chingu 0.7.5 → 0.7.6
Sign up to get free protection for your applications and to get access to all the features.
- data/README.rdoc +60 -14
- data/Rakefile +1 -1
- data/chingu.gemspec +16 -6
- data/examples/example14_bounding_box_circle.rb +8 -1
- data/examples/{example19_game_objects.yml → example19.yml} +1014 -4
- data/examples/example19_edit_viewport.rb +34 -8
- data/examples/example21.yml +2145 -0
- data/examples/example21_sidescroller_with_edit.rb +298 -0
- data/examples/game_of_life.rb +3 -3
- data/examples/media/battery.png +0 -0
- data/examples/media/big_star.png +0 -0
- data/examples/media/big_stone_wall.bmp +0 -0
- data/examples/media/black_block.png +0 -0
- data/examples/media/cog_wheel.png +0 -0
- data/examples/media/saw.png +0 -0
- data/examples/media/tube.png +0 -0
- data/lib/chingu.rb +1 -1
- data/lib/chingu/animation.rb +8 -3
- data/lib/chingu/basic_game_object.rb +3 -1
- data/lib/chingu/game_object.rb +23 -11
- data/lib/chingu/game_state.rb +11 -0
- data/lib/chingu/game_states/edit.rb +405 -137
- data/lib/chingu/helpers/game_object.rb +15 -9
- data/lib/chingu/input.rb +2 -2
- data/lib/chingu/traits/animation.rb +5 -4
- data/lib/chingu/traits/bounding_box.rb +9 -4
- data/lib/chingu/traits/bounding_circle.rb +2 -0
- data/lib/chingu/traits/collision_detection.rb +32 -16
- data/lib/chingu/traits/velocity.rb +37 -19
- data/lib/chingu/traits/viewport.rb +1 -0
- data/lib/chingu/viewport.rb +10 -5
- metadata +18 -8
@@ -0,0 +1,298 @@
|
|
1
|
+
#!/usr/bin/env ruby
|
2
|
+
require 'rubygems'
|
3
|
+
require File.join(File.dirname($0), "..", "lib", "chingu")
|
4
|
+
include Gosu
|
5
|
+
include Chingu
|
6
|
+
|
7
|
+
#
|
8
|
+
# Press 'E' when demo is running to edit the playfield!
|
9
|
+
#
|
10
|
+
class Game < Chingu::Window
|
11
|
+
def initialize
|
12
|
+
super(1000,700)
|
13
|
+
end
|
14
|
+
|
15
|
+
def setup
|
16
|
+
Gosu::enable_undocumented_retrofication
|
17
|
+
switch_game_state(Example21.new)
|
18
|
+
end
|
19
|
+
end
|
20
|
+
|
21
|
+
#
|
22
|
+
# The Game
|
23
|
+
#
|
24
|
+
class Example21 < GameState
|
25
|
+
traits :viewport, :timer
|
26
|
+
|
27
|
+
def setup
|
28
|
+
self.input = { :escape => :exit, :e => :edit }
|
29
|
+
self.viewport.game_area = [0, 0, 3000, 1000]
|
30
|
+
|
31
|
+
@droid = Droid.create(:x => 100, :y => 300)
|
32
|
+
#@droid = Droid.create(:x => 2500, :y => 1200)
|
33
|
+
#@droid = Droid.create(:x => 500, :y => 1500)
|
34
|
+
|
35
|
+
load_game_objects
|
36
|
+
|
37
|
+
# Reverse the cog wheels in relation to eachother
|
38
|
+
CogWheel.each_collision(CogWheel) do |cog_wheel, cog_wheel_2|
|
39
|
+
cog_wheel_2.angle_velocity = -cog_wheel.angle_velocity
|
40
|
+
end
|
41
|
+
|
42
|
+
@saved_x, @saved_y = [100, 300]
|
43
|
+
every(5000) { save_player_position }
|
44
|
+
end
|
45
|
+
|
46
|
+
def edit
|
47
|
+
push_game_state(GameStates::Edit.new(:grid => [32,32], :classes => [Tube, CogWheel, Block, Saw, Battery]))
|
48
|
+
end
|
49
|
+
|
50
|
+
def restore_player_position
|
51
|
+
@droid.x, @droid.y = @saved_x, @saved_y
|
52
|
+
end
|
53
|
+
|
54
|
+
def save_player_position
|
55
|
+
@saved_x, @saved_y = @droid.x, @droid.y if @droid.velocity_y >= 0 && @droid.collidable
