gosu 0.7.6.1-mswin32 → 0.7.7-mswin32
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- data/examples/ChipmunkIntegration.rb +282 -0
- data/examples/CptnRuby.rb +7 -7
- data/examples/OpenGLIntegration.rb +232 -0
- data/examples/RMagickIntegration.rb +15 -13
- data/examples/Tutorial.rb +2 -2
- data/lib/gosu.so +0 -0
- metadata +8 -22
- data/examples/media/Beep.wav +0 -0
- data/examples/media/CptnRuby Gem.png +0 -0
- data/examples/media/CptnRuby Map.txt +0 -25
- data/examples/media/CptnRuby Tileset.bmp +0 -0
- data/examples/media/CptnRuby Tileset.png +0 -0
- data/examples/media/CptnRuby.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/lib/fmod.dll +0 -0
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## File: ChipmunkIntegration.rb
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## Author: Dirk Johnson
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## Version: 1.0.0
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## Date: 2007-10-05
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## License: Same as for Gosu (MIT)
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## Comments: Based on the Gosu Ruby Tutorial, but incorporating the Chipmunk Physics Engine
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require 'rubygems'
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require 'gosu'
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require 'chipmunk'
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SCREEN_WIDTH = 640
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SCREEN_HEIGHT = 480
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# The number of steps to process every Gosu update
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# The Player ship can get going so fast as to "move through" a
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# star without triggering a collision; an increased number of
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# Chipmunk step calls per update will effectively avoid this issue
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SUBSTEPS = 6
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# Convenience methods for converting between Gosu degrees, radians, and Vec2 vectors
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class Numeric
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def gosu_to_radians
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(self - 90) * Math::PI / 180.0
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end
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def radians_to_gosu
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self * 180.0 / Math::PI + 90
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end
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def radians_to_vec2
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CP::Vec2.new(Math::cos(self), Math::sin(self))
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end
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end
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# Layering of sprites
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module ZOrder
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Background, Stars, Player, UI = *0..3
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end
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# This game will have one Player in the form of a ship
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class Player
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attr_reader :shape
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def initialize(window, shape)
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@image = Gosu::Image.new(window, "media/Starfighter.bmp", false)
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@shape = shape
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@shape.body.p = CP::Vec2.new(0.0, 0.0) # position
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@shape.body.v = CP::Vec2.new(0.0, 0.0) # velocity
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# Keep in mind that down the screen is positive y, which means that PI/2 radians,
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# which you might consider the top in the traditional Trig unit circle sense is actually
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# the bottom; thus 3PI/2 is the top
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@shape.body.a = (3*Math::PI/2.0) # angle in radians; faces towards top of screen
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end
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# Directly set the position of our Player
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def warp(vect)
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@shape.body.p = vect
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end
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# Apply negative Torque; Chipmunk will do the rest
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# SUBSTEPS is used as a divisor to keep turning rate constant
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# even if the number of steps per update are adjusted
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def turn_left
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@shape.body.t -= 400.0/SUBSTEPS
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end
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# Apply positive Torque; Chipmunk will do the rest
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# SUBSTEPS is used as a divisor to keep turning rate constant
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# even if the number of steps per update are adjusted
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def turn_right
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@shape.body.t += 400.0/SUBSTEPS
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end
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# Apply forward force; Chipmunk will do the rest
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# SUBSTEPS is used as a divisor to keep acceleration rate constant
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# even if the number of steps per update are adjusted
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# Here we must convert the angle (facing) of the body into
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# forward momentum by creating a vector in the direction of the facing
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# and with a magnitude representing the force we want to apply
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def accelerate
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@shape.body.apply_force((@shape.body.a.radians_to_vec2 * (3000.0/SUBSTEPS)), CP::Vec2.new(0.0, 0.0))
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end
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# Apply even more forward force
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# See accelerate for more details
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def boost
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@shape.body.apply_force((@shape.body.a.radians_to_vec2 * (3000.0)), CP::Vec2.new(0.0, 0.0))
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end
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# Apply reverse force
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# See accelerate for more details
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def reverse
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@shape.body.apply_force(-(@shape.body.a.radians_to_vec2 * (1000.0/SUBSTEPS)), CP::Vec2.new(0.0, 0.0))
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end
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# Wrap to the other side of the screen when we fly off the edge
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def validate_position
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l_position = CP::Vec2.new(@shape.body.p.x % SCREEN_WIDTH, @shape.body.p.y % SCREEN_HEIGHT)
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@shape.body.p = l_position
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end
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def draw
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@image.draw_rot(@shape.body.p.x, @shape.body.p.y, ZOrder::Player, @shape.body.a.radians_to_gosu)
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end
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end
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# See how simple our Star is?
