fantasy 0.1.3 → 0.1.5
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- checksums.yaml +4 -4
- data/README.md +294 -16
- data/fantasy.gemspec +2 -2
- data/lib/fantasy/actor.rb +37 -15
- data/lib/fantasy/background.rb +30 -2
- data/lib/fantasy/base.rb +1 -0
- data/lib/fantasy/camera.rb +25 -1
- data/lib/fantasy/coordinates.rb +4 -0
- data/lib/fantasy/global.rb +13 -1
- data/lib/fantasy/image.rb +12 -3
- data/lib/fantasy/includes/move_by_cursors.rb +15 -0
- data/lib/fantasy/loop.rb +3 -0
- data/lib/fantasy/sound.rb +11 -2
- data/lib/fantasy/tile_map.rb +78 -0
- data/lib/fantasy/tween.rb +11 -0
- data/lib/fantasy/version.rb +1 -1
- data/lib/fantasy.rb +3 -0
- metadata +7 -4
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data/README.md
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# Ruby in Fantasy
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Simple toolbox library and lean API to build great mini games in Ruby.
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An upper layer over Gosu library to offer a more friendly API for an easy and lean game development.
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Specially intended to use Ruby as a learning language to introduce children into programming.
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**Attention**: This project is in early development phase, right now it is just an experiment
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## Use
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### Hello World
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```ruby
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require "fantasy"
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SCREEN_WIDTH = 320
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SCREEN_HEIGHT = 240
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on_game do
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message = HudText.new(position: Coordinates.new(10, 10))
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message.text = "Hello, World!"
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message.size = "big"
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end
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start!
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```
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### Action game
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```ruby
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SCREEN_WIDTH = 640
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SCREEN_HEIGHT = 360
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on_game do
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player = Actor.new("warrior")
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player.position = Coordinates.new(100, 100)
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points = HudText.new(position: Coordinates.new(10, 20))
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points.text = 0
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on_space_bar do
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Sound.play("shoot")
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bullet = Actor.new("bullet")
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bullet.position = player.position
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bullet.speed = 100
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bullet.direction = Coordinates.up
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bullet.on_collision do |other|
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if other.name == "enemy"
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Sound.play("impact")
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other.destroy
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bullet.destroy
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points.text += 1
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end
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end
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end
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player.on_collision do |other|
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if other.name == "enemy"
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Sound.play("game_over")
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Global.go_to_end
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end
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end
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end
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on_end do
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HudText.new(position: Coordinates.new(10, 100), text: "You are dead. Press space to re-tart")
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on_space_bar do
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Global.go_to_game
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end
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end
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start!
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```
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## Examples
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See the [Ruby in Fantasy Games Collection](https://github.com/fguillen/RubyInFantasyGames).
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## Installation
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Add this line to your application's Gemfile:
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## Features
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### Game Scene transitions
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Easy to configure 3 basic game states:
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- Game presentation scene
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- Game game scene
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- Game end scene
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- Other scenes, like levels or such (TODO)
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Each state should be independent and unique Actors and other elements can be created and configured for each state
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Built-in mechanism to move from one state to another.
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### Actor
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Managing game elements which have (optionally) image, movement and collision
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- Gravity (TODO)
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- Animations (TODO)
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- Possibility to extend Actor class or instantiate it directly for simple characters
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- Allowing magic instance properties (Like in OpenStruct). So programmer can do `actor.stuff = 1` and it is valid (TODO)
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### Clock
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@@ -79,7 +165,7 @@ For easy creation of head-up display components.
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### Debug Mode
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-
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Press `d` to activate it. When active debug visuals are shown:
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- Position
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- Collider
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- Not deal with RGB or anything, just a list of colors (TODO)
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### Game Scene transitions
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-
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Easy to configure 3 basic game states:
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-
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- Game presentation scene
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- Game game scene
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- Game end scene
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- Other scenes, like levels or such (TODO)
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-
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Each state should be independent and unique Actors and other elements can be created and configured for each state
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-
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Built-in mechanism to move from one state to another.
