glimmer-dsl-libui 0.2.20 → 0.2.24

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@@ -0,0 +1,33 @@
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+ class Snake
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+ module Model
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+ class Apple
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+ attr_reader :game
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+ attr_accessor :row, :column
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+
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+ def initialize(game)
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+ @game = game
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+ end
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+
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+ # generates a new location from scratch or via dependency injection of what cell is (for testing purposes)
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+ def generate(initial_row: nil, initial_column: nil)
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+ if initial_row && initial_column
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+ self.row, self.column = initial_row, initial_column
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+ else
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+ self.row, self.column = @game.height.times.zip(@game.width.times).reject do |row, column|
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+ @game.snake.vertebrae.map {|v| [v.row, v.column]}.include?([row, column])
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+ end.sample
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+ end
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+ end
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+
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+ def remove
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+ self.row = nil
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+ self.column = nil
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+ end
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+
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+ # inspect is overridden to prevent printing very long stack traces
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+ def inspect
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+ "#{super[0, 120]}... >"
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+ end
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+ end
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+ end
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+ end
@@ -0,0 +1,51 @@
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+ require 'fileutils'
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+
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+ require_relative 'snake'
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+ require_relative 'apple'
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+
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+ class Snake
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+ module Model
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+ class Game
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+ WIDTH_DEFAULT = 40
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+ HEIGHT_DEFAULT = 40
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+ FILE_HIGH_SCORE = File.expand_path(File.join(Dir.home, '.glimmer-snake'))
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+
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+ attr_reader :width, :height
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+ attr_accessor :snake, :apple, :over, :score, :high_score
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+ alias over? over
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+
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+ def initialize(width = WIDTH_DEFAULT, height = HEIGHT_DEFAULT)
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+ @width = width
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+ @height = height
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+ @snake = Snake.new(self)
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+ @apple = Apple.new(self)
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+ FileUtils.touch(FILE_HIGH_SCORE)
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+ @high_score = File.read(FILE_HIGH_SCORE).to_i rescue 0
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+ end
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+
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+ def score=(new_score)
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+ @score = new_score
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+ self.high_score = @score if @score > @high_score
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+ end
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+
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+ def high_score=(new_high_score)
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+ @high_score = new_high_score
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+ File.write(FILE_HIGH_SCORE, @high_score.to_s)
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+ rescue => e
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+ puts e.full_message
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+ end
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+
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+ def start
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+ self.over = false
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+ self.score = 0
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+ self.snake.generate
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+ self.apple.generate
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+ end
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+
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+ # inspect is overridden to prevent printing very long stack traces
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+ def inspect
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+ "#{super[0, 75]}... >"
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+ end
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+ end
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+ end
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+ end
@@ -0,0 +1,95 @@
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+ require_relative 'vertebra'
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+
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+ class Snake
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+ module Model
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+ class Snake
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+ SCORE_EAT_APPLE = 50
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+ RIGHT_TURN_MAP = {
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+ north: :east,
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+ east: :south,
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+ south: :west,
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+ west: :north
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+ }
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+ LEFT_TURN_MAP = RIGHT_TURN_MAP.invert
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+
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+ attr_accessor :collided
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+ alias collided? collided
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+
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+ attr_reader :game
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+ # vertebrae and joins are ordered from tail to head
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+ attr_accessor :vertebrae
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+
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+ def initialize(game)
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+ @game = game
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+ end
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+
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+ # generates a new snake location and orientation from scratch or via dependency injection of what head_cell and orientation are (for testing purposes)
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+ def generate(initial_row: nil, initial_column: nil, initial_orientation: nil)
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+ self.collided = false
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+ initial_vertebra = Vertebra.new(snake: self, row: initial_row, column: initial_column, orientation: initial_orientation)
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+ self.vertebrae = [initial_vertebra]
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+ end
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+
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+ def length
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+ @vertebrae.length
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+ end
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+
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+ def head
