gosu 0.8.6-x86-mingw32 → 0.8.7-x86-mingw32
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- checksums.yaml +4 -4
- data/Gosu/Audio.hpp +171 -171
- data/Gosu/Bitmap.hpp +96 -96
- data/Gosu/Color.hpp +204 -204
- data/Gosu/Directories.hpp +36 -36
- data/Gosu/Font.hpp +83 -83
- data/Gosu/Gosu.hpp +34 -34
- data/Gosu/Graphics.hpp +115 -115
- data/Gosu/GraphicsBase.hpp +110 -110
- data/Gosu/IO.hpp +269 -269
- data/Gosu/Image.hpp +122 -122
- data/Gosu/ImageData.hpp +61 -61
- data/Gosu/Input.hpp +149 -149
- data/Gosu/Inspection.hpp +14 -14
- data/Gosu/Math.hpp +135 -135
- data/Gosu/Platform.hpp +93 -93
- data/Gosu/Sockets.hpp +156 -156
- data/Gosu/TR1.hpp +56 -56
- data/Gosu/Text.hpp +71 -71
- data/Gosu/TextInput.hpp +70 -70
- data/Gosu/Utility.hpp +28 -28
- data/Gosu/Version.hpp +19 -19
- data/Gosu/Window.hpp +145 -145
- data/examples/ChipmunkIntegration.rb +275 -275
- data/examples/CptnRuby.rb +223 -223
- data/examples/GosuZen.rb +68 -68
- data/examples/MoreChipmunkAndRMagick.rb +155 -155
- data/examples/OpenGLIntegration.rb +225 -225
- data/examples/RMagickIntegration.rb +417 -417
- data/examples/TextInput.rb +154 -154
- data/examples/Tutorial.rb +130 -130
- data/examples/media/Beep.wav +0 -0
- data/examples/media/CptnRuby Map.txt b/data/examples/media/CptnRuby → Map.txt +0 -0
- data/examples/media/Explosion.wav +0 -0
- data/examples/media/Landscape.svg +9 -9
- data/examples/media/Space.png +0 -0
- data/examples/media/Star.png +0 -0
- data/examples/media/Starfighter.bmp +0 -0
- data/lib/1.8/gosu.so +0 -0
- data/lib/1.9/gosu.so +0 -0
- data/lib/2.0/gosu.so +0 -0
- data/lib/2.1/gosu.so +0 -0
- data/lib/FreeImage.dll +0 -0
- data/lib/OpenAL32.dll +0 -0
- data/lib/gosu.rb +19 -16
- data/lib/gosu/patches.rb +81 -81
- data/lib/gosu/preview.rb +143 -139
- data/lib/gosu/run.rb +11 -11
- data/lib/gosu/swig_patches.rb +60 -60
- data/lib/gosu/zen.rb +89 -89
- metadata +5 -5
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# Based on the C Demo3 demonstration distributed with Chipmunk.
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# Also with some help from the ChipmunkIntegration.rb program.
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#
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# License: Same as for Gosu (MIT)
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# Created on 21/10/2007, 00:05:19 by Robert Sheehan
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require 'rubygems'
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require 'gosu'
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require 'chipmunk'
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require 'RMagick'
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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, Box = *0..1
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end
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SCREEN_WIDTH = 640
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SCREEN_HEIGHT = 480
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TICK = 1.0/60.0
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NUM_POLYGONS = 80
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NUM_SIDES = 4
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EDGE_SIZE = 15
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# Everything appears in the Gosu::Window.
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class DemoWindow < Gosu::Window
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def initialize
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super(SCREEN_WIDTH, SCREEN_HEIGHT, false)
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self.caption = "A Chipmunk-RMagick-Gosu Demonstration"
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@space = CP::Space.new
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@space.iterations = 5
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@space.gravity = CP::Vec2.new(0, 100)
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# you can replace the background with any image with this line
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# background = Magick::ImageList.new( "media/Space.png")
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fill = Magick::TextureFill.new(Magick::ImageList.new("granite:"))
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background = Magick::Image.new(SCREEN_WIDTH, SCREEN_HEIGHT, fill)
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setup_triangles(background)
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@background_image = Gosu::Image.new(self, background, true) # turn the image into a Gosu one
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@boxes = create_boxes(NUM_POLYGONS)
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end
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# Create all of the static triangles.
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# Adds them to the space and the background image.
