gosu 0.7.39-x86-mingw32
Sign up to get free protection for your applications and to get access to all the features.
- data/COPYING +34 -0
- data/Gosu/Async.hpp +50 -0
- data/Gosu/Audio.hpp +163 -0
- data/Gosu/AutoLink.hpp +16 -0
- data/Gosu/Bitmap.hpp +96 -0
- data/Gosu/ButtonsMac.hpp +140 -0
- data/Gosu/ButtonsWin.hpp +140 -0
- data/Gosu/ButtonsX.hpp +141 -0
- data/Gosu/Color.hpp +204 -0
- data/Gosu/Directories.hpp +36 -0
- data/Gosu/Font.hpp +83 -0
- data/Gosu/Fwd.hpp +31 -0
- data/Gosu/Gosu.hpp +34 -0
- data/Gosu/Graphics.hpp +120 -0
- data/Gosu/GraphicsBase.hpp +66 -0
- data/Gosu/IO.hpp +259 -0
- data/Gosu/Image.hpp +138 -0
- data/Gosu/ImageData.hpp +58 -0
- data/Gosu/Input.hpp +161 -0
- data/Gosu/Inspection.hpp +14 -0
- data/Gosu/Math.hpp +135 -0
- data/Gosu/Platform.hpp +73 -0
- data/Gosu/Sockets.hpp +137 -0
- data/Gosu/TR1.hpp +44 -0
- data/Gosu/Text.hpp +71 -0
- data/Gosu/TextInput.hpp +70 -0
- data/Gosu/Timing.hpp +16 -0
- data/Gosu/Utility.hpp +28 -0
- data/Gosu/Version.hpp +526 -0
- data/Gosu/WinUtility.hpp +75 -0
- data/Gosu/Window.hpp +124 -0
- data/README.txt +25 -0
- data/examples/ChipmunkIntegration.rb +275 -0
- data/examples/CptnRuby.rb +223 -0
- data/examples/MoreChipmunkAndRMagick.rb +155 -0
- data/examples/OpenGLIntegration.rb +226 -0
- data/examples/RMagickIntegration.rb +417 -0
- data/examples/TextInput.rb +154 -0
- data/examples/Tutorial.rb +131 -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/Landscape.svg +10 -0
- data/examples/media/LargeStar.png +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/lib/FreeImage.dll +0 -0
