gosu 0.7.10.1
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- data/COPYING.txt +29 -0
- data/Gosu/Async.hpp +48 -0
- data/Gosu/Audio.hpp +145 -0
- data/Gosu/AutoLink.hpp +16 -0
- data/Gosu/Bitmap.hpp +85 -0
- data/Gosu/ButtonsMac.hpp +114 -0
- data/Gosu/ButtonsWin.hpp +111 -0
- data/Gosu/ButtonsX.hpp +115 -0
- data/Gosu/Color.hpp +172 -0
- data/Gosu/Directories.hpp +36 -0
- data/Gosu/Font.hpp +59 -0
- data/Gosu/Fwd.hpp +31 -0
- data/Gosu/Gosu.hpp +26 -0
- data/Gosu/Graphics.hpp +86 -0
- data/Gosu/GraphicsBase.hpp +45 -0
- data/Gosu/IO.hpp +255 -0
- data/Gosu/Image.hpp +148 -0
- data/Gosu/ImageData.hpp +45 -0
- data/Gosu/Input.hpp +116 -0
- data/Gosu/Math.hpp +95 -0
- data/Gosu/Platform.hpp +61 -0
- data/Gosu/RotFlip.hpp +116 -0
- data/Gosu/Sockets.hpp +129 -0
- data/Gosu/Text.hpp +47 -0
- data/Gosu/TextInput.hpp +57 -0
- data/Gosu/Timing.hpp +16 -0
- data/Gosu/Utility.hpp +24 -0
- data/Gosu/WinUtility.hpp +76 -0
- data/Gosu/Window.hpp +84 -0
- data/GosuImpl/Async.cpp +37 -0
- data/GosuImpl/AudioFmod.cpp +417 -0
- data/GosuImpl/AudioSDL.cpp +255 -0
- data/GosuImpl/DirectoriesMac.mm +38 -0
- data/GosuImpl/DirectoriesUnix.cpp +48 -0
- data/GosuImpl/DirectoriesWin.cpp +42 -0
- data/GosuImpl/FileUnix.cpp +100 -0
- data/GosuImpl/FileWin.cpp +83 -0
- data/GosuImpl/Graphics/Bitmap.cpp +116 -0
- data/GosuImpl/Graphics/BitmapBMP.cpp +232 -0
- data/GosuImpl/Graphics/BitmapColorKey.cpp +39 -0
- data/GosuImpl/Graphics/BitmapPNG.cpp +276 -0
- data/GosuImpl/Graphics/BitmapUtils.cpp +67 -0
- data/GosuImpl/Graphics/BlockAllocator.cpp +127 -0
- data/GosuImpl/Graphics/BlockAllocator.hpp +34 -0
- data/GosuImpl/Graphics/Color.cpp +126 -0
- data/GosuImpl/Graphics/Common.hpp +21 -0
- data/GosuImpl/Graphics/DrawOp.hpp +154 -0
- data/GosuImpl/Graphics/Font.cpp +110 -0
- data/GosuImpl/Graphics/Graphics.cpp +295 -0
- data/GosuImpl/Graphics/Image.cpp +159 -0
- data/GosuImpl/Graphics/LargeImageData.cpp +115 -0
- data/GosuImpl/Graphics/LargeImageData.hpp +37 -0
- data/GosuImpl/Graphics/RotFlip.cpp +184 -0
- data/GosuImpl/Graphics/TexChunk.cpp +77 -0
- data/GosuImpl/Graphics/TexChunk.hpp +40 -0
- data/GosuImpl/Graphics/Text.cpp +223 -0
- data/GosuImpl/Graphics/TextMac.cpp +242 -0
- data/GosuImpl/Graphics/TextPangoFT.cpp +186 -0
- data/GosuImpl/Graphics/TextWin.cpp +172 -0
- data/GosuImpl/Graphics/Texture.cpp +104 -0
- data/GosuImpl/Graphics/Texture.hpp +34 -0
- data/GosuImpl/IO.cpp +48 -0
- data/GosuImpl/InputMac.mm +677 -0
- data/GosuImpl/InputWin.cpp +444 -0
- data/GosuImpl/InputX.cpp +158 -0
- data/GosuImpl/MacUtility.hpp +48 -0
- data/GosuImpl/Math.cpp +49 -0
- data/GosuImpl/RubyGosu.swg +474 -0
- data/GosuImpl/RubyGosuStub.mm +17 -0
- data/GosuImpl/RubyGosu_DllMain.cxx +30 -0
- data/GosuImpl/RubyGosu_wrap.cxx +8521 -0
- data/GosuImpl/RubyGosu_wrap.h +31 -0
- data/GosuImpl/Sockets/CommSocket.cpp +304 -0
- data/GosuImpl/Sockets/ListenerSocket.cpp +60 -0
- data/GosuImpl/Sockets/MessageSocket.cpp +136 -0
- data/GosuImpl/Sockets/Socket.cpp +145 -0
- data/GosuImpl/Sockets/Sockets.hpp +66 -0
- data/GosuImpl/TextInputMac.mm +207 -0
- data/GosuImpl/TextInputWin.cpp +197 -0
- data/GosuImpl/TextInputX.cpp +201 -0
- data/GosuImpl/TextTTFWin.cpp +247 -0
- data/GosuImpl/TimingUnix.cpp +17 -0
- data/GosuImpl/TimingWin.cpp +28 -0
- data/GosuImpl/Utility.cpp +140 -0
- data/GosuImpl/WinMain.cpp +69 -0
- data/GosuImpl/WinUtility.cpp +137 -0
- data/GosuImpl/WindowMac.mm +466 -0
- data/GosuImpl/WindowWin.cpp +447 -0
- data/GosuImpl/WindowX.cpp +392 -0
- data/GosuImpl/X11vroot.h +118 -0
- data/README.txt +13 -0
- data/Rakefile +178 -0
- data/examples/ChipmunkIntegration.rb +275 -0
- data/examples/CptnRuby.rb +231 -0
- data/examples/MoreChipmunkAndRMagick.rb +155 -0
- data/examples/OpenGLIntegration.rb +232 -0
- data/examples/RMagickIntegration.rb +449 -0
- data/examples/TextInput.cpp +170 -0
- data/examples/TextInput.rb +139 -0
- data/examples/Tutorial.cpp +215 -0
- data/examples/Tutorial.rb +137 -0
- data/examples/media/Beep.wav +0 -0
- data/examples/media/CptnRuby Gem.png +0 -0
- data/examples/media/CptnRuby Map.txt +25 -0
- data/examples/media/CptnRuby Tileset.png +0 -0
- data/examples/media/CptnRuby.png +0 -0
- data/examples/media/Cursor.png +0 -0
- data/examples/media/Earth.png +0 -0
- data/examples/media/Explosion.wav +0 -0
- data/examples/media/LargeStar.png +0 -0