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+ @vertebrae.last
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+ end
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+
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+ def tail
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+ @vertebrae.first
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+ end
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+
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+ def remove
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+ self.vertebrae.clear
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+ self.joins.clear
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+ end
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+
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+ def move
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+ @old_tail = tail.dup
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+ @new_head = head.dup
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+ case @new_head.orientation
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+ when :east
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+ @new_head.column = (@new_head.column + 1) % @game.width
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+ when :west
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+ @new_head.column = (@new_head.column - 1) % @game.width
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+ when :south
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+ @new_head.row = (@new_head.row + 1) % @game.height
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+ when :north
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+ @new_head.row = (@new_head.row - 1) % @game.height
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+ end
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+ if @vertebrae.map {|v| [v.row, v.column]}.include?([@new_head.row, @new_head.column])
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+ self.collided = true
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+ @game.over = true
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+ else
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+ @vertebrae.append(@new_head)
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+ @vertebrae.delete(tail)
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+ if head.row == @game.apple.row && head.column == @game.apple.column
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+ grow
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+ @game.apple.generate
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+ end
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+ end
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+ end
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+
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+ def turn_right
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+ head.orientation = RIGHT_TURN_MAP[head.orientation]
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+ end
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+
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+ def turn_left
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+ head.orientation = LEFT_TURN_MAP[head.orientation]
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+ end
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+
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+ def grow
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+ @game.score += SCORE_EAT_APPLE
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+ @vertebrae.prepend(@old_tail)
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+ end
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+
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+ # inspect is overridden to prevent printing very long stack traces
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+ def inspect
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+ "#{super[0, 150]}... >"
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+ end
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+ end
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+ end
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+ end
@@ -0,0 +1,22 @@
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+ class Snake
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+ module Model
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+ class Vertebra
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+ ORIENTATIONS = %i[north east south west]
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+ # orientation is needed for snake occuppied cells (but not apple cells)
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+ attr_reader :snake
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+ attr_accessor :row, :column, :orientation
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+
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+ def initialize(snake: , row: , column: , orientation: )
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+ @row = row || rand(snake.game.height)
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+ @column = column || rand(snake.game.width)
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+ @orientation = orientation || ORIENTATIONS.sample
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+ @snake = snake
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+ end
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+
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+ # inspect is overridden to prevent printing very long stack traces
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+ def inspect
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+ "#{super[0, 150]}... >"
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+ end
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+ end
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+ end
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+ end
@@ -0,0 +1,27 @@
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+ class Snake
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+ module Presenter
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+ class Cell
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+ COLOR_CLEAR = :white
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+ COLOR_SNAKE = :green
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+ COLOR_APPLE = :red
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+
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+ attr_reader :row, :column, :grid
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+ attr_accessor :color
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+
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+ def initialize(grid: ,row: ,column: )
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+ @row = row
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+ @column = column
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+ @grid = grid
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+ end
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+
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+ def clear
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+ self.color = COLOR_CLEAR unless color == COLOR_CLEAR
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+ end
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+
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+ # inspect is overridden to prevent printing very long stack traces
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+ def inspect
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+ "#{super[0, 150]}... >"
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+ end
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+ end
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+ end
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+ end
@@ -0,0 +1,47 @@
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+ require 'glimmer/data_binding/observer'
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+ require_relative '../model/game'
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+ require_relative 'cell'
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+
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+ class Snake
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+ module Presenter
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+ class Grid
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+ attr_reader :game, :cells
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+
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+ def initialize(game = Model::Game.new)
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+ @game = game
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+ @cells = @game.height.times.map do |row|
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+ @game.width.times.map do |column|
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+ Cell.new(grid: self, row: row, column: column)
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+ end
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+ end
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+ Glimmer::DataBinding::Observer.proc do |new_vertebrae|
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+ occupied_snake_positions = @game.snake.vertebrae.map {|v| [v.row, v.column]}
