chingu 0.5.5.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- data.tar.gz.sig +0 -0
- data/History.txt +21 -0
- data/LICENSE +504 -0
- data/Manifest.txt +72 -0
- data/README.rdoc +588 -0
- data/Rakefile +19 -0
- data/benchmarks/README.txt +1 -0
- data/benchmarks/benchmark.rb +6 -0
- data/benchmarks/benchmark3.rb +23 -0
- data/benchmarks/benchmark4.rb +71 -0
- data/benchmarks/benchmark5.rb +91 -0
- data/benchmarks/benchmark6.rb +23 -0
- data/benchmarks/meta_benchmark.rb +67 -0
- data/benchmarks/meta_benchmark2.rb +39 -0
- data/chingu.gemspec +34 -0
- data/examples/example1.rb +37 -0
- data/examples/example10.rb +75 -0
- data/examples/example11.rb +51 -0
- data/examples/example12.rb +67 -0
- data/examples/example2.rb +115 -0
- data/examples/example3.rb +40 -0
- data/examples/example4.rb +175 -0
- data/examples/example5.rb +107 -0
- data/examples/example6.rb +57 -0
- data/examples/example7.rb +133 -0
- data/examples/example8.rb +109 -0
- data/examples/example9.rb +106 -0
- data/examples/media/Parallax-scroll-example-layer-0.png +0 -0
- data/examples/media/Parallax-scroll-example-layer-1.png +0 -0
- data/examples/media/Parallax-scroll-example-layer-2.png +0 -0
- data/examples/media/Parallax-scroll-example-layer-3.png +0 -0
- data/examples/media/background1.png +0 -0
- data/examples/media/fire_bullet.png +0 -0
- data/examples/media/fireball.png +0 -0
- data/examples/media/particle.png +0 -0
- data/examples/media/ruby.png +0 -0
- data/examples/media/spaceship.png +0 -0
- data/examples/media/stickfigure.bmp +0 -0
- data/examples/media/stickfigure.png +0 -0
- data/examples/media/video_games.png +0 -0
- data/lib/chingu.rb +32 -0
- data/lib/chingu/actor.rb +17 -0
- data/lib/chingu/animation.rb +142 -0
- data/lib/chingu/assets.rb +64 -0
- data/lib/chingu/basic_game_object.rb +132 -0
- data/lib/chingu/core_extensions.rb +53 -0
- data/lib/chingu/effects.rb +36 -0
- data/lib/chingu/fpscounter.rb +62 -0
- data/lib/chingu/game_object.rb +127 -0
- data/lib/chingu/game_object_list.rb +91 -0
- data/lib/chingu/game_state.rb +137 -0
- data/lib/chingu/game_state_manager.rb +284 -0
- data/lib/chingu/game_states/debug.rb +65 -0
- data/lib/chingu/game_states/fade_to.rb +91 -0
- data/lib/chingu/game_states/pause.rb +57 -0
- data/lib/chingu/gfx_helpers.rb +89 -0
- data/lib/chingu/helpers.rb +166 -0
- data/lib/chingu/inflector.rb +34 -0
- data/lib/chingu/input.rb +100 -0
- data/lib/chingu/named_resource.rb +254 -0
- data/lib/chingu/parallax.rb +83 -0
- data/lib/chingu/particle.rb +21 -0
- data/lib/chingu/rect.rb +612 -0
- data/lib/chingu/require_all.rb +133 -0
- data/lib/chingu/text.rb +56 -0
- data/lib/chingu/traits/collision_detection.rb +172 -0
- data/lib/chingu/traits/effect.rb +113 -0
- data/lib/chingu/traits/input.rb +38 -0
- data/lib/chingu/traits/retrofy.rb +53 -0
- data/lib/chingu/traits/rotation_center.rb +84 -0
- data/lib/chingu/traits/timer.rb +90 -0
- data/lib/chingu/traits/velocity.rb +67 -0
- data/lib/chingu/window.rb +170 -0
- metadata +162 -0
- metadata.gz.sig +1 -0
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#--
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# Copyright (C)2009 Tony Arcieri
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# You can redistribute this under the terms of the MIT license
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# See file LICENSE for details
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#++
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module RequireAll
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# A wonderfully simple way to load your code.
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#
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# The easiest way to use require_all is to just point it at a directory
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# containing a bunch of .rb files. These files can be nested under
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# subdirectories as well:
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#
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# require_all 'lib'
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#
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# This will find all the .rb files under the lib directory and load them.
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# The proper order to load them in will be determined automatically.
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#
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# If the dependencies between the matched files are unresolvable, it will
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# throw the first unresolvable NameError.
