gosu::Color.new(0xFFFFFFFF)
|
437
|
+
|
438
|
+
#
|
439
|
+
# some basic physics provided by the velocity-trait
|
440
|
+
# These 2 parameters will affect @x and @y every game-iteration
|
441
|
+
# So if your ogre is standing on the ground, make sure you cancel out the effect of @acceleration_y
|
442
|
+
#
|
443
|
+
@velocity_x = 1 # move constantly to the right
|
444
|
+
@acceleration_y = 0.4 # gravity is basicly a downwards acceleration
|
445
|
+
end
|
446
|
+
|
447
|
+
def hit_by(object)
|
448
|
+
#
|
449
|
+
# during() and then() is provided by the timer-trait
|
450
|
+
# flash red for 300 millisec when hit, then go back to normal
|
451
|
+
#
|
452
|
+
during(100) { @color = @red; @mode = :additive }.then { @color = @white; @mode = :default }
|
453
|
+
end
|
454
|
+
end
|
455
|
+
|
429
456
|
The flow for a game object then becomes:
|
430
457
|
|
431
458
|
-- creating the object
|
@@ -441,8 +468,8 @@ There's a couple of traits included as default in Chingu:
|
|
441
468
|
|
442
469
|
==== Trait "timer"
|
443
470
|
Adds timer functionallity to your game object
|
444
|
-
during(300) { @color = Color.new(0xFFFFFFFF) } # forces @color to white
|
445
|
-
after(400) { self.destroy }
|
471
|
+
during(300) { @color = Color.new(0xFFFFFFFF) } # forces @color to white every update for 300 ms
|
472
|
+
after(400) { self.destroy } # destroy object after 400 ms
|
446
473
|
between(1000,2000) { self.rotate(10) } # starting after 1 second, call rotate(10) every update during 1 second
|
447
474
|
|
448
475
|
==== Trait "velocity"
|
@@ -476,6 +503,8 @@ Provides screen_x and screen_y which takes the zoom into account
|
|
476
503
|
Also provides new code for draw() which uses screen_x / screen_y instead of x / y
|
477
504
|
|
478
505
|
|
506
|
+
|
507
|
+
|
479
508
|
=== Assets / Paths
|
480
509
|
|
481
510
|
You might wonder why this is necessary in the straight Gosu example:
|
@@ -529,8 +558,8 @@ See http://www.libgosu.org/rdoc/classes/Gosu/Window.html for a full set of metho
|
|
529
558
|
|
530
559
|
=== How did you decide on naming of methods / classes?
|
531
560
|
There's 1 zillion ways of naming stuff. As a general guideline I've tried to follow Gosus naming.
|
532
|
-
If Gosu didn't have a good name for a certain thing/method I've checked Ruby itself and then Rails since alot
|
533
|
-
|
561
|
+
If Gosu didn't have a good name for a certain thing/method I've checked Ruby itself and then Rails since alot of Ruby-devs are familiar with Rails.
|
562
|
+
GameObject.all is naming straight from rails for example. Most stuff in GameObject follow the naming from Gosus Image#draw_rot.
|
534
563
|
|
535
564
|
== TODO:
|
536
565
|
* add :padding and :align => :topleft etc to class Text
|
@@ -580,9 +609,13 @@ If Gosu didn't have a good name for a certain thing/method I've checked Ruby its
|
|
580
609
|
* Jacius of Rubygame (For doing cool stuff that's well documented as re-usable). So far rect.rb and named_resource.rb is taken from Rubygame.
|
581
610
|
* Jduff for input / commits.
|
582
611
|
* Jlnr,Philymore,Shawn24,JamesKilton for constructive feedback/discussions.
|
612
|
+
* Apillet for codesuggestions and cleanups
|
583
613
|
* Thanks to http://github.com/tarcieri for require_all code, good stuff
|
584
614
|
|
585
615
|
== REQUIREMENTS:
|
586
616
|
* Gosu latest version
|
587
|
-
* Ruby 1.
|
617
|
+
* Ruby 1.9.1+ or 1.8.7+
|
618
|
+
* gem 'opengl' if you want to use Image#retrofy, not needed otherwise
|
619
|
+
* gem 'texplay' for some bonus Image-pixel operations, not needed otherwise
|
620
|
+
|
588
621
|
|
data/chingu.gemspec
CHANGED
@@ -2,16 +2,16 @@
|
|
2
2
|
|
3
3
|
Gem::Specification.new do |s|
|
4
4
|
s.name = %q{chingu}
|
5
|
-
s.version = "0.5.
|
5
|
+
s.version = "0.5.6"
|
6
6
|
|
7
7
|
s.required_rubygems_version = Gem::Requirement.new(">= 0") if s.respond_to? :required_rubygems_version=
|
8
8
|
s.authors = ["ippa"]
|
9
|
-
s.date = %q{2009-10-
|
9
|
+
s.date = %q{2009-10-10}
|
10
10
|
s.description = %q{Game framework built on top of the OpenGL accelerated game lib Gosu.