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### Pause Game (TODO)
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Simple way to set up:
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- Background color
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- Image background
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- Repeatable image background
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- Image background
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- Repeatable image background
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### Data Persistance (TODO)
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- Allow "on_space_bar" and each Actor (TODO)
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- Allow multiple "on_space_bar" (TODO)
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- Remove "on_space_bar" when changing scene (TODO)
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- Detect when key/mouse button is pressed in the actual frame in any part of the code (TODO)
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### Tile Map (TODO)
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For easy creation of:
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- Top-down map levels (TODO)
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- Platformer map levels (TODO)
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### Tweens (TODO)
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Multiple movement animation effects like in [DoTween](http://dotween.demigiant.com/documentation.php) (TODO)
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## API
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### Game Scene transitions
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Configure your game elements on each Scene:
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```ruby
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SCREEN_WIDTH = 640
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SCREEN_HEIGHT = 360
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# (Optional)
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on_presentation do
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# Game elements running when the game loads
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end
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on_game do
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# Game elements running when in game Scene
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end
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# (Optional)
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on_end do
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# Game elements running when game is ended
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end
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```
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How to go from Scene to Scene:
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```ruby
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Global.go_to_presentation
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Global.go_to_game
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Global.go_to_end
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```
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#### Example
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```ruby
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on_presentation do
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HudText.new(position: Coordinates.new(10, 100), text: "Press space to start")
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on_space_bar do
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Global.go_to_game
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end
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end
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on_game do
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# [...]
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if player.dead
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Global.go_to_end
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end
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end
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on_end do
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HudText.new(position: Coordinates.new(10, 100), text: "You are dead. Press space to re-tart")
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on_space_bar do
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Global.go_to_presentation
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end
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end
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```
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### Actor
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Actor can be used directly:
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```ruby
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player = Actor.new("warrior") # ./images/warrior.png
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player.position = Coordinates.new(100, 100)
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player.solid = true
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player.speed = 200
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player.layer = 1
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player.move_with_cursors
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player.on_collision do |other|
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if other.name == "enemy"
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player.destroy
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end
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end
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player.on_after_move do
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if player.position.x > SCREEN_WIDTH
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player.position.x = SCREEN_WIDTH
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end
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if player.position.x < 0
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player.position.x = 0
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end
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end
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```
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Or in a subclass:
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```ruby
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class Player < Actor
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def initialize
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super("warrior") # ./images/warrior.png