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#
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# You can also give it a glob, which will enumerate all the matching files:
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#
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# require_all 'lib/**/*.rb'
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#
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# It will also accept an array of files:
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#
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# require_all Dir.glob("blah/**/*.rb").reject { |f| stupid_file(f) }
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#
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# Or if you want, just list the files directly as arguments:
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#
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# require_all 'lib/a.rb', 'lib/b.rb', 'lib/c.rb', 'lib/d.rb'
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#
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def require_all(*args)
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# Handle passing an array as an argument
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args.flatten!
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if args.size > 1
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# If we got a list, those be are files!
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files = args
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else
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arg = args.first
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begin
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# Try assuming we're doing plain ol' require compat
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stat = File.stat(arg)
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if stat.file?
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files = [arg]
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elsif stat.directory?
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files = Dir.glob File.join(arg, '**', '*.rb')
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else
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raise ArgumentError, "#{arg} isn't a file or directory"
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end
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rescue Errno::ENOENT
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# If the stat failed, maybe we have a glob!
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files = Dir.glob arg
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# Maybe it's an .rb file and the .rb was omitted
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if File.file?(arg + '.rb')
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require(arg + '.rb')
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return true
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end
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# If we ain't got no files, the glob failed
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raise LoadError, "no such file to load -- #{arg}" if files.empty?
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end
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end
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# If there's nothing to load, you're doing it wrong!
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raise LoadError, "no files to load" if files.empty?
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files.map! { |file| File.expand_path file }
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begin
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failed = []
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first_name_error = nil
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# Attempt to load each file, rescuing which ones raise NameError for
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# undefined constants. Keep trying to successively reload files that
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# previously caused NameErrors until they've all been loaded or no new
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# files can be loaded, indicating unresolvable dependencies.
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files.each do |file|
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begin
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require file
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rescue NameError => ex
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failed << file
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first_name_error ||= ex
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rescue ArgumentError => ex
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# Work around ActiveSuport freaking out... *sigh*
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#
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# ActiveSupport sometimes throws these exceptions and I really
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# have no idea why. Code loading will work successfully if these
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# exceptions are swallowed, although I've run into strange
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# nondeterministic behaviors with constants mysteriously vanishing.
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# I've gone spelunking through dependencies.rb looking for what
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# exactly is going on, but all I ended up doing was making my eyes
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# bleed.
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#
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# FIXME: If you can understand ActiveSupport's dependencies.rb
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# better than I do I would *love* to find a better solution
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raise unless ex.message["is not missing constant"]
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STDERR.puts "Warning: require_all swallowed ActiveSupport 'is not missing constant' error"
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STDERR.puts ex.backtrace[0..9]
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end
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end
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# If this pass didn't resolve any NameErrors, we've hit an unresolvable
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# dependency, so raise one of the exceptions we encountered.
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if failed.size == files.size
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raise first_name_error
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else
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files = failed
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end
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end until failed.empty?
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true
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end
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# Works like require_all, but paths are relative to the caller rather than
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# the current working directory
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def require_rel(*paths)
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# Handle passing an array as an argument
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paths.flatten!
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source_directory = File.dirname caller.first.sub(/:\d+$/, '')
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paths.each do |path|
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require_all File.join(source_directory, path)
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end
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end
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end
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include RequireAll
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data/lib/chingu/text.rb
ADDED
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module Chingu
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#
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# Text is a class to give the use of Gosu::Font more rubyish feel and fit it better into Chingu.
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# Pure Gosu:
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# @font = Gosu::Font.new($window, "verdana", 30)
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# @font.draw("A Text", 200, 50, 55, 2.0)
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#
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# Chingu
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# @text = Chingu::Text.new(:text => "A Text", :x => 200, :y => 50, :zorder => 55, :factor_x => 2.0)
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# @text.draw # usually not needed as Text is a GameObject and therefore autodrawn
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#
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# @text comes with a number of changable properties, x,y,zorder,angle,factor_x,color,mode etc.
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#
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class Text < Chingu::GameObject
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attr_accessor :text
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attr_reader :height, :gosu_font
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@@size = nil
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@@font = nil
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def self.font; @@font; end
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def self.font=(value); @@font = value; end
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def self.size; @@size; end
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def self.size=(value); @@size = value; end
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def self.height; @@size; end
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def self.height=(value); @@size = value; end
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#
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# Takes the standard GameObject-hash-arguments but also:
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# - :text - a string of text
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# - :font_name|:font - name of a systemfont (default: "verdana")
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# - :height|size - how many pixels high should the text be
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#
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def initialize(options)
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super(options)
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@text = options[:text] || "-No text specified-"
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@font = options[:font] || @@font || default_font_name()
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@height = options[:height] || options[:size] || @@size || 15
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@gosu_font = Gosu::Font.new($window, @font, @height)
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end
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def draw
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@gosu_font.draw_rot(@text, @x.to_i, @y.to_i, @zorder, @angle, @factor_x, @factor_y, @color, @mode)
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end
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#
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# Returns the width, in pixels, the given text would occupy if drawn.
