chingu 0.8rc2 → 0.8rc3
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/README.rdoc +66 -19
- data/benchmarks/arrays_bench.rb +22 -0
- data/benchmarks/game_objects_benchmark.rb +29 -35
- data/chingu.gemspec +16 -2
- data/examples/example18_animation_trait.rb +14 -9
- data/examples/example19.yml +305 -561
- data/examples/example19_edit_viewport.rb +3 -1
- data/examples/example1_basics.rb +4 -4
- data/examples/example21.yml +62 -54
- data/examples/example21_sidescroller_with_edit.rb +13 -21
- data/examples/example4_gamestates.rb +0 -2
- data/examples/example7_gfx_helpers.rb +1 -1
- data/examples/example8_traits.rb +1 -2
- data/examples/example9_collision_detection.rb +1 -1
- data/examples/game1.rb +1 -1
- data/lib/chingu.rb +1 -2
- data/lib/chingu/animation.rb +13 -5
- data/lib/chingu/assets.rb +2 -2
- data/lib/chingu/basic_game_object.rb +33 -30
- data/lib/chingu/game_object.rb +0 -5
- data/lib/chingu/game_object_list.rb +34 -21
- data/lib/chingu/game_states/edit.rb +2 -5
- data/lib/chingu/game_states/fade_to.rb +0 -1
- data/lib/chingu/game_states/pause.rb +1 -1
- data/lib/chingu/helpers/game_object.rb +0 -1
- data/lib/chingu/parallax.rb +3 -9
- data/lib/chingu/simple_menu.rb +7 -8
- data/lib/chingu/traits/animation.rb +2 -4
- data/lib/chingu/traits/sprite.rb +16 -13
- data/lib/chingu/window.rb +1 -1
- data/spec/chingu/animation_spec.rb +88 -0
- data/spec/chingu/assets_spec.rb +58 -0
- data/spec/chingu/basic_game_object_spec.rb +111 -0
- data/spec/chingu/game_object_list_spec.rb +78 -0
- data/spec/chingu/game_object_spec.rb +50 -14
- data/spec/chingu/game_state_manager_spec.rb +105 -0
- data/spec/chingu/helpers/input_client_spec.rb +4 -0
- data/spec/chingu/helpers/input_dispatcher_spec.rb +4 -0
- data/spec/chingu/images/droid_11x15.bmp +0 -0
- data/spec/chingu/parallax_spec.rb +25 -16
- data/spec/chingu/window_spec.rb +55 -0
- data/spec/spec_helper.rb +1 -5
- metadata +17 -3
@@ -33,7 +33,9 @@ class Example19 < GameState
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# 1) map 2) stars 3) player
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# Since we don't give any zorders Chingu automatically increments zorder between each object created, putting player on top
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#
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-
def
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def initialize(options = {})
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super
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self.input = { :escape => :exit, :e => :edit }
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Sound["laser.wav"] # cache sound by accessing it once
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data/examples/example1_basics.rb
CHANGED
@@ -30,10 +30,10 @@ class Game < Chingu::Window
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end
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class Player < Chingu::GameObject
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-
def move_left; @x -=
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def move_right; @x +=
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def move_up; @y -=
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def move_down; @y +=
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def move_left; @x -= 3; end
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def move_right; @x += 3; end
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def move_up; @y -= 3; end
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def move_down; @y += 3; end
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end
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data/examples/example21.yml
CHANGED
@@ -2,7 +2,7 @@
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- CogWheel:
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:x: 1088.0
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:y: 352.0
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:angle:
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:angle: 21.323463353534763
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:zorder: 95
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:factor_x: 1.68525252525252
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:factor_y: 1.68525252525252
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@@ -930,7 +930,7 @@
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:angle:
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:angle: 62.67709557472743
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:zorder: 95
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@@ -946,7 +946,7 @@
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- CogWheel:
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:x: 2464.0
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:y: 288.0
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:angle:
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:angle: 133.9767839000518
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:zorder: 95
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:factor_x: 1.68525252525252
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:factor_y: 1.68525252525252
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@@ -954,7 +954,7 @@
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- CogWheel:
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:x: 2460.0
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:y: 960.0
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:angle:
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:angle: 64.67709557472737
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:zorder: 95
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:alpha: 255
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:y: 42982.52618296432
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:angle: 156.78075709785693
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:zorder: 100
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:factor_x: 0.317794486215539
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:alpha: 255
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:x: 2016.0
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:y: 32179.99471564744
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:angle: 87.12304982424301
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:zorder: 100
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:factor_x: 0.398395989974937
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:x: 1696.0
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:y: 14501.157370140168
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:angle: 261.2054788220373
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:zorder: 100
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:factor_x: 0.958395989974934
