gosu 0.7.7.2-universal-darwin-8
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- data/LICENSE +29 -0
- data/README +13 -0
- data/examples/ChipmunkIntegration.rb +282 -0
- data/examples/CptnRuby.rb +231 -0
- data/examples/OpenGLIntegration.rb +232 -0
- data/examples/RMagickIntegration.rb +449 -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/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/gosu.bundle +0 -0
- metadata +68 -0
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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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def initialize(window)
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@image = Gosu::Image.new(window, "media/Earth.png", true)
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@scrolls = 0
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@height_map = Array.new(POINTS_Y) { Array.new(POINTS_X) { rand } }
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end
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def scroll
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@scrolls += 1
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if @scrolls == SCROLLS_PER_STEP then
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@scrolls = 0
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@height_map.shift
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@height_map.push Array.new(POINTS_X) { rand }
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end
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end
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def exec_gl
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# Get the name of the OpenGL texture the Image resides on, and the
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# u/v coordinates of the rect it occupies.
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# gl_tex_info can return nil if the image was too large to fit onto
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# a single OpenGL texture and was internally split up.
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info = @image.gl_tex_info
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return unless info
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# Pretty straightforward OpenGL code.
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glDepthFunc(GL_GEQUAL)
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glEnable(GL_DEPTH_TEST)
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glEnable(GL_BLEND)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity
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glFrustum(-0.10, 0.10, -0.075, 0.075, 1, 100)
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity
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glTranslate(0, 0, -4)
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glEnable(GL_TEXTURE_2D)
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glBindTexture(GL_TEXTURE_2D, info.tex_name)
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offs_y = 1.0 * @scrolls / SCROLLS_PER_STEP
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0.upto(POINTS_Y - 2) do |y|
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0.upto(POINTS_X - 2) do |x|
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glBegin(GL_TRIANGLE_STRIP)
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z = @height_map[y][x]
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glColor4d(1, 1, 1, z)
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glTexCoord2d(info.left, info.top)
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glVertex3d(-0.5 + (x - 0.0) / (POINTS_X-1), -0.5 + (y - offs_y - 0.0) / (POINTS_Y-2), z)
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z = @height_map[y+1][x]
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glColor4d(1, 1, 1, z)
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glTexCoord2d(info.left, info.bottom)
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glVertex3d(-0.5 + (x - 0.0) / (POINTS_X-1), -0.5 + (y - offs_y + 1.0) / (POINTS_Y-2), z)
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z = @height_map[y][x + 1]
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glColor4d(1, 1, 1, z)
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glTexCoord2d(info.right, info.top)
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glVertex3d(-0.5 + (x + 1.0) / (POINTS_X-1), -0.5 + (y - offs_y - 0.0) / (POINTS_Y-2), z)
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z = @height_map[y+1][x + 1]
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glColor4d(1, 1, 1, z)
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glTexCoord2d(info.right, info.bottom)
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glVertex3d(-0.5 + (x + 1.0) / (POINTS_X-1), -0.5 + (y - offs_y + 1.0) / (POINTS_Y-2), z)
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glEnd
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end
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end
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end
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end
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# Roughly adapted from the tutorial game. Always faces north.
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class Player
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Speed = 7
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attr_reader :score
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def initialize(window, x, y)
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@image = Gosu::Image.new(window, "media/Starfighter.bmp", false)
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@beep = Gosu::Sample.new(window, "media/Beep.wav")
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@x, @y = x, y
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@score = 0
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end
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def move_left
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@x = [@x - Speed, 0].max
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end
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def move_right
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@x = [@x + Speed, 800].min
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end
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def accelerate
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@y = [@y - Speed, 50].max
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end
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def brake
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@y = [@y + Speed, 600].min
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end
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def draw
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@image.draw(@x - @image.width / 2, @y - @image.height / 2, ZOrder::Player)
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end
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def collect_stars(stars)
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stars.reject! do |star|
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if Gosu::distance(@x, @y, star.x, star.y) < 35 then
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@score += 10
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@beep.play
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true
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else
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false
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end
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end
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end
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end
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# Also taken from the tutorial, but drawn with draw_rot and an increasing angle
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# for extra rotation coolness!