|
11
11
|
It adds simple yet powerful game states, prettier input handling, deployment safe asset-handling, a basic re-usable game object and automation of common task.}
|
12
12
|
s.email = ["ippa@rubylicio.us"]
|
13
13
|
s.extra_rdoc_files = ["History.txt", "Manifest.txt", "benchmarks/README.txt"]
|
14
|
-
s.files = ["History.txt", "LICENSE", "Manifest.txt", "README.rdoc", "Rakefile", "benchmarks/README.txt", "benchmarks/benchmark.rb", "benchmarks/benchmark3.rb", "benchmarks/benchmark4.rb", "benchmarks/benchmark5.rb", "benchmarks/benchmark6.rb", "benchmarks/meta_benchmark.rb", "benchmarks/meta_benchmark2.rb", "chingu.gemspec", "examples/example1.rb", "examples/example10.rb", "examples/example11.rb", "examples/example12.rb", "examples/example2.rb", "examples/example3.rb", "examples/example4.rb", "examples/example5.rb", "examples/example6.rb", "examples/example7.rb", "examples/example8.rb", "examples/example9.rb", "examples/media/Parallax-scroll-example-layer-0.png", "examples/media/Parallax-scroll-example-layer-1.png", "examples/media/Parallax-scroll-example-layer-2.png", "examples/media/Parallax-scroll-example-layer-3.png", "examples/media/background1.png", "examples/media/fire_bullet.png", "examples/media/fireball.png", "examples/media/particle.png", "examples/media/ruby.png", "examples/media/spaceship.png", "examples/media/stickfigure.bmp", "examples/media/stickfigure.png", "examples/media/video_games.png", "lib/chingu.rb", "lib/chingu/
|
14
|
+
s.files = ["History.txt", "LICENSE", "Manifest.txt", "README.rdoc", "Rakefile", "benchmarks/README.txt", "benchmarks/benchmark.rb", "benchmarks/benchmark3.rb", "benchmarks/benchmark4.rb", "benchmarks/benchmark5.rb", "benchmarks/benchmark6.rb", "benchmarks/meta_benchmark.rb", "benchmarks/meta_benchmark2.rb", "chingu.gemspec", "examples/example1.rb", "examples/example10.rb", "examples/example11.rb", "examples/example12.rb", "examples/example2.rb", "examples/example3.rb", "examples/example4.rb", "examples/example5.rb", "examples/example6.rb", "examples/example7.rb", "examples/example8.rb", "examples/example9.rb", "examples/media/Parallax-scroll-example-layer-0.png", "examples/media/Parallax-scroll-example-layer-1.png", "examples/media/Parallax-scroll-example-layer-2.png", "examples/media/Parallax-scroll-example-layer-3.png", "examples/media/background1.png", "examples/media/fire_bullet.png", "examples/media/fireball.png", "examples/media/particle.png", "examples/media/ruby.png", "examples/media/spaceship.png", "examples/media/stickfigure.bmp", "examples/media/stickfigure.png", "examples/media/video_games.png", "lib/chingu.rb", "lib/chingu/animation.rb", "lib/chingu/assets.rb", "lib/chingu/basic_game_object.rb", "lib/chingu/core_extensions.rb", "lib/chingu/fpscounter.rb", "lib/chingu/game_object.rb", "lib/chingu/game_object_list.rb", "lib/chingu/game_state.rb", "lib/chingu/game_state_manager.rb", "lib/chingu/game_states/debug.rb", "lib/chingu/game_states/fade_to.rb", "lib/chingu/game_states/pause.rb", "lib/chingu/helpers/game_object.rb", "lib/chingu/helpers/game_state.rb", "lib/chingu/helpers/gfx.rb", "lib/chingu/helpers/input_client.rb", "lib/chingu/helpers/input_dispatcher.rb", "lib/chingu/helpers/rotation_center.rb", "lib/chingu/inflector.rb", "lib/chingu/input.rb", "lib/chingu/named_resource.rb", "lib/chingu/parallax.rb", "lib/chingu/particle.rb", "lib/chingu/rect.rb", "lib/chingu/require_all.rb", "lib/chingu/text.rb", "lib/chingu/traits/collision_detection.rb", "lib/chingu/traits/effect.rb", "lib/chingu/traits/retrofy.rb", "lib/chingu/traits/timer.rb", "lib/chingu/traits/velocity.rb", "lib/chingu/window.rb"]
|
15
15
|
s.homepage = %q{http://github.com/ippa/chingu/tree/master}
|
16
16
|
s.rdoc_options = ["--main", "README.rdoc"]
|
17
17
|
s.require_paths = ["lib"]
|
data/examples/example1.rb
CHANGED
@@ -13,11 +13,12 @@ include Gosu
|
|
13
13
|
#
|
14
14
|
class Game < Chingu::Window
|
15
15
|
def initialize
|
16
|
-
super(640,480,false)
|
16
|
+
super(640,480,false) # leave it blank and it will be 800,600,non fullscreen
|
17
|
+
self.input = { :escape => :exit } # exits example on Escape
|
18
|
+
|
17
19
|
@player = Player.create(:x => 200, :y => 200, :image => Image["spaceship.png"])
|
18
20
|
@player.input = { :holding_left => :move_left, :holding_right => :move_right,
|
19
|
-
:holding_up => :move_up, :holding_down => :move_down
|
20
|
-
p RUBY_VERSION
|
21
|
+
:holding_up => :move_up, :holding_down => :move_down }
|
21
22
|
end
|
22
23
|
|
23
24
|
def update
|
data/examples/example2.rb
CHANGED
@@ -65,19 +65,12 @@ class Play < Chingu::GameState
|
|
65
65
|
:holding_up => :move_up,
|
66
66
|
:holding_down => :move_down,
|
67
67
|
:space => :fire,
|
68
|
-
:escape => :exit,
|
69
68
|
}
|
70
|
-
self.input = { :f1 => :debug }
|
69
|
+
self.input = { :f1 => :debug, :escape => :exit }
|
71
70
|
end
|
72
71
|
|
73
|
-
def debug
|
74
|
-
|
75
|
-
#GameObject.all.each do |game_object|
|
76
|
-
# puts game_object.class
|
77
|
-
#end
|
78
|
-
#return
|
79
|
-
|
80
|
-
push_game_state(Chingu::GameStates::Debug)
|
72
|
+
def debug
|
73
|
+
push_game_state(Chingu::GameStates::Debug.new)