- data/examples/media/Sky.jpg +0 -0
- data/examples/media/Smoke.png +0 -0
- data/examples/media/Soldier.png +0 -0
- data/examples/media/Space.png +0 -0
- data/examples/media/Star.png +0 -0
- data/examples/media/Starfighter.bmp +0 -0
- data/linux/Makefile.in +98 -0
- data/linux/configure +5658 -0
- data/linux/configure.ac +126 -0
- data/linux/extconf.rb +11 -0
- data/mac/English.lproj/InfoPlist.strings +0 -0
- data/mac/Gosu-Info.plist +26 -0
- data/mac/Gosu.xcodeproj/project.pbxproj +1194 -0
- data/mac/RubyGosu Template-Info.plist +26 -0
- data/mac/libboost_thread_1_34_1_universal.a +0 -0
- data/mac/libboost_thread_d_1_34_1_universal.a +0 -0
- data/mac/libfmod_universal.a +0 -0
- data/mac/libpng_universal.a +0 -0
- data/mac/libz_universal.a +0 -0
- data/reference/Async_8hpp-source.html +70 -0
- data/reference/Audio_8hpp-source.html +114 -0
- data/reference/Audio_8hpp.html +50 -0
- data/reference/AutoLink_8hpp-source.html +38 -0
- data/reference/AutoLink_8hpp.html +34 -0
- data/reference/Bitmap_8hpp-source.html +85 -0
- data/reference/Bitmap_8hpp.html +58 -0
- data/reference/ButtonsMac_8hpp-source.html +133 -0
- data/reference/ButtonsWin_8hpp-source.html +133 -0
- data/reference/ButtonsX_8hpp-source.html +134 -0
- data/reference/Color_8hpp-source.html +169 -0
- data/reference/Color_8hpp.html +85 -0
- data/reference/Directories_8hpp-source.html +42 -0
- data/reference/Directories_8hpp.html +46 -0
- data/reference/Font_8hpp-source.html +65 -0
- data/reference/Font_8hpp.html +41 -0
- data/reference/Fwd_8hpp-source.html +52 -0
- data/reference/Fwd_8hpp.html +37 -0
- data/reference/Gosu_8hpp-source.html +48 -0
- data/reference/Gosu_8hpp.html +34 -0
- data/reference/GraphicsBase_8hpp-source.html +57 -0
- data/reference/GraphicsBase_8hpp.html +56 -0
- data/reference/Graphics_8hpp-source.html +96 -0
- data/reference/Graphics_8hpp.html +53 -0
- data/reference/IO_8hpp-source.html +255 -0
- data/reference/IO_8hpp.html +74 -0
- data/reference/ImageData_8hpp-source.html +62 -0
- data/reference/ImageData_8hpp.html +43 -0
- data/reference/Image_8hpp-source.html +126 -0
- data/reference/Image_8hpp.html +48 -0
- data/reference/Input_8hpp-source.html +118 -0
- data/reference/Input_8hpp.html +50 -0
- data/reference/Math_8hpp-source.html +92 -0
- data/reference/Math_8hpp.html +74 -0
- data/reference/Platform_8hpp-source.html +83 -0
- data/reference/Platform_8hpp.html +73 -0
- data/reference/RotFlip_8hpp-source.html +138 -0
- data/reference/RotFlip_8hpp.html +77 -0
- data/reference/Sockets_8hpp-source.html +130 -0
- data/reference/Sockets_8hpp.html +66 -0
- data/reference/TextInput_8hpp-source.html +64 -0
- data/reference/TextInput_8hpp.html +41 -0
- data/reference/Text_8hpp-source.html +51 -0
- data/reference/Text_8hpp.html +46 -0
- data/reference/Timing_8hpp-source.html +36 -0
- data/reference/Timing_8hpp.html +42 -0
- data/reference/Utility_8hpp-source.html +44 -0
- data/reference/Utility_8hpp.html +48 -0
- data/reference/WinUtility_8hpp-source.html +79 -0
- data/reference/WinUtility_8hpp.html +64 -0
- data/reference/Window_8hpp-source.html +91 -0
- data/reference/Window_8hpp.html +41 -0
- data/reference/annotated.html +51 -0
- data/reference/classGosu_1_1Audio-members.html +34 -0
- data/reference/classGosu_1_1Audio.html +46 -0
- data/reference/classGosu_1_1Bitmap-members.html +44 -0
- data/reference/classGosu_1_1Bitmap.html +263 -0
- data/reference/classGosu_1_1Buffer-members.html +44 -0
- data/reference/classGosu_1_1Buffer.html +78 -0
- data/reference/classGosu_1_1Buffer.png +0 -0
- data/reference/classGosu_1_1Button-members.html +36 -0
- data/reference/classGosu_1_1Button.html +143 -0
- data/reference/classGosu_1_1Color-members.html +56 -0
- data/reference/classGosu_1_1Color.html +387 -0
- data/reference/classGosu_1_1File-members.html +41 -0
- data/reference/classGosu_1_1File.html +69 -0
- data/reference/classGosu_1_1File.png +0 -0
- data/reference/classGosu_1_1Font-members.html +39 -0
- data/reference/classGosu_1_1Font.html +309 -0
- data/reference/classGosu_1_1Graphics-members.html +50 -0
- data/reference/classGosu_1_1Graphics.html +234 -0
- data/reference/classGosu_1_1Image-members.html +45 -0
- data/reference/classGosu_1_1Image.html +518 -0
- data/reference/classGosu_1_1ImageData-members.html +37 -0
- data/reference/classGosu_1_1ImageData.html +60 -0