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def setup_triangles(background)
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gc = Magick::Draw.new
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gc.stroke_width(2)
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gc.stroke('red')
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gc.fill('blue')
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# all the triangles are part of the same body
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body = CP::Body.new(Float::MAX, Float::MAX)
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base = 15
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height = 10
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shape_vertices = [CP::Vec2.new(-base, base), CP::Vec2.new(base, base), CP::Vec2.new(0, -height)]
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# make shapes and images
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9.times do |i|
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6.times do |j|
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stagger = (j % 2) * 40
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x = i * 80 + stagger
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y = j * 70 + 80
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shape = CP::Shape::Poly.new(body, shape_vertices, CP::Vec2.new(x, y))
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shape.e = 1
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shape.u = 1
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@space.add_static_shape(shape)
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gc.polygon(x - base + 1, y + base - 1, x + base - 1, y + base - 1, x, y - height + 1)
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end
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end
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# do the drawing
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gc.draw(background)
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end
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# Produces the vertices of a regular polygon.
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def polygon_vertices(sides, size)
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vertices = []
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sides.times do |i|
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angle = -2 * Math::PI * i / sides
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vertices << angle.radians_to_vec2() * size
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end
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return vertices
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end
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# Produces the image of a polygon.
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def polygon_image(vertices)
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box_image = Magick::Image.new(EDGE_SIZE * 2, EDGE_SIZE * 2) { self.background_color = 'transparent' }
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gc = Magick::Draw.new
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gc.stroke('red')
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gc.fill('plum')
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draw_vertices = vertices.map { |v| [v.x + EDGE_SIZE, v.y + EDGE_SIZE] }.flatten
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gc.polygon(*draw_vertices)
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gc.draw(box_image)
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return Gosu::Image.new(self, box_image, false)
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end
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# Produces the polygon objects and adds them to the space.
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def create_boxes(num)
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box_vertices = polygon_vertices(NUM_SIDES, EDGE_SIZE)
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box_image = polygon_image(box_vertices)
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boxes = []
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num.times do
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body = CP::Body.new(1, CP::moment_for_poly(1.0, box_vertices, CP::Vec2.new(0, 0))) # mass, moment of inertia
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body.p = CP::Vec2.new(rand(SCREEN_WIDTH), rand(40) - 50)
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shape = CP::Shape::Poly.new(body, box_vertices, CP::Vec2.new(0, 0))
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shape.e = 0.0
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shape.u = 0.4
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boxes << Box.new(box_image, body)
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@space.add_body(body)
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@space.add_shape(shape)
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end
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return boxes
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end
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# All the simulation is done here.
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def update
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@space.step(TICK)
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@boxes.each { |box| box.check_off_screen }
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end
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# All the updating of the screen is done here.
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def draw
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@background_image.draw(0, 0, ZOrder::Background)
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@boxes.each { |box| box.draw }
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end
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end
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# The falling boxes class.
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# Nothing more than a body and an image.
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class Box
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def initialize(image, body)
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@image = image
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@body = body
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end
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# If it goes offscreen we put it back to the top.
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def check_off_screen
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pos = @body.p
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if pos.y > SCREEN_HEIGHT + EDGE_SIZE or pos.x > SCREEN_WIDTH + EDGE_SIZE or pos.x < -EDGE_SIZE
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@body.p = CP::Vec2.new(rand * SCREEN_WIDTH, 0)
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end
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end
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def draw
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@image.draw_rot(@body.p.x, @body.p.y, ZOrder::Box, @body.a.radians_to_gosu)
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end
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end
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window = DemoWindow.new
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window.show
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# Based on the C Demo3 demonstration distributed with Chipmunk.
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# Also with some help from the ChipmunkIntegration.rb program.
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#
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# License: Same as for Gosu (MIT)
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# Created on 21/10/2007, 00:05:19 by Robert Sheehan
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require 'rubygems'
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require 'gosu'
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require 'chipmunk'
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require 'RMagick'
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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, Box = *0..1
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end
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SCREEN_WIDTH = 640
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SCREEN_HEIGHT = 480
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TICK = 1.0/60.0
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NUM_POLYGONS = 80
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NUM_SIDES = 4
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EDGE_SIZE = 15
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# Everything appears in the Gosu::Window.
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class DemoWindow < Gosu::Window
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def initialize
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super(SCREEN_WIDTH, SCREEN_HEIGHT, false)
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self.caption = "A Chipmunk-RMagick-Gosu Demonstration"
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@space = CP::Space.new
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@space.iterations = 5
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@space.gravity = CP::Vec2.new(0, 100)
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# you can replace the background with any image with this line
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# background = Magick::ImageList.new( "media/Space.png")
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fill = Magick::TextureFill.new(Magick::ImageList.new("granite:"))
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background = Magick::Image.new(SCREEN_WIDTH, SCREEN_HEIGHT, fill)
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setup_triangles(background)
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@background_image = Gosu::Image.new(self, background, true) # turn the image into a Gosu one
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@boxes = create_boxes(NUM_POLYGONS)
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end
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# Create all of the static triangles.
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# Adds them to the space and the background image.