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@position = Coordinates.new(100, 100)
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@solid = true
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@speed = 200
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@layer = 1
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@direction = Coordinates.zero
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move_with_cursors
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end
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on_collision do |other|
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if other.name == "enemy"
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destroy
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end
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end
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on_after_move do
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if @position.x > SCREEN_WIDTH
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@position.x = SCREEN_WIDTH
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end
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if @position.x < 0
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@position.x = 0
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end
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end
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end
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```
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### Clock
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```ruby
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clock =
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Clock.new do
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enemy.attack
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sleep(1)
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enemy.defend
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end
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clock.run_now
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clock.run_on(seconds: 2)
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clock.repeat(seconds: 2, times: 10)
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clock.stop
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```
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### Background
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```ruby
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# Simple color
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on_presentation do
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Global.background = Color.new(r: 34, g: 35, b: 35)
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end
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# Replicable (by default) Image
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# position is relative to Global.camera
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on_game do
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background = Background.new(image_name: "beach")
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# background.replicable = false # if you don't want the image to replicate
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background.scale = 6
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end
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```
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### Camera
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```ruby
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on_game do
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on_loop do
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# Camera follows player
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Global.camera.position.y = player.position.y - (SCREEN_HEIGHT / 2)
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end
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end
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```
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### Sound
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```ruby
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Sound.play("shoot") # ./sounds/shoot.wav
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```
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### UI
|
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|
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#### HUD Text
|
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|
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```ruby
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timer = HudText.new(position: Coordinates.new(20, 10))
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timer.text = 0
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timer.size = "big"
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Clock.new { timer.text += 1 }.repeat(seconds: 1)
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```
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#### HUD Image
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```ruby
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icon = HudImage.new(position: Coordinates.new(SCREEN_WIDTH - 220, 8), image_name: "ring")
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icon.scale = 4
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icon.visible = true
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Clock.new { icon.visible = !icon.visible }.repeat(seconds: 1)
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```
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## Credits for assets
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-
- Sprites: www.kenney.nl
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- Font: VT323 Project Authors (peter.hull@oikoi.com)
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## Bugs
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- When dragging in debug mode new elements are being added to the drag (TODO)
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- Rubocop is not passing
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- Tests are missing
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- Allow Ruby 2.5+
|
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## Development
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162
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|
data/fantasy.gemspec
CHANGED
@@ -8,8 +8,8 @@ Gem::Specification.new do |spec|
|
|
8
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spec.authors = ["Fernando Guillen"]
|
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spec.email = ["fguillen.mail@gmail.com"]
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spec.summary = "Simple toolbox library and lean API to build great mini games"