- data/reference/classGosu_1_1Input-members.html +44 -0
- data/reference/classGosu_1_1Input.html +223 -0
- data/reference/classGosu_1_1MessageSocket-members.html +40 -0
- data/reference/classGosu_1_1MessageSocket.html +233 -0
- data/reference/classGosu_1_1Resource-members.html +39 -0
- data/reference/classGosu_1_1Resource.html +116 -0
- data/reference/classGosu_1_1Resource.png +0 -0
- data/reference/classGosu_1_1Sample-members.html +37 -0
- data/reference/classGosu_1_1Sample.html +200 -0
- data/reference/classGosu_1_1SampleInstance-members.html +38 -0
- data/reference/classGosu_1_1SampleInstance.html +169 -0
- data/reference/classGosu_1_1Song-members.html +43 -0
- data/reference/classGosu_1_1Song.html +260 -0
- data/reference/classGosu_1_1TextInput-members.html +38 -0
- data/reference/classGosu_1_1TextInput.html +121 -0
- data/reference/classGosu_1_1Window-members.html +50 -0
- data/reference/classGosu_1_1Window.html +271 -0
- data/reference/doxyfile +233 -0
- data/reference/doxygen.css +433 -0
- data/reference/doxygen.png +0 -0
- data/reference/files.html +54 -0
- data/reference/functions.html +236 -0
- data/reference/functions_enum.html +45 -0
- data/reference/functions_func.html +227 -0
- data/reference/functions_vars.html +47 -0
- data/reference/hierarchy.html +53 -0
- data/reference/index.html +26 -0
- data/reference/namespaceGosu.html +2890 -0
- data/reference/namespaceGosu_1_1Colors.html +70 -0
- data/reference/namespaceGosu_1_1Win.html +275 -0
- data/reference/namespacemembers.html +216 -0
- data/reference/namespacemembers_enum.html +52 -0
- data/reference/namespacemembers_eval.html +54 -0
- data/reference/namespacemembers_func.html +185 -0
- data/reference/namespacemembers_type.html +46 -0
- data/reference/namespacemembers_vars.html +46 -0
- data/reference/namespaces.html +35 -0
- data/reference/tab_b.gif +0 -0
- data/reference/tab_l.gif +0 -0
- data/reference/tab_r.gif +0 -0
- data/reference/tabs.css +102 -0
- data/windows/Gosu.sln +29 -0
- data/windows/Gosu.vcproj +553 -0
- data/windows/RubyGosu.vcproj +138 -0
- metadata +305 -0
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# Basically, the tutorial game taken to a jump'n'run perspective.
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# Shows how to
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# * implement jumping/gravity
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# * implement scrolling
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# * implement a simple tile-based map
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# * load levels from primitive text files
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# Some exercises, starting at the real basics:
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# 0) understand the existing code!
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# As shown in the tutorial:
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# 1) change it use Gosu's Z-ordering
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# 2) add gamepad support
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# 3) add a score as in the tutorial game
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# 4) similarly, add sound effects for various events
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# Exploring this game's code and Gosu:
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# 5) make the player wider, so he doesn't fall off edges as easily
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# 6) add background music (check if playing in Window#update to implement
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# looping)
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# 7) implement parallax scrolling for the star background!
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# Getting tricky:
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# 8) optimize Map#draw so only tiles on screen are drawn (needs modulo, a pen
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# and paper to figure out)
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# 9) add loading of next level when all gems are collected
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# ...Enemies, a more sophisticated object system, weapons, title and credits
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# screens...