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def setup_triangles(background)
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gc = Magick::Draw.new
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gc.stroke_width(2)
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gc.stroke('red')
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gc.fill('blue')
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# all the triangles are part of the same body
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body = CP::Body.new(Float::MAX, Float::MAX)
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base = 15
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height = 10
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shape_vertices = [CP::Vec2.new(-base, base), CP::Vec2.new(base, base), CP::Vec2.new(0, -height)]
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# make shapes and images
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9.times do |i|
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6.times do |j|
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stagger = (j % 2) * 40
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x = i * 80 + stagger
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y = j * 70 + 80
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shape = CP::Shape::Poly.new(body, shape_vertices, CP::Vec2.new(x, y))
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shape.e = 1
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shape.u = 1
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@space.add_static_shape(shape)
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gc.polygon(x - base + 1, y + base - 1, x + base - 1, y + base - 1, x, y - height + 1)
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end
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end
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# do the drawing
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gc.draw(background)
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end
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# Produces the vertices of a regular polygon.
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def polygon_vertices(sides, size)
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vertices = []
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sides.times do |i|
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angle = -2 * Math::PI * i / sides
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vertices << angle.radians_to_vec2() * size
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end
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return vertices
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end
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# Produces the image of a polygon.
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def polygon_image(vertices)
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box_image = Magick::Image.new(EDGE_SIZE * 2, EDGE_SIZE * 2) { self.background_color = 'transparent' }
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gc = Magick::Draw.new
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gc.stroke('red')
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gc.fill('plum')
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draw_vertices = vertices.map { |v| [v.x + EDGE_SIZE, v.y + EDGE_SIZE] }.flatten
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gc.polygon(*draw_vertices)
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gc.draw(box_image)
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return Gosu::Image.new(self, box_image, false)
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end
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# Produces the polygon objects and adds them to the space.
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def create_boxes(num)
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box_vertices = polygon_vertices(NUM_SIDES, EDGE_SIZE)
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box_image = polygon_image(box_vertices)
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boxes = []
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num.times do
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body = CP::Body.new(1, CP::moment_for_poly(1.0, box_vertices, CP::Vec2.new(0, 0))) # mass, moment of inertia
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body.p = CP::Vec2.new(rand(SCREEN_WIDTH), rand(40) - 50)
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shape = CP::Shape::Poly.new(body, box_vertices, CP::Vec2.new(0, 0))
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shape.e = 0.0
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shape.u = 0.4
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boxes << Box.new(box_image, body)
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@space.add_body(body)
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@space.add_shape(shape)
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end
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return boxes
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end
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# All the simulation is done here.
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def update
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@space.step(TICK)
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@boxes.each { |box| box.check_off_screen }
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end
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# All the updating of the screen is done here.
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def draw
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@background_image.draw(0, 0, ZOrder::Background)
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@boxes.each { |box| box.draw }
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end
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end
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# The falling boxes class.
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# Nothing more than a body and an image.
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class Box
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def initialize(image, body)
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@image = image
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@body = body
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end
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# If it goes offscreen we put it back to the top.
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def check_off_screen
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pos = @body.p
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if pos.y > SCREEN_HEIGHT + EDGE_SIZE or pos.x > SCREEN_WIDTH + EDGE_SIZE or pos.x < -EDGE_SIZE
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@body.p = CP::Vec2.new(rand * SCREEN_WIDTH, 0)
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end
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end
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def draw
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@image.draw_rot(@body.p.x, @body.p.y, ZOrder::Box, @body.a.radians_to_gosu)
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end
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end
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window = DemoWindow.new
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window.show
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@@ -1,226 +1,226 @@
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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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require 'rubygems'
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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
|
15
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Stars, Player, UI = *0..3
|
16
|
-
end
|
17
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-
|
18
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# The only really new class here.
|
19
|
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# Draws a scrolling, repeating texture with a randomized height map.
|
20
|
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class GLBackground
|
21
|
-
# Height map size
|
22
|
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POINTS_X = 7
|
23
|
-
POINTS_Y = 7
|
24
|
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# Scrolling speed
|
25
|
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SCROLLS_PER_STEP = 50
|
26
|
-
|
27
|
-
def initialize(window)
|
28
|
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@image = Gosu::Image.new(window, "media/Earth.png", true)
|
29
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@scrolls = 0
|
30
|
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@height_map = Array.new(POINTS_Y) { Array.new(POINTS_X) { rand } }
|
31
|
-
end
|
32
|
-
|
33
|
-
def scroll
|
34
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@scrolls += 1
|
35
|
-
if @scrolls == SCROLLS_PER_STEP then
|
36
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@scrolls = 0
|
37
|
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@height_map.shift
|
38
|
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@height_map.push Array.new(POINTS_X) { rand }
|
39
|
-
end
|
40
|
-
end
|
41
|
-
|
42
|
-
def exec_gl
|
43
|
-
# Get the name of the OpenGL texture the Image resides on, and the
|
44
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# u/v coordinates of the rect it occupies.