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+ @cells.each_with_index do |row_cells, row|
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+ row_cells.each_with_index do |cell, column|
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+ if [@game.apple.row, @game.apple.column] == [row, column]
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+ cell.color = Cell::COLOR_APPLE
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+ elsif occupied_snake_positions.include?([row, column])
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+ cell.color = Cell::COLOR_SNAKE
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+ else
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+ cell.clear
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+ end
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+ end
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+ end
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+ end.observe(@game.snake, :vertebrae)
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+ end
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+
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+ def clear
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+ @cells.each do |row_cells|
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+ row_cells.each do |cell|
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+ cell.clear
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+ end
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+ end
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+ end
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+
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+ # inspect is overridden to prevent printing very long stack traces
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+ def inspect
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+ "#{super[0, 75]}... >"
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+ end
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+ end
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+ end
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+ end
data/examples/snake.rb ADDED
@@ -0,0 +1,90 @@
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+ require 'glimmer-dsl-libui'
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+ require 'glimmer/data_binding/observer'
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+
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+ require_relative 'snake/presenter/grid'
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+
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+ class Snake
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+ CELL_SIZE = 15
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+ SNAKE_MOVE_DELAY = 0.1
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+ include Glimmer
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+
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+ def initialize
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+ @game = Model::Game.new
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+ @grid = Presenter::Grid.new(@game)
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+ @game.start
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+ create_gui
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+ register_observers
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+ end
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+
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+ def launch
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+ @main_window.show
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+ end
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+
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+ def register_observers
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+ @game.height.times do |row|
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+ @game.width.times do |column|
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+ Glimmer::DataBinding::Observer.proc do |new_color|
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+ @cell_grid[row][column].fill = new_color
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+ end.observe(@grid.cells[row][column], :color)
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+ end
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+ end
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+
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+ Glimmer::DataBinding::Observer.proc do |game_over|
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+ Glimmer::LibUI.queue_main do
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+ if game_over
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+ msg_box('Game Over!', "Score: #{@game.score} | High Score: #{@game.high_score}")
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+ @game.start
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+ end
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+ end
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+ end.observe(@game, :over)
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+
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+ Glimmer::LibUI.timer(SNAKE_MOVE_DELAY) do
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+ unless @game.over?
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+ @game.snake.move
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+ @main_window.title = "Glimmer Snake (Score: #{@game.score} | High Score: #{@game.high_score})"
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+ end
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+ end
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+ end
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+
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+ def create_gui
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+ @cell_grid = []
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+ @main_window = window('Glimmer Snake', @game.width * CELL_SIZE, @game.height * CELL_SIZE) {
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+ resizable false
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+
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+ vertical_box {
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+ padded false
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+
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+ @game.height.times do |row|
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+ @cell_grid << []
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+ horizontal_box {
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+ padded false
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+
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+ @game.width.times do |column|
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+ area {
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+ @cell_grid.last << path {
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+ square(0, 0, CELL_SIZE)
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+
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+ fill Presenter::Cell::COLOR_CLEAR
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+ }
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+
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+ on_key_up do |area_key_event|
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+ orientation_and_key = [@game.snake.head.orientation, area_key_event[:ext_key]]
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+ case orientation_and_key
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+ in [:north, :right] | [:east, :down] | [:south, :left] | [:west, :up]
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+ @game.snake.turn_right
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+ in [:north, :left] | [:west, :down] | [:south, :right] | [:east, :up]
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+ @game.snake.turn_left
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+ else
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+ # No Op
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+ end
80
+ end
81
+ }
82
+ end
83
+ }
84
+ end
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+ }
86
+ }
87
+ end
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+ end
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+
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+ Snake.new.launch
@@ -113,7 +113,7 @@ class Tetris
113
113
  end
114
114
 
115
115
  def tetris_dir
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- @tetris_dir ||= File.join(File.expand_path('~'), '.glimmer-tetris')
116
+ @tetris_dir ||= File.join(Dir.home, '.glimmer-tetris')
117
117
  end
118
118
 
119
119
  def tetris_high_score_file
data/examples/tetris.rb CHANGED
@@ -153,6 +153,8 @@ class Tetris
153
153
  end
154
154
  }
155
155
  radio_menu_item('Rotate Left on Up Arrow') {
156
+ checked true
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+
156
158
  on_clicked do
157
159
  @game.rotate_left_on_up = true
158
160
  end
@@ -235,7 +237,19 @@ class Tetris
235
237
  on_key_down do |key_event|
236
238
  case key_event
237
239
  in ext_key: :down
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- @game.down!