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class Star
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attr_reader :x, :y
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def initialize(animation)
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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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@x = rand * 800
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@y = 0
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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_rot(@x, @y, ZOrder::Stars, @y, 0.5, 0.5, 1, 1, @color, :additive)
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end
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def update
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# Move towards bottom of screen
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@y += 3
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# Return false when out of screen (gets deleted then)
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@y < 650
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end
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end
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class GameWindow < Gosu::Window
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def initialize
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super(800, 600, false)
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self.caption = "Gosu & OpenGL Integration Demo"
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@gl_background = GLBackground.new(self)
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@player = Player.new(self, 400, 500)
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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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@font = Gosu::Font.new(self, Gosu::default_font_name, 20)
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end
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def update
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@player.move_left if button_down? Gosu::Button::KbLeft or button_down? Gosu::Button::GpLeft
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@player.move_right if button_down? Gosu::Button::KbRight or button_down? Gosu::Button::GpRight
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@player.accelerate if button_down? Gosu::Button::KbUp or button_down? Gosu::Button::GpUp
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@player.brake if button_down? Gosu::Button::KbDown or button_down? Gosu::Button::GpDown
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@player.collect_stars(@stars)
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@stars.reject! { |star| !star.update }
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@gl_background.scroll
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@stars.push(Star.new(@star_anim)) if rand(20) == 0
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end
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def draw
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# gl will execute the given block in a clean OpenGL environment, then reset
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# everything so Gosu's rendering can take place again.
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gl do
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glClearColor(0.0, 0.2, 0.5, 1.0)
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glClearDepth(0)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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@gl_background.exec_gl
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end
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@player.draw
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@stars.each { |star| star.draw }
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@font.draw("Score: #{@player.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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# A (too) simple Gorilla-style shooter for two players.
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# Shows how Gosu and RMagick can be used together to generate a map, implement
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# a dynamic landscape and generally look great.
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# Also shows a very minimal, yet effective way of designing a game's object system.
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# Doesn't make use of Gosu's Z-ordering. Not many different things to draw, it's
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# easy to get the order right without it.
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# Known issues:
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# * Collision detection of the missiles is lazy, allows shooting through thin walls.
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# * The look of dead soldiers is, err, by accident. Soldier.png needs to be
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# designed in a less obfuscated way :)
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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 'rmagick'
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NULL_PIXEL = Magick::Pixel.from_color('none')
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# The class for this game's map.
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# Design:
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# * Dynamic map creation at startup, holding it as RMagick Image in @image
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# * Testing for solidity by testing @image's pixel values
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# * Drawing by (re)creating an array of Gosu::Image instances, each representing
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# a part of the large @image
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# * Blasting holes into the map is implemented by drawing and erasing portions
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# of @image, then setting the corresponding Gosu::Image instances to nil, so
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# they will be recreated in Map#draw
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# Note: The splitting is done because recreating such a large Gosu::Image for
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# every map change would be a very noticeable delay!
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class Map
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WIDTH, HEIGHT = 800, 600
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TILE_SIZE = 100
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TILES_X = WIDTH / TILE_SIZE
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TILES_Y = HEIGHT / TILE_SIZE
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def initialize(window)
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# We'll need the window later for re-creating Gosu images.
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@window = window
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# Let's start with something simple and load the sky via RMagick.
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# Loading JPEG files isn't possible with Gosu, so say wow!
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sky = Magick::Image.read("media/Sky.jpg").first
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@sky = Gosu::Image.new(window, sky, true)
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# This is the one large RMagick image that represents the map.
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@image = Magick::Image.new(WIDTH, HEIGHT) { self.background_color = 'none' }
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# Set up a Draw object that fills with an earth texture.
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earth = Magick::Image.read('media/Earth.png').first.resize(1.5)
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gc = Magick::Draw.new
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gc.pattern('earth', 0, 0, earth.columns, earth.rows) { gc.composite(0, 0, 0, 0, earth) }
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gc.fill('earth')
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gc.stroke('#603000').stroke_width(1.5)
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# Draw a smooth bezier island onto the map!
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polypoints = [0, HEIGHT]
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0.upto(TILES_X) do |x|
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polypoints += [x * TILE_SIZE, HEIGHT * 0.2 + rand(HEIGHT * 0.8)]
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end
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polypoints += [WIDTH, HEIGHT]
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gc.bezier(*polypoints)
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gc.draw(@image)
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# Create a bright-dark gradient fill, an image from it and change the map's
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# brightness with it.
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fill = Magick::GradientFill.new(0, HEIGHT * 0.4, WIDTH, HEIGHT * 0.4, '#fff', '#666')
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gradient = Magick::Image.new(WIDTH, HEIGHT, fill)
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gradient = @image.composite(gradient, 0, 0, Magick::InCompositeOp)
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@image.composite!(gradient, 0, 0, Magick::MultiplyCompositeOp)
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# Finally, place the star in the middle of the map, just onto the ground.