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-
spec.description = "Simple toolbox library and lean API to build great mini games"
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+
spec.summary = "Simple toolbox library and lean API to build great mini games in Ruby"
|
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spec.description = "Simple toolbox library and lean API to build great mini games in Ruby"
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spec.homepage = "https://github.com/fguillen/fantasy"
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spec.license = "MIT"
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spec.required_ruby_version = ">= 3.0.0"
|
data/lib/fantasy/actor.rb
CHANGED
@@ -1,8 +1,11 @@
|
|
1
1
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class Actor
|
2
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include MoveByCursor
|
3
|
+
|
2
4
|
attr_reader :image, :moving_with_cursors
|
3
|
-
attr_accessor :position, :direction, :speed, :solid, :scale, :name, :layer
|
5
|
+
attr_accessor :image_name, :position, :direction, :speed, :solid, :scale, :name, :layer
|
4
6
|
|
5
7
|
def initialize(image_name)
|
8
|
+
@image_name = image_name
|
6
9
|
@image = Image.new(image_name)
|
7
10
|
@name = image_name
|
8
11
|
@position = Coordinates.new(0, 0)
|
@@ -113,20 +116,6 @@ class Actor
|
|
113
116
|
@on_collision_callback.call(actor) unless @on_collision_callback.nil?
|
114
117
|
end
|
115
118
|
|
116
|
-
def calculate_direction_by_cursors
|
117
|
-
if Gosu.button_down?(Gosu::KB_DOWN)
|
118
|
-
@direction = Coordinates.down
|
119
|
-
elsif Gosu.button_down?(Gosu::KB_UP)
|
120
|
-
@direction = Coordinates.up
|
121
|
-
elsif Gosu.button_down?(Gosu::KB_RIGHT)
|
122
|
-
@direction = Coordinates.right
|
123
|
-
elsif Gosu.button_down?(Gosu::KB_LEFT)
|
124
|
-
@direction = Coordinates.left
|
125
|
-
else
|
126
|
-
@direction = Coordinates.zero
|
127
|
-
end
|
128
|
-
end
|
129
|
-
|
130
119
|
def collisions
|
131
120
|
Global.actors.reject { |e| e == self }.select { |e| e.solid? }.select do |actor|
|
132
121
|
Utils.collision? self, actor
|
@@ -137,4 +126,37 @@ class Actor
|
|
137
126
|
@on_destroy_callback.call unless @on_destroy_callback.nil?
|
138
127
|
Global.actors.delete(self)
|
139
128
|
end
|
129
|
+
|
130
|
+
def clone
|
131
|
+
actor = self.class.new(@image_name)
|
132
|
+
actor.image_name = @image_name
|
133
|
+
actor.name = @name
|
134
|
+
actor.position = @position.clone
|
135
|
+
actor.direction = @direction.clone
|
136
|
+
actor.speed = @speed
|
137
|
+
actor.scale = @scale
|
138
|
+
actor.moving_with_cursors if @moving_with_cursors
|
139
|
+
actor.solid = @solid
|
140
|
+
actor.layer = @layer
|
141
|
+
|
142
|
+
actor.on_after_move_callback = @on_after_move_callback
|
143
|
+
actor.on_collision_callback = @on_collision_callback
|
144
|
+
actor.on_destroy_callback = @on_destroy_callback
|
145
|
+
|
146
|
+
actor
|
147
|
+
end
|
148
|
+
|
149
|
+
protected
|
150
|
+
|
151
|
+
def on_after_move_callback=(block)
|
152
|
+
@on_after_move_callback = block
|
153
|
+
end
|
154
|
+
|
155
|
+
def on_collision_callback=(block)
|
156
|
+
@on_collision_callback = block
|
157
|
+
end
|
158
|
+
|
159
|
+
def on_destroy_callback=(block)
|
160
|
+
@on_destroy_callback = block
|
161
|
+
end
|
140
162
|
end
|
data/lib/fantasy/background.rb
CHANGED
@@ -10,6 +10,7 @@ class Background
|
|
10
10
|
@draggable_on_debug = true
|
11
11
|
@dragging = false
|
12
12
|
@layer = -100
|
13
|
+
@replicable = true
|
13
14
|
|
14
15
|
Global.backgrounds.push(self)
|
15
16
|
end
|
@@ -22,9 +23,36 @@ class Background
|
|
22
23
|
@image.height() * @scale
|
23
24
|
end
|
24
25
|
|
26
|
+
def position_in_camera
|
27
|
+
@position - Global.camera.position
|
28
|
+
end
|
29
|
+
|
25
30
|
def draw
|
26
|
-
if visible
|
27
|
-
|
31
|
+
if @visible
|
32
|
+
if @replicable
|
33
|
+
draw_replicable
|
34
|
+
else
|
35
|
+
draw_normal
|
36
|
+
end
|
37
|
+
end
|
38
|
+
end
|
39
|
+
|
40
|
+
def draw_normal
|
41
|
+
@image.draw(x: position_in_camera.x, y: position_in_camera.y, scale: @scale)
|
42
|
+
end
|
43
|
+
|
44
|
+
# Camera relative Tiles
|
45
|
+
def draw_replicable
|
46
|
+
tiles_delta_x = (position_in_camera.x % width) - width
|
47
|
+
tiles_delta_y = (position_in_camera.y % height) - height
|
48
|
+
|
49
|
+
tiles_needed_horizontal = ((SCREEN_WIDTH - (tiles_delta_x + width)) / width.to_f).ceil + 1
|
50
|
+
tiles_needed_vertical = ((SCREEN_HEIGHT - (tiles_delta_y + height)) / height.to_f).ceil + 1
|
51
|
+
|
52
|
+
tiles_needed_horizontal.times do |index_horizontal|
|
53
|
+
tiles_needed_vertical.times do |index_vertical|
|
54
|
+
@image.draw(x: tiles_delta_x + (width * index_horizontal), y: tiles_delta_y + (height * index_vertical), scale: @scale)
|
55
|
+
end
|
28
56
|
end
|
29
57
|
end
|
30
58
|
|
data/lib/fantasy/base.rb
CHANGED
data/lib/fantasy/camera.rb
CHANGED
@@ -1,7 +1,31 @@
|
|
1
1
|
class Camera
|
2
|
-
|
2
|
+
include MoveByCursor
|
3
|
+
|
4
|
+
attr_accessor :position, :direction, :speed
|
3
5
|
|
4
6
|
def initialize(position: Coordinates.zero)
|
5
7
|
@position = position
|
8
|
+
@direction = Coordinates.zero
|
9
|
+
@speed = 0
|
10
|
+
@moving_with_cursors = false
|
11
|
+
@on_after_move_callback = nil
|
12
|
+
end
|
13
|
+
|
14
|
+
def move_with_cursors
|
15
|
+
@moving_with_cursors = true
|
16
|
+
end
|
17
|
+
|
18
|
+
def move
|
19
|
+
calculate_direction_by_cursors if @moving_with_cursors
|
20
|
+
|
21
|
+
if @direction != Coordinates.zero && !@speed.zero?
|
22
|
+
@position = @position + (@direction * @speed * Global.frame_time)
|
23
|
+
end
|
24
|
+
|
25
|
+
@on_after_move_callback.call unless @on_after_move_callback.nil?
|
26
|
+
end
|
27
|
+
|
28
|
+
def on_after_move(&block)
|
29
|
+
@on_after_move_callback = block
|
6
30
|
end
|
7
31
|
end
|
data/lib/fantasy/coordinates.rb
CHANGED
data/lib/fantasy/global.rb
CHANGED
@@ -2,7 +2,7 @@ require "ostruct"
|
|
2
2
|
|
3
3
|
module Global
|
4
4
|
class << self
|
5
|
-
attr_accessor :actors, :hud_texts, :hud_images, :backgrounds, :clocks
|
5
|
+
attr_accessor :actors, :hud_texts, :hud_images, :backgrounds, :tile_maps, :clocks
|
6
6
|
attr_accessor :debug
|
7
7
|
attr_accessor :setup_proc, :loop_proc, :button_proc
|
8
8
|
attr_accessor :presentation_proc, :game_proc, :end_proc
|
@@ -26,6 +26,7 @@ module Global
|
|
26
26
|
@hud_texts = []
|
27
27
|
@hud_images = []
|
28
28
|
@backgrounds = []
|
29
|
+
@tile_maps = []
|
29
30
|
@clocks = []
|
30
31
|
@last_frame_at = Time.now
|
31
32
|
@debug = false
|
@@ -34,6 +35,7 @@ module Global
|
|
34
35
|
@references = OpenStruct.new
|
35
36
|
@camera = Camera.new(position: Coordinates.zero)
|
36
37
|
@game_state = Global.presentation_proc.nil? ? "game" : "presentation"
|
38
|
+
@game_started_at = Time.now
|
37
39
|
|
38
40
|
if @presentation_proc.nil?