|
81
74
|
end
|
82
75
|
|
83
76
|
#
|
@@ -97,17 +90,9 @@ class Play < Chingu::GameState
|
|
97
90
|
# A #super call here would call #update on all Chingu::Actors and check their inputs, and call the specified method.
|
98
91
|
#
|
99
92
|
def update
|
100
|
-
Bullet.destroy_if { |bullet| bullet.outside_window? }
|
101
|
-
#Bullet.destroy_if(&:outside_window?)
|
102
|
-
|
103
|
-
#
|
104
|
-
# Bullet.each_collision(Enemy) do |bullet, enemy|
|
105
|
-
# enemy.collision_with(bullet)
|
106
|
-
# bullet.destroy!
|
107
|
-
# end
|
108
|
-
#
|
109
|
-
|
110
93
|
super
|
94
|
+
|
95
|
+
Bullet.destroy_if { |bullet| bullet.outside_window? }
|
111
96
|
$window.caption = "FPS: #{$window.fps} - milliseconds_since_last_tick: #{$window.milliseconds_since_last_tick} - game objects# #{current_game_state.game_objects.size} Bullets# #{Bullet.size}"
|
112
97
|
end
|
113
98
|
end
|
data/lib/chingu.rb
CHANGED
@@ -23,10 +23,9 @@ CHINGU_ROOT = File.dirname(File.expand_path(__FILE__))
|
|
23
23
|
|
24
24
|
require 'rubygems' unless RUBY_VERSION =~ /1\.9/
|
25
25
|
require 'gosu'
|
26
|
-
require 'set'
|
27
26
|
require File.join(CHINGU_ROOT,"chingu","require_all") # Thanks to http://github.com/tarcieri/require_all !
|
28
27
|
require_all "#{CHINGU_ROOT}/chingu"
|
29
28
|
|
30
29
|
module Chingu
|
31
|
-
VERSION = "0.5.
|
30
|
+
VERSION = "0.5.6"
|
32
31
|
end
|
data/lib/chingu/animation.rb
CHANGED
data/lib/chingu/game_object.rb
CHANGED
@@ -29,7 +29,9 @@ module Chingu
|
|
29
29
|
class GameObject < Chingu::BasicGameObject
|
30
30
|
attr_accessor :image, :x, :y, :angle, :center_x, :center_y, :factor_x, :factor_y, :color, :mode, :zorder
|
31
31
|
attr_reader :paused, :visible, :factor, :center
|
32
|
-
|
32
|
+
|
33
|
+
include Chingu::Helpers::InputClient # Adds input and input=
|
34
|
+
include Chingu::Helpers::RotationCenter # Adds easy and verbose modification of @center_x and @center_y
|
33
35
|
|
34
36
|
def initialize(options = {})
|
35
37
|
super
|
data/lib/chingu/game_state.rb
CHANGED
@@ -49,20 +49,19 @@ module Chingu
|
|
49
49
|
#
|
50
50
|
|
51
51
|
class GameState
|
52
|
-
include Chingu::
|
53
|
-
include Chingu::
|
54
|
-
include Chingu::
|
55
|
-
include Chingu::InputDispatcher
|
56
|
-
include Chingu::InputClient
|
52
|
+
include Chingu::Helpers::GFX # Adds fill(), fade() etc to each game state
|
53
|
+
include Chingu::Helpers::GameState # Easy access to the global game state-queue
|
54
|
+
include Chingu::Helpers::GameObject # Adds game_objects_of_class etc ...
|
55
|
+
include Chingu::Helpers::InputDispatcher # Input dispatch-helpers
|
56
|
+
include Chingu::Helpers::InputClient # GameState can have it's own inputmap
|
57
57
|
|
58
|
-
attr_reader :options
|
58
|
+
attr_reader :options
|
59
59
|
attr_accessor :game_state_manager, :game_objects
|
60
60
|
|
61
61
|
def initialize(options = {})
|
62
62
|
@options = options
|
63
|
-
## @game_state_manager = options[:game_state_manager] || $window.game_state_manager
|
64
63
|
@game_objects = GameObjectList.new
|
65
|
-
@input_clients =
|
64
|
+
@input_clients = Array.new
|
66
65
|
|
67
66
|
# Game state mamanger can be run alone
|
68
67
|
if defined?($window) && $window.respond_to?(:game_state_manager)