|
56
|
+
end
|
57
|
+
|
58
|
+
def update
|
59
|
+
super
|
60
|
+
|
61
|
+
visible_blocks = Block.inside_viewport
|
62
|
+
|
63
|
+
FireBall.each_collision(visible_blocks) do |fire_ball, block|
|
64
|
+
fire_ball.destroy
|
65
|
+
end
|
66
|
+
|
67
|
+
# Makes all saw pendle up and down between Y-coordinate 1000 - 1500
|
68
|
+
# TODO: Not a very flexible sollution, how about setting out circle,rects,lines in editor..
|
69
|
+
# .. when then can be used for this kind of stuff?
|
70
|
+
Saw.all.select {|saw| saw.y < 1300 || saw.y > 1550 }.each do |saw|
|
71
|
+
saw.velocity_y = -saw.velocity_y
|
72
|
+
saw.y += saw.velocity_y * saw.factor_y
|
73
|
+
end
|
74
|
+
|
75
|
+
@droid.each_collision(FireBall, Saw) do |player, evil_object|
|
76
|
+
player.die
|
77
|
+
end
|
78
|
+
|
79
|
+
@droid.each_collision(Battery) do |player, battery|
|
80
|
+
battery.die
|
81
|
+
#after(3000) { push_game_state(GameFinished) }
|
82
|
+
end
|
83
|
+
|
84
|
+
|
85
|
+
self.viewport.center_around(@droid)
|
86
|
+
|
87
|
+
$window.caption = "Haunted Factory. TAB toggles Edit. x/y: #{@droid.x.to_i}/#{@droid.y.to_i} - viewport x/y: #{self.viewport.x.to_i}/#{self.viewport.y.to_i} - FPS: #{$window.fps}"
|
88
|
+
end
|
89
|
+
end
|
90
|
+
|
91
|
+
#
|
92
|
+
#
|
93
|
+
class GameFinished < GameState
|
94
|
+
def setup
|
95
|
+
self.input
|
96
|
+
Text.create("MMMM... Battery ACID, YUM!")
|
97
|
+
end
|
98
|
+
end
|
99
|
+
|
100
|
+
#
|
101
|
+
# DROID
|
102
|
+
#
|
103
|
+
class Droid < Chingu::GameObject
|
104
|
+
trait :bounding_box, :scale => 0.80
|
105
|
+
traits :timer, :collision_detection , :timer, :velocity
|
106
|
+
|
107
|
+
def setup
|
108
|
+
self.input = { [:holding_left, :holding_a] => :holding_left,
|
109
|
+
[:holding_right, :holding_d] => :holding_right,
|
110
|
+
[:up, :w] => :jump,
|
111
|
+
:space => :fire
|
112
|
+
}
|
113
|
+
|
114
|
+
# Load the full animation from tile-file media/droid.bmp
|
115
|
+
@animations = Chingu::Animation.new(:file => "droid_11x15.bmp")
|
116
|
+
@animations.frame_names = { :scan => 0..5, :up => 6..7, :down => 8..9, :left => 10..11, :right => 12..13 }
|
117
|
+
|
118
|
+
@animation = @animations[:scan]
|
119
|
+
@speed = 3
|
120
|
+
|
121
|
+
self.zorder = 300
|
122
|
+
self.factor = 3
|
123
|
+
self.acceleration_y = 0.5
|
124
|
+
self.max_velocity = 10
|
125
|
+
self.rotation_center = :bottom_center
|
126
|
+
|
127
|
+
update
|
128
|
+
end
|
129
|
+
|
130
|
+
def die
|
131
|
+
self.collidable = false
|
132
|
+
@color = Color::RED
|
133
|
+
between(1,600) { self.velocity_y = 0; self.scale += 0.2; self.alpha -= 5; }.then { resurrect }