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# Of course... it just sits around and looks good...
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class Star
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attr_reader :shape
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def initialize(animation, shape)
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@animation = animation
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@color = Gosu::Color.new(0xff000000)
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@color.red = rand(255 - 40) + 40
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@color.green = rand(255 - 40) + 40
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@color.blue = rand(255 - 40) + 40
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@shape = shape
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@shape.body.p = CP::Vec2.new(rand * SCREEN_WIDTH, rand * SCREEN_HEIGHT) # position
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@shape.body.v = CP::Vec2.new(0.0, 0.0) # velocity
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@shape.body.a = (3*Math::PI/2.0) # angle in radians; faces towards top of screen
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end
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def draw
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img = @animation[Gosu::milliseconds / 100 % @animation.size];
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img.draw(@shape.body.p.x - img.width / 2.0, @shape.body.p.y - img.height / 2.0, ZOrder::Stars, 1, 1, @color, :additive)
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end
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end
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# The Gosu::Window is always the "environment" of our game
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# It also provides the pulse of our game
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class GameWindow < Gosu::Window
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def initialize
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super(SCREEN_WIDTH, SCREEN_HEIGHT, false, 16)
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self.caption = "Gosu & Chipmunk Integration Demo"
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@background_image = Gosu::Image.new(self, "media/Space.png", true)
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# Put the beep here, as it is the environment now that determines collision
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@beep = Gosu::Sample.new(self, "media/Beep.wav")
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# Put the score here, as it is the environment that tracks this now
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@score = 0
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@font = Gosu::Font.new(self, Gosu::default_font_name, 20)
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# Time increment over which to apply a physics "step" ("delta t")
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@dt = (1.0/60.0)
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# Create our Space and set its damping
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# A damping of 0.8 causes the ship bleed off its force and torque over time
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# This is not realistic behavior in a vacuum of space, but it gives the game
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# the feel I'd like in this situation
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@space = CP::Space.new
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@space.damping = 0.8
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# Create the Body for the Player
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body = CP::Body.new(10.0, 150.0)
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# In order to create a shape, we must first define it
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# Chipmunk defines 3 types of Shapes: Segments, Circles and Polys
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# We'll use s simple, 4 sided Poly for our Player (ship)
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# You need to define the vectors so that the "top" of the Shape is towards 0 radians (the right)
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shape_array = [CP::Vec2.new(-25.0, -25.0), CP::Vec2.new(-25.0, 25.0), CP::Vec2.new(25.0, 1.0), CP::Vec2.new(25.0, -1.0)]
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shape = CP::Shape::Poly.new(body, shape_array, CP::Vec2.new(0,0))
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# The collision_type of a shape allows us to set up special collision behavior
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# based on these types. The actual value for the collision_type is arbitrary
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# and, as long as it is consistent, will work for us; of course, it helps to have it make sense
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shape.collision_type = :ship
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@space.add_body(body)
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@space.add_shape(shape)
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@player = Player.new(self, shape)
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@player.warp(CP::Vec2.new(320, 240)) # move to the center of the window
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@star_anim = Gosu::Image::load_tiles(self, "media/Star.png", 25, 25, false)
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@stars = Array.new
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# Here we define what is supposed to happen when a Player (ship) collides with a Star
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# I create a @remove_shapes array because we cannot remove either Shapes or Bodies
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# from Space within a collision closure, rather, we have to wait till the closure
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# is through executing, then we can remove the Shapes and Bodies
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# In this case, the Shapes and the Bodies they own are removed in the Gosu::Window.update phase
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# by iterating over the @remove_shapes array
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# Also note that both Shapes involved in the collision are passed into the closure
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# in the same order that their collision_types are defined in the add_collision_func call
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@remove_shapes = []
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@space.add_collision_func(:ship, :star) do |ship_shape, star_shape|
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@score += 10
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@beep.play
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@remove_shapes << star_shape
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end
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# Here we tell Space that we don't want one star bumping into another
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# The reason we need to do this is because when the Player hits a Star,
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# the Star will travel until it is removed in the update cycle below
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# which means it may collide and therefore push other Stars
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# To see the effect, remove this line and play the game, every once in a while
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# you'll see a Star moving
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@space.add_collision_func(:star, :star, &nil)
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end
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def update