|
39
41
|
on_presentation { Global.default_on_presentation }
|
@@ -104,6 +106,7 @@ module Global
|
|
104
106
|
@hud_texts.clear
|
105
107
|
@hud_images.clear
|
106
108
|
@backgrounds.clear
|
109
|
+
@tile_maps.clear
|
107
110
|
@clocks.reject(&:persistent?).each(&:stop)
|
108
111
|
@background = Color.new(r: 0, g: 0, b: 0)
|
109
112
|
end
|
@@ -111,5 +114,14 @@ module Global
|
|
111
114
|
def mouse_position
|
112
115
|
Coordinates.new(Global.game.mouse_x, Global.game.mouse_y)
|
113
116
|
end
|
117
|
+
|
118
|
+
def setup
|
119
|
+
Sound.preload_sounds
|
120
|
+
Image.preload_images
|
121
|
+
end
|
122
|
+
|
123
|
+
def seconds_in_game
|
124
|
+
Time.now - @game_started_at
|
125
|
+
end
|
114
126
|
end
|
115
127
|
end
|
data/lib/fantasy/image.rb
CHANGED
@@ -22,6 +22,12 @@ class Image
|
|
22
22
|
locate_image(image_name)
|
23
23
|
end
|
24
24
|
|
25
|
+
def preload_images
|
26
|
+
Dir.each_child(base_path) do |file_name|
|
27
|
+
locate_image(file_name) unless file_name.start_with?(".")
|
28
|
+
end
|
29
|
+
end
|
30
|
+
|
25
31
|
private
|
26
32
|
|
27
33
|
def locate_image(image_name)
|
@@ -29,14 +35,17 @@ class Image
|
|
29
35
|
|
30
36
|
puts "Initialize image: '#{image_name}'"
|
31
37
|
|
32
|
-
|
33
|
-
file_name = Dir.entries(base_path).find { |e| e.start_with?("#{image_name}.") }
|
38
|
+
file_name = Dir.entries(base_path).find { |e| e =~ /^#{image_name}($|\.)/ }
|
34
39
|
|
35
|
-
raise "Image file not found with name '#{image_name}'" if file_name.nil?
|
40
|
+
raise "Image file not found with name '#{image_name}' in #{base_path}" if file_name.nil?
|
36
41
|
|
37
42
|
@@images[image_name] = Gosu::Image.new("#{base_path}/#{file_name}", { retro: true })
|
38
43
|
|
39
44
|
return @@images[image_name]
|
40
45
|
end
|
46
|
+
|
47
|
+
def base_path
|
48
|
+
"#{Dir.pwd}/images"
|
49
|
+
end
|
41
50
|
end
|
42
51
|
end
|
@@ -0,0 +1,15 @@
|
|
1
|
+
module MoveByCursor
|
2
|
+
def calculate_direction_by_cursors
|
3
|
+
if Gosu.button_down?(Gosu::KB_DOWN)
|
4
|
+
@direction = Coordinates.down
|
5
|
+
elsif Gosu.button_down?(Gosu::KB_UP)
|
6
|
+
@direction = Coordinates.up
|
7
|
+
elsif Gosu.button_down?(Gosu::KB_RIGHT)
|
8
|
+
@direction = Coordinates.right
|
9
|
+
elsif Gosu.button_down?(Gosu::KB_LEFT)
|
10
|
+
@direction = Coordinates.left
|
11
|
+
else
|
12
|
+
@direction = Coordinates.zero
|
13
|
+
end
|
14
|
+
end
|
15
|
+
end
|
data/lib/fantasy/loop.rb
CHANGED
@@ -38,6 +38,8 @@ class Game < Gosu::Window
|
|
38
38
|
e.move
|
39
39
|
end
|
40
40
|
|
41
|
+
Global.camera.move
|
42
|
+
|
41
43
|
Global.loop_proc.call() unless Global.loop_proc.nil?