- data/lib/OpenAL32.dll +0 -0
- data/lib/gosu.for_1_8.so +0 -0
- data/lib/gosu.for_1_9.so +0 -0
- data/lib/gosu.rb +17 -0
- data/lib/gosu/patches.rb +75 -0
- data/lib/gosu/preview.rb +121 -0
- data/lib/gosu/run.rb +11 -0
- data/lib/gosu/swig_patches.rb +48 -0
- data/lib/gosu/zen.rb +28 -0
- data/lib/libsndfile.dll +0 -0
- metadata +138 -0
@@ -0,0 +1,223 @@
|
|
1
|
+
# Basically, the tutorial game taken to a jump'n'run perspective.
|
2
|
+
|
3
|
+
# Shows how to
|
4
|
+
# * implement jumping/gravity
|
5
|
+
# * implement scrolling using Window#translate
|
6
|
+
# * implement a simple tile-based map
|
7
|
+
# * load levels from primitive text files
|
8
|
+
|
9
|
+
# Some exercises, starting at the real basics:
|
10
|
+
# 0) understand the existing code!
|
11
|
+
# As shown in the tutorial:
|
12
|
+
# 1) change it use Gosu's Z-ordering
|
13
|
+
# 2) add gamepad support
|
14
|
+
# 3) add a score as in the tutorial game
|
15
|
+
# 4) similarly, add sound effects for various events
|
16
|
+
# Exploring this game's code and Gosu:
|
17
|
+
# 5) make the player wider, so he doesn't fall off edges as easily
|
18
|
+
# 6) add background music (check if playing in Window#update to implement
|
19
|
+
# looping)
|
20
|
+
# 7) implement parallax scrolling for the star background!
|
21
|
+
# Getting tricky:
|
22
|
+
# 8) optimize Map#draw so only tiles on screen are drawn (needs modulo, a pen
|
23
|
+
# and paper to figure out)
|
24
|
+
# 9) add loading of next level when all gems are collected
|
25
|
+
# ...Enemies, a more sophisticated object system, weapons, title and credits
|
26
|
+
# screens...
|
27
|
+
|
28
|
+
require 'rubygems'
|
29
|
+
require 'gosu'
|
30
|
+
include Gosu
|
31
|
+
|
32
|
+
module Tiles
|
33
|
+
Grass = 0
|
34
|
+
Earth = 1
|
35
|
+
end
|
36
|
+
|
37
|
+
class CollectibleGem
|
38
|
+
attr_reader :x, :y
|
39
|
+
|
40
|
+
def initialize(image, x, y)
|
41
|
+
@image = image
|
42
|
+
@x, @y = x, y
|
43
|
+
end
|
44
|
+
|
45
|
+
def draw
|
46
|
+
# Draw, slowly rotating
|
47
|
+
@image.draw_rot(@x, @y, 0, 25 * Math.sin(milliseconds / 133.7))
|
48
|
+
end
|
49
|
+
end
|
50
|
+
|
51
|
+
# Player class.
|
52
|
+
class CptnRuby
|
53
|
+
attr_reader :x, :y
|
54
|
+
|
55
|
+
def initialize(window, x, y)
|
56
|
+
@x, @y = x, y
|
57
|
+
@dir = :left
|
58
|
+
@vy = 0 # Vertical velocity
|
59
|
+
@map = window.map
|
60
|
+
# Load all animation frames
|
61
|
+
@standing, @walk1, @walk2, @jump =
|
62
|
+
*Image.load_tiles(window, "media/CptnRuby.png", 50, 50, false)
|
63
|
+
# This always points to the frame that is currently drawn.
|
64
|
+
# This is set in update, and used in draw.
|
65
|
+
@cur_image = @standing
|
66
|
+
end
|
67
|
+
|
68
|
+
def draw
|
69
|
+
# Flip vertically when facing to the left.
|
70
|
+
if @dir == :left then
|
71
|
+
offs_x = -25
|
72
|
+
factor = 1.0
|
73
|
+
else
|
74
|
+
offs_x = 25
|
75
|
+
factor = -1.0
|
76
|
+
end
|
77
|
+
@cur_image.draw(@x + offs_x, @y - 49, 0, factor, 1.0)
|
78
|
+
end
|
79
|
+
|
80
|
+
# Could the object be placed at x + offs_x/y + offs_y without being stuck?
|
81
|
+
def would_fit(offs_x, offs_y)
|
82
|
+
# Check at the center/top and center/bottom for map collisions
|
83
|
+
not @map.solid?(@x + offs_x, @y + offs_y) and
|
84
|
+
not @map.solid?(@x + offs_x, @y + offs_y - 45)
|
85
|
+
end
|
86
|
+
|
87
|
+
def update(move_x)
|
88
|
+
# Select image depending on action
|
89
|
+
if (move_x == 0)
|
90
|
+
@cur_image = @standing
|
91
|
+
else
|
92
|
+
@cur_image = (milliseconds / 175 % 2 == 0) ? @walk1 : @walk2
|
93
|
+
end
|
94
|
+
if (@vy < 0)