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# Step the physics environment SUBSTEPS times each update
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SUBSTEPS.times do
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# This iterator makes an assumption of one Shape per Star making it safe to remove
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# each Shape's Body as it comes up
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# If our Stars had multiple Shapes, as would be required if we were to meticulously
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# define their true boundaries, we couldn't do this as we would remove the Body
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# multiple times
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# We would probably solve this by creating a separate @remove_bodies array to remove the Bodies
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# of the Stars that were gathered by the Player
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@remove_shapes.each do |shape|
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@stars.delete_if { |star| star.shape == shape }
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@space.remove_body(shape.body)
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@space.remove_shape(shape)
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end
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@remove_shapes.clear # clear out the shapes for next pass
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# When a force or torque is set on a Body, it is cumulative
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# This means that the force you applied last SUBSTEP will compound with the
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# force applied this SUBSTEP; which is probably not the behavior you want
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# We reset the forces on the Player each SUBSTEP for this reason
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@player.shape.body.reset_forces
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# Wrap around the screen to the other side
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@player.validate_position
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# Check keyboard
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if button_down? Gosu::Button::KbLeft
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@player.turn_left
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end
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if button_down? Gosu::Button::KbRight
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@player.turn_right
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end
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if button_down? Gosu::Button::KbUp
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if ( (button_down? Gosu::Button::KbRightShift) || (button_down? Gosu::Button::KbLeftShift) )
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@player.boost
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else
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@player.accelerate
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end
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elsif button_down? Gosu::Button::KbDown
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@player.reverse
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end
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# Perform the step over @dt period of time
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# For best performance @dt should remain consistent for the game
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@space.step(@dt)
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end
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# Each update (not SUBSTEP) we see if we need to add more Stars
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if rand(100) < 4 and @stars.size < 25 then
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body = CP::Body.new(0.0001, 0.0001)
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shape = CP::Shape::Circle.new(body, 25/2, CP::Vec2.new(0.0, 0.0))
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shape.collision_type = :star
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@space.add_body(body)
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@space.add_shape(shape)
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@stars.push(Star.new(@star_anim, shape))
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end
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end
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def draw
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@background_image.draw(0, 0, ZOrder::Background)
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@player.draw
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@stars.each { |star| star.draw }
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@font.draw("Score: #{@score}", 10, 10, ZOrder::UI, 1.0, 1.0, 0xffffff00)
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end
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def button_down(id)
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if id == Gosu::Button::KbEscape
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close
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end
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end
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end
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window = GameWindow.new
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window.show
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data/examples/CptnRuby.rb
CHANGED
@@ -1,10 +1,3 @@
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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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-
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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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@@ -32,6 +25,13 @@ end
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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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# The tutorial game over a landscape rendered with OpenGL.
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# Basically shows how arbitrary OpenGL calls can be put into
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# the block given to Window#gl, and that Gosu Images can be
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# used as textures using the gl_tex_info call.
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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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require 'gl'
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require 'glu'
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include Gl
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include Glu
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module ZOrder
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Stars, Player, UI = *0..3
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end
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# The only really new class here.
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# Draws a scrolling, repeating texture with a randomized height map.
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class GLBackground
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# Height map size
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POINTS_X = 7
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POINTS_Y = 7
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# Scrolling speed
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SCROLLS_PER_STEP = 50
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|
+
|
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
|
@@ -1,10 +1,3 @@
|
|
1
|
-
begin
|
2
|
-
# In case you use Gosu via RubyGems.
|
3
|
-
require 'rubygems'