240
+ if OS.windows?
241
+ # rate limit downs in Windows as they go too fast when key is held
242
+ @queued_downs ||= 0
243
+ if @queued_downs < 2
244
+ @queued_downs += 1
245
+ Glimmer::LibUI.timer(0.01, repeat: false) do
246
+ @game.down! if @queued_downs < 2
247
+ @queued_downs -= 1
248
+ end
249
+ end
250
+ else
251
+ @game.down!
252
+ end
239
253
  in key: ' '
240
254
  @game.down!(instant: true)
241
255
  in ext_key: :up
@@ -319,8 +333,11 @@ class Tetris
319
333
  end
320
334
 
321
335
  def start_moving_tetrominos_down
322
- Glimmer::LibUI.timer(@game.delay) do
323
- @game.down! if !@game.game_over? && !@game.paused?
336
+ unless @tetrominos_start_moving_down
337
+ @tetrominos_start_moving_down = true
338
+ Glimmer::LibUI.timer(@game.delay) do
339
+ @game.down! if !@game.game_over? && !@game.paused?
340
+ end
324
341
  end
325
342
  end
326
343
 
@@ -333,6 +350,8 @@ class Tetris
333
350
 
334
351
  def show_high_scores
335
352
  Glimmer::LibUI.queue_main do
353
+ game_paused = !!@game.paused
354
+ @game.paused = true
336
355
  if @game.high_scores.empty?
337
356
  high_scores_string = "No games have been scored yet."
338
357
  else
@@ -341,6 +360,7 @@ class Tetris
341
360
  end.join("\n")
342
361
  end
343
362
  msg_box('High Scores', high_scores_string)
363
+ @game.paused = game_paused
344
364
  end
345
365
  end
346
366
 
@@ -0,0 +1,145 @@
1
+ # Copyright (c) 2007-2021 Andy Maleh
2
+ #
3
+ # Permission is hereby granted, free of charge, to any person obtaining
4
+ # a copy of this software and associated documentation files (the
5
+ # "Software"), to deal in the Software without restriction, including
6
+ # without limitation the rights to use, copy, modify, merge, publish,
7
+ # distribute, sublicense, and/or sell copies of the Software, and to
8
+ # permit persons to whom the Software is furnished to do so, subject to
9
+ # the following conditions:
10
+ #
11
+ # The above copyright notice and this permission notice shall be
12
+ # included in all copies or substantial portions of the Software.
13
+ #
14
+ # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
15
+ # EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
16
+ # MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
17
+ # NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
18
+ # LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
19
+ # OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
20
+ # WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
21
+
22
+ require_relative 'cell'
23
+
24
+ class TicTacToe
25
+ class Board
26
+ DRAW = :draw
27
+ IN_PROGRESS = :in_progress
28
+ WIN = :win
29
+ attr :winning_sign
30
+ attr_accessor :game_status
31
+
32
+ def initialize
33
+ @sign_state_machine = {nil => "X", "X" => "O", "O" => "X"}
34
+ build_grid
35
+ @winning_sign = Cell::EMPTY
36
+ @game_status = IN_PROGRESS
37
+ end
38
+
39
+ #row and column numbers are 1-based
40
+ def mark(row, column)
41
+ self[row, column].mark(current_sign)
42
+ game_over? #updates winning sign
43
+ end
44
+
45
+ def current_sign
46
+ @current_sign = @sign_state_machine[@current_sign]
47
+ end
48
+
49
+ def [](row, column)
50
+ @grid[row-1][column-1]
51
+ end
52
+
53
+ def game_over?
54
+ win? or draw?
55
+ end
56
+
57
+ def win?
58
+ win = (row_win? or column_win? or diagonal_win?)
59
+ self.game_status=WIN if win
60
+ win
61
+ end
62
+
63
+ def reset!