|
134
|
+
end
|
135
|
+
|
136
|
+
def resurrect
|
137
|
+
self.alpha = 255
|
138
|
+
self.factor = 3
|
139
|
+
self.collidable = true
|
140
|
+
@color = Color::WHITE
|
141
|
+
game_state.restore_player_position
|
142
|
+
end
|
143
|
+
|
144
|
+
def holding_left
|
145
|
+
move(-@speed, 0)
|
146
|
+
@animation = @animations[:left]
|
147
|
+
end
|
148
|
+
|
149
|
+
def holding_right
|
150
|
+
move(@speed, 0)
|
151
|
+
@animation = @animations[:right]
|
152
|
+
end
|
153
|
+
|
154
|
+
def jump
|
155
|
+
return if self.velocity_y < 0
|
156
|
+
self.velocity_y = -10
|
157
|
+
@animation = @animations[:up]
|
158
|
+
end
|
159
|
+
|
160
|
+
def move(x,y)
|
161
|
+
@x += x
|
162
|
+
self.each_collision(Block.inside_viewport) do |me, stone_wall|
|
163
|
+
me.x = previous_x
|
164
|
+
end
|
165
|
+
end
|
166
|
+
|
167
|
+
def update
|
168
|
+
@image = @animation.next
|
169
|
+
self.each_collision(Block.inside_viewport) do |me, stone_wall|
|
170
|
+
if self.velocity_y < 0
|
171
|
+
me.y = stone_wall.bb.bottom + me.image.height * self.factor_y
|
172
|
+
self.velocity_y = 0
|
173
|
+
else
|
174
|
+
me.y = stone_wall.bb.top-1
|
175
|
+
end
|
176
|
+
end
|
177
|
+
|
178
|
+
@animation = @animations[:scan] unless moved?
|
179
|
+
end
|
180
|
+
end
|
181
|
+
|
182
|
+
#
|
183
|
+
# TUBE
|
184
|
+
#
|
185
|
+
class Tube < GameObject
|
186
|
+
traits :bounding_box, :timer
|
187
|
+
def setup
|
188
|
+
@image = Image["tube.png"]
|
189
|
+
every(3000) { fire }
|
190
|
+
cache_bounding_box
|
191
|
+
end
|
192
|
+
|
193
|
+
def fire
|
194
|
+
return if game_state.viewport.outside?(self.bb.centerx, self.bb.bottom)
|
195
|
+
FireBall.create(:x => self.bb.centerx - rand(10), :y => self.bb.bottom - rand(10))
|
196
|
+
end
|
197
|
+
end
|
198
|
+
|
199
|
+
#
|
200
|
+
# BATTERY
|
201
|
+
#
|
202
|
+
class Battery < GameObject
|
203
|
+
traits :timer, :effect
|
204
|
+
trait :bounding_box, :debug => false
|
205
|
+
|
206
|
+
def setup
|
207
|
+
@image = Image["battery.png"]
|
208
|
+
cache_bounding_box
|
209
|
+
end
|
210
|
+
|
211
|
+
def die
|
212
|
+
self.collidable = false # Stops further collisions in each_collsiion() etc.
|
213
|
+
self.rotation_rate = 5
|
214
|
+
self.scale_rate = 0.005
|
215
|
+
self.fade_rate = -5
|
216
|
+
after(2000) { destroy }
|
217
|
+
end
|
218
|
+
end
|
219
|
+
|
220
|
+
#
|
221
|
+
# A FIREBALL
|
222
|
+
#
|
223
|
+
class FireBall < GameObject
|
224
|
+
traits :velocity, :collision_detection
|
225
|
+
trait :bounding_circle, :scale => 0.7
|
226
|
+
|
227
|
+
def setup
|
228
|
+