|
4
|
-
rescue LoadError
|
5
|
-
# In case you don't.
|
6
|
-
end
|
7
|
-
|
8
1
|
# A (too) simple Gorilla-style shooter for two players.
|
9
2
|
# Shows how Gosu and RMagick can be used together to generate a map, implement
|
10
3
|
# a dynamic landscape and generally look great.
|
@@ -18,6 +11,13 @@ end
|
|
18
11
|
# * The look of dead soldiers is, err, by accident. Soldier.png needs to be
|
19
12
|
# designed in a less obfuscated way :)
|
20
13
|
|
14
|
+
begin
|
15
|
+
# In case you use Gosu via RubyGems.
|
16
|
+
require 'rubygems'
|
17
|
+
rescue LoadError
|
18
|
+
# In case you don't.
|
19
|
+
end
|
20
|
+
|
21
21
|
require 'gosu'
|
22
22
|
require 'rmagick'
|
23
23
|
|
@@ -130,12 +130,14 @@ class Map
|
|
130
130
|
top = (y - SH_RADIUS) / TILE_SIZE
|
131
131
|
bottom = (y + SH_RADIUS) / TILE_SIZE
|
132
132
|
|
133
|
-
# Set affected images to nil.
|
133
|
+
# Set affected images to nil.
|
134
|
+
# A 'double-free' doesn't hurt if e.g. left == right! However, we have to watch out
|
135
|
+
# for out-of-bounds errors.
|
134
136
|
|
135
|
-
@gosu_images[left][top] = nil
|
136
|
-
@gosu_images[right][top] = nil
|
137
|
-
@gosu_images[left][bottom] = nil
|
138
|
-
@gosu_images[right][bottom] = nil
|
137
|
+
@gosu_images[left][top] = nil unless left < 0 or top < 0
|
138
|
+
@gosu_images[right][top] = nil unless right >= TILES_X or top < 0
|
139
|
+
@gosu_images[left][bottom] = nil unless left < 0 or bottom >= TILES_Y
|
140
|
+
@gosu_images[right][bottom] = nil unless right >= TILES_X or bottom >= TILES_Y
|
139
141
|
|
140
142
|
# Create the crater image (basically a circle shape that is used to erase
|
141
143
|
# parts of the map) and the crater shadow image, if they don't exist
|
@@ -364,7 +366,7 @@ class GameWindow < Gosu::Window
|
|
364
366
|
|
365
367
|
def initialize()
|
366
368
|
super(800, 600, false)
|
367
|
-
self.caption = "Medal of Anna - Gosu & RMagick
|
369
|
+
self.caption = "Medal of Anna - Gosu & RMagick Integration Demo"
|
368
370
|
|
369
371
|
# Texts to display in the appropriate situations.
|
370
372
|
@player_instructions = []
|
data/examples/Tutorial.rb
CHANGED
@@ -79,7 +79,7 @@ class Star
|
|
79
79
|
end
|
80
80
|
|
81
81
|
def draw
|
82
|
-
img = @animation[Gosu::milliseconds / 100 % @animation.size]
|
82
|
+
img = @animation[Gosu::milliseconds / 100 % @animation.size]
|
83
83
|
img.draw(@x - img.width / 2.0, @y - img.height / 2.0,
|
84
84
|
ZOrder::Stars, 1, 1, @color, :additive)
|
85
85
|
end
|
@@ -127,7 +127,7 @@ class GameWindow < Gosu::Window
|
|
127
127
|
end
|
128
128
|
|
129
129
|
def button_down(id)
|
130
|
-
if id == Gosu::Button::KbEscape
|
130
|
+
if id == Gosu::Button::KbEscape then
|
131
131
|
close
|
132
132
|
end
|
133
133
|
end
|
data/lib/gosu.so
CHANGED
Binary file
|
metadata
CHANGED
@@ -3,15 +3,15 @@ rubygems_version: 0.9.4
|
|
3
3
|
specification_version: 1
|
4
4
|
name: gosu
|
5
5
|
version: !ruby/object:Gem::Version
|
6
|
-
version: 0.7.
|
7
|
-
date: 2007-10-
|
6
|
+
version: 0.7.7
|
7
|
+
date: 2007-10-29 00:00:00 +01:00
|
8
8
|
summary: 2D game development library.
|
9
9
|
require_paths:
|
10
10
|
- lib
|
11
11
|
email: julian@raschke.de
|
12
12
|
homepage: http://code.google.com/p/gosu/
|
13
13
|
rubyforge_project:
|
14
|
-
description: 2D game development library. The library features easy to use and game-friendly interfaces to 2D graphics and text (accelerated by 3D hardware), sound samples and music as well as keyboard, mouse and gamepad/joystick input.
