chingu 0.8rc1 → 0.8rc2
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- data/Rakefile +3 -3
- data/chingu.gemspec +201 -198
- data/examples/example21.yml +39 -39
- data/examples/example26_splash_screen.rb +48 -0
- data/examples/example3_parallax.rb +6 -10
- data/examples/game1.rb +4 -3
- data/examples/game_of_life.rb +11 -9
- data/examples/{example24_input_codes.rb → tool1_input_codes.rb} +1 -1
- data/lib/chingu.rb +1 -1
- data/lib/chingu/assets.rb +58 -0
- data/lib/chingu/basic_game_object.rb +15 -3
- data/lib/chingu/classic_game_object.rb +267 -0
- data/lib/chingu/game_object.rb +6 -234
- data/lib/chingu/game_states/debug.rb +1 -1
- data/lib/chingu/game_states/pause.rb +1 -1
- data/lib/chingu/helpers/rotation_center.rb +1 -2
- data/lib/chingu/inflector.rb +7 -0
- data/lib/chingu/named_resource.rb +258 -254
- data/lib/chingu/parallax.rb +6 -4
- data/lib/chingu/text.rb +4 -2
- data/lib/chingu/traits/sprite.rb +22 -19
- data/lib/chingu/window.rb +17 -0
- data/spec/chingu/game_object_spec.rb +69 -1
- data/spec/chingu/parallax_spec.rb +34 -0
- metadata +25 -21
- data/.gitignore +0 -6
@@ -1,4 +1,5 @@
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require_rel 'helpers/class_inheritable_accessor'
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require_rel 'inflector'
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module Chingu
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#
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# BasicGameObject. Resonating with 1.9.1, this is our most basic class that all game objects ultimate should build on.
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end
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end
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rescue
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puts
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puts "Error in 'trait #{trait}': " + $!.to_s
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end
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end
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end
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@@ -87,7 +88,9 @@ module Chingu
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# This will call #setup_trait on the latest trait mixed in
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# which then will pass it on to the next setup_trait() with a super-call.
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-
setup_trait(options)
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setup_trait(options)
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setup if respond_to?(:setup)
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end
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#
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@@ -141,7 +144,16 @@ module Chingu
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def paused?
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@paused == true
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end
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-
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#
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# Returns a filename-friendly string from the current class-name
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#
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# "FireBall" -> "fire_ball"
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#
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def filename
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Chingu::Inflector.underscore(Chingu::Inflector.demodulize(self.class.to_s))
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end
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#
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# Empty placeholders to be overridden
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#
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@@ -0,0 +1,267 @@
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#--
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#
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# Chingu -- OpenGL accelerated 2D game framework for Ruby
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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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require_rel 'helpers/*'
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module Chingu
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#
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# GameObject inherits from BasicGameObject to get traits and some class-methods like .all and .destroy
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#
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# On top of that, it encapsulates GOSUs Image#draw_rot and all its parameters.
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#
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# In Chingu GameObject is a visual object, something to put on screen, centers around the .image-parameter.
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#
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# If you wan't a invisible object but with traits, use BasicGameObject.
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#
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class ClassicGameObject < Chingu::BasicGameObject
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attr_accessor :image, :x, :y, :angle, :center_x, :center_y, :factor_x, :factor_y, :color, :mode, :zorder
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attr_reader :factor, :center, :height, :width
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include Chingu::Helpers::InputClient # Adds input and input=
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include Chingu::Helpers::RotationCenter # Adds easy and verbose modification of @center_x and @center_y
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def initialize(options = {})
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super
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#
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# All encapsulated Gosu::Image.draw_rot arguments can be set with hash-options at creation time
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#
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if options[:image].is_a?(Gosu::Image)
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@image = options[:image]
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elsif options[:image].is_a? String
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begin
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# 1) Try loading the image the normal way
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@image = Gosu::Image.new($window, options[:image])
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rescue
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# 2) Try looking up the picture using Chingus Image-cache
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@image = Gosu::Image[options[:image]]
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end
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end
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@x = options[:x] || 0
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@y = options[:y] || 0
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@angle = options[:angle] || 0
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self.factor = options[:factor] || options[:scale] || $window.factor || 1.0
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@factor_x = options[:factor_x].to_f if options[:factor_x]
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@factor_y = options[:factor_y].to_f if options[:factor_y]
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self.center = options[:center] || 0.5
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@rotation_center = options[:rotation_center]
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self.rotation_center(options[:rotation_center]) if options[:rotation_center]
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@center_x = options[:center_x] if options[:center_x]
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@center_y = options[:center_y] if options[:center_y]
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if options[:color].is_a?(Gosu::Color)
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@color = options[:color]
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else
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@color = Gosu::Color.new(options[:color] || 0xFFFFFFFF)
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end
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self.alpha = options[:alpha] if options[:alpha]
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@mode = options[:mode] || :default # :additive is also available.