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star = Magick::Image.read('media/LargeStar.png').first
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star_y = 0
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star_y += 20 until solid?(WIDTH / 2, star_y)
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@image.composite!(star, (WIDTH - star.columns) / 2, star_y - star.rows * 0.85,
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Magick::DstOverCompositeOp)
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# Creates an X*Y array for the Gosu images.
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# (Initialized to nil automatically).
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@gosu_images = Array.new(TILES_X) { Array.new(TILES_Y) }
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end
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def solid?(x, y)
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# Map is open at the top.
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return false if y < 0
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# Map is closed on all other sides.
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return true if x < 0 or x >= 800 or y >= 600
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# Inside of the map, determine solidity from the map image.
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@image.pixel_color(x, y) != NULL_PIXEL
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end
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def draw
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# Sky background.
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@sky.draw(0, 0, 0)
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# All the tiles.
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TILES_Y.times do |y|
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TILES_X.times do |x|
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# Recreate images that haven't been created yet, or need to be recreated
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# due to map changes.
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if @gosu_images[x][y].nil? then
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part = @image.crop(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE)
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@gosu_images[x][y] = Gosu::Image.new(@window, part, true)
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end
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# At last - draw it!
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@gosu_images[x][y].draw(x * TILE_SIZE, y * TILE_SIZE, 0)
|
113
|
+
end
|
114
|
+
end
|
115
|
+
end
|
116
|
+
|
117
|
+
# Radius of a crater.
|
118
|
+
RADIUS = 25
|
119
|
+
# Radius of a crater, SHadow included.
|
120
|
+
SH_RADIUS = 45
|
121
|
+
|
122
|
+
def blast(x, y)
|
123
|
+
# This code assumes at most 2x2 tiles are affected by a blast, so
|
124
|
+
# don't change the RADIUS to 200 or something ;)
|
125
|
+
# Calculate the x/y indices of the two to four affected tiles.
|
126
|
+
# (left/right and top/bottom might be the same).
|
127
|
+
|
128
|
+
left = (x - SH_RADIUS) / TILE_SIZE
|
129
|
+
right = (x + SH_RADIUS) / TILE_SIZE
|
130
|
+
top = (y - SH_RADIUS) / TILE_SIZE
|
131
|
+
bottom = (y + SH_RADIUS) / TILE_SIZE
|
132
|
+
|
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.
|
136
|
+
|
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
|
141
|
+
|
142
|
+
# Create the crater image (basically a circle shape that is used to erase
|
143
|
+
# parts of the map) and the crater shadow image, if they don't exist
|
144
|
+
# already.
|
145
|
+
|
146
|
+
if @crater_image.nil? then
|
147
|
+
@crater_image = Magick::Image.new(2 * RADIUS, 2 * RADIUS) { self.background_color = 'none' }
|
148
|
+
gc = Magick::Draw.new
|
149
|
+
gc.fill('black').circle(RADIUS, RADIUS, RADIUS, 0)
|
150
|
+
gc.draw(@crater_image)
|
151
|
+
@crater_shadow = @crater_image.shadow(0, 0, (SH_RADIUS - RADIUS) / 2, 1)
|
152
|
+
end
|
153
|
+
|
154
|
+
# Draw the shadow (twice for more intensity), then erase a circle from the map.
|
155
|
+
@image.composite!(@crater_shadow, x - SH_RADIUS, y - SH_RADIUS, Magick::AtopCompositeOp)
|
156
|
+
@image.composite!(@crater_shadow, x - SH_RADIUS, y - SH_RADIUS, Magick::AtopCompositeOp)
|
157
|
+
@image.composite!(@crater_image, x - RADIUS, y - RADIUS, Magick::DstOutCompositeOp)