|
14
|
+
description: 2D game development library. The library features easy to use and game-friendly interfaces to 2D graphics and text (accelerated by 3D hardware), sound samples and music as well as keyboard, mouse and gamepad/joystick input. Includes demos for integration with RMagick, Chipmunk and Ruby-OpenGL.
|
15
15
|
autorequire:
|
16
16
|
default_executable:
|
17
17
|
bindir: bin
|
@@ -30,28 +30,14 @@ authors:
|
|
30
30
|
- Julian Raschke
|
31
31
|
- Jan Luecker
|
32
32
|
files:
|
33
|
-
- examples/media/Beep.wav
|
34
|
-
- examples/media/CptnRuby Gem.png
|
35
|
-
- examples/media/CptnRuby Map.txt
|
36
|
-
- examples/media/CptnRuby Tileset.bmp
|
37
|
-
- examples/media/CptnRuby Tileset.png
|
38
|
-
- examples/media/CptnRuby.png
|
39
|
-
- examples/media/Earth.png
|
40
|
-
- examples/media/Explosion.wav
|
41
|
-
- examples/media/LargeStar.png
|
42
|
-
- examples/media/Sky.jpg
|
43
|
-
- examples/media/Smoke.png
|
44
|
-
- examples/media/Soldier.png
|
45
|
-
- examples/media/Space.png
|
46
|
-
- examples/media/Star.png
|
47
|
-
- examples/media/Starfighter.bmp
|
48
|
-
- examples/Tutorial.rb
|
49
|
-
- examples/CptnRuby.rb
|
50
|
-
- examples/RMagickIntegration.rb
|
51
33
|
- lib/gosu.so
|
52
|
-
- lib/fmod.dll
|
53
34
|
- README
|
54
35
|
- LICENSE
|
36
|
+
- examples/ChipmunkIntegration.rb
|
37
|
+
- examples/CptnRuby.rb
|
38
|
+
- examples/OpenGLIntegration.rb
|
39
|
+
- examples/RMagickIntegration.rb
|
40
|
+
- examples/Tutorial.rb
|
55
41
|
test_files: []
|
56
42
|
|
57
43
|
rdoc_options: []
|
data/examples/media/Beep.wav
DELETED
Binary file
|
Binary file
|
@@ -1,25 +0,0 @@
|
|
1
|
-
#....................................................#
|
2
|
-
#....................................................#
|
3
|
-
#.............xx......x.x............................#
|
4
|
-
#............x..x....................................#
|
5
|
-
#x....x...x..x.......#####..xxx....................x.#
|
6
|
-
#.x.........................xxx.........##.........x.#
|
7
|
-
#...............""..........###...##..........##.....#
|
8
|
-
#..##..###..##..##...................................#
|
9
|
-
#........................................xx........###
|
10
|
-
#.............................###....................#
|
11
|
-
##....##.............................................#
|
12
|
-
#....................##....##......##....##....##....#
|
13
|
-
#.................................................x..#
|
14
|
-
#...x....##....##.......x...x.....................x..#
|
15
|
-
#.....x...............x...x...x...................x..#
|
16
|
-
#......x...##.....##.................................#
|
17
|
-
#.......x.........................................#..#
|
18
|
-
#...........##........#...#...#..#.......x...........#
|
19
|
-
#...#................................................#
|
20
|
-
#....."""".................x.......#..#####...###....#
|
21
|
-
#x....#......................##......................#
|
22
|
-
#"""""#.....#.....x..................#...............#
|
23
|
-
##xxxx......#........................................#
|
24
|
-
##xxxx...#####............."...""""".................#
|
25
|
-
######"""#############################################
|
Binary file
|
Binary file
|
data/examples/media/CptnRuby.png
DELETED
Binary file
|
data/examples/media/Earth.png
DELETED
Binary file
|
Binary file
|
Binary file
|
data/examples/media/Sky.jpg
DELETED
Binary file
|
data/examples/media/Smoke.png
DELETED
Binary file
|
data/examples/media/Soldier.png
DELETED
Binary file
|
data/examples/media/Space.png
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