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begin
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# In case you use Gosu via rubygems.
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require 'rubygems'
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rescue LoadError
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# In case you don't.
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end
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require 'gosu'
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include Gosu
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module Tiles
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Grass = 0
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Earth = 1
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end
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class CollectibleGem
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attr_reader :x, :y
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def initialize(image, x, y)
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@image = image
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@x, @y = x, y
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end
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def draw(screen_x, screen_y)
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# Draw, slowly rotating
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@image.draw_rot(@x - screen_x, @y - screen_y, 0,
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25 * Math.sin(milliseconds / 133.7))
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end
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end
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# Player class.
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class CptnRuby
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attr_reader :x, :y
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def initialize(window, x, y)
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@x, @y = x, y
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@dir = :left
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@vy = 0 # Vertical velocity
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@map = window.map
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# Load all animation frames
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@standing, @walk1, @walk2, @jump =
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*Image.load_tiles(window, "media/CptnRuby.png", 50, 50, false)
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# This always points to the frame that is currently drawn.
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# This is set in update, and used in draw.
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@cur_image = @standing
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end
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def draw(screen_x, screen_y)
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# Flip vertically when facing to the left.
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if @dir == :left then
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offs_x = -25
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factor = 1.0
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else
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offs_x = 25
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factor = -1.0
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end
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@cur_image.draw(@x - screen_x + offs_x, @y - screen_y - 49, 0, factor, 1.0)
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end
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# Could the object be placed at x + offs_x/y + offs_y without being stuck?
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def would_fit(offs_x, offs_y)
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# Check at the center/top and center/bottom for map collisions
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not @map.solid?(@x + offs_x, @y + offs_y) and
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not @map.solid?(@x + offs_x, @y + offs_y - 45)
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end
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def update(move_x)
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# Select image depending on action
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if (move_x == 0)
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@cur_image = @standing
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else
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@cur_image = (milliseconds / 175 % 2 == 0) ? @walk1 : @walk2
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end
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if (@vy < 0)
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@cur_image = @jump
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end
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# Directional walking, horizontal movement
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if move_x > 0 then
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@dir = :right
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move_x.times { if would_fit(1, 0) then @x += 1 end }
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end
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if move_x < 0 then
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@dir = :left
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(-move_x).times { if would_fit(-1, 0) then @x -= 1 end }
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end
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# Acceleration/gravity
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# By adding 1 each frame, and (ideally) adding vy to y, the player's
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# jumping curve will be the parabole we want it to be.
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@vy += 1
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# Vertical movement
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if @vy > 0 then
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@vy.times { if would_fit(0, 1) then @y += 1 else @vy = 0 end }
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end
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if @vy < 0 then
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(-@vy).times { if would_fit(0, -1) then @y -= 1 else @vy = 0 end }
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end
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end
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def try_to_jump
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if @map.solid?(@x, @y + 1) then
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@vy = -20
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end
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end
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def collect_gems(gems)
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# Same as in the tutorial game.
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gems.reject! do |c|
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(c.x - @x).abs < 50 and (c.y - @y).abs < 50
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end
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end
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end
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# Map class holds and draws tiles and gems.
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class Map
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attr_reader :width, :height, :gems
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def initialize(window, filename)
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# Load 60x60 tiles, 5px overlap in all four directions.
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@tileset = Image.load_tiles(window, "media/CptnRuby Tileset.png", 60, 60, true)
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@sky = Image.new(window, "media/Space.png", true)
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gem_img = Image.new(window, "media/CptnRuby Gem.png", false)
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@gems = []
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lines = File.readlines(filename).map { |line| line.chop }
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@height = lines.size
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@width = lines[0].size
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@tiles = Array.new(@width) do |x|
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Array.new(@height) do |y|
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case lines[y][x, 1]
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160
|
+
when '"'
|
161
|
+
Tiles::Grass
|
162
|
+
when '#'
|
163
|
+
Tiles::Earth
|
164
|
+
when 'x'
|
165
|
+
@gems.push(CollectibleGem.new(gem_img, x * 50 + 25, y * 50 + 25))
|
166
|
+
nil
|
167
|
+
else
|
168
|
+
nil
|
169
|
+
end
|
170
|
+
end
|
171
|
+
end
|
172
|
+
end
|
173
|
+
|
174
|
+
def draw(screen_x, screen_y)
|
175
|
+
# Sigh, stars!
|
176
|
+
@sky.draw(0, 0, 0)
|
177
|
+
|
178
|
+
|
179
|
+
# Very primitive drawing function:
|
180
|
+
# Draws all the tiles, some off-screen, some on-screen.
|
181
|
+
@height.times do |y|
|
182
|
+
@width.times do |x|
|
183
|
+
tile = @tiles[x][y]
|
184
|
+
if tile
|
185
|
+
# Draw the tile with an offset (tile images have some overlap)
|
186
|
+
# Scrolling is implemented here just as in the game objects.
|
187
|
+
@tileset[tile].draw(x * 50 - screen_x - 5, y * 50 - screen_y - 5, 0)