|
158
|
+
end
|
159
|
+
end
|
160
|
+
|
161
|
+
# Player class.
|
162
|
+
# Note that applies to the whole game:
|
163
|
+
# All objects implement an informal interface.
|
164
|
+
# draw: Draws the object (obviously)
|
165
|
+
# update: Moves the object etc., returns false if the object is to be deleted
|
166
|
+
# hit_by?(missile): Returns true if an object is hit by the missile, causing
|
167
|
+
# it to explode on this object.
|
168
|
+
|
169
|
+
class Player
|
170
|
+
# Magic numbers considered harmful! This is the height of the
|
171
|
+
# player as used for collision detection.
|
172
|
+
HEIGHT = 14
|
173
|
+
|
174
|
+
attr_reader :x, :y, :dead
|
175
|
+
|
176
|
+
def initialize(window, x, y, color)
|
177
|
+
# Only load the images once for all instances of this class.
|
178
|
+
@@images ||= Gosu::Image.load_tiles(window, "media/Soldier.png", 40, 50, false)
|
179
|
+
|
180
|
+
@window, @x, @y, @color = window, x, y, color
|
181
|
+
@vy = 0
|
182
|
+
|
183
|
+
# -1: left, +1: right
|
184
|
+
@dir = -1
|
185
|
+
|
186
|
+
# Aiming angle.
|
187
|
+
@angle = 90
|
188
|
+
end
|
189
|
+
|
190
|
+
def draw
|
191
|
+
if dead then
|
192
|
+
# Poor, broken soldier.
|
193
|
+
@@images[0].draw_rot(x, y, 0, 290 * @dir, 0.5, 0.65, @dir * 0.5, 0.5, @color)
|
194
|
+
@@images[2].draw_rot(x, y, 0, 160 * @dir, 0.95, 0.5, 0.5, @dir * 0.5, @color)
|
195
|
+
else
|
196
|
+
# Was moved last frame?
|
197
|
+
if @show_walk_anim
|
198
|
+
# Yes: Display walking animation.
|
199
|
+
frame = Gosu::milliseconds / 200 % 2
|
200
|
+
else
|
201
|
+
# No: Stand around (boring).
|
202
|
+
frame = 0
|
203
|
+
end
|
204
|
+
|
205
|
+
# Draw feet, then chest.
|
206
|
+
@@images[frame].draw(x - 10 * @dir, y - 20, 0, @dir * 0.5, 0.5, @color)
|
207
|
+
angle = @angle
|
208
|
+
angle = 180 - angle if @dir == -1
|
209
|
+
@@images[2].draw_rot(x, y - 5, 0, angle, 1, 0.5, 0.5, @dir * 0.5, @color)
|
210
|
+
end
|
211
|
+
end
|
212
|
+
|
213
|
+
def update
|
214
|
+
# First, assume that no walking happened this frame.
|
215
|
+
@show_walk_anim = false
|
216
|
+
|
217
|
+
# Gravity.
|
218
|
+
@vy += 1
|
219
|
+
|
220
|
+
if @vy > 1 then
|
221
|
+
# Move upwards until hitting something.
|
222
|
+
@vy.times do
|
223
|
+
if @window.map.solid?(x, y + 1)
|
224
|
+
@vy = 0
|
225
|
+
break
|
226
|
+
else
|
227
|
+
@y += 1
|
228
|
+
end
|
229
|
+
end
|
230
|
+
else
|
231
|
+
# Move downwards until hitting something.
|
232
|
+
(-@vy).times do
|
233
|
+
if @window.map.solid?(x, y - HEIGHT - 1)
|
234
|
+
@vy = 0
|
235
|
+
break
|
236
|
+
else
|
237
|
+
@y -= 1
|
238
|
+
end
|
239
|
+
end
|
240
|
+
end
|
241
|
+
|
242
|
+
# Soldiers are never deleted (they may die, though, but that is a different
|
243
|
+
# concept).
|
244
|
+
true
|
245
|
+
end
|
246
|
+
|
247
|
+
def aim_up
|
248
|
+
@angle -= 2 unless @angle < 10
|
249
|
+
end
|
250
|
+
|
251
|
+
def aim_down
|
252
|
+
@angle += 2 unless @angle > 170
|
253
|
+
end
|
254
|
+
|
255
|
+
def try_walk(dir)
|
256
|
+
@show_walk_anim = true
|
257
|
+
@dir = dir
|
258
|
+
# First, magically move up (so soldiers can run up hills)
|
259
|
+
2.times { @y -= 1 unless @window.map.solid?(x, y - HEIGHT - 1) }
|
260
|
+
# Now move into the desired direction.
|
261
|
+
@x += dir unless @window.map.solid?(x + dir, y) or
|
262
|
+
@window.map.solid?(x + dir, y - HEIGHT)