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@zorder = options[:zorder] || 100
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if @image
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self.width = options[:width] if options[:width]
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self.height = options[:height] if options[:height]
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end
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### super ## This crashes
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# Call setup, this class holds an empty setup() to be overriden
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# setup() will be an easier method to override for init-stuff since you don't need to do super etc..
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setup
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end
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def to_s
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"#{self.class.to_s} @ #{x.to_i} / #{y.to_i} " <<
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"(#{width.to_i} x #{height.to_i}) - " <<
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" ratio: #{sprintf("%.2f",width/height)} scale: #{sprintf("%.2f", factor_x)}/#{sprintf("%.2f", factor_y)} angle: #{angle.to_i} zorder: #{zorder} alpha: #{alpha}"
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end
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#
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# Get all settings from a game object in one array.
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# Complemented by the GameObject#attributes= setter.
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# Makes it easy to clone a objects x,y,angle etc.
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#
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def attributes
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[@x, @y, @angle, @center_x, @center_y, @factor_x, @factor_y, @color.dup, @mode, @zorder]
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end
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#
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# Set all attributes on 1 line
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# Mainly used in combination with game_object1.attributes = game_object2.attributes
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#
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def attributes=(attributes)
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self.x, self.y, self.angle, self.center_x, self.center_y, self.factor_x, self.factor_y, self.color, self.mode, self.zorder = *attributes
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end
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#
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# Set an effective width for the object on screen.
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# Chingu does this by setting factor_x depending on imge.width and width given.
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# Usually better to have a large image and make it smaller then the other way around.
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#
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def width=(width)
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@factor_x = width.to_f / @image.width.to_f
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end
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# Get effective on width by calculating it from image-width and factor
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def width
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(@image.width * @factor_x).abs
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end
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#
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# Set an effective height for the object on screen.
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# Chingu does this by setting factor_x depending on imge.width and width given.
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# Usually better to have a large image and make it smaller then the other way around.
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#
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def height=(height)
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@factor_y = height.to_f / @image.height.to_f
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end
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# Get effective on heightby calculating it from image-width and factor
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def height
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(@image.height.to_f * @factor_y).abs
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end
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# Set width and height in one swoop
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def size=(size)
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self.width, self.height = *size
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end
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# Get objects width and height in an array
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def size
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[self.width, self.height]
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end
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# Quick way of setting both factor_x and factor_y
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def factor=(factor)
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@factor = factor
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@factor_x = @factor_y = factor
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end
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alias scale= factor=
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alias scale factor
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# Quick way of setting both center_x and center_y
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def center=(center)
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@center = center
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@center_x = @center_y = center
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end
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# Get objects alpha-value (internally stored in @color.alpha)
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def alpha
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@color.alpha
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end
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# Set objects alpha-value (internally stored in @color.alpha)
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# If out of range, set to closest working value. this makes fading simpler.
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def alpha=(value)
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value = 0 if value < 0
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value = 255 if value > 255
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@color.alpha = value
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end
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#
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# Sets angle, normalize it to between 0..360
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#
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def angle=(value)
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if value < 0
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value = 360+value
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elsif value > 360
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value = value-360
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end
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@angle = value
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end
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#
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# Disable automatic calling of draw and draw_trait each game loop
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#
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def hide!
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@visible = false
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end
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alias :hide :hide!
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#
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# Enable automatic calling of draw and draw_trait each game loop
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#
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def show!
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@visible = true
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end
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alias :show :show!
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#
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# Returns true if visible (not hidden)
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#
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def visible?