|
188
|
+
end
|
189
|
+
end
|
190
|
+
end
|
191
|
+
@gems.each { |c| c.draw(screen_x, screen_y) }
|
192
|
+
end
|
193
|
+
|
194
|
+
# Solid at a given pixel position?
|
195
|
+
def solid?(x, y)
|
196
|
+
y < 0 || @tiles[x / 50][y / 50]
|
197
|
+
end
|
198
|
+
end
|
199
|
+
|
200
|
+
class Game < Window
|
201
|
+
attr_reader :map
|
202
|
+
|
203
|
+
def initialize
|
204
|
+
super(640, 480, false)
|
205
|
+
self.caption = "Cptn. Ruby"
|
206
|
+
@map = Map.new(self, "media/CptnRuby Map.txt")
|
207
|
+
@cptn = CptnRuby.new(self, 400, 100)
|
208
|
+
# Scrolling is stored as the position of the top left corner of the screen.
|
209
|
+
@screen_x = @screen_y = 0
|
210
|
+
end
|
211
|
+
def update
|
212
|
+
move_x = 0
|
213
|
+
move_x -= 5 if button_down? Button::KbLeft
|
214
|
+
move_x += 5 if button_down? Button::KbRight
|
215
|
+
@cptn.update(move_x)
|
216
|
+
@cptn.collect_gems(@map.gems)
|
217
|
+
# Scrolling follows player
|
218
|
+
@screen_x = [[@cptn.x - 320, 0].max, @map.width * 50 - 640].min
|
219
|
+
@screen_y = [[@cptn.y - 240, 0].max, @map.height * 50 - 480].min
|
220
|
+
end
|
221
|
+
def draw
|
222
|
+
@map.draw @screen_x, @screen_y
|
223
|
+
@cptn.draw @screen_x, @screen_y
|
224
|
+
end
|
225
|
+
def button_down(id)
|
226
|
+
if id == Button::KbUp then @cptn.try_to_jump end
|
227
|
+
if id == Button::KbEscape then close end
|
228
|
+
end
|
229
|
+
end
|
230
|
+
|
231
|
+
Game.new.show
|
@@ -0,0 +1,155 @@
|
|
1
|
+
# Based on the C Demo3 demonstration distributed with Chipmunk.
|
2
|
+
# Also with some help from the ChipmunkIntegration.rb program.
|
3
|
+
#
|
4
|
+
# License: Same as for Gosu (MIT)
|
5
|
+
# Created on 21/10/2007, 00:05:19 by Robert Sheehan
|
6
|
+
|
7
|
+
require 'rubygems'
|
8
|
+
require 'gosu'
|
9
|
+
require 'chipmunk'
|
10
|
+
require 'RMagick'
|
11
|
+
|
12
|
+
# Convenience method for converting from radians to a Vec2 vector.
|
13
|
+
class Numeric
|
14
|
+
def radians_to_vec2
|
15
|
+
CP::Vec2.new(Math::cos(self), Math::sin(self))
|
16
|
+
end
|
17
|
+
end
|
18
|
+
|
19
|
+
# Layering of sprites
|
20
|
+
module ZOrder
|
21
|
+
Background, Box = *0..1
|
22
|
+
end
|
23
|
+
|
24
|
+
SCREEN_WIDTH = 640
|
25
|
+
SCREEN_HEIGHT = 480
|
26
|
+
TICK = 1.0/60.0
|
27
|
+
NUM_POLYGONS = 80
|
28
|
+
NUM_SIDES = 4
|
29
|
+
EDGE_SIZE = 15
|
30
|
+
|
31
|
+
# Everything appears in the Gosu::Window.
|
32
|
+
class DemoWindow < Gosu::Window
|
33
|
+
|
34
|
+
def initialize
|
35
|
+
super(SCREEN_WIDTH, SCREEN_HEIGHT, false)
|
36
|
+
self.caption = "A Chipmunk-RMagick-Gosu Demonstration"
|
37
|
+
@space = CP::Space.new
|
38
|
+
@space.iterations = 5
|
39
|
+
@space.gravity = CP::Vec2.new(0, 100)
|
40
|
+
# you can replace the background with any image with this line
|
41
|
+
# background = Magick::ImageList.new( "media/Space.png")
|
42
|
+
fill = Magick::TextureFill.new(Magick::ImageList.new("granite:"))
|
43
|
+
background = Magick::Image.new(SCREEN_WIDTH, SCREEN_HEIGHT, fill)
|
44
|
+
setup_triangles(background)
|
45
|
+
@background_image = Gosu::Image.new(self, background, true) # turn the image into a Gosu one
|
46
|
+
@boxes = create_boxes(NUM_POLYGONS)
|
47
|
+
end
|
48
|
+
|
49
|
+
# Create all of the static triangles.
|
50
|
+
# Adds them to the space and the background image.
|
51
|
+
def setup_triangles(background)
|
52
|
+
gc = Magick::Draw.new
|
53
|
+
gc.stroke_width(2)
|
54
|
+
gc.stroke('red')
|
55
|
+
gc.fill('blue')
|
56
|
+
# all the triangles are part of the same body
|
57
|
+
body = CP::Body.new(Float::MAX, Float::MAX)
|
58
|
+
base = 15
|
59
|
+
height = 10
|
60
|
+
shape_vertices = [CP::Vec2.new(-base, base), CP::Vec2.new(base, base), CP::Vec2.new(0, -height)]
|
61
|
+
# make shapes and images
|
62
|
+
9.times do |i|
|
63
|
+
6.times do |j|
|
64
|
+
stagger = (j % 2) * 40
|
65
|
+
x = i * 80 + stagger
|
66
|
+
y = j * 70 + 80
|
67
|
+
shape = CP::Shape::Poly.new(body, shape_vertices, CP::Vec2.new(x, y))
|
68
|
+
shape.e = 1
|
69
|
+
shape.u = 1
|
70
|
+
@space.add_static_shape(shape)
|
71
|
+
gc.polygon(x - base + 1, y + base - 1, x + base - 1, y + base - 1, x, y - height + 1)
|
72
|
+
end
|
73
|
+
end
|
74
|
+
# do the drawing
|
75
|
+
gc.draw(background)