|
@@ -39,7 +39,7 @@ module Chingu
|
|
39
39
|
# Return to the previous game state, don't call setup() on it when it becomes active.
|
40
40
|
# pop_game_state(:setup => false)
|
41
41
|
#
|
42
|
-
# If you want to use Chingus GameStateManager _without_ Chingu::
|
42
|
+
# If you want to use Chingus GameStateManager _without_ Chingu::Window, see example5.rb
|
43
43
|
#
|
44
44
|
class GameStateManager
|
45
45
|
attr_accessor :inside_state
|
@@ -1,36 +1,53 @@
|
|
1
|
-
#--
|
2
|
-
#
|
3
|
-
# Chingu -- Game framework built on top of the opengl accelerated gamelib Gosu
|
4
|
-
# Copyright (C) 2009 ippa / ippa@rubylicio.us
|
5
|
-
#
|
6
|
-
# This library is free software; you can redistribute it and/or
|
7
|
-
# modify it under the terms of the GNU Lesser General Public
|
8
|
-
# License as published by the Free Software Foundation; either
|
9
|
-
# version 2.1 of the License, or (at your option) any later version.
|
10
|
-
#
|
11
|
-
# This library is distributed in the hope that it will be useful,
|
12
|
-
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
13
|
-
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
14
|
-
# Lesser General Public License for more details.
|
15
|
-
#
|
16
|
-
# You should have received a copy of the GNU Lesser General Public
|
17
|
-
# License along with this library; if not, write to the Free Software
|
18
|
-
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
19
|
-
#
|
20
|
-
#++
|
21
|
-
|
22
|
-
|
23
|
-
|
24
|
-
|
25
|
-
|
26
|
-
|
27
|
-
|
28
|
-
|
29
|
-
|
30
|
-
|
31
|
-
|
32
|
-
|
33
|
-
|
34
|
-
end
|
35
|
-
|
1
|
+
#--
|
2
|
+
#
|
3
|
+
# Chingu -- Game framework built on top of the opengl accelerated gamelib Gosu
|
4
|
+
# Copyright (C) 2009 ippa / ippa@rubylicio.us
|
5
|
+
#
|
6
|
+
# This library is free software; you can redistribute it and/or
|
7
|
+
# modify it under the terms of the GNU Lesser General Public
|
8
|
+
# License as published by the Free Software Foundation; either
|
9
|
+
# version 2.1 of the License, or (at your option) any later version.
|
10
|
+
#
|
11
|
+
# This library is distributed in the hope that it will be useful,
|
12
|
+
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
13
|
+
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
14
|
+
# Lesser General Public License for more details.
|
15
|
+
#
|
16
|
+
# You should have received a copy of the GNU Lesser General Public
|
17
|
+
# License along with this library; if not, write to the Free Software
|
18
|
+
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
19
|
+
#
|
20
|
+
#++
|
21
|
+
|
22
|
+
|
23
|
+
module Chingu
|
24
|
+
module Helpers
|
25
|
+
|
26
|
+
#
|
27
|
+
# Convenience-methods for classes that hold game objects
|
28
|
+
# Mixed into Chingu::Window and Chingu::GameState
|
29
|
+
#
|
30
|
+
module GameObject
|
31
|
+
|
32
|
+
def add_game_object(object)
|
33
|
+
@game_objects.add_game_object(object)
|
34
|
+
end
|
35
|
+
|
36
|
+
def remove_game_object(object)
|
37
|
+
@game_objects.remove_game_object(object)
|
38
|
+
end
|
39
|
+
|
40
|
+
def game_objects
|
41
|
+
@game_objects
|
42
|
+
end
|
43
|
+
|
44
|
+
#
|
45
|
+
# Fetch game objects of a certain type/class
|
46
|
+
#
|
47
|
+
def game_objects_of_class(klass)
