gosu 0.7.9.1-universal-darwin

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -0,0 +1,139 @@
1
+ # This example demonstrates the use of the TextInput functionality.
2
+ # One can tab through, or click into the text fields and change it's contents.
3
+
4
+ # At its most basic form, you only need to create a new TextInput instance and
5
+ # set the text_input attribute of your window to it. Until you set this
6
+ # attribute to nil again, the TextInput object will build a text that can be
7
+ # accessed via TextInput#text.
8
+
9
+ # The TextInput object also maintains the position of the caret as the index
10
+ # of the character that it's left to via the caret_pos attribute. Furthermore,
11
+ # if there is a selection, the selection_start attribute yields its beginning,
12
+ # using the same indexing scheme. If there is no selection, selection_start
13
+ # is equal to caret_pos.
14
+
15
+ # A TextInput object is purely abstract, though; drawing the input field is left
16
+ # to the user. In this case, we are subclassing TextInput to add this code.
17
+ # As with most of Gosu, how this is handled is completely left open; the scheme
18
+ # presented here is not mandatory! Gosu only aims to provide enough code for
19
+ # games (or intermediate UI toolkits) to be built upon it.
20
+
21
+ begin
22
+ # In case you use Gosu via RubyGems.
23
+ require 'rubygems'
24
+ rescue LoadError
25
+ # In case you don't.
26
+ end
27
+
28
+ require 'gosu'
29
+
30
+ class TextField < Gosu::TextInput
31
+ # Some constants that define our appearance.
32
+ INACTIVE_COLOR = 0xcc666666
33
+ ACTIVE_COLOR = 0xccff6666
34
+ SELECTION_COLOR = 0xcc0000ff
35
+ CARET_COLOR = 0xffffffff
36
+ PADDING = 5
37
+
38
+ attr_reader :x, :y
39
+
40
+ def initialize(window, font, x, y)
41
+ # TextInput's constructor doesn't expect any arguments.
42
+ super()
43
+
44
+ @window, @font, @x, @y = window, font, x, y
45
+
46
+ # Start with a self-explanatory text in each field.
47
+ self.text = "Click to change text"
48
+ end
49
+
50
+ def draw
51
+ # Depending on whether this is the currently selected input or not, change the
52
+ # background's color.
53
+ if @window.text_input == self then
54
+ background_color = ACTIVE_COLOR
55
+ else
56
+ background_color = INACTIVE_COLOR
57
+ end
58
+ @window.draw_quad(x - PADDING, y - PADDING, background_color,
59
+ x + width + PADDING, y - PADDING, background_color,
60
+ x - PADDING, y + height + PADDING, background_color,
61
+ x + width + PADDING, y + height + PADDING, background_color, 0)
62
+
63
+ # Calculate the position of the caret and the selection start.
64
+ pos_x = x + @font.text_width(self.text[0...self.caret_pos])
65
+ sel_x = x + @font.text_width(self.text[0...self.selection_start])
66
+
67
+ # Draw the selection background, if any; if not, sel_x and pos_x will be
68
+ # the same value, making this quad empty.
69
+ @window.draw_quad(sel_x, y, SELECTION_COLOR,
70
+ pos_x, y, SELECTION_COLOR,
71
+ sel_x, y + height, SELECTION_COLOR,
72
+ pos_x, y + height, SELECTION_COLOR, 0)
73
+
74
+ # Draw the caret; again, only if this is the currently selected field.
75
+ if @window.text_input == self then
76
+ @window.draw_line(pos_x, y, CARET_COLOR,
77
+ pos_x, y + height, CARET_COLOR, 0)
78
+ end
79
+
80
+ # Finally, draw the text itself!
81
+ @font.draw(self.text, x, y, 0)
82
+ end
83
+
84
+ # This text field grows with the text that's being entered.
85
+ # (Without clipping, one has to be a bit creative about this ;) )
86
+ def width
87
+ @font.text_width(self.text)
88
+ end
89
+
90
+ def height
91
+ @font.height
92
+ end
93
+
94
+ # Hit-test for selecting a text field with the mouse.
95
+ def under_point?(mouse_x, mouse_y)
96
+ mouse_x > x - PADDING and mouse_x < x + width + PADDING and
97
+ mouse_y > y - PADDING and mouse_y < y + height + PADDING
98
+ end
99
+ end
100
+
101
+ class TextInputWindow < Gosu::Window
102
+ def initialize
103
+ super(300, 200, false)
104
+ self.caption = "Text Input Example"
105
+
106
+ font = Gosu::Font.new(self, Gosu::default_font_name, 20)
107
+
108
+ # Set up an array of three text fields.