|
263
|
+
# To make up for unnecessary movement upwards, sink downward again.
|
264
|
+
2.times { @y += 1 unless @window.map.solid?(x, y + 1) }
|
265
|
+
end
|
266
|
+
|
267
|
+
def try_jump
|
268
|
+
@vy = -12 if @window.map.solid?(x, y + 1)
|
269
|
+
end
|
270
|
+
|
271
|
+
def shoot
|
272
|
+
@window.objects << Missile.new(@window, x + 10 * @dir, y - 10, @angle * @dir)
|
273
|
+
end
|
274
|
+
|
275
|
+
def hit_by?(missile)
|
276
|
+
if Gosu::distance(missile.x, missile.y, x, y) < 30 then
|
277
|
+
# Was hit :(
|
278
|
+
@dead = true
|
279
|
+
return true
|
280
|
+
else
|
281
|
+
return false
|
282
|
+
end
|
283
|
+
end
|
284
|
+
end
|
285
|
+
|
286
|
+
# Implements the same interface as Player, except it'S a missile!
|
287
|
+
|
288
|
+
class Missile
|
289
|
+
attr_reader :x, :y, :vx, :vy
|
290
|
+
|
291
|
+
def initialize(window, x, y, angle)
|
292
|
+
# All missile instances use the same sound.
|
293
|
+
@@explosion_sound ||= Gosu::Sample.new(window, "media/Explosion.wav")
|
294
|
+
|
295
|
+
# Horizontal/vertical velocity.
|
296
|
+
@vx, @vy = Gosu::offset_x(angle, 20).to_i, Gosu::offset_y(angle, 20).to_i
|
297
|
+
|
298
|
+
@window, @x, @y = window, x + @vx, y + @vy
|
299
|
+
end
|
300
|
+
|
301
|
+
def update
|
302
|
+
# Movement, gravity
|
303
|
+
@x += @vx
|
304
|
+
@y += @vy
|
305
|
+
@vy += 1
|
306
|
+
# Hit anything?
|
307
|
+
if @window.map.solid?(x, y) or @window.objects.any? { |o| o.hit_by?(self) } then
|
308
|
+
# Create great particles.
|
309
|
+
5.times { @window.objects << Particle.new(@window, x - 25 + rand(51), y - 25 + rand(51)) }
|
310
|
+
@window.map.blast(x, y)
|
311
|
+
# Weeee, stereo sound!
|
312
|
+
@@explosion_sound.play_pan((2 * @x - Map::WIDTH) / Map::WIDTH)
|
313
|
+
return false
|
314
|
+
else
|
315
|
+
return true
|
316
|
+
end
|
317
|
+
end
|
318
|
+
|
319
|
+
def draw
|
320
|
+
# Just draw a small quad.
|
321
|
+
@window.draw_quad(x-2, y-2, 0xff800000, x+2, y-2, 0xff800000,
|
322
|
+
x-2, y+2, 0xff800000, x+2, y+2, 0xff800000, 0)
|
323
|
+
end
|
324
|
+
|
325
|
+
def hit_by?(missile)
|
326
|
+
# Missiles can't be hit by other missiles!
|
327
|
+
false
|
328
|
+
end
|
329
|
+
end
|
330
|
+
|
331
|
+
# Very minimal object that just draws a fading particle.
|
332
|
+
|
333
|
+
class Particle
|
334
|
+
def initialize(window, x, y)
|
335
|
+
# All Particle instances use the same image
|
336
|
+
@@image ||= Gosu::Image.new(window, 'media/Smoke.png', false)
|
337
|
+
|
338
|
+
@x, @y = x, y
|
339
|
+
@color = Gosu::Color.new(255, 255, 255, 255)
|
340
|
+
end
|
341
|
+
|
342
|
+
def update
|
343
|
+
@y -= 5
|
344
|
+
@x = @x - 1 + rand(3)
|
345
|
+
@color.alpha -= 5
|
346
|
+
|
347
|
+
# Remove if faded completely.
|
348
|
+
@color.alpha > 0
|
349
|
+
end
|
350
|
+
|
351
|
+
def draw
|
352
|
+
@@image.draw(@x - 25, @y - 25, 0, 1, 1, @color)
|
353
|
+
end
|
354
|
+
|
355
|
+
def hit_by?(missile)
|
356
|
+
# Smoke can't be hit!
|
357
|
+
false
|
358
|
+
end
|
359
|
+
end
|
360
|
+
|
361
|
+
# Finally, the class that ties it all together.
|
362
|
+
# Very straightforward implementation.
|
363
|
+
|
364
|
+
class GameWindow < Gosu::Window
|
365
|
+
attr_reader :map, :objects
|
366
|
+
|
367
|
+
def initialize()
|
368
|
+
super(800, 600, false)
|
369
|
+
self.caption = "Medal of Anna - Gosu & RMagick Integration Demo"