|
42
44
|
end
|
43
45
|
|
@@ -46,6 +48,7 @@ class Game < Gosu::Window
|
|
46
48
|
|
47
49
|
(
|
48
50
|
Global.backgrounds +
|
51
|
+
Global.tile_maps +
|
49
52
|
Global.actors +
|
50
53
|
Global.hud_texts +
|
51
54
|
Global.hud_images
|
data/lib/fantasy/sound.rb
CHANGED
@@ -11,8 +11,7 @@ module Sound
|
|
11
11
|
|
12
12
|
puts "Initialize Sound: '#{sound_name}'"
|
13
13
|
|
14
|
-
|
15
|
-
file_name = Dir.entries(base_path).find { |e| e.start_with?("#{sound_name}.") }
|
14
|
+
file_name = Dir.entries(base_path).find { |e| e =~ /^#{sound_name}($|\.)/ }
|
16
15
|
|
17
16
|
raise "Sound file not found with name '#{sound_name}'" if file_name.nil?
|
18
17
|
|
@@ -20,5 +19,15 @@ module Sound
|
|
20
19
|
|
21
20
|
return @@sounds[sound_name]
|
22
21
|
end
|
22
|
+
|
23
|
+
def preload_sounds
|
24
|
+
Dir.each_child(base_path) do |file_name|
|
25
|
+
locate_sound(file_name) unless file_name.start_with?(".")
|
26
|
+
end
|
27
|
+
end
|
28
|
+
|
29
|
+
def base_path
|
30
|
+
"#{Dir.pwd}/sounds"
|
31
|
+
end
|
23
32
|
end
|
24
33
|
end
|
@@ -0,0 +1,78 @@
|
|
1
|
+
class TileMap
|
2
|
+
attr_accessor :position
|
3
|
+
|
4
|
+
def initialize(map_name:, tiles:, tile_size: nil, tile_width: nil, tile_height: nil)
|
5
|
+
@tile_width = tile_width || tile_size
|
6
|
+
@tile_height = tile_height || tile_size
|
7
|
+
|
8
|
+
if(@tile_height.nil? or @tile_width.nil?)
|
9
|
+
raise("Tile size is not properly defined. Either you set a `tile_size` or a `tile_width` and `tile_height`")
|
10
|
+
end
|
11
|
+
|
12
|
+
@map_name = map_name
|
13
|
+
@tiles = tiles
|
14
|
+
@position = Coordinates.zero
|
15
|
+
|
16
|
+
@grid = TileMap.load_grid(@map_name)
|
17
|
+
end
|
18
|
+
|
19
|
+
def width
|
20
|
+
@grid.max(&:length) * @tile_width
|
21
|
+
end
|
22
|
+
|
23
|
+
def height
|
24
|
+
@grid.length * @tile_height
|
25
|
+
end
|
26
|
+
|
27
|
+
def spawn
|
28
|
+
tile_position = Coordinates.zero
|
29
|
+
|
30
|
+
@grid.each do |line|
|
31
|
+
tile_position.x = 0
|
32
|
+
|
33
|
+
line.each do |tile_index|
|
34
|
+
if !tile_index.nil?
|
35
|
+
actor = @tiles[tile_index].clone
|
36
|
+
actor.position.x = @position.x + (tile_position.x * @tile_width)
|
37
|
+
actor.position.y = @position.y + (tile_position.y * @tile_height)
|
38
|
+
end
|
39
|
+
|
40
|
+
tile_position.x += 1
|
41
|
+
end
|
42
|
+
|
43
|
+
tile_position.y += 1
|
44
|
+
end
|
45
|
+
end
|
46
|
+
|
47
|
+
private
|
48
|
+
|
49
|
+
class << self
|
50
|
+
@@maps = {}
|
51
|
+
|
52
|
+
def load_grid(map_name)
|
53
|
+
File.readlines(TileMap.locate_map(map_name), chomp: true).map do |line|
|
54
|
+
line.each_char.map do |char|
|
55
|
+
char == " " ? nil : char.to_i
|
56
|
+
end
|
57
|
+
end
|
58
|
+
end
|
59
|
+
|
60
|
+
def locate_map(map_name)
|
61
|
+
return @@maps[map_name] if @@maps[map_name]
|
62
|
+
|
63
|
+
puts "Initialize map: '#{map_name}'"
|
64
|
+
|
65
|
+
file_name = Dir.entries(base_path).find { |e| e =~ /^#{map_name}($|\.)/ }
|
66
|
+
|
67
|
+
raise "Map file not found with name '#{map_name}' in #{base_path}" if file_name.nil?