64
+ (1..3).each do |row|
65
+ (1..3).each do |column|
66
+ self[row, column].reset!
67
+ end
68
+ end
69
+ @winning_sign = Cell::EMPTY
70
+ @current_sign = nil
71
+ self.game_status=IN_PROGRESS
72
+ end
73
+
74
+ private
75
+
76
+ def build_grid
77
+ @grid = []
78
+ 3.times do |row_index| #0-based
79
+ @grid << []
80
+ 3.times { @grid[row_index] << Cell.new }
81
+ end
82
+ end
83
+
84
+ def row_win?
85
+ (1..3).each do |row|
86
+ if row_has_same_sign(row)
87
+ @winning_sign = self[row, 1].sign
88
+ return true
89
+ end
90
+ end
91
+ false
92
+ end
93
+
94
+ def column_win?
95
+ (1..3).each do |column|
96
+ if column_has_same_sign(column)
97
+ @winning_sign = self[1, column].sign
98
+ return true
99
+ end
100
+ end
101
+ false
102
+ end
103
+
104
+ #needs refactoring if we ever decide to make the board size dynamic
105
+ def diagonal_win?
106
+ if (self[1, 1].sign == self[2, 2].sign) and (self[2, 2].sign == self[3, 3].sign) and self[1, 1].marked
107
+ @winning_sign = self[1, 1].sign
108
+ return true
109
+ end
110
+ if (self[3, 1].sign == self[2, 2].sign) and (self[2, 2].sign == self[1, 3].sign) and self[3, 1].marked
111
+ @winning_sign = self[3, 1].sign
112
+ return true
113
+ end
114
+ false
115
+ end
116
+
117
+ def draw?
118
+ @board_full = true
119
+ 3.times do |x|
120
+ 3.times do |y|
121
+ @board_full = false if self[x, y].empty
122
+ end
123
+ end
124
+ self.game_status = DRAW if @board_full
125
+ @board_full
126
+ end
127
+
128
+ def row_has_same_sign(number)
129
+ row_sign = self[number, 1].sign
130
+ [2, 3].each do |column|
131
+ return false unless row_sign == (self[number, column].sign)
132
+ end
133
+ true if self[number, 1].marked
134
+ end
135
+
136
+ def column_has_same_sign(number)
137
+ column_sign = self[1, number].sign
138
+ [2, 3].each do |row|
139
+ return false unless column_sign == (self[row, number].sign)
140
+ end
141
+ true if self[1, number].marked
142
+ end
143
+
144
+ end
145
+ end
@@ -0,0 +1,48 @@
1
+ # Copyright (c) 2007-2021 Andy Maleh
2
+ #
3
+ # Permission is hereby granted, free of charge, to any person obtaining
4
+ # a copy of this software and associated documentation files (the
5
+ # "Software"), to deal in the Software without restriction, including
6
+ # without limitation the rights to use, copy, modify, merge, publish,
7
+ # distribute, sublicense, and/or sell copies of the Software, and to
8
+ # permit persons to whom the Software is furnished to do so, subject to
9
+ # the following conditions:
10
+ #
11
+ # The above copyright notice and this permission notice shall be
12
+ # included in all copies or substantial portions of the Software.
13
+ #
14
+ # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
15
+ # EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
16
+ # MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
17
+ # NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
18
+ # LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
19
+ # OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
20
+ # WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
21
+
22
+ class TicTacToe
23
+ class Cell
24
+ EMPTY = ""
25
+ attr_accessor :sign, :empty
26
+
27
+ def initialize
28
+ reset!
29
+ end
30
+
31
+ def mark(sign)
32
+ self.sign = sign
33
+ end
34
+
35
+ def reset!
36
+ self.sign = EMPTY
37
+ end
38
+
39
+ def sign=(sign_symbol)
40
+ @sign = sign_symbol
41
+ self.empty = sign == EMPTY
42
+ end
43
+
44
+ def marked
45
+ !empty
46
+ end
47
+ end
48
+ end