|
48
|
+
@game_objects.select { |game_object| game_object.is_a? klass }
|
49
|
+
end
|
50
|
+
end
|
51
|
+
|
52
|
+
end
|
36
53
|
end
|
@@ -0,0 +1,62 @@
|
|
1
|
+
#--
|
2
|
+
#
|
3
|
+
# Chingu -- Game framework built on top of the opengl accelerated gamelib Gosu
|
4
|
+
# Copyright (C) 2009 ippa / ippa@rubylicio.us
|
5
|
+
#
|
6
|
+
# This library is free software; you can redistribute it and/or
|
7
|
+
# modify it under the terms of the GNU Lesser General Public
|
8
|
+
# License as published by the Free Software Foundation; either
|
9
|
+
# version 2.1 of the License, or (at your option) any later version.
|
10
|
+
#
|
11
|
+
# This library is distributed in the hope that it will be useful,
|
12
|
+
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
13
|
+
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
14
|
+
# Lesser General Public License for more details.
|
15
|
+
#
|
16
|
+
# You should have received a copy of the GNU Lesser General Public
|
17
|
+
# License along with this library; if not, write to the Free Software
|
18
|
+
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
19
|
+
#
|
20
|
+
#++
|
21
|
+
|
22
|
+
|
23
|
+
module Chingu
|
24
|
+
module Helpers
|
25
|
+
|
26
|
+
#
|
27
|
+
# push_game_state accepts either a class inherited from GameState or an object-instance from such a class.
|
28
|
+
#
|
29
|
+
# It will make call new() on a class, and just push an object.
|
30
|
+
#
|
31
|
+
module GameState
|
32
|
+
def push_game_state(state, options = {})
|
33
|
+
$window.game_state_manager.push_game_state(state, options)
|
34
|
+
end
|
35
|
+
|
36
|
+
def pop_game_state(options = {})
|
37
|
+
$window.game_state_manager.pop_game_state(options)
|
38
|
+
end
|
39
|
+
|
40
|
+
def switch_game_state(state, options = {})
|
41
|
+
$window.game_state_manager.switch_game_state(state, options)
|
42
|
+
end
|
43
|
+
|
44
|
+
def transitional_game_state(state, options = {})
|
45
|
+
$window.game_state_manager.transitional_game_state(state, options)
|
46
|
+
end
|
47
|
+
|
48
|
+
def current_game_state
|
49
|
+
$window.game_state_manager.current_game_state
|
50
|
+
end
|
51
|
+
|
52
|
+
def previous_game_state
|
53
|
+
$window.game_state_manager.previous_game_state
|
54
|
+
end
|
55
|
+
|
56
|
+
def clear_game_states
|
57
|
+
$window.game_state_manager.clear_game_states
|
58
|
+
end
|
59
|
+
end
|
60
|
+
|
61
|
+
end
|
62
|
+
end
|
@@ -21,11 +21,13 @@
|
|
21
21
|
|
22
22
|
|
23
23
|
module Chingu
|
24
|
+
module Helpers
|
25
|
+
|
24
26
|
#
|
25
27
|
# Various helper-methods to manipulate the screen.
|
26
28
|
# All drawings depend on the global variable $window which should be an instance of Gosu::Window or Chingu::Window
|
27
29
|
#
|
28
|
-
module
|
30
|
+
module GFX
|
29
31
|
|
30
32
|
#
|
31
33
|
# Fills whole window with color 'color'.
|
@@ -86,4 +88,6 @@ module Chingu
|
|
86
88
|
end
|
87
89
|
end
|
88
90
|
end
|
91
|
+
|
92
|
+
end
|
89
93
|
end
|
@@ -21,18 +21,33 @@
|
|
21
21
|
|
22
22
|
|
23
23
|
module Chingu
|
24
|
-
module
|
25
|
-
|
26
|
-
|
24
|
+
module Helpers
|
25
|
+
|
26
|
+
#
|
27
|
+
# Input-handler mixin that adds #input= and #input
|
28
|
+
#
|
29
|
+
# #input= does 2 things:
|
30
|
+
# 1) Initialized an inputmap
|
31
|
+
# 2) notifies the parent (could be main Window or a GameState) that the object wants input
|
32
|
+
#
|
33
|
+
# In Chingu this is mixed into Window, GameState and GameObject
|
34
|
+
#
|
35
|
+
module InputClient
|
27
36
|
def input=(input_map)
|
28
37
|
@input = input_map
|
29
|
-
|
38
|
+
|
39
|
+
if @parent
|
40
|
+
if (@input == nil || @input == {})
|
41
|
+
@parent.remove_input_client(self)
|
42
|
+
else
|
43
|
+
@parent.add_input_client(self)
|
44
|
+
end
|
45
|
+
end
|
30
46
|
end
|
31
47
|
|
32
48
|
def input
|
33
49
|
@input
|
34
50
|
end
|
35
|
-
|
36
51
|
end
|
37
52
|
end
|
38
53
|
end
|
@@ -1,166 +1,104 @@
|
|
1
|
-
#--
|
2
|
-
#
|
3
|
-
# Chingu -- Game framework built on top of the opengl accelerated gamelib Gosu
|
4
|
-
# Copyright (C) 2009 ippa / ippa@rubylicio.us
|
5
|
-
#
|
6
|
-
# This library is free software; you can redistribute it and/or
|
7
|
-
# modify it under the terms of the GNU Lesser General Public
|
8
|
-
# License as published by the Free Software Foundation; either
|
9
|
-
# version 2.1 of the License, or (at your option) any later version.
|
10
|
-
#
|
11
|
-
# This library is distributed in the hope that it will be useful,
|
12
|
-
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
13
|
-
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
14
|
-
# Lesser General Public License for more details.
|
15
|
-
#
|
16
|
-
# You should have received a copy of the GNU Lesser General Public
|
17
|
-
# License along with this library; if not, write to the Free Software
|
18
|
-
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
19
|
-
#
|
20
|
-
#++
|
21
|
-
|
22
|
-
|
23
|
-
module Chingu
|
24
|
-
|
25
|
-
|
26
|
-
|
27
|
-
|
28
|
-
|
29
|
-
|
30
|
-
|
31
|
-
|
32
|
-
|
33
|
-
|
34
|
-
|
35
|
-
|
36
|
-
|
37
|
-
|
38
|
-
|
39
|
-
|
40
|
-
|
41
|
-
|
42
|
-
|
43
|
-
|
44
|
-
|
45
|
-
|
46
|
-
|
47
|
-
|
48
|
-
|
49
|
-
|
50
|
-
|
51
|
-
|
52
|
-
|
53
|
-
|
54
|
-
|
55
|
-
|
56
|
-
|
57
|
-
|
58
|
-
|
59
|
-
|
60
|
-
|
61
|
-
|
62
|
-
|
63
|
-
|
64
|
-
|
65
|
-
|
66
|
-
|
67
|
-
|
68
|
-
|
69
|
-
|
70
|
-
|
71
|
-
|
72
|
-
|
73
|
-
|
74
|
-
|
75
|
-
|
76
|
-
|
77
|
-
|
78
|
-
|
79
|
-
|
80
|
-
|
81
|
-
|
82
|
-
|
83
|
-
|
84
|
-
|
85
|
-
|
86
|
-
#
|
87
|
-
#
|
88
|
-
#
|
89
|
-
|
90
|
-
|
91
|
-
|
92
|
-
|
93
|
-
|
94
|
-
|
95
|
-
|
96
|
-
|
97
|
-
|
98
|
-
|
99
|
-
|
100
|
-
|
101
|
-
|
102
|
-
|
103
|
-
|
104
|
-
push_game_state(action)