|
68
|
+
|
69
|
+
@@maps[map_name] = "#{base_path}/#{file_name}"
|
70
|
+
|
71
|
+
return @@maps[map_name]
|
72
|
+
end
|
73
|
+
|
74
|
+
def base_path
|
75
|
+
"#{Dir.pwd}/maps"
|
76
|
+
end
|
77
|
+
end
|
78
|
+
end
|
data/lib/fantasy/version.rb
CHANGED
data/lib/fantasy.rb
CHANGED
@@ -2,6 +2,8 @@
|
|
2
2
|
require "gosu"
|
3
3
|
|
4
4
|
require_relative "fantasy/version"
|
5
|
+
require_relative "fantasy/includes/move_by_cursors"
|
6
|
+
require_relative "fantasy/tween"
|
5
7
|
require_relative "fantasy/draggable"
|
6
8
|
require_relative "fantasy/color"
|
7
9
|
require_relative "fantasy/actor"
|
@@ -16,4 +18,5 @@ require_relative "fantasy/background"
|
|
16
18
|
require_relative "fantasy/sound"
|
17
19
|
require_relative "fantasy/camera"
|
18
20
|
require_relative "fantasy/image"
|
21
|
+
require_relative "fantasy/tile_map"
|
19
22
|
require_relative "fantasy/base"
|
metadata
CHANGED
@@ -1,14 +1,14 @@
|
|
1
1
|
--- !ruby/object:Gem::Specification
|
2
2
|
name: fantasy
|
3
3
|
version: !ruby/object:Gem::Version
|
4
|
-
version: 0.1.
|
4
|
+
version: 0.1.5
|
5
5
|
platform: ruby
|
6
6
|
authors:
|
7
7
|
- Fernando Guillen
|
8
8
|
autorequire:
|
9
9
|
bindir: exe
|
10
10
|
cert_chain: []
|
11
|
-
date: 2022-03-
|
11
|
+
date: 2022-03-16 00:00:00.000000000 Z
|
12
12
|
dependencies:
|
13
13
|
- !ruby/object:Gem::Dependency
|
14
14
|
name: gosu
|
@@ -38,7 +38,7 @@ dependencies:
|
|
38
38
|
- - "~>"
|
39
39
|
- !ruby/object:Gem::Version
|
40
40
|
version: 2.2.3
|
41
|
-
description: Simple toolbox library and lean API to build great mini games
|
41
|
+
description: Simple toolbox library and lean API to build great mini games in Ruby
|
42
42
|
email:
|
43
43
|
- fguillen.mail@gmail.com
|
44
44
|
executables: []
|
@@ -69,8 +69,11 @@ files:
|
|
69
69
|
- lib/fantasy/hud_image.rb
|
70
70
|
- lib/fantasy/hud_text.rb
|
71
71
|
- lib/fantasy/image.rb
|
72
|
+
- lib/fantasy/includes/move_by_cursors.rb
|
72
73
|
- lib/fantasy/loop.rb
|
73
74
|
- lib/fantasy/sound.rb
|
75
|
+
- lib/fantasy/tile_map.rb
|
76
|
+
- lib/fantasy/tween.rb
|
74
77
|
- lib/fantasy/utils.rb
|
75
78
|
- lib/fantasy/version.rb
|
76
79
|
homepage: https://github.com/fguillen/fantasy
|
@@ -99,5 +102,5 @@ requirements: []
|
|
99
102
|
rubygems_version: 3.2.22
|
100
103
|
signing_key:
|
101
104
|
specification_version: 4
|
102
|
-
summary: Simple toolbox library and lean API to build great mini games
|
105
|
+
summary: Simple toolbox library and lean API to build great mini games in Ruby
|
103
106
|
test_files: []
|