@animation = Animation.new(:file => "fireball.png", :size => [32,32], :delay => 20)
|
229
|
+
@image = @animation.first
|
230
|
+
self.mode = :additive
|
231
|
+
self.factor = 3
|
232
|
+
self.velocity_y = 1
|
233
|
+
self.zorder = 200
|
234
|
+
self.rotation_center = :center
|
235
|
+
end
|
236
|
+
|
237
|
+
def update
|
238
|
+
@image = @animation.next
|
239
|
+
@angle += 2
|
240
|
+
end
|
241
|
+
end
|
242
|
+
|
243
|
+
#
|
244
|
+
# COG WHEEL
|
245
|
+
#
|
246
|
+
class CogWheel < GameObject
|
247
|
+
traits :bounding_circle, :collision_detection, :timer
|
248
|
+
attr_accessor :angle_velocity
|
249
|
+
|
250
|
+
def setup
|
251
|
+
@image = Image["cog_wheel.png"]
|
252
|
+
@angle_velocity = 1 / self.factor_x
|
253
|
+
end
|
254
|
+
|
255
|
+
def update
|
256
|
+
self.angle += @angle_velocity
|
257
|
+
end
|
258
|
+
end
|
259
|
+
|
260
|
+
#
|
261
|
+
# SAW
|
262
|
+
#
|
263
|
+
class Saw < GameObject
|
264
|
+
traits :bounding_circle, :collision_detection, :timer, :velocity
|
265
|
+
attr_accessor :angle_velocity
|
266
|
+
|
267
|
+
def setup
|
268
|
+
@image = Image["saw.png"]
|
269
|
+
@angle_velocity = 3.0 / self.factor_x.to_f
|
270
|
+
self.velocity_y = 1.0 / self.factor_x.to_f
|
271
|
+
end
|
272
|
+
|
273
|
+
def update
|
274
|
+
self.angle += @angle_velocity
|
275
|
+
end
|
276
|
+
end
|
277
|
+
|
278
|
+
#
|
279
|
+
# BLOCK, our basic level building block
|
280
|
+
#
|
281
|
+
class Block < GameObject
|
282
|
+
trait :bounding_box, :debug => false
|
283
|
+
trait :collision_detection
|
284
|
+
|
285
|
+
def self.solid
|
286
|
+
all.select { |block| block.alpha == 255 }
|
287
|
+
end
|
288
|
+
|
289
|
+
def self.inside_viewport
|
290
|
+
all.select { |block| block.game_state.viewport.inside?(block) }
|
291
|
+
end
|
292
|
+
|
293
|
+
def setup
|
294
|
+
@image = Image["black_block.png"]
|
295
|
+
end
|
296
|
+
end
|
297
|
+
|
298
|
+
Game.new.show
|
data/examples/game_of_life.rb
CHANGED
@@ -34,8 +34,8 @@ class GameOfLife < Chingu::GameState
|
|
34
34
|
:z => :reset,
|
35
35
|
:n => :update_grid,
|
36
36
|
:space => :toggle_running,
|
37
|
-
:left_arrow => :prev_pattern,
|
38
|
-
:right_arrow => :next_pattern
|
37
|
+
[:mouse_wheel_up,:left_arrow] => :prev_pattern,
|
38
|
+
[:mouse_wheel_down,:right_arrow] => :next_pattern
|
39
39
|
}
|
40
40
|
|
41
41
|
@pattern = :pixel
|
@@ -49,7 +49,7 @@ class GameOfLife < Chingu::GameState
|
|
49
49
|
end
|
50
50
|
|
51
51
|
def update_pattern_info
|
52
|
-
@pattern_info.text = "Current pattern: #{@pattern}. Change patterns with
|
52
|
+
@pattern_info.text = "Current pattern: #{@pattern}. Change patterns with mousewheel."