109
+ @text_fields = Array.new(3) { |index| TextField.new(self, font, 50, 30 + index * 50) }
110
+
111
+ @cursor = Gosu::Image.new(self, "media/Cursor.png", false)
112
+ end
113
+
114
+ def draw
115
+ @text_fields.each { |tf| tf.draw }
116
+ @cursor.draw(mouse_x, mouse_y, 0)
117
+ end
118
+
119
+ def button_down(id)
120
+ if id == Gosu::KbTab then
121
+ # Tab key will not be 'eaten' by text fields; use for switching through
122
+ # text fields.
123
+ index = @text_fields.index(self.text_input) || -1
124
+ self.text_input = @text_fields[(index + 1) % @text_fields.size]
125
+ elsif id == Gosu::KbEscape then
126
+ # Escape key will not be 'eaten' by text fields; use for deselecting.
127
+ if self.text_input then
128
+ self.text_input = nil
129
+ else
130
+ close
131
+ end
132
+ elsif id == Gosu::MsLeft then
133
+ # Mouse click: Select text field based on mouse position.
134
+ self.text_input = @text_fields.find { |tf| tf.under_point?(mouse_x, mouse_y) }
135
+ end
136
+ end
137
+ end
138
+
139
+ TextInputWindow.new.show
@@ -0,0 +1,137 @@
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
+ require 'gosu'
9
+
10
+ module ZOrder
11
+ Background, Stars, Player, UI = *0..3
12
+ end
13
+
14
+ class Player
15
+ attr_reader :score
16
+
17
+ def initialize(window)
18
+ @image = Gosu::Image.new(window, "media/Starfighter.bmp", false)
19
+ @beep = Gosu::Sample.new(window, "media/Beep.wav")
20
+ @x = @y = @vel_x = @vel_y = @angle = 0.0
21
+ @score = 0
22
+ end
23
+
24
+ def warp(x, y)
25
+ @x, @y = x, y
26
+ end
27
+
28
+ def turn_left
29
+ @angle -= 4.5
30
+ end
31
+
32
+ def turn_right
33
+ @angle += 4.5
34
+ end
35
+
36
+ def accelerate
37
+ @vel_x += Gosu::offset_x(@angle, 0.5)
38
+ @vel_y += Gosu::offset_y(@angle, 0.5)
39
+ end
40
+
41
+ def move
42
+ @x += @vel_x
43
+ @y += @vel_y
44
+ @x %= 640
45
+ @y %= 480
46
+
47
+ @vel_x *= 0.95
48
+ @vel_y *= 0.95
49
+ end
50
+
51
+ def draw
52
+ @image.draw_rot(@x, @y, ZOrder::Player, @angle)
53
+ end
54
+
55
+ def collect_stars(stars)
56
+ stars.reject! do |star|
57
+ if Gosu::distance(@x, @y, star.x, star.y) < 35 then
58
+ @score += 10
59
+ @beep.play
60
+ true
61
+ else
62
+ false
63
+ end
64
+ end
65
+ end
66
+ end
67
+
68
+ class Star
69
+ attr_reader :x, :y
70
+
71
+ def initialize(animation)
72
+ @animation = animation
73
+ @color = Gosu::Color.new(0xff000000)
74
+ @color.red = rand(255 - 40) + 40
75
+ @color.green = rand(255 - 40) + 40
76
+ @color.blue = rand(255 - 40) + 40
77
+ @x = rand * 640
78
+ @y = rand * 480
79
+ end
80
+
81
+ def draw
82
+ img = @animation[Gosu::milliseconds / 100 % @animation.size]
83
+ img.draw(@x - img.width / 2.0, @y - img.height / 2.0,
84
+ ZOrder::Stars, 1, 1, @color, :additive)
85
+ end
86
+ end
87
+
88
+ class GameWindow < Gosu::Window
89
+ def initialize
90
+ super(640, 480, false)
91
+ self.caption = "Gosu Tutorial Game"
92
+
93
+ @background_image = Gosu::Image.new(self, "media/Space.png", true)
94
+
95
+ @player = Player.new(self)
96
+ @player.warp(320, 240)
97
+
98
+ @star_anim = Gosu::Image::load_tiles(self, "media/Star.png", 25, 25, false)
99
+ @stars = Array.new
100
+
101
+ @font = Gosu::Font.new(self, Gosu::default_font_name, 20)