|
76
|
+
end
|
77
|
+
|
78
|
+
# Produces the vertices of a regular polygon.
|
79
|
+
def polygon_vertices(sides, size)
|
80
|
+
vertices = []
|
81
|
+
sides.times do |i|
|
82
|
+
angle = -2 * Math::PI * i / sides
|
83
|
+
vertices << angle.radians_to_vec2() * size
|
84
|
+
end
|
85
|
+
return vertices
|
86
|
+
end
|
87
|
+
|
88
|
+
# Produces the image of a polygon.
|
89
|
+
def polygon_image(vertices)
|
90
|
+
box_image = Magick::Image.new(EDGE_SIZE * 2, EDGE_SIZE * 2) { self.background_color = 'transparent' }
|
91
|
+
gc = Magick::Draw.new
|
92
|
+
gc.stroke('red')
|
93
|
+
gc.fill('plum')
|
94
|
+
draw_vertices = vertices.map { |v| [v.x + EDGE_SIZE, v.y + EDGE_SIZE] }.flatten
|
95
|
+
gc.polygon(*draw_vertices)
|
96
|
+
gc.draw(box_image)
|
97
|
+
return Gosu::Image.new(self, box_image, false)
|
98
|
+
end
|
99
|
+
|
100
|
+
# Produces the polygon objects and adds them to the space.
|
101
|
+
def create_boxes(num)
|
102
|
+
box_vertices = polygon_vertices(NUM_SIDES, EDGE_SIZE)
|
103
|
+
box_image = polygon_image(box_vertices)
|
104
|
+
boxes = []
|
105
|
+
num.times do
|
106
|
+
body = CP::Body.new(1, CP::moment_for_poly(1.0, box_vertices, CP::Vec2.new(0, 0))) # mass, moment of inertia
|
107
|
+
body.p = CP::Vec2.new(rand(SCREEN_WIDTH), rand(40) - 50)
|
108
|
+
shape = CP::Shape::Poly.new(body, box_vertices, CP::Vec2.new(0, 0))
|
109
|
+
shape.e = 0.0
|
110
|
+
shape.u = 0.4
|
111
|
+
boxes << Box.new(box_image, body)
|
112
|
+
@space.add_body(body)
|
113
|
+
@space.add_shape(shape)
|
114
|
+
end
|
115
|
+
return boxes
|
116
|
+
end
|
117
|
+
|
118
|
+
# All the simulation is done here.
|
119
|
+
def update
|
120
|
+
@space.step(TICK)
|
121
|
+
@boxes.each { |box| box.check_off_screen }
|
122
|
+
end
|
123
|
+
|
124
|
+
# All the updating of the screen is done here.
|
125
|
+
def draw
|
126
|
+
@background_image.draw(0, 0, ZOrder::Background)
|
127
|
+
@boxes.each { |box| box.draw }
|
128
|
+
end
|
129
|
+
|
130
|
+
end
|
131
|
+
|
132
|
+
# The falling boxes class.
|
133
|
+
# Nothing more than a body and an image.
|
134
|
+
class Box
|
135
|
+
|
136
|
+
def initialize(image, body)
|
137
|
+
@image = image
|
138
|
+
@body = body
|
139
|
+
end
|
140
|
+
|
141
|
+
# If it goes offscreen we put it back to the top.
|
142
|
+
def check_off_screen
|
143
|
+
pos = @body.p
|
144
|
+
if pos.y > SCREEN_HEIGHT + EDGE_SIZE or pos.x > SCREEN_WIDTH + EDGE_SIZE or pos.x < -EDGE_SIZE
|
145
|
+
@body.p = CP::Vec2.new(rand * SCREEN_WIDTH, 0)
|
146
|
+
end
|
147
|
+
end
|
148
|
+
|
149
|
+
def draw
|
150
|
+
@image.draw_rot(@body.p.x, @body.p.y, ZOrder::Box, @body.a.radians_to_gosu)
|
151
|
+
end
|
152
|
+
end
|
153
|
+
|
154
|
+
window = DemoWindow.new
|
155
|
+
window.show
|
@@ -0,0 +1,232 @@
|
|
1
|
+
# The tutorial game over a landscape rendered with OpenGL.
|
2
|
+
# Basically shows how arbitrary OpenGL calls can be put into
|
3
|
+
# the block given to Window#gl, and that Gosu Images can be
|
4
|
+
# used as textures using the gl_tex_info call.
|
5
|
+
|
6
|
+
begin
|
7
|
+
# In case you use Gosu via RubyGems.
|
8
|
+
require 'rubygems'