|
53
53
|
end
|
54
54
|
|
55
55
|
def prev_pattern
|
Binary file
|
Binary file
|
Binary file
|
Binary file
|
Binary file
|
Binary file
|
Binary file
|
data/lib/chingu.rb
CHANGED
data/lib/chingu/animation.rb
CHANGED
@@ -66,11 +66,16 @@ module Chingu
|
|
66
66
|
|
67
67
|
#
|
68
68
|
# Remove transparent space from each frame so the actual sprite is touching the border of the image.
|
69
|
+
# This requires TexPlay
|
69
70
|
#
|
70
71
|
def trim
|
71
|
-
|
72
|
-
|
73
|
-
|
72
|
+
#@frames.each do |frame|
|
73
|
+
# y = 0
|
74
|
+
# x2, y2, color = frame.line 0,y,frame.width,y, :trace => { :while_color => :alpha }
|
75
|
+
# puts "final y: #{y}"
|
76
|
+
# #frame.image.trace 0,0,image
|
77
|
+
# #frame.splice(frame,0,0, :crop => [10, 10, 20, 20])
|
78
|
+
#end
|
74
79
|
end
|
75
80
|
|
76
81
|
#
|
@@ -60,7 +60,9 @@ module Chingu
|
|
60
60
|
# subclass.initialize_inherited_trait if subclass.method_defined?(:initialize_inherited_trait)
|
61
61
|
#end
|
62
62
|
|
63
|
-
|
63
|
+
alias :game_state :parent
|
64
|
+
alias :game_state= :parent=
|
65
|
+
|
64
66
|
#
|
65
67
|
# BasicGameObject initialize
|
66
68
|
# - call .setup_trait() on all traits that implements it
|
data/lib/chingu/game_object.rb
CHANGED
@@ -32,7 +32,7 @@ module Chingu
|
|
32
32
|
#
|
33
33
|
class GameObject < Chingu::BasicGameObject
|
34
34
|
attr_accessor :image, :x, :y, :angle, :center_x, :center_y, :factor_x, :factor_y, :color, :mode, :zorder
|
35
|
-
attr_reader :factor, :center
|
35
|
+
attr_reader :factor, :center
|
36
36
|
|
37
37
|
include Chingu::Helpers::InputClient # Adds input and input=
|
38
38
|
include Chingu::Helpers::RotationCenter # Adds easy and verbose modification of @center_x and @center_y
|
@@ -42,17 +42,17 @@ module Chingu
|
|
42
42
|
|
43
43
|
#
|
44
44
|
# All encapsulated Gosu::Image.draw_rot arguments can be set with hash-options at creation time
|
45
|
-
|
45
|
+
#
|
46
46
|
if options[:image].is_a?(Gosu::Image)
|
47
47
|
@image = options[:image]
|
48
48
|
elsif options[:image].is_a? String
|
49
|
-
|
50
|
-
|
51
|
-
|
52
|
-
|
53
|
-
|
54
|
-
|
55
|
-
|
49
|
+
begin
|
50
|
+
# 1) Try loading the image the normal way
|
51
|
+
@image = Gosu::Image.new($window, options[:image])
|
52
|
+
rescue
|
53
|
+
# 2) Try looking up the picture using Chingus Image-cache
|
54
|
+
@image = Gosu::Image[options[:image]]
|
55
|
+
end
|
56
56
|
end
|
57
57
|
|
58
58
|
@x = options[:x] || 0
|
@@ -115,7 +115,19 @@ module Chingu
|
|
115
115
|
value = 255 if value > 255
|
116
116
|
@color.alpha = value
|
117
117
|
end
|
118
|
-
|
118
|
+
|
119
|
+
#
|
120
|
+
# Sets angle, normalize it to between 0..360
|
121
|
+
#
|
122
|
+
def angle=(value)
|
123
|
+
if value < 0
|
124
|
+
value = 360+value
|
125
|
+
elsif value > 360
|
126
|
+
value = value-360
|
127
|
+
end
|
128
|
+
@angle = value
|
129
|
+
end
|
130
|
+
|
119
131
|
|
120
132
|
# Returns true if object is inside the game window, false if outside
|
121
133
|
def inside_window?(x = @x, y = @y)
|
@@ -127,7 +139,7 @@ module Chingu
|
|
127
139
|
not inside_window?(x,y)
|
128
140
|
end
|
129
141
|
|
130
|
-
# Calculates the distance from self to a given
|
142
|
+
# Calculates the distance from self to a given object
|
131
143
|
def distance_to(object)
|
132
144
|
distance(self.x, self.y, object.x, object.y)
|
133
145
|
end
|
data/lib/chingu/game_state.rb
CHANGED
@@ -128,6 +128,17 @@ module Chingu
|
|
128
128
|
self.class.to_s
|
129
129
|
end
|
130
130
|
|
131
|
+
#
|
132
|
+
# Returns a filename-friendly string from the current class-name
|
133
|
+
#
|
134
|
+
# "Level19" -> "level19"
|
135
|
+
# "BigBossLevel" -> "big_boss_level"
|
136
|
+
#
|
137
|
+
def filename
|
138
|
+
Chingu::Inflector.underscore(self.class.to_s)
|
139
|
+
end
|
140
|
+
|
141
|
+
|
131
142
|
def setup
|
132
143
|
# Your game state setup logic here.
|
133
144
|
end
|