|
105
|
-
end
|
106
|
-
end
|
107
|
-
end
|
108
|
-
|
109
|
-
#
|
110
|
-
# push_game_state accepts either a class inherited from GameState or an object-instance from such a class.
|
111
|
-
#
|
112
|
-
# It will make call new() on a class, and just push an object.
|
113
|
-
#
|
114
|
-
module GameStateHelpers
|
115
|
-
def push_game_state(state, options = {})
|
116
|
-
$window.game_state_manager.push_game_state(state, options)
|
117
|
-
end
|
118
|
-
|
119
|
-
def pop_game_state(options = {})
|
120
|
-
$window.game_state_manager.pop_game_state(options)
|
121
|
-
end
|
122
|
-
|
123
|
-
def switch_game_state(state, options = {})
|
124
|
-
$window.game_state_manager.switch_game_state(state, options)
|
125
|
-
end
|
126
|
-
|
127
|
-
def transitional_game_state(state, options = {})
|
128
|
-
$window.game_state_manager.transitional_game_state(state, options)
|
129
|
-
end
|
130
|
-
|
131
|
-
def current_game_state
|
132
|
-
$window.game_state_manager.current_game_state
|
133
|
-
end
|
134
|
-
|
135
|
-
def previous_game_state
|
136
|
-
$window.game_state_manager.previous_game_state
|
137
|
-
end
|
138
|
-
|
139
|
-
def clear_game_states
|
140
|
-
$window.game_state_manager.clear_game_states
|
141
|
-
end
|
142
|
-
end
|
143
|
-
|
144
|
-
module GameObjectHelpers
|
145
|
-
|
146
|
-
def add_game_object(object)
|
147
|
-
@game_objects.add_game_object(object)
|
148
|
-
end
|
149
|
-
|
150
|
-
def remove_game_object(object)
|
151
|
-
@game_objects.remove_game_object(object)
|
152
|
-
end
|
153
|
-
|
154
|
-
def game_objects
|
155
|
-
@game_objects
|
156
|
-
end
|
157
|
-
|
158
|
-
#
|
159
|
-
# Fetch game objects of a certain type/class
|
160
|
-
#
|
161
|
-
def game_objects_of_class(klass)
|
162
|
-
@game_objects.select { |game_object| game_object.is_a? klass }
|
163
|
-
end
|
164
|
-
end
|
165
|
-
|
1
|
+
#--
|
2
|
+
#
|
3
|
+
# Chingu -- Game framework built on top of the opengl accelerated gamelib Gosu
|
4
|
+
# Copyright (C) 2009 ippa / ippa@rubylicio.us
|
5
|
+
#
|
6
|
+
# This library is free software; you can redistribute it and/or
|
7
|
+
# modify it under the terms of the GNU Lesser General Public
|
8
|
+
# License as published by the Free Software Foundation; either
|
9
|
+
# version 2.1 of the License, or (at your option) any later version.
|
10
|
+
#
|
11
|
+
# This library is distributed in the hope that it will be useful,
|
12
|
+
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
13
|
+
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
14
|
+
# Lesser General Public License for more details.
|
15
|
+
#
|
16
|
+
# You should have received a copy of the GNU Lesser General Public
|
17
|
+
# License along with this library; if not, write to the Free Software
|
18
|
+
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
19
|
+
#
|
20
|
+
#++
|
21
|
+
|
22
|
+
|
23
|
+
module Chingu
|
24
|
+
module Helpers
|
25
|
+
|
26
|
+
#
|
27
|
+
# Methods for parsing and dispatching Chingus input-maps
|
28
|
+
# Mixed into Chingu::Window and Chingu::GameState
|
29
|
+
#
|
30
|
+
module InputDispatcher
|
31
|
+
attr_reader :input_clients
|
32
|
+
|
33
|
+
def add_input_client(object)
|
34
|
+
@input_clients << object unless @input_clients.include?(object)
|
35
|
+
end
|
36
|
+
|
37
|
+
def remove_input_client(object)
|
38
|
+
@input_clients.delete(object)
|
39
|
+
end
|
40
|
+
|
41
|
+
def dispatch_button_down(id, object)
|
42
|
+
return if(object.nil? || object.input.nil?)
|
43
|
+
|
44
|
+
object.input.each do |symbol, action|
|
45
|
+
if Input::SYMBOL_TO_CONSTANT[symbol] == id
|
46
|
+
dispatch_action(action, object)
|
47
|
+
end
|
48
|
+
end
|
49
|
+
end
|
50
|
+
|
51
|
+
def dispatch_button_up(id, object)
|
52
|
+
return if object.nil? || object.input.nil?