|
95
|
+
@cur_image = @jump
|
96
|
+
end
|
97
|
+
|
98
|
+
# Directional walking, horizontal movement
|
99
|
+
if move_x > 0 then
|
100
|
+
@dir = :right
|
101
|
+
move_x.times { if would_fit(1, 0) then @x += 1 end }
|
102
|
+
end
|
103
|
+
if move_x < 0 then
|
104
|
+
@dir = :left
|
105
|
+
(-move_x).times { if would_fit(-1, 0) then @x -= 1 end }
|
106
|
+
end
|
107
|
+
|
108
|
+
# Acceleration/gravity
|
109
|
+
# By adding 1 each frame, and (ideally) adding vy to y, the player's
|
110
|
+
# jumping curve will be the parabole we want it to be.
|
111
|
+
@vy += 1
|
112
|
+
# Vertical movement
|
113
|
+
if @vy > 0 then
|
114
|
+
@vy.times { if would_fit(0, 1) then @y += 1 else @vy = 0 end }
|
115
|
+
end
|
116
|
+
if @vy < 0 then
|
117
|
+
(-@vy).times { if would_fit(0, -1) then @y -= 1 else @vy = 0 end }
|
118
|
+
end
|
119
|
+
end
|
120
|
+
|
121
|
+
def try_to_jump
|
122
|
+
if @map.solid?(@x, @y + 1) then
|
123
|
+
@vy = -20
|
124
|
+
end
|
125
|
+
end
|
126
|
+
|
127
|
+
def collect_gems(gems)
|
128
|
+
# Same as in the tutorial game.
|
129
|
+
gems.reject! do |c|
|
130
|
+
(c.x - @x).abs < 50 and (c.y - @y).abs < 50
|
131
|
+
end
|
132
|
+
end
|
133
|
+
end
|
134
|
+
|
135
|
+
# Map class holds and draws tiles and gems.
|
136
|
+
class Map
|
137
|
+
attr_reader :width, :height, :gems
|
138
|
+
|
139
|
+
def initialize(window, filename)
|
140
|
+
# Load 60x60 tiles, 5px overlap in all four directions.
|
141
|
+
@tileset = Image.load_tiles(window, "media/CptnRuby Tileset.png", 60, 60, true)
|
142
|
+
|
143
|
+
gem_img = Image.new(window, "media/CptnRuby Gem.png", false)
|
144
|
+
@gems = []
|
145
|
+
|
146
|
+
lines = File.readlines(filename).map { |line| line.chomp }
|
147
|
+
@height = lines.size
|
148
|
+
@width = lines[0].size
|
149
|
+
@tiles = Array.new(@width) do |x|
|
150
|
+
Array.new(@height) do |y|
|
151
|
+
case lines[y][x, 1]
|
152
|
+
when '"'
|
153
|
+
Tiles::Grass
|
154
|
+
when '#'
|
155
|
+
Tiles::Earth
|
156
|
+
when 'x'
|
157
|
+
@gems.push(CollectibleGem.new(gem_img, x * 50 + 25, y * 50 + 25))
|
158
|
+
nil
|
159
|
+
else
|
160
|
+
nil
|
161
|
+
end
|
162
|
+
end
|
163
|
+
end
|
164
|
+
end
|
165
|
+
|
166
|
+
def draw
|
167
|
+
# Very primitive drawing function:
|
168
|
+
# Draws all the tiles, some off-screen, some on-screen.
|
169
|
+
@height.times do |y|
|
170
|
+
@width.times do |x|
|
171
|
+
tile = @tiles[x][y]
|
172
|
+
if tile
|
173
|
+
# Draw the tile with an offset (tile images have some overlap)
|
174
|
+
# Scrolling is implemented here just as in the game objects.
|
175
|
+
@tileset[tile].draw(x * 50 - 5, y * 50 - 5, 0)
|
176
|
+
end
|
177
|
+
end
|
178
|
+
end
|
179
|
+
@gems.each { |c| c.draw }
|
180
|
+
end
|
181
|
+
|
182
|
+
# Solid at a given pixel position?
|
183
|
+
def solid?(x, y)
|
184
|
+
y < 0 || @tiles[x / 50][y / 50]
|
185
|
+
end
|
186
|
+
end
|
187
|
+
|
188
|
+
class Game < Window
|
189
|
+
attr_reader :map
|
190
|
+
|
191
|
+
def initialize
|
192
|
+
super(640, 480, false)
|
193
|
+
self.caption = "Cptn. Ruby"
|
194
|
+
@sky = Image.new(self, "media/Space.png", true)
|
195
|
+
@map = Map.new(self, "media/CptnRuby Map.txt")
|
196
|
+
@cptn = CptnRuby.new(self, 400, 100)