|
9
|
+
rescue LoadError
|
10
|
+
# In case you don't.
|
11
|
+
end
|
12
|
+
|
13
|
+
require 'gosu'
|
14
|
+
require 'gl'
|
15
|
+
require 'glu'
|
16
|
+
|
17
|
+
include Gl
|
18
|
+
include Glu
|
19
|
+
|
20
|
+
module ZOrder
|
21
|
+
Stars, Player, UI = *0..3
|
22
|
+
end
|
23
|
+
|
24
|
+
# The only really new class here.
|
25
|
+
# Draws a scrolling, repeating texture with a randomized height map.
|
26
|
+
class GLBackground
|
27
|
+
# Height map size
|
28
|
+
POINTS_X = 7
|
29
|
+
POINTS_Y = 7
|
30
|
+
# Scrolling speed
|
31
|
+
SCROLLS_PER_STEP = 50
|
32
|
+
|
33
|
+
def initialize(window)
|
34
|
+
@image = Gosu::Image.new(window, "media/Earth.png", true)
|
35
|
+
@scrolls = 0
|
36
|
+
@height_map = Array.new(POINTS_Y) { Array.new(POINTS_X) { rand } }
|
37
|
+
end
|
38
|
+
|
39
|
+
def scroll
|
40
|
+
@scrolls += 1
|
41
|
+
if @scrolls == SCROLLS_PER_STEP then
|
42
|
+
@scrolls = 0
|
43
|
+
@height_map.shift
|
44
|
+
@height_map.push Array.new(POINTS_X) { rand }
|
45
|
+
end
|
46
|
+
end
|
47
|
+
|
48
|
+
def exec_gl
|
49
|
+
# Get the name of the OpenGL texture the Image resides on, and the
|
50
|
+
# u/v coordinates of the rect it occupies.
|
51
|
+
# gl_tex_info can return nil if the image was too large to fit onto
|
52
|
+
# a single OpenGL texture and was internally split up.
|
53
|
+
info = @image.gl_tex_info
|
54
|
+
return unless info
|
55
|
+
|
56
|
+
# Pretty straightforward OpenGL code.
|
57
|
+
|
58
|
+
glDepthFunc(GL_GEQUAL)
|
59
|
+
glEnable(GL_DEPTH_TEST)
|
60
|
+
glEnable(GL_BLEND)
|
61
|
+
|
62
|
+
glMatrixMode(GL_PROJECTION)
|
63
|
+
glLoadIdentity
|
64
|
+
glFrustum(-0.10, 0.10, -0.075, 0.075, 1, 100)
|
65
|
+
|
66
|
+
glMatrixMode(GL_MODELVIEW)
|
67
|
+
glLoadIdentity
|
68
|
+
glTranslate(0, 0, -4)
|
69
|
+
|
70
|
+
glEnable(GL_TEXTURE_2D)
|
71
|
+
glBindTexture(GL_TEXTURE_2D, info.tex_name)
|
72
|
+
|
73
|
+
offs_y = 1.0 * @scrolls / SCROLLS_PER_STEP
|
74
|
+
|
75
|
+
0.upto(POINTS_Y - 2) do |y|
|
76
|
+
0.upto(POINTS_X - 2) do |x|
|
77
|
+
glBegin(GL_TRIANGLE_STRIP)
|
78
|
+
z = @height_map[y][x]
|
79
|
+
glColor4d(1, 1, 1, z)
|
80
|
+
glTexCoord2d(info.left, info.top)
|
81
|
+
glVertex3d(-0.5 + (x - 0.0) / (POINTS_X-1), -0.5 + (y - offs_y - 0.0) / (POINTS_Y-2), z)
|
82
|
+
|
83
|
+
z = @height_map[y+1][x]
|
84
|
+
glColor4d(1, 1, 1, z)
|
85
|
+
glTexCoord2d(info.left, info.bottom)
|
86
|
+
glVertex3d(-0.5 + (x - 0.0) / (POINTS_X-1), -0.5 + (y - offs_y + 1.0) / (POINTS_Y-2), z)
|
87
|
+
|
88
|
+
z = @height_map[y][x + 1]
|
89
|
+
glColor4d(1, 1, 1, z)
|
90
|
+
glTexCoord2d(info.right, info.top)
|
91
|
+
glVertex3d(-0.5 + (x + 1.0) / (POINTS_X-1), -0.5 + (y - offs_y - 0.0) / (POINTS_Y-2), z)
|
92
|
+
|
93
|
+
z = @height_map[y+1][x + 1]
|
94
|
+
glColor4d(1, 1, 1, z)
|
95
|
+
glTexCoord2d(info.right, info.bottom)
|
96
|
+
glVertex3d(-0.5 + (x + 1.0) / (POINTS_X-1), -0.5 + (y - offs_y + 1.0) / (POINTS_Y-2), z)