|
53
|
+
|
54
|
+
object.input.each do |symbol, action|
|
55
|
+
if symbol.to_s.include? "released_"
|
56
|
+
symbol = symbol.to_s.sub("released_", "").to_sym
|
57
|
+
if Input::SYMBOL_TO_CONSTANT[symbol] == id
|
58
|
+
dispatch_action(action, object)
|
59
|
+
end
|
60
|
+
end
|
61
|
+
end
|
62
|
+
end
|
63
|
+
|
64
|
+
#
|
65
|
+
# Dispatches input-mapper for any given object
|
66
|
+
#
|
67
|
+
def dispatch_input_for(object, prefix = "holding_")
|
68
|
+
return if object.nil? || object.input.nil?
|
69
|
+
|
70
|
+
object.input.each do |symbol, action|
|
71
|
+
if symbol.to_s.include? prefix
|
72
|
+
symbol = symbol.to_s.sub(prefix, "").to_sym
|
73
|
+
if $window.button_down?(Input::SYMBOL_TO_CONSTANT[symbol])
|
74
|
+
dispatch_action(action, object)
|
75
|
+
end
|
76
|
+
end
|
77
|
+
end
|
78
|
+
end
|
79
|
+
|
80
|
+
#
|
81
|
+
# For a given object, dispatch "action".
|
82
|
+
# An action can be:
|
83
|
+
#
|
84
|
+
# * Symbol (:p, :space), translates into a method-call
|
85
|
+
# * Proc/Lambda, call() it
|
86
|
+
# * GameState-instance, push it on top of stack
|
87
|
+
# * GameState-inherited class, create a new instance, cache it and push it on top of stack
|
88
|
+
#
|
89
|
+
def dispatch_action(action, object)
|
90
|
+
# puts "Dispatch Action: #{action} - Objects class: #{object.class.to_s}"
|
91
|
+
if action.is_a? Symbol
|
92
|
+
object.send(action)
|
93
|
+
elsif action.is_a? Proc
|
94
|
+
action.call
|
95
|
+
elsif action.is_a? Chingu::GameState
|
96
|
+
push_game_state(action)
|
97
|
+
elsif action.superclass == Chingu::GameState
|
98
|
+
push_game_state(action)
|
99
|
+
end
|
100
|
+
end
|
101
|
+
end
|
102
|
+
|
103
|
+
end
|
166
104
|
end
|
data/lib/chingu/parallax.rb
CHANGED
data/lib/chingu/window.rb
CHANGED
@@ -1,20 +1,11 @@
|
|
1
1
|
module Chingu
|
2
2
|
|
3
3
|
class Window < Gosu::Window
|
4
|
-
#
|
5
|
-
include Chingu::
|
6
|
-
|
7
|
-
#
|
8
|
-
include Chingu::
|
9
|
-
|
10
|
-
# adds game_objects_of_class etc ...
|
11
|
-
include Chingu::GameObjectHelpers
|
12
|
-
|
13
|
-
# Input dispatch helpers
|
14
|
-
include Chingu::InputDispatcher
|
15
|
-
|
16
|
-
# input= and input
|
17
|
-
include Chingu::InputClient
|
4
|
+
include Chingu::Helpers::GFX # Adds fill(), fade() etc to each game state
|
5
|
+
include Chingu::Helpers::GameState # Easy access to the global game state-queue
|
6
|
+
include Chingu::Helpers::GameObject # Adds game_objects_of_class etc ...
|
7
|
+
include Chingu::Helpers::InputDispatcher # Input dispatch-helpers
|
8
|
+
include Chingu::Helpers::InputClient # WIndow has its own inputmap
|
18
9
|
|
19
10
|
attr_reader :root, :game_state_manager, :game_objects, :milliseconds_since_last_tick
|
20
11
|
|
@@ -27,7 +18,6 @@ module Chingu
|
|
27
18
|
# - Standard #update which updates all Chingu::GameObject's
|
28
19
|
# - Standard #draw which goes through
|
29
20
|
# - Assethandling with Image["picture.png"] and Sample["shot.wav"]
|
30
|
-
# - Default input mapping escape to close
|
31
21
|
#
|
32
22
|
def initialize(width = 800, height = 600, fullscreen = false, update_interval = 16.666666)
|
33
23
|
fullscreen ||= ARGV.include?("--fullscreen")
|
@@ -40,7 +30,7 @@ module Chingu
|
|
40
30
|
Gosu::Song.autoload_dirs = [".", File.join(@root, "sfx"), File.join(@root, "media")]