|
197
|
+
# The scrolling position is stored as top left corner of the screen.
|
198
|
+
@camera_x = @camera_y = 0
|
199
|
+
end
|
200
|
+
def update
|
201
|
+
move_x = 0
|
202
|
+
move_x -= 5 if button_down? KbLeft
|
203
|
+
move_x += 5 if button_down? KbRight
|
204
|
+
@cptn.update(move_x)
|
205
|
+
@cptn.collect_gems(@map.gems)
|
206
|
+
# Scrolling follows player
|
207
|
+
@camera_x = [[@cptn.x - 320, 0].max, @map.width * 50 - 640].min
|
208
|
+
@camera_y = [[@cptn.y - 240, 0].max, @map.height * 50 - 480].min
|
209
|
+
end
|
210
|
+
def draw
|
211
|
+
@sky.draw 0, 0, 0
|
212
|
+
translate(-@camera_x, -@camera_y) do
|
213
|
+
@map.draw
|
214
|
+
@cptn.draw
|
215
|
+
end
|
216
|
+
end
|
217
|
+
def button_down(id)
|
218
|
+
if id == KbUp then @cptn.try_to_jump end
|
219
|
+
if id == KbEscape then close end
|
220
|
+
end
|
221
|
+
end
|
222
|
+
|
223
|
+
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 +1,226 @@
|
|
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
|
+
require 'rubygems'
|
7
|
+
require 'gosu'
|
8
|
+
require 'gl'
|
9
|
+
require 'glu'
|
10
|
+
|
11
|
+
include Gl
|
12
|
+
include Glu
|
13
|
+
|
14
|
+
module ZOrder
|
15
|
+
Stars, Player, UI = *0..3
|
16
|
+
end
|
17
|
+
|
18
|
+
# The only really new class here.
|
19
|
+
# Draws a scrolling, repeating texture with a randomized height map.
|
20
|
+
class GLBackground
|
21
|
+
# Height map size
|
22
|
+
POINTS_X = 7
|
23
|
+
POINTS_Y = 7
|
24
|
+
# Scrolling speed
|
25
|
+
SCROLLS_PER_STEP = 50
|
26
|
+
|
27
|
+
def initialize(window)
|
28
|
+
@image = Gosu::Image.new(window, "media/Earth.png", true)
