gosu 0.8.6-x64-mingw32
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- checksums.yaml +7 -0
- data/Gosu/Audio.hpp +171 -0
- data/Gosu/AutoLink.hpp +16 -0
- data/Gosu/Bitmap.hpp +96 -0
- data/Gosu/Buttons.hpp +265 -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 +115 -0
- data/Gosu/GraphicsBase.hpp +110 -0
- data/Gosu/IO.hpp +269 -0
- data/Gosu/Image.hpp +122 -0
- data/Gosu/ImageData.hpp +61 -0
- data/Gosu/Input.hpp +149 -0
- data/Gosu/Inspection.hpp +14 -0
- data/Gosu/Math.hpp +135 -0
- data/Gosu/Platform.hpp +93 -0
- data/Gosu/Sockets.hpp +156 -0
- data/Gosu/TR1.hpp +56 -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 +19 -0
- data/Gosu/WinUtility.hpp +75 -0
- data/Gosu/Window.hpp +145 -0
- data/examples/ChipmunkIntegration.rb +275 -0
- data/examples/CptnRuby.rb +223 -0
- data/examples/GosuZen.rb +68 -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/gosu.rb +20 -0
- data/lib/gosu/patches.rb +81 -0
- data/lib/gosu/preview.rb +139 -0
- data/lib/gosu/run.rb +11 -0
- data/lib/gosu/swig_patches.rb +60 -0
- data/lib/gosu/zen.rb +89 -0
- data/lib64/2.1/gosu.so +0 -0
- data/lib64/FreeImage.dll +0 -0
- data/lib64/OpenAL32.dll +0 -0
- data/lib64/SDL2.dll +0 -0
- data/lib64/libsndfile.dll +0 -0
- metadata +110 -0
data/Gosu/Window.hpp
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//! \file Window.hpp
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//! Interface of the Window class.
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#ifndef GOSU_WINDOW_HPP
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#define GOSU_WINDOW_HPP
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#include <Gosu/Fwd.hpp>
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#include <Gosu/Platform.hpp>
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#include <Gosu/Input.hpp>
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#include <Gosu/TR1.hpp>
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#include <memory>
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#include <string>
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#ifdef GOSU_IS_WIN
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#ifndef NOMINMAX
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#define NOMINMAX
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#endif
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#include <windows.h>
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#endif
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namespace Gosu
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{
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//! Returns the width (in pixels) of the user's primary screen.
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unsigned screenWidth();
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//! Returns the height (in pixels) of the user's primary screen.
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unsigned screenHeight();
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//! Returns the maximum width (in 'points') that is available for a non-fullscreen Window.
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//! All windows larger than this size will automatically be shrunk to fit.
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unsigned availableWidth();
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//! Returns the maximum height (in 'points') that is available for a non-fullscreen Window.
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//! All windows larger than this size will automatically be shrunk to fit.
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unsigned availableHeight();
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//! Convenient all-in-one class that serves as the foundation of a standard
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//! Gosu application. Manages initialization of all of Gosu's core components
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//! and provides timing functionality.
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//! Note that you should really only use one instance of this class at the same time.
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//! This may or may not change later.
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class Window
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{
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struct Impl;
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const GOSU_UNIQUE_PTR<Impl> pimpl;
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#if defined(GOSU_CPP11_ENABLED)
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Window(Window&&) = delete;
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Window& operator=(Window&&) = delete;
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Window(const Window&) = delete;
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Window& operator=(const Window&) = delete;
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#endif
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public:
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//! Constructs a Window.
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//! \param width Width of the window in points; that is, pixels on a normal display, and 'virtual pixels' on a
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//! high-resolution display.
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//! \param height See width.
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//! \param updateInterval Interval in milliseconds between two calls
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//! to the update member function.
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Window(unsigned width, unsigned height, bool fullscreen,
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double updateInterval = 16.666666);
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virtual ~Window();
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std::wstring caption() const;
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void setCaption(const std::wstring& caption);
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double updateInterval() const;
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//! Enters a modal loop where the Window is visible on screen and
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//! receives calls to draw, update etc.
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void show();
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//! Closes the window if it is currently shown.
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void close();
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//! Called every updateInterval milliseconds while the window is being
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//! shown. Your application's main game logic goes here.
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virtual void update() {}
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//! Called after every update and when the OS wants the window to
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//! repaint itself. Your application's rendering code goes here.
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virtual void draw() {}
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//! Gives the game a chance to say no to being redrawn.
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//! This is not a definitive answer. The operating system can still force
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//! the window to redraw itself.
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//! By default, the window is redrawn all the time.
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virtual bool needsRedraw() const { return true; }
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//! If this function returns true, the system arrow cursor is drawn while
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//! over the window.
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virtual bool needsCursor() const { return false; }
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//! This function is called when the window loses focus on some platforms.
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//! Most importantly, it is called on the iPhone or iPad when the user
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//! locks the screen.
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virtual void loseFocus() {}
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//! This function is called when the operating system's memory is low.