|
41
31
|
|
42
32
|
@game_objects = GameObjectList.new
|
43
|
-
@input_clients =
|
33
|
+
@input_clients = Array.new
|
44
34
|
|
45
35
|
@fps_counter = FPSCounter.new
|
46
36
|
@game_state_manager = GameStateManager.new
|
@@ -106,12 +96,18 @@ module Chingu
|
|
106
96
|
#
|
107
97
|
# Call update() on all game objects belonging to the main window.
|
108
98
|
#
|
109
|
-
|
99
|
+
@game_objects.update
|
110
100
|
|
111
101
|
#
|
112
102
|
# Call update() on all game objects belonging to the current game state.
|
113
103
|
#
|
114
|
-
|
104
|
+
|
105
|
+
#
|
106
|
+
# Call update() on our game_state_manger
|
107
|
+
# -> call update on active states
|
108
|
+
# -> call update on all game objects in that state
|
109
|
+
#
|
110
|
+
@game_state_manager.update
|
115
111
|
end
|
116
112
|
|
117
113
|
#
|
@@ -131,22 +127,6 @@ module Chingu
|
|
131
127
|
@game_state_manager.draw
|
132
128
|
end
|
133
129
|
|
134
|
-
#
|
135
|
-
# Call update() on all game objects in main game window.
|
136
|
-
#
|
137
|
-
def update_game_objects
|
138
|
-
@game_objects.update
|
139
|
-
end
|
140
|
-
|
141
|
-
#
|
142
|
-
# Call update() on our game_state_manger
|
143
|
-
# -> call update on active state
|
144
|
-
# -> call update on all game objects in that state
|
145
|
-
#
|
146
|
-
def update_game_state_manager
|
147
|
-
@game_state_manager.update
|
148
|
-
end
|
149
|
-
|
150
130
|
#
|
151
131
|
# By default button_up sends the keyevent to the GameStateManager
|
152
132
|
# .. Which then is responsible to send it to the right GameState(s)
|
metadata
CHANGED
@@ -1,7 +1,7 @@
|
|
1
1
|
--- !ruby/object:Gem::Specification
|
2
2
|
name: chingu
|
3
3
|
version: !ruby/object:Gem::Version
|
4
|
-
version: 0.5.
|
4
|
+
version: 0.5.6
|
5
5
|
platform: ruby
|
6
6
|
authors:
|
7
7
|
- ippa
|
@@ -30,7 +30,7 @@ cert_chain:
|
|
30
30
|
hxtMlw==
|
31
31
|
-----END CERTIFICATE-----
|
32
32
|
|
33
|
-
date: 2009-10-
|
33
|
+
date: 2009-10-10 00:00:00 +02:00
|
34
34
|
default_executable:
|
35
35
|
dependencies:
|
36
36
|
- !ruby/object:Gem::Dependency
|
@@ -97,12 +97,10 @@ files:
|
|
97
97
|
- examples/media/stickfigure.png
|
98
98
|
- examples/media/video_games.png
|
99
99
|
- lib/chingu.rb
|
100
|
-
- lib/chingu/actor.rb
|
101
100
|
- lib/chingu/animation.rb
|
102
101
|
- lib/chingu/assets.rb
|
103
102
|
- lib/chingu/basic_game_object.rb
|
104
103
|
- lib/chingu/core_extensions.rb
|
105
|
-
- lib/chingu/effects.rb
|
106
104
|
- lib/chingu/fpscounter.rb
|
107
105
|
- lib/chingu/game_object.rb
|
108
106
|
- lib/chingu/game_object_list.rb
|
@@ -111,8 +109,12 @@ files:
|
|
111
109
|
- lib/chingu/game_states/debug.rb
|
112
110
|
- lib/chingu/game_states/fade_to.rb
|
113
111
|
- lib/chingu/game_states/pause.rb
|
114
|
-
- lib/chingu/
|
115
|
-
- lib/chingu/helpers.rb
|
112
|
+
- lib/chingu/helpers/game_object.rb
|
113
|
+
- lib/chingu/helpers/game_state.rb
|
114
|
+
- lib/chingu/helpers/gfx.rb
|
115
|
+
- lib/chingu/helpers/input_client.rb
|
116
|
+
- lib/chingu/helpers/input_dispatcher.rb
|
117
|
+
- lib/chingu/helpers/rotation_center.rb
|
116
118
|
- lib/chingu/inflector.rb
|
117
119
|
- lib/chingu/input.rb
|
118
120
|
- lib/chingu/named_resource.rb
|
@@ -123,9 +125,7 @@ files:
|
|
123
125
|
- lib/chingu/text.rb
|
124
126
|
- lib/chingu/traits/collision_detection.rb
|
125
127
|
- lib/chingu/traits/effect.rb
|
126
|
-
- lib/chingu/traits/input.rb
|
127
128
|
- lib/chingu/traits/retrofy.rb
|
128
|
-
- lib/chingu/traits/rotation_center.rb
|
129
129
|
- lib/chingu/traits/timer.rb
|
130
130
|
- lib/chingu/traits/velocity.rb
|
131
131
|
- lib/chingu/window.rb
|
metadata.gz.sig
CHANGED
@@ -1 +1,4 @@
|
|
1
|
-
|
1
|
+
Y�ֿi����J_$���q����/x[~��Q�}�h<5���ڛ�w_�����{
|
2
|
+
ҼB�s�F��4��Þ9��Rۖ侎�F�
|
3
|
+
�}�� 2ɭ�"�mM���� �|�شN7��$����ǫq"�Z���Bf��&| y᪸T�V����.̴P(5�
|
4
|
+
�W���p)J��68�zj�`�PQ�IO5�hes�ZY�O�
|
data/lib/chingu/actor.rb
DELETED
@@ -1,17 +0,0 @@
|
|
1
|
-
module Chingu
|
2
|
-
#
|
3
|
-
# A game object class with most components included, nice for quick prototypes
|
4
|
-
#
|
5
|
-
# TODO: we probably wanna expand this concept or remove Actor as a whole.
|
6
|
-
#
|
7
|
-
class Actor < Chingu::GameObject
|
8
|
-
has_traits :effect, :velocity, :input
|
9
|
-
|
10
|
-
def update
|
11
|
-
# needed for traits to work
|
12
|
-
super
|
13
|
-
|
14
|
-
# your game logic Here
|
15
|
-
end
|
16
|
-
end
|
17
|
-
end
|