chingu 0.9rc8 → 0.9rc9
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- data/README.rdoc +11 -6
- data/lib/chingu.rb +2 -3
- data/lib/chingu/basic_game_object.rb +4 -1
- data/lib/chingu/traits/collision_detection.rb +5 -3
- data/lib/chingu/version.rb +4 -0
- metadata +15 -14
data/README.rdoc
CHANGED
@@ -411,21 +411,22 @@ Another example:
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class Game < Chingu::Window
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def initialize
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#
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-
# We start by pushing Menu to the game state stack, making it active as the only state on stack.
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-
#
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+
# We start by pushing Menu to the game state stack, making it active as it's the only state on stack.
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#
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+
# :setup => :false will skip setup() from being called (standard when switching to a new state)
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#
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push_game_state(Menu, :setup => false)
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#
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# We push another game state to the stack, Play. We now have 2 states, which active being first / active.
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#
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-
# :finalize => false will skip
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-
# that's being pushed down the stack, in this case
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+
# :finalize => false will skip finalize() from being called on game state
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+
# that's being pushed down the stack, in this case Menu.finalize().
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#
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push_game_state(Play, :finalize => false)
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#
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-
#
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+
# Next, we remove Play state from the stack, going back to the Menu-state. But also:
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# .. skipping the standard call to Menu#setup (the new game state)
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# .. skipping the standard call to Play#finalize (the current game state)
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#
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@@ -435,7 +436,11 @@ Another example:
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#
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# Replace the current game state with a new one.
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-
#
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+
#
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+
# :setup and :finalize options are available here as well but:
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+
# .. setup and finalize are always skipped for Menu (the state under Play and Credits)
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# .. the finalize option only affects the popped game state
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# .. the setup option only affects the game state you're switching to
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#
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switch_game_state(Credits)
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end
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data/lib/chingu.rb
CHANGED
@@ -36,11 +36,10 @@ require_all "#{CHINGU_ROOT}/chingu/traits"
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require_all "#{CHINGU_ROOT}/chingu/async"
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require_all "#{CHINGU_ROOT}/chingu/async_tasks"
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require_all "#{CHINGU_ROOT}/chingu"
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+
require_all "#{CHINGU_ROOT}/chingu/version"
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module Chingu
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-
VERSION = "0.9rc8"
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-
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DEBUG_COLOR = Gosu::Color.new(0xFFFF0000)
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DEBUG_ZORDER = 9999
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INFINITY = 1.0 / 0
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-
end
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+
end
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@@ -223,7 +223,10 @@ module Chingu
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# If the object isn't being managed by Chingu (ie. you're doing manual update/draw calls) the object is only frozen, not removed from any updae cycle (because you are controlling that).
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#
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def destroy
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-
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+
if @parent
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+
@parent.remove_game_object(self)
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+
@parent.remove_input_client(self)
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+
end
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self.class.instances.delete(self)
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end
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alias :destroy! :destroy
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@@ -133,7 +133,8 @@ module Chingu
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def each_bounding_circle_collision(*klasses)
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Array(klasses).each do |klass|
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(klass.respond_to?(:all) ? klass.all : Array(klass)).each do |object|
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-
next
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+
next if object == self
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+
next unless self.collidable && object.collidable
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yield(self, object) if Gosu.distance(self.x, self.y, object.x, object.y) < self.radius + object.radius
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end
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end
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@@ -146,7 +147,8 @@ module Chingu
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def each_bounding_box_collision(*klasses)
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Array(klasses).each do |klass|
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(klass.respond_to?(:all) ? klass.all : Array(klass)).each do |object|
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-
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+
next if object == self
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+
next unless self.collidable && object.collidable
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yield(self, object) if self.bounding_box.collide_rect?(object.bounding_box)
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end
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end
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@@ -259,4 +261,4 @@ module Chingu
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end
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end
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end
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-
end
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+
end
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metadata
CHANGED
@@ -1,7 +1,7 @@
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1
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--- !ruby/object:Gem::Specification
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name: chingu
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version: !ruby/object:Gem::Version
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-
version: 0.
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version: 0.9rc9
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prerelease: 3
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platform: ruby
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authors:
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@@ -9,33 +9,33 @@ authors:
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autorequire:
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bindir: bin
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cert_chain: []
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12
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-
date: 2012-
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+
date: 2012-09-07 00:00:00.000000000 Z
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dependencies:
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- !ruby/object:Gem::Dependency
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name: gosu
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requirement: &
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+
requirement: &26152668 !ruby/object:Gem::Requirement
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none: false
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requirements:
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- - ! '>='
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- !ruby/object:Gem::Version
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-
version: 0.7.
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+
version: 0.7.45
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type: :runtime
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prerelease: false
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-
version_requirements: *
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version_requirements: *26152668
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- !ruby/object:Gem::Dependency
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name: gosu
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-
requirement: &
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requirement: &26152380 !ruby/object:Gem::Requirement
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none: false
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requirements:
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- - ! '>='
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31
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- !ruby/object:Gem::Version
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version: 0.7.
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version: 0.7.45
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type: :runtime
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prerelease: false
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-
version_requirements: *
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+
version_requirements: *26152380
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- !ruby/object:Gem::Dependency
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name: rspec
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-
requirement: &
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+
requirement: &26152092 !ruby/object:Gem::Requirement
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none: false
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requirements:
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- - ! '>='
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@@ -43,10 +43,10 @@ dependencies:
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version: 2.1.0
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type: :development
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prerelease: false
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-
version_requirements: *
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version_requirements: *26152092
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- !ruby/object:Gem::Dependency
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name: watchr
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-
requirement: &
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+
requirement: &26151804 !ruby/object:Gem::Requirement
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none: false
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requirements:
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- - ! '>='
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@@ -54,10 +54,10 @@ dependencies:
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version: '0'
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type: :development
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prerelease: false
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57
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-
version_requirements: *
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+
version_requirements: *26151804
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- !ruby/object:Gem::Dependency
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name: rcov
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-
requirement: &
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+
requirement: &26151516 !ruby/object:Gem::Requirement
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none: false
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requirements:
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- - ! '>='
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@@ -65,7 +65,7 @@ dependencies:
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version: '0'
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type: :development
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prerelease: false
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-
version_requirements: *
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+
version_requirements: *26151516
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description: OpenGL accelerated 2D game framework for Ruby. Builds on Gosu (Ruby/C++)
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which provides all the core functionality. Chingu adds simple yet powerful game
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states, prettier input handling, deployment safe asset-handling, a basic re-usable
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@@ -143,6 +143,7 @@ files:
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- lib/chingu/traits/timer.rb
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144
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- lib/chingu/traits/velocity.rb
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145
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- lib/chingu/traits/viewport.rb
|
146
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+
- lib/chingu/version.rb
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146
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- lib/chingu/viewport.rb
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- lib/chingu/window.rb
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- lib/chingu.rb
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