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@visible == true
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end
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# Returns true if object is inside the game window, false if outside
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def inside_window?(x = @x, y = @y)
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x >= 0 && x <= $window.width && y >= 0 && y <= $window.height
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end
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# Returns true object is outside the game window
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def outside_window?(x = @x, y = @y)
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not inside_window?(x,y)
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end
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# Calculates the distance from self to a given object
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def distance_to(object)
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distance(self.x, self.y, object.x, object.y)
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end
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#
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# Returns a filename-friendly string from the current class-name
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#
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# "FireBall" -> "fire_ball"
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#
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def filename
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Chingu::Inflector.underscore(Chingu::Inflector.demodulize(self.class.to_s))
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end
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#
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# Our encapsulation of GOSU's image.draw_rot, uses the objects variables to draw it on screen if @visible is true
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#
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def draw
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@image.draw_rot(@x, @y, @zorder, @angle, @center_x, @center_y, @factor_x, @factor_y, @color, @mode) if @visible
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end
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#
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# Works as #draw() but takes offsets for all draw_rot()-arguments. Used among others by the viewport-trait.
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#
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def draw_relative(x=0, y=0, zorder=0, angle=0, center_x=0, center_y=0, factor_x=0, factor_y=0)
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@image.draw_rot(@x+x, @y+y, @zorder+zorder, @angle+angle, @center_x+center_x, @center_y+center_y, @factor_x+factor_x, @factor_y+factor_y, @color, @mode) if @visible
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end
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#
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# Works as #draw() but takes x/y arguments. Used among others by the edit-game state.
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#
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def draw_at(x, y)
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@image.draw_rot(x, y, @zorder, @angle, @center_x, @center_y, @factor_x, @factor_y, @color, @mode) if @visible
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end
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end
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end
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data/lib/chingu/game_object.rb
CHANGED
@@ -23,245 +23,17 @@ require_rel 'helpers/*'
|
|
23
23
|
module Chingu
|
24
24
|
#
|
25
25
|
# GameObject inherits from BasicGameObject to get traits and some class-methods like .all and .destroy
|
26
|
-
#
|
27
26
|
# On top of that, it encapsulates GOSUs Image#draw_rot and all its parameters.
|
28
|
-
#
|
29
27
|
# In Chingu GameObject is a visual object, something to put on screen, centers around the .image-parameter.
|
30
|
-
#
|
31
28
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# If you wan't a invisible object but with traits, use BasicGameObject.
|
32
29
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#
|
33
30
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class GameObject < Chingu::BasicGameObject
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-
|
35
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attr_reader :factor, :center, :height, :width
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-
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trait :sprite
|
37
32
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include Chingu::Helpers::InputClient # Adds input and input=
|
38
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-
include Chingu::Helpers::RotationCenter # Adds easy and verbose modification of @center_x and @center_y
|
39
|
-
|
40
|
-
def initialize(options = {})
|
41
|
-
super
|
42
|
-
|
43
|
-
#
|
44
|
-
# All encapsulated Gosu::Image.draw_rot arguments can be set with hash-options at creation time
|
45
|
-
#
|
46
|
-
if options[:image].is_a?(Gosu::Image)
|
47
|
-
@image = options[:image]
|
48
|
-
elsif options[:image].is_a? String
|
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
|
-
end
|
57
|
-
|
58
|
-
@x = options[:x] || 0
|
59
|
-
@y = options[:y] || 0
|
60
|
-
@angle = options[:angle] || 0
|
61
|
-
|
62
|
-
self.factor = options[:factor] || options[:scale] || $window.factor || 1.0
|
63
|
-
@factor_x = options[:factor_x].to_f if options[:factor_x]
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64
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@factor_y = options[:factor_y].to_f if options[:factor_y]
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65
|
-
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66
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-
self.center = options[:center] || 0.5
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67
|
-
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68
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-
@rotation_center = options[:rotation_center]
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69
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-
self.rotation_center(options[:rotation_center]) if options[:rotation_center]
|
70
|
-
|
71
|
-
@center_x = options[:center_x] if options[:center_x]
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72
|
-
@center_y = options[:center_y] if options[:center_y]
|
73
|
-
|
74
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if options[:color].is_a?(Gosu::Color)
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75
|
-
@color = options[:color]
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76
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else
|
77
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-
@color = Gosu::Color.new(options[:color] || 0xFFFFFFFF)
|
78
|
-
end
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79
|
-
|
80
|
-
self.alpha = options[:alpha] if options[:alpha]
|
81
|
-
|
82
|
-
@mode = options[:mode] || :default # :additive is also available.