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:angle: 115.75652310590293
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:angle: 118.75652310590394
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:angle: 159.7807570978569
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:angle: 14.551566069882607
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:angle: 287.05617791584626
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:angle: 290.0561779158443
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:angle: 322.8948625787961
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|
+
:y: 352.0
|
2141
|
+
:angle: 0
|
2142
|
+
:zorder: 100
|
2143
|
+
:factor_x: 0.13901345291479816
|
2144
|
+
:factor_y: 0.13901345291479816
|
2145
|
+
:alpha: 255
|
@@ -8,14 +8,15 @@ include Chingu
|
|
8
8
|
#
|
9
9
|
# Press 'E' when demo is running to edit the playfield!
|
10
10
|
#
|
11
|
-
class Game < Chingu::Window
|
11
|
+
class Game < Chingu::Window
|
12
12
|
def initialize
|
13
|
-
super(1000,700)
|
13
|
+
#super(1000,700)
|
14
|
+
super(1024,768, true)
|
14
15
|
end
|
15
16
|
|
16
17
|
def setup
|
17
|
-
|
18
|
-
switch_game_state(Example21
|
18
|
+
retrofy
|
19
|
+
switch_game_state(Example21)
|
19
20
|
end
|
20
21
|
end
|
21
22
|
|
@@ -25,14 +26,14 @@ end
|
|
25
26
|
class Example21 < GameState
|
26
27
|
traits :viewport, :timer
|
27
28
|
|
28
|
-
def
|
29
|
+
def initialize(options = {})
|
30
|
+
super
|
31
|
+
|
29
32
|
self.input = { :escape => :exit, :e => :edit }
|
30
33
|
self.viewport.game_area = [0, 0, 3500, 2000]
|
31
34
|
|
32
|
-
@droid = Droid.create(:x => 100, :y => 400)
|
33
|
-
#@droid = Droid.create(:x => 400, :y => 1300)
|
34
|
-
|
35
35
|
load_game_objects
|
36
|
+
@droid = Droid.create(:x => 100, :y => 400)
|
36
37
|
|
37
38
|
# Reverse the cog wheels in relation to eachother
|
38
39
|
CogWheel.each_collision(CogWheel) do |cog_wheel, cog_wheel_2|
|
@@ -44,7 +45,7 @@ class Example21 < GameState
|
|
44
45
|
end
|
45
46
|
|
46
47
|
def edit
|
47
|
-
push_game_state(GameStates::Edit.new(:grid => [32,32], :classes => [Tube, CogWheel, Block, Saw, Battery]))
|
48
|
+
push_game_state(GameStates::Edit.new(:grid => [32,32], :classes => [Droid, Tube, CogWheel, Block, Saw, Battery]))
|
48
49
|
end
|
49
50
|
|
50
51
|
def restore_player_position
|
@@ -58,19 +59,10 @@ class Example21 < GameState
|
|
58
59
|
def update
|
59
60
|
super
|
60
61
|
|
61
|
-
visible_blocks = Block
|
62
|
-
|
63
|
-
#
|
64
|
-
# Eating a lot of CPU cause our crude collision detection, just kill fireballs after 3 secs instead.
|
65
|
-
#
|
66
|
-
# FireBall.each_collision(visible_blocks) do |fire_ball, block|
|
67
|
-
# fire_ball.destroy
|
68
|
-
# end
|
69
|
-
|
70
62
|
# Makes all saw pendle up and down between Y-coordinate 1000 - 1500
|
71
63
|
# TODO: Not a very flexible sollution, how about setting out circle,rects,lines in editor..
|
72
64
|
# .. when then can be used for this kind of stuff?
|
73
|
-
Saw.
|
65
|
+
Saw.select {|saw| saw.y < 1300 || saw.y > 1550 }.each do |saw|
|
74
66
|
saw.velocity_y = -saw.velocity_y
|
75
67
|
saw.y += saw.velocity_y * saw.factor_y
|
76
68
|
end
|
@@ -124,7 +116,7 @@ class Droid < Chingu::GameObject
|
|
124
116
|
|
125
117
|
def die
|
126
118
|
self.collidable = false
|
127
|
-
@color = Color::RED
|
119
|
+
@color = Color::RED.dup
|
128
120
|
between(1,600) { self.velocity_y = 0; self.scale += 0.2; self.alpha -= 5; }.then { resurrect }
|
129
121
|
end
|
130
122
|
|
@@ -132,7 +124,7 @@ class Droid < Chingu::GameObject
|
|
132
124
|
self.alpha = 255
|
133
125
|
self.factor = 3
|
134
126
|
self.collidable = true
|
135
|
-
@color = Color::WHITE
|
127
|
+
@color = Color::WHITE.dup
|
136
128
|
game_state.restore_player_position
|
137
129
|
end
|
138
130
|
|
@@ -124,7 +124,7 @@ class Particles < Chingu::GameState
|
|
124
124
|
:mode => :additive
|
125
125
|
)
|
126
126
|
|
127
|
-
Particle.
|
127
|
+
Particle.each { |particle| particle.y -= 5; particle.x += 2 - rand(4) }
|
128
128
|
game_objects.destroy_if { |object| object.outside_window? || object.color.alpha == 0 }
|
129
129
|
super
|
130
130
|
end
|
data/examples/example8_traits.rb
CHANGED
@@ -63,9 +63,8 @@ class Particles < Chingu::GameState
|
|
63
63
|
Plasma.create(:x => 0, :y => 50 + rand(5), :color => Color.new(0xFF86EFFF), :velocity_x => 14)
|
64
64
|
Plasma.create(:x => 0, :y => 100 + rand(5), :color => Color.new(0xFF86EFFF), :velocity_x => 7)
|
65
65
|
Plasma.create(:x => 0, :y => 200 + rand(5), :color => Color.new(0xFF86EFFF), :velocity_x => 6)
|
66
|
-
#p pl.mode
|
67
66
|
|
68
|
-
Plasma.
|
67
|
+
Plasma.each do |particle|
|
69
68
|
#
|
70
69
|
# +1 fps
|
71
70
|
#
|