|
29
|
+
@scrolls = 0
|
30
|
+
@height_map = Array.new(POINTS_Y) { Array.new(POINTS_X) { rand } }
|
31
|
+
end
|
32
|
+
|
33
|
+
def scroll
|
34
|
+
@scrolls += 1
|
35
|
+
if @scrolls == SCROLLS_PER_STEP then
|
36
|
+
@scrolls = 0
|
37
|
+
@height_map.shift
|
38
|
+
@height_map.push Array.new(POINTS_X) { rand }
|
39
|
+
end
|
40
|
+
end
|
41
|
+
|
42
|
+
def exec_gl
|
43
|
+
# Get the name of the OpenGL texture the Image resides on, and the
|
44
|
+
# u/v coordinates of the rect it occupies.
|
45
|
+
# gl_tex_info can return nil if the image was too large to fit onto
|
46
|
+
# a single OpenGL texture and was internally split up.
|
47
|
+
info = @image.gl_tex_info
|
48
|
+
return unless info
|
49
|
+
|
50
|
+
# Pretty straightforward OpenGL code.
|
51
|
+
|
52
|
+
glDepthFunc(GL_GEQUAL)
|
53
|
+
glEnable(GL_DEPTH_TEST)
|
54
|
+
glEnable(GL_BLEND)
|
55
|
+
|
56
|
+
glMatrixMode(GL_PROJECTION)
|
57
|
+
glLoadIdentity
|
58
|
+
glFrustum(-0.10, 0.10, -0.075, 0.075, 1, 100)
|
59
|
+
|
60
|
+
glMatrixMode(GL_MODELVIEW)
|
61
|
+
glLoadIdentity
|
62
|
+
glTranslate(0, 0, -4)
|
63
|
+
|
64
|
+
glEnable(GL_TEXTURE_2D)
|
65
|
+
glBindTexture(GL_TEXTURE_2D, info.tex_name)
|
66
|
+
|
67
|
+
offs_y = 1.0 * @scrolls / SCROLLS_PER_STEP
|
68
|
+
|
69
|
+
0.upto(POINTS_Y - 2) do |y|
|
70
|
+
0.upto(POINTS_X - 2) do |x|
|
71
|
+
glBegin(GL_TRIANGLE_STRIP)
|
72
|
+
z = @height_map[y][x]
|
73
|
+
glColor4d(1, 1, 1, z)
|
74
|
+
glTexCoord2d(info.left, info.top)
|
75
|
+
glVertex3d(-0.5 + (x - 0.0) / (POINTS_X-1), -0.5 + (y - offs_y - 0.0) / (POINTS_Y-2), z)
|
76
|
+
|
77
|
+
z = @height_map[y+1][x]
|
78
|
+
glColor4d(1, 1, 1, z)
|
79
|
+
glTexCoord2d(info.left, info.bottom)
|
80
|
+
glVertex3d(-0.5 + (x - 0.0) / (POINTS_X-1), -0.5 + (y - offs_y + 1.0) / (POINTS_Y-2), z)
|
81
|
+
|
82
|
+
z = @height_map[y][x + 1]
|
83
|
+
glColor4d(1, 1, 1, z)
|
84
|
+
glTexCoord2d(info.right, info.top)
|
85
|
+
glVertex3d(-0.5 + (x + 1.0) / (POINTS_X-1), -0.5 + (y - offs_y - 0.0) / (POINTS_Y-2), z)
|
86
|
+
|
87
|
+
z = @height_map[y+1][x + 1]
|
88
|
+
glColor4d(1, 1, 1, z)
|
89
|
+
glTexCoord2d(info.right, info.bottom)
|
90
|
+
glVertex3d(-0.5 + (x + 1.0) / (POINTS_X-1), -0.5 + (y - offs_y + 1.0) / (POINTS_Y-2), z)
|
91
|
+
glEnd
|
92
|
+
end
|
93
|
+
end
|
94
|
+
end
|
95
|
+
end
|
96
|
+
|
97
|
+
# Roughly adapted from the tutorial game. Always faces north.
|
98
|
+
class Player
|
99
|
+
Speed = 7
|
100
|
+
|
101
|
+
attr_reader :score
|
102
|
+
|
103
|
+
def initialize(window, x, y)
|
104
|
+
@image = Gosu::Image.new(window, "media/Starfighter.bmp", false)
|
105
|
+
@beep = Gosu::Sample.new(window, "media/Beep.wav")
|
106
|
+
@x, @y = x, y
|
107
|
+
@score = 0
|
108
|
+
end
|
109
|
+
|
110
|
+
def move_left
|
111
|
+
@x = [@x - Speed, 0].max
|
112
|
+
end
|
113
|
+
|
114
|
+
def move_right
|
115
|
+
@x = [@x + Speed, 800].min
|
116
|
+
end
|
117
|
+
|
118
|
+
def accelerate
|
119
|
+
@y = [@y - Speed, 50].max
|
120
|
+
end
|
121
|
+
|
122
|
+
def brake
|
123
|
+
@y = [@y + Speed, 600].min
|
124
|
+
end
|
125
|
+
|
126
|
+
def draw
|
127
|
+
@image.draw(@x - @image.width / 2, @y - @image.height / 2, ZOrder::Player)
|
128
|
+
end
|
129
|
+
|
130
|
+
def collect_stars(stars)