|
83
|
-
@zorder = options[:zorder] || 100
|
84
|
-
|
85
|
-
if @image
|
86
|
-
self.width = options[:width] if options[:width]
|
87
|
-
self.height = options[:height] if options[:height]
|
88
|
-
end
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89
|
-
|
90
|
-
### super ## This crashes
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91
|
-
# Call setup, this class holds an empty setup() to be overriden
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92
|
-
# setup() will be an easier method to override for init-stuff since you don't need to do super etc..
|
93
|
-
setup
|
94
|
-
|
95
|
-
end
|
96
|
-
|
97
|
-
def to_s
|
98
|
-
"#{self.class.to_s} @ #{x.to_i} / #{y.to_i} " <<
|
99
|
-
"(#{width.to_i} x #{height.to_i}) - " <<
|
100
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" ratio: #{sprintf("%.2f",width/height)} scale: #{sprintf("%.2f", factor_x)}/#{sprintf("%.2f", factor_y)} angle: #{angle.to_i} zorder: #{zorder} alpha: #{alpha}"
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101
|
-
end
|
102
|
-
|
103
|
-
#
|
104
|
-
# Get all settings from a game object in one array.
|
105
|
-
# Complemented by the GameObject#attributes= setter.
|
106
|
-
# Makes it easy to clone a objects x,y,angle etc.
|
107
|
-
#
|
108
|
-
def attributes
|
109
|
-
[@x, @y, @angle, @center_x, @center_y, @factor_x, @factor_y, @color.dup, @mode, @zorder]
|
110
|
-
end
|
111
|
-
|
112
|
-
#
|
113
|
-
# Set all attributes on 1 line
|
114
|
-
# Mainly used in combination with game_object1.attributes = game_object2.attributes
|
115
|
-
#
|
116
|
-
def attributes=(attributes)
|
117
|
-
self.x, self.y, self.angle, self.center_x, self.center_y, self.factor_x, self.factor_y, self.color, self.mode, self.zorder = *attributes
|
118
|
-
end
|
119
|
-
|
120
|
-
#
|
121
|
-
# Set an effective width for the object on screen.
|
122
|
-
# Chingu does this by setting factor_x depending on imge.width and width given.
|
123
|
-
# Usually better to have a large image and make it smaller then the other way around.
|
124
|
-
#
|
125
|
-
def width=(width)
|
126
|
-
@factor_x = width.to_f / @image.width.to_f
|
127
|
-
end
|
128
|
-
|
129
|
-
# Get effective on width by calculating it from image-width and factor
|
130
|
-
def width
|
131
|
-
(@image.width * @factor_x).abs
|
132
|
-
end
|
133
|
-
|
134
|
-
#
|
135
|
-
# Set an effective height for the object on screen.
|
136
|
-
# Chingu does this by setting factor_x depending on imge.width and width given.
|
137
|
-
# Usually better to have a large image and make it smaller then the other way around.
|
138
|
-
#
|
139
|
-
def height=(height)
|
140
|
-
@factor_y = height.to_f / @image.height.to_f
|
141
|
-
end
|
142
|
-
|
143
|
-
# Get effective on heightby calculating it from image-width and factor
|
144
|
-
def height
|
145
|
-
(@image.height.to_f * @factor_y).abs
|
146
|
-
end
|
147
|
-
|
148
|
-
# Set width and height in one swoop
|
149
|
-
def size=(size)
|
150
|
-
self.width, self.height = *size
|
151
|
-
end
|
152
|
-
|
153
|
-
# Get objects width and height in an array
|
154
|
-
def size
|
155
|
-
[self.width, self.height]
|
156
|
-
end
|
157
|
-
|
158
|
-
|
159
|
-
# Quick way of setting both factor_x and factor_y
|
160
|
-
def factor=(factor)
|
161
|
-
@factor = factor
|
162
|
-
@factor_x = @factor_y = factor
|
163
|
-
end
|
164
|
-
alias scale= factor=
|
165
|
-
alias scale factor
|
166
|
-
|
167
|
-
# Quick way of setting both center_x and center_y
|
168
|
-
def center=(center)