102
+ end
103
+
104
+ def update
105
+ if button_down? Gosu::Button::KbLeft or button_down? Gosu::Button::GpLeft then
106
+ @player.turn_left
107
+ end
108
+ if button_down? Gosu::Button::KbRight or button_down? Gosu::Button::GpRight then
109
+ @player.turn_right
110
+ end
111
+ if button_down? Gosu::Button::KbUp or button_down? Gosu::Button::GpButton0 then
112
+ @player.accelerate
113
+ end
114
+ @player.move
115
+ @player.collect_stars(@stars)
116
+
117
+ if rand(100) < 4 and @stars.size < 25 then
118
+ @stars.push(Star.new(@star_anim))
119
+ end
120
+ end
121
+
122
+ def draw
123
+ @background_image.draw(0, 0, ZOrder::Background)
124
+ @player.draw
125
+ @stars.each { |star| star.draw }
126
+ @font.draw("Score: #{@player.score}", 10, 10, ZOrder::UI, 1.0, 1.0, 0xffffff00)
127
+ end
128
+
129
+ def button_down(id)
130
+ if id == Gosu::Button::KbEscape then
131
+ close
132
+ end
133
+ end
134
+ end
135
+
136
+ window = GameWindow.new
137
+ window.show
Binary file
@@ -0,0 +1,25 @@
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
Binary file
Binary file
Binary file
Binary file
Binary file
metadata ADDED
@@ -0,0 +1,78 @@
1
+ --- !ruby/object:Gem::Specification
2
+ name: gosu
3
+ version: !ruby/object:Gem::Version
4
+ version: 0.7.9.1
5
+ platform: universal-darwin
6
+ authors:
7
+ - Julian Raschke
8
+ - Jan Luecker
9
+ autorequire:
10
+ bindir: bin
11
+ cert_chain: []
12
+
13
+ date: 2008-04-13 00:00:00 +02:00
14
+ default_executable:
15
+ dependencies: []
16
+
17
+ 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.
18
+ email: julian@raschke.de
19
+ executables: []
20
+
21
+ extensions: []
22
+
23
+ extra_rdoc_files: []
24
+
25
+ files:
26
+ - lib/gosu.bundle
27
+ - README
28
+ - LICENSE
29
+ - examples/ChipmunkIntegration.rb
30
+ - examples/CptnRuby.rb
31
+ - examples/MoreChipmunkAndRMagick.rb
32
+ - examples/OpenGLIntegration.rb
33
+ - examples/RMagickIntegration.rb
34
+ - examples/TextInput.rb
35
+ - examples/Tutorial.rb
36
+ - examples/media/Beep.wav
37
+ - examples/media/CptnRuby Gem.png
38
+ - examples/media/CptnRuby Map.txt
39
+ - examples/media/CptnRuby Tileset.png
40
+ - examples/media/CptnRuby.png
41
+ - examples/media/Cursor.png
42
+ - examples/media/Earth.png
43
+ - examples/media/Explosion.wav
44
+ - examples/media/LargeStar.png
45
+ - examples/media/Sky.jpg
46
+ - examples/media/Smoke.png
47
+ - examples/media/Soldier.png
48
+ - examples/media/Space.png
49
+ - examples/media/Star.png
50
+ - examples/media/Starfighter.bmp
51
+ has_rdoc: false
52
+ homepage: http://code.google.com/p/gosu/
53
+ post_install_message:
54
+ rdoc_options: []
55
+
56
+ require_paths:
57
+ - lib
58
+ required_ruby_version: !ruby/object:Gem::Requirement
59
+ requirements:
60
+ - - ">="
61
+ - !ruby/object:Gem::Version
62
+ version: 1.8.1
63
+ version:
64
+ required_rubygems_version: !ruby/object:Gem::Requirement
65
+ requirements:
66
+ - - ">="
67
+ - !ruby/object:Gem::Version
68
+ version: "0"
69
+ version:
70
+ requirements: []
71
+
72
+ rubyforge_project:
73
+ rubygems_version: 1.1.1
74
+ signing_key:
75
+ specification_version: 2
76
+ summary: 2D game development library.
77
+ test_files: []
78
+