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#
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def width
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@gosu_font.text_width(@text, @factor_x)
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end
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end
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end
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#--
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#
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# Chingu -- Game framework built on top of the opengl accelerated gamelib Gosu
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# Copyright (C) 2009 ippa / ippa@rubylicio.us
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#
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# This library is free software; you can redistribute it and/or
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# modify it under the terms of the GNU Lesser General Public
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# License as published by the Free Software Foundation; either
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# version 2.1 of the License, or (at your option) any later version.
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#
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# This library is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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# Lesser General Public License for more details.
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#
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# You should have received a copy of the GNU Lesser General Public
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# License along with this library; if not, write to the Free Software
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# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#
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#++
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module Chingu
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module Traits
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#
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# Research:
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# 1) QuadTrees: http://lab.polygonal.de/2007/09/09/quadtree-demonstration/
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# 2) Sweep and Prune
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#
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# SEE: http://www.shmup-dev.com/forum/index.php?board=65.0
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#
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# Makes use of 3 attributes
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# @bounding_box - a Rect-instance, uses in bounding_box collisions
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# @radius -
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# @detect_collisions - [true|false], should object be checked for collisions with Object.each_collision
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#
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module CollisionDetection
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attr_accessor :bounding_box, :radius
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## attr_accessor :detect_collisions # slowed down example9 with 3 fps
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def self.included(base)
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base.extend(ClassMethods)
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end
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#
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# Automaticly try to set a bounding_box and radius. Don't overwrite if they already exists.
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#
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def setup_trait(options)
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if @x and @y and @image
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@bounding_box ||= Rect.new(@x, @y, @image.width, @image.height)
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end
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if @image
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@radius ||= (@image.height + @image.width) / 2 * 0.80
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end
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## @detect_collisions = true
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super
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end
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#
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# The standard method called when self needs to be checked for a collision with another object
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# By default it calls bounding_box_collision? which will check for intersectons between the
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# two objects "bounding_box" attributs (a Chingu::Rect instance)
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#
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def collides?(object2)
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bounding_box_collision?(object2)
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#radius_collision?(object2)
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end
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#
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# Collide self with a given game object by checking both objects bounding_box'es
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# Returns true if colliding.
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#
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def bounding_box_collision?(object2)
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self.bounding_box.collide_rect?(object2.bounding_box)
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end
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#
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# Collide self using distance between 2 objects and their radius.
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# Returns true if colliding.
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#
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def radius_collision?(object2)
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distance(self.x, self.y, object2.x, object2.y) < self.radius + object2.radius
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end
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#
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# Have bounding box follow game objects x/y
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#
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def update_trait
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if defined?(@bounding_box) && @bounding_box.is_a?(Rect)
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@bounding_box.x = self.x
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@bounding_box.y = self.y
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end
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super
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end
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#
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# Collides self with all objects of given classes
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# Yields self and the objects it collides with
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#
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def each_collision(klasses = [])
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Array(klasses).each do |klass|
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klass.all.each do |object|
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yield(self, object) if collides?(object)
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end
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end
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end
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#
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# Works like each_collsion but with inline-code for speedups
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#
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def each_radius_collision(klasses = [])
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Array(klasses).each do |klass|
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klass.all.each do |object|
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yield(self, object) if distance(@x, @y, object.x, object.y) < @radius + object.radius
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end
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end
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end
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module ClassMethods
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#
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# Works like each_collsion but with inline-code for speedups
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#
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def each_radius_collision(klasses = [])
|
130
|
+
Array(klasses).each do |klass|
|
131
|
+
object2_list = klass.all
|
132
|
+
#total_radius = object1.radius + object2.radius # possible optimization?
|
133
|
+
|
134
|
+
self.all.each do |object1|
|
135
|
+
object2_list.each do |object2|
|
136
|
+
next if object1 == object2 # Don't collide objects with themselves
|
137
|
+
yield object1, object2 if distance(object1.x, object1.y, object2.x, object2.y) < object1.radius + object2.radius