|
131
|
+
stars.reject! do |star|
|
132
|
+
if Gosu::distance(@x, @y, star.x, star.y) < 35 then
|
133
|
+
@score += 10
|
134
|
+
@beep.play
|
135
|
+
true
|
136
|
+
else
|
137
|
+
false
|
138
|
+
end
|
139
|
+
end
|
140
|
+
end
|
141
|
+
end
|
142
|
+
|
143
|
+
# Also taken from the tutorial, but drawn with draw_rot and an increasing angle
|
144
|
+
# for extra rotation coolness!
|
145
|
+
class Star
|
146
|
+
attr_reader :x, :y
|
147
|
+
|
148
|
+
def initialize(animation)
|
149
|
+
@animation = animation
|
150
|
+
@color = Gosu::Color.new(0xff000000)
|
151
|
+
@color.red = rand(255 - 40) + 40
|
152
|
+
@color.green = rand(255 - 40) + 40
|
153
|
+
@color.blue = rand(255 - 40) + 40
|
154
|
+
@x = rand * 800
|
155
|
+
@y = 0
|
156
|
+
end
|
157
|
+
|
158
|
+
def draw
|
159
|
+
img = @animation[Gosu::milliseconds / 100 % @animation.size];
|
160
|
+
img.draw_rot(@x, @y, ZOrder::Stars, @y, 0.5, 0.5, 1, 1, @color, :add)
|
161
|
+
end
|
162
|
+
|
163
|
+
def update
|
164
|
+
# Move towards bottom of screen
|
165
|
+
@y += 3
|
166
|
+
# Return false when out of screen (gets deleted then)
|
167
|
+
@y < 650
|
168
|
+
end
|
169
|
+
end
|
170
|
+
|
171
|
+
class GameWindow < Gosu::Window
|
172
|
+
def initialize
|
173
|
+
super(800, 600, false)
|
174
|
+
self.caption = "Gosu & OpenGL Integration Demo"
|
175
|
+
|
176
|
+
@gl_background = GLBackground.new(self)
|
177
|
+
|
178
|
+
@player = Player.new(self, 400, 500)
|
179
|
+
|
180
|
+
@star_anim = Gosu::Image::load_tiles(self, "media/Star.png", 25, 25, false)
|
181
|
+
@stars = Array.new
|
182
|
+
|
183
|
+
@font = Gosu::Font.new(self, Gosu::default_font_name, 20)
|
184
|
+
end
|
185
|
+
|
186
|
+
def update
|
187
|
+
@player.move_left if button_down? Gosu::KbLeft or button_down? Gosu::GpLeft
|
188
|
+
@player.move_right if button_down? Gosu::KbRight or button_down? Gosu::GpRight
|
189
|
+
@player.accelerate if button_down? Gosu::KbUp or button_down? Gosu::GpUp
|
190
|
+
@player.brake if button_down? Gosu::KbDown or button_down? Gosu::GpDown
|
191
|
+
|
192
|
+
@player.collect_stars(@stars)
|
193
|
+
|
194
|
+
@stars.reject! { |star| !star.update }
|
195
|
+
|
196
|
+
@gl_background.scroll
|
197
|
+
|
198
|
+
@stars.push(Star.new(@star_anim)) if rand(20) == 0
|
199
|
+
end
|
200
|
+
|
201
|
+
def draw
|
202
|
+
# gl will execute the given block in a clean OpenGL environment, then reset
|
203
|
+
# everything so Gosu's rendering can take place again.
|
204
|
+
|
205
|
+
gl do
|
206
|
+
glClearColor(0.0, 0.2, 0.5, 1.0)
|
207
|
+
glClearDepth(0)
|
208
|
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
209
|
+
|
210
|
+
@gl_background.exec_gl
|
211
|
+
end
|
212
|
+
|
213
|
+
@player.draw
|
214
|
+
@stars.each { |star| star.draw }
|
215
|
+
@font.draw("Score: #{@player.score}", 10, 10, ZOrder::UI, 1.0, 1.0, 0xffffff00)
|
216
|
+
end
|
217
|
+
|
218
|
+
def button_down(id)
|
219
|
+
if id == Gosu::KbEscape
|
220
|
+
close
|
221
|
+
end
|
222
|
+
end
|
223
|
+
end
|
224
|
+
|
225
|
+
window = GameWindow.new
|
226
|
+
window.show
|