|
169
|
-
@center = center
|
170
|
-
@center_x = @center_y = center
|
171
|
-
end
|
172
|
-
|
173
|
-
# Get objects alpha-value (internally stored in @color.alpha)
|
174
|
-
def alpha
|
175
|
-
@color.alpha
|
176
|
-
end
|
177
|
-
|
178
|
-
# Set objects alpha-value (internally stored in @color.alpha)
|
179
|
-
# If out of range, set to closest working value. this makes fading simpler.
|
180
|
-
def alpha=(value)
|
181
|
-
value = 0 if value < 0
|
182
|
-
value = 255 if value > 255
|
183
|
-
@color.alpha = value
|
184
|
-
end
|
185
|
-
|
186
|
-
#
|
187
|
-
# Sets angle, normalize it to between 0..360
|
188
|
-
#
|
189
|
-
def angle=(value)
|
190
|
-
if value < 0
|
191
|
-
value = 360+value
|
192
|
-
elsif value > 360
|
193
|
-
value = value-360
|
194
|
-
end
|
195
|
-
@angle = value
|
196
|
-
end
|
197
|
-
|
198
|
-
#
|
199
|
-
# Disable automatic calling of draw and draw_trait each game loop
|
200
|
-
#
|
201
|
-
def hide!
|
202
|
-
@visible = false
|
203
|
-
end
|
204
|
-
alias :hide :hide!
|
205
|
-
|
206
|
-
#
|
207
|
-
# Enable automatic calling of draw and draw_trait each game loop
|
208
|
-
#
|
209
|
-
def show!
|
210
|
-
@visible = true
|
211
|
-
end
|
212
|
-
alias :show :show!
|
213
|
-
|
214
|
-
#
|
215
|
-
# Returns true if visible (not hidden)
|
216
|
-
#
|
217
|
-
def visible?
|
218
|
-
@visible == true
|
219
|
-
end
|
220
|
-
|
221
|
-
|
222
|
-
# Returns true if object is inside the game window, false if outside
|
223
|
-
def inside_window?(x = @x, y = @y)
|
224
|
-
x >= 0 && x <= $window.width && y >= 0 && y <= $window.height
|
225
|
-
end
|
226
|
-
|
227
|
-
# Returns true object is outside the game window
|
228
|
-
def outside_window?(x = @x, y = @y)
|
229
|
-
not inside_window?(x,y)
|
230
|
-
end
|
231
33
|
|
232
|
-
#
|
233
|
-
|
234
|
-
|
235
|
-
end
|
236
|
-
|
237
|
-
#
|
238
|
-
# Returns a filename-friendly string from the current class-name
|
239
|
-
#
|
240
|
-
# "FireBall" -> "fire_ball"
|
241
|
-
#
|
242
|
-
def filename
|
243
|
-
Chingu::Inflector.underscore(self.class.to_s)
|
244
|
-
end
|
245
|
-
|
246
|
-
#
|
247
|
-
# Our encapsulation of GOSU's image.draw_rot, uses the objects variables to draw it on screen if @visible is true
|
248
|
-
#
|
249
|
-
def draw
|
250
|
-
@image.draw_rot(@x, @y, @zorder, @angle, @center_x, @center_y, @factor_x, @factor_y, @color, @mode) if @visible
|
251
|
-
end
|
252
|
-
|
253
|
-
#
|
254
|
-
# Works as #draw() but takes offsets for all draw_rot()-arguments. Used among others by the viewport-trait.
|
255
|
-
#
|
256
|
-
def draw_relative(x=0, y=0, zorder=0, angle=0, center_x=0, center_y=0, factor_x=0, factor_y=0)
|
257
|
-
@image.draw_rot(@x+x, @y+y, @zorder+zorder, @angle+angle, @center_x+center_x, @center_y+center_y, @factor_x+factor_x, @factor_y+factor_y, @color, @mode) if @visible
|
258
|
-
end
|
259
|
-
|
260
|
-
#
|
261
|
-
# Works as #draw() but takes x/y arguments. Used among others by the edit-game state.
|
262
|
-
#
|
263
|
-
def draw_at(x, y)
|
264
|
-
@image.draw_rot(x, y, @zorder, @angle, @center_x, @center_y, @factor_x, @factor_y, @color, @mode) if @visible
|
265
|
-
end
|
266
|
-
end
|
34
|
+
#def initialize(options = {})
|
35
|
+
# super
|
36
|
+
# setup
|
37
|
+
#end
|
38
|
+
end
|
267
39
|
end
|