|
138
|
+
end
|
139
|
+
end
|
140
|
+
end
|
141
|
+
end
|
142
|
+
|
143
|
+
#
|
144
|
+
# Class method that will check for collisions between all instances of two classes
|
145
|
+
# and yield the 2 colliding game object instances.
|
146
|
+
#
|
147
|
+
# It will not collide objects with themselves.
|
148
|
+
#
|
149
|
+
# example:
|
150
|
+
#
|
151
|
+
# Enemy.each_collision(Bullet).each do |enemy, bullet| enemy.die!; end
|
152
|
+
#
|
153
|
+
#
|
154
|
+
def each_collision(klasses = [])
|
155
|
+
# Make sure klasses is always an array.
|
156
|
+
Array(klasses).each do |klass|
|
157
|
+
object2_list = klass.all
|
158
|
+
|
159
|
+
self.all.each do |object1|
|
160
|
+
object2_list.all.each do |object2|
|
161
|
+
next if object1 == object2 # Don't collide objects with themselves
|
162
|
+
yield object1, object2 if object1.collides?(object2)
|
163
|
+
end
|
164
|
+
end
|
165
|
+
end
|
166
|
+
end
|
167
|
+
|
168
|
+
end
|
169
|
+
|
170
|
+
end
|
171
|
+
end
|
172
|
+
end
|
@@ -0,0 +1,113 @@
|
|
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 Traits
|
25
|
+
module Effect
|
26
|
+
#
|
27
|
+
# Adds .rotating .fading and .zooming to any GameObject.
|
28
|
+
#
|
29
|
+
# TODO: better naming? suggestions:
|
30
|
+
#
|
31
|
+
# basic gosu unit <-> automation name
|
32
|
+
# ==============================================
|
33
|
+
# angle <-> rotation? rotating? automatic_angle?
|
34
|
+
# factor <-> growth? scale? automatic_zoom?
|
35
|
+
# alpha <-> fade
|
36
|
+
#
|
37
|
+
attr_accessor :rotating, :fading, :zooming
|
38
|
+
|
39
|
+
#def self.initialize_trait(options)
|
40
|
+
# @effect_options = {:debug => false}.merge(options)
|
41
|
+
# puts "Effect#initialize" if @effect_options[:debug]
|
42
|
+
# super
|
43
|
+
#end
|
44
|
+
|
45
|
+
#
|
46
|
+
# Setup
|
47
|
+
#
|
48
|
+
def setup_trait(options)
|
49
|
+
@effect_options = {:debug => false}.merge(options)
|
50
|
+
puts "Effect#setup" if @effect_options[:debug]
|
51
|
+
|
52
|
+
@rotating = options[:rotating] || nil
|
53
|
+
@zooming = options[:zooming] || nil
|
54
|
+
@fading = options[:fading] || nil
|
55
|
+
super
|
56
|
+
end
|
57
|
+
|
58
|
+
def draw_trait
|
59
|
+
puts "Effect#draw" if @effect_options[:debug]
|
60
|
+
super
|
61
|
+
end
|
62
|
+
|
63
|
+
def update_trait
|
64
|
+
puts "Effect#update" if @effect_options[:debug]
|
65
|
+
|
66
|
+
rotate(@rotating) if @rotating
|
67
|
+
fade(@fading) if @fading
|
68
|
+
zoom(@zooming) if @zooming
|
69
|
+
super
|
70
|
+
end
|
71
|
+
|
72
|
+
# Zoom - increase @factor_x and @factor_y at the same time.
|
73
|
+
def zoom(amount = 0.1)
|
74
|
+
@factor_x += amount
|
75
|
+
@factor_y += amount
|
76
|
+
end
|
77
|
+
|
78
|
+
# Zoom Out - decrease @factor_x and @factor_y at the same time.
|
79
|
+
def zoom_out(amount = 0.1)
|
80
|
+
@factor_x -= amount
|
81
|
+
@factor_y -= amount
|
82
|
+
end
|
83
|
+
|
84
|
+
# Rotate object 'amount' degrees
|
85
|
+
def rotate(amount = 1)
|
86
|
+
@angle += amount
|
87
|
+
end
|
88
|
+
|
89
|
+
# Fade object by decreasing/increasing color.alpha
|
90
|
+
def fade(amount = 1)
|
91
|
+
return if amount == 0
|
92
|
+
|
93
|
+
new_alpha = @color.alpha + amount
|
94
|
+
if amount < 0
|
95
|
+
@color.alpha = [0, new_alpha].max
|
96
|
+
else
|
97
|
+
@color.alpha = [0, new_alpha].min
|
98
|
+
end
|
99
|
+
end
|
100
|
+
|
101
|
+
# Fade out objects color by decreasing color.alpha
|
102
|
+
def fade_out(amount = 1)
|
103
|
+
fade(-amount)
|
104
|
+
end
|
105
|
+
|
106
|
+
# Fade in objects color by increasing color.alpha
|
107
|
+
def fade_in(amount = 1)
|
108
|
+
fade(amount)
|
109
|
+
end
|
110
|
+
|
111
|
+
end
|
112
|
+
end
|
113
|
+
end
|