|
370
|
+
|
371
|
+
# Texts to display in the appropriate situations.
|
372
|
+
@player_instructions = []
|
373
|
+
@player_won_messages = []
|
374
|
+
2.times do |plr|
|
375
|
+
@player_instructions << Gosu::Image.from_text(self,
|
376
|
+
"It is the #{ plr == 0 ? 'green' : 'red' } toy soldier's turn.\n" +
|
377
|
+
"(Arrow keys to walk and aim, Return to jump, Space to shoot)",
|
378
|
+
Gosu::default_font_name, 25, 0, width, :center)
|
379
|
+
@player_won_messages << Gosu::Image.from_text(self,
|
380
|
+
"The #{ plr == 0 ? 'green' : 'red' } toy soldier has won!",
|
381
|
+
Gosu::default_font_name, 25, 5, width, :center)
|
382
|
+
end
|
383
|
+
|
384
|
+
# Create everything!
|
385
|
+
@map = Map.new(self)
|
386
|
+
@players = [Player.new(self, 200, 40, 0xff308000), Player.new(self, 600, 40, 0xff803000)]
|
387
|
+
@objects = @players.dup
|
388
|
+
|
389
|
+
# Let any player start.
|
390
|
+
@current_player = rand(2)
|
391
|
+
# Currently not waiting for a missile to hit something.
|
392
|
+
@waiting = false
|
393
|
+
end
|
394
|
+
|
395
|
+
def draw
|
396
|
+
# Draw the main game.
|
397
|
+
@map.draw
|
398
|
+
@objects.each { |o| o.draw }
|
399
|
+
|
400
|
+
# If any text should be displayed, draw it - and add a nice black border around it
|
401
|
+
# by drawing it four times, with a little offset in each direction.
|
402
|
+
|
403
|
+
cur_text = @player_instructions[@current_player] if not @waiting
|
404
|
+
cur_text = @player_won_messages[1 - @current_player] if @players[@current_player].dead
|
405
|
+
|
406
|
+
if cur_text then
|
407
|
+
x, y = 0, 30
|
408
|
+
cur_text.draw(x - 1, y, 0, 1, 1, 0xff000000)
|
409
|
+
cur_text.draw(x + 1, y, 0, 1, 1, 0xff000000)
|
410
|
+
cur_text.draw(x, y - 1, 0, 1, 1, 0xff000000)
|
411
|
+
cur_text.draw(x, y + 1, 0, 1, 1, 0xff000000)
|
412
|
+
cur_text.draw(x, y, 0, 1, 1, 0xffffffff)
|
413
|
+
end
|
414
|
+
end
|
415
|
+
|
416
|
+
def update
|
417
|
+
# if waiting for the next player's turn, continue to do so until the missile has
|
418
|
+
# hit something.
|
419
|
+
@waiting &&= !@objects.grep(Missile).empty?
|
420
|
+
|
421
|
+
# Remove all objects whose update method returns false.
|
422
|
+
@objects.reject! { |o| o.update == false }
|
423
|
+
|
424
|
+
# If it's a player's turn, forward controls.
|
425
|
+
if not @waiting and not @players[@current_player].dead then
|
426
|
+
player = @players[@current_player]
|
427
|
+
player.aim_up if button_down? Gosu::KbUp
|
428
|
+
player.aim_down if button_down? Gosu::KbDown
|
429
|
+
player.try_walk(-1) if button_down? Gosu::KbLeft
|
430
|
+
player.try_walk(1) if button_down? Gosu::KbRight
|
431
|
+
player.try_jump if button_down? Gosu::KbReturn
|
432
|
+
end
|
433
|
+
end
|
434
|
+
|
435
|
+
def button_down(id)
|
436
|
+
if id == Gosu::KbSpace and not @waiting and not @players[@current_player].dead then
|
437
|
+
# Shoot! This is handled in button_down because holding space shouldn't
|
438
|
+
# auto-fire - the shots would come from different players.
|
439
|
+
@players[@current_player].shoot
|
440
|
+
@current_player = 1 - @current_player
|
441
|
+
@waiting = true
|
442
|
+
end
|
443
|
+
# Very important feature! ;)
|
444
|
+
close if id == Gosu::KbEscape
|
445
|
+
end
|
446
|
+
end
|
447
|
+
|
448
|
+
# So far we have only defined how everything *should* work - now set it up and run it!
|
449
|
+
GameWindow.new.show
|