|
97
|
+
glEnd
|
98
|
+
end
|
99
|
+
end
|
100
|
+
end
|
101
|
+
end
|
102
|
+
|
103
|
+
# Roughly adapted from the tutorial game. Always faces north.
|
104
|
+
class Player
|
105
|
+
Speed = 7
|
106
|
+
|
107
|
+
attr_reader :score
|
108
|
+
|
109
|
+
def initialize(window, x, y)
|
110
|
+
@image = Gosu::Image.new(window, "media/Starfighter.bmp", false)
|
111
|
+
@beep = Gosu::Sample.new(window, "media/Beep.wav")
|
112
|
+
@x, @y = x, y
|
113
|
+
@score = 0
|
114
|
+
end
|
115
|
+
|
116
|
+
def move_left
|
117
|
+
@x = [@x - Speed, 0].max
|
118
|
+
end
|
119
|
+
|
120
|
+
def move_right
|
121
|
+
@x = [@x + Speed, 800].min
|
122
|
+
end
|
123
|
+
|
124
|
+
def accelerate
|
125
|
+
@y = [@y - Speed, 50].max
|
126
|
+
end
|
127
|
+
|
128
|
+
def brake
|
129
|
+
@y = [@y + Speed, 600].min
|
130
|
+
end
|
131
|
+
|
132
|
+
def draw
|
133
|
+
@image.draw(@x - @image.width / 2, @y - @image.height / 2, ZOrder::Player)
|
134
|
+
end
|
135
|
+
|
136
|
+
def collect_stars(stars)
|
137
|
+
stars.reject! do |star|
|
138
|
+
if Gosu::distance(@x, @y, star.x, star.y) < 35 then
|
139
|
+
@score += 10
|
140
|
+
@beep.play
|
141
|
+
true
|
142
|
+
else
|
143
|
+
false
|
144
|
+
end
|
145
|
+
end
|
146
|
+
end
|
147
|
+
end
|
148
|
+
|
149
|
+
# Also taken from the tutorial, but drawn with draw_rot and an increasing angle
|
150
|
+
# for extra rotation coolness!
|
151
|
+
class Star
|
152
|
+
attr_reader :x, :y
|
153
|
+
|
154
|
+
def initialize(animation)
|
155
|
+
@animation = animation
|
156
|
+
@color = Gosu::Color.new(0xff000000)
|
157
|
+
@color.red = rand(255 - 40) + 40
|
158
|
+
@color.green = rand(255 - 40) + 40
|
159
|
+
@color.blue = rand(255 - 40) + 40
|
160
|
+
@x = rand * 800
|
161
|
+
@y = 0
|
162
|
+
end
|
163
|
+
|
164
|
+
def draw
|
165
|
+
img = @animation[Gosu::milliseconds / 100 % @animation.size];
|
166
|
+
img.draw_rot(@x, @y, ZOrder::Stars, @y, 0.5, 0.5, 1, 1, @color, :additive)
|
167
|
+
end
|
168
|
+
|
169
|
+
def update
|
170
|
+
# Move towards bottom of screen
|
171
|
+
@y += 3
|
172
|
+
# Return false when out of screen (gets deleted then)
|
173
|
+
@y < 650
|
174
|
+
end
|
175
|
+
end
|
176
|
+
|
177
|
+
class GameWindow < Gosu::Window
|
178
|
+
def initialize
|
179
|
+
super(800, 600, false)
|
180
|
+
self.caption = "Gosu & OpenGL Integration Demo"
|
181
|
+
|
182
|
+
@gl_background = GLBackground.new(self)
|
183
|
+
|
184
|
+
@player = Player.new(self, 400, 500)
|
185
|
+
|
186
|
+
@star_anim = Gosu::Image::load_tiles(self, "media/Star.png", 25, 25, false)
|
187
|
+
@stars = Array.new
|
188
|
+
|
189
|
+
@font = Gosu::Font.new(self, Gosu::default_font_name, 20)
|
190
|
+
end
|
191
|
+
|
192
|
+
def update
|
193
|
+
@player.move_left if button_down? Gosu::Button::KbLeft or button_down? Gosu::Button::GpLeft
|
194
|
+
@player.move_right if button_down? Gosu::Button::KbRight or button_down? Gosu::Button::GpRight
|
195
|
+
@player.accelerate if button_down? Gosu::Button::KbUp or button_down? Gosu::Button::GpUp
|
196
|
+
@player.brake if button_down? Gosu::Button::KbDown or button_down? Gosu::Button::GpDown
|
197
|
+
|
198
|
+
@player.collect_stars(@stars)
|
199
|
+
|
200
|
+
@stars.reject! { |star| !star.update }
|
201
|
+
|
202
|
+
@gl_background.scroll
|
203
|
+
|
204
|
+
@stars.push(Star.new(@star_anim)) if rand(20) == 0
|
205
|
+
end
|
206
|
+
|
207
|
+
def draw
|
208
|
+
# gl will execute the given block in a clean OpenGL environment, then reset
|
209
|
+
# everything so Gosu's rendering can take place again.
|
210
|
+
|
211
|
+
gl do
|
212
|
+
glClearColor(0.0, 0.2, 0.5, 1.0)
|
213
|
+
glClearDepth(0)
|
214
|
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
215
|
+
|
216
|
+
@gl_background.exec_gl
|
217
|
+
end
|
218
|
+
|
219
|
+
@player.draw
|
220
|
+
@stars.each { |star| star.draw }
|
221
|
+
@font.draw("Score: #{@player.score}", 10, 10, ZOrder::UI, 1.0, 1.0, 0xffffff00)
|
222
|
+
end
|
223
|
+
|
224
|
+
def button_down(id)
|
225
|
+
if id == Gosu::Button::KbEscape
|
226
|
+
close
|
227
|
+
end
|
228
|
+
end
|
229
|
+
end
|
230
|
+
|
231
|
+
window = GameWindow.new
|
232
|
+
window.show
|