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//! So far, it is only called in iOS applications.
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virtual void releaseMemory() {}
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//! Called before update when the user pressed a button while the
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//! window had the focus.
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virtual void buttonDown(Gosu::Button) {}
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//! Same as buttonDown. Called then the user released a button.
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virtual void buttonUp(Gosu::Button) {}
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// Ignore when SWIG is wrapping this class for Ruby/Gosu.
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#ifndef SWIG
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const Graphics& graphics() const;
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Graphics& graphics();
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const Input& input() const;
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Input& input();
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#ifdef GOSU_IS_UNIX
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// Context for creating shared contexts.
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// Only on Unices (so far).
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typedef std::tr1::shared_ptr<std::tr1::function<void()> > SharedContext;
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SharedContext createSharedContext();
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#endif
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#ifdef GOSU_IS_IPHONE
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void* rootViewController() const;
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// iPhone-only callbacks for touch events.
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// Note that it does not hurt to override them even if you compile
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// for another platform; if you don't specify "virtual" the code
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// should even be stripped away cleanly.
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virtual void touchBegan(Touch touch) {}
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virtual void touchMoved(Touch touch) {}
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virtual void touchEnded(Touch touch) {}
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#endif
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const Audio& audio() const;
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Audio& audio();
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#endif
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};
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}
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#ifdef GOSU_IS_IPHONE
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Gosu::Window& windowInstance();
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#endif
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#endif
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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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## See https://github.com/jlnr/gosu/wiki/Ruby-Chipmunk-Integration for the accompanying text.
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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 method for converting from radians to a Vec2 vector.
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class Numeric
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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, :add)
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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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+
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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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+
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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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+
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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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+
|
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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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+
|
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|
+
def update
|
199
|
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# Step the physics environment SUBSTEPS times each update
|
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+
SUBSTEPS.times do
|
201
|
+
# 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
|
207
|
+
# 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 }
|
210
|
+
@space.remove_body(shape.body)
|
211
|
+
@space.remove_shape(shape)
|
212
|
+
end
|
213
|
+
@remove_shapes.clear # clear out the shapes for next pass
|
214
|
+
|
215
|
+
# When a force or torque is set on a Body, it is cumulative
|
216
|
+
# This means that the force you applied last SUBSTEP will compound with the
|
217
|
+
# force applied this SUBSTEP; which is probably not the behavior you want
|
218
|
+
# We reset the forces on the Player each SUBSTEP for this reason
|
219
|
+
@player.shape.body.reset_forces
|
220
|
+
|
221
|
+
# Wrap around the screen to the other side
|
222
|
+
@player.validate_position
|
223
|
+
|
224
|
+
# Check keyboard
|
225
|
+
if button_down? Gosu::KbLeft
|
226
|
+
@player.turn_left
|
227
|
+
end
|
228
|
+
if button_down? Gosu::KbRight
|
229
|
+
@player.turn_right
|
230
|
+
end
|
231
|
+
|
232
|
+
if button_down? Gosu::KbUp
|
233
|
+
if ( (button_down? Gosu::KbRightShift) || (button_down? Gosu::KbLeftShift) )
|
234
|
+
@player.boost
|
235
|
+
else
|
236
|
+
@player.accelerate
|
237
|
+
end
|
238
|
+
elsif button_down? Gosu::KbDown
|
239
|
+
@player.reverse
|
240
|
+
end
|
241
|
+
|
242
|
+
# Perform the step over @dt period of time
|
243
|
+
# For best performance @dt should remain consistent for the game
|
244
|
+
@space.step(@dt)
|
245
|
+
end
|
246
|
+
|
247
|
+
# Each update (not SUBSTEP) we see if we need to add more Stars
|
248
|
+
if rand(100) < 4 and @stars.size < 25 then
|
249
|
+
body = CP::Body.new(0.0001, 0.0001)
|
250
|
+
shape = CP::Shape::Circle.new(body, 25/2, CP::Vec2.new(0.0, 0.0))
|
251
|
+
shape.collision_type = :star
|
252
|
+
|
253
|
+
@space.add_body(body)
|
254
|
+
@space.add_shape(shape)
|
255
|
+
|
256
|
+
@stars.push(Star.new(@star_anim, shape))
|
257
|
+
end
|
258
|
+
end
|
259
|
+
|
260
|
+
def draw
|
261
|
+
@background_image.draw(0, 0, ZOrder::Background)
|
262
|
+
@player.draw
|
263
|
+
@stars.each { |star| star.draw }
|
264
|
+
@font.draw("Score: #{@score}", 10, 10, ZOrder::UI, 1.0, 1.0, 0xffffff00)
|
265
|
+
end
|
266
|
+
|
267
|
+
def button_down(id)
|
268
|
+
if id == Gosu::KbEscape
|
269
|
+
close
|
270
|
+
end
|
271
|
+
end
|
272
|
+
end
|
273
|
+
|
274
|
+
window = GameWindow.new
|
275
|
+
window.show
|
@@ -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
|