|
45
|
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# gl_tex_info can return nil if the image was too large to fit onto
|
46
|
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# a single OpenGL texture and was internally split up.
|
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|
-
info = @image.gl_tex_info
|
48
|
-
return unless info
|
49
|
-
|
50
|
-
# Pretty straightforward OpenGL code.
|
51
|
-
|
52
|
-
glDepthFunc(GL_GEQUAL)
|
53
|
-
glEnable(GL_DEPTH_TEST)
|
54
|
-
glEnable(GL_BLEND)
|
55
|
-
|
56
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glMatrixMode(GL_PROJECTION)
|
57
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glLoadIdentity
|
58
|
-
glFrustum(-0.10, 0.10, -0.075, 0.075, 1, 100)
|
59
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-
|
60
|
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glMatrixMode(GL_MODELVIEW)
|
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|
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glLoadIdentity
|
62
|
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glTranslate(0, 0, -4)
|
63
|
-
|
64
|
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glEnable(GL_TEXTURE_2D)
|
65
|
-
glBindTexture(GL_TEXTURE_2D, info.tex_name)
|
66
|
-
|
67
|
-
offs_y = 1.0 * @scrolls / SCROLLS_PER_STEP
|
68
|
-
|
69
|
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0.upto(POINTS_Y - 2) do |y|
|
70
|
-
0.upto(POINTS_X - 2) do |x|
|
71
|
-
glBegin(GL_TRIANGLE_STRIP)
|
72
|
-
z = @height_map[y][x]
|
73
|
-
glColor4d(1, 1, 1, z)
|
74
|
-
glTexCoord2d(info.left, info.top)
|
75
|
-
glVertex3d(-0.5 + (x - 0.0) / (POINTS_X-1), -0.5 + (y - offs_y - 0.0) / (POINTS_Y-2), z)
|
76
|
-
|
77
|
-
z = @height_map[y+1][x]
|
78
|
-
glColor4d(1, 1, 1, z)
|
79
|
-
glTexCoord2d(info.left, info.bottom)
|
80
|
-
glVertex3d(-0.5 + (x - 0.0) / (POINTS_X-1), -0.5 + (y - offs_y + 1.0) / (POINTS_Y-2), z)
|
81
|
-
|
82
|
-
z = @height_map[y][x + 1]
|
83
|
-
glColor4d(1, 1, 1, z)
|
84
|
-
glTexCoord2d(info.right, info.top)
|
85
|
-
glVertex3d(-0.5 + (x + 1.0) / (POINTS_X-1), -0.5 + (y - offs_y - 0.0) / (POINTS_Y-2), z)
|
86
|
-
|
87
|
-
z = @height_map[y+1][x + 1]
|
88
|
-
glColor4d(1, 1, 1, z)
|
89
|
-
glTexCoord2d(info.right, info.bottom)
|
90
|
-
glVertex3d(-0.5 + (x + 1.0) / (POINTS_X-1), -0.5 + (y - offs_y + 1.0) / (POINTS_Y-2), z)
|
91
|
-
glEnd
|
92
|
-
end
|
93
|
-
end
|
94
|
-
end
|
95
|
-
end
|
96
|
-
|
97
|
-
# Roughly adapted from the tutorial game. Always faces north.
|
98
|
-
class Player
|
99
|
-
Speed = 7
|
100
|
-
|
101
|
-
attr_reader :score
|
102
|
-
|
103
|
-
def initialize(window, x, y)
|
104
|
-
@image = Gosu::Image.new(window, "media/Starfighter.bmp", false)
|
105
|
-
@beep = Gosu::Sample.new(window, "media/Beep.wav")
|
106
|
-
@x, @y = x, y
|
107
|
-
@score = 0
|
108
|
-
end
|
109
|
-
|
110
|
-
def move_left
|
111
|
-
@x = [@x - Speed, 0].max
|
112
|
-
end
|
113
|
-
|
114
|
-
def move_right
|
115
|
-
@x = [@x + Speed, 800].min
|
116
|
-
end
|
117
|
-
|
118
|
-
def accelerate
|
119
|
-
@y = [@y - Speed, 50].max
|
120
|
-
end
|
121
|
-
|
122
|
-
def brake
|
123
|
-
@y = [@y + Speed, 600].min
|
124
|
-
end
|
125
|
-
|
126
|
-
def draw
|
127
|
-
@image.draw(@x - @image.width / 2, @y - @image.height / 2, ZOrder::Player)
|
128
|
-
end
|
129
|
-
|
130
|
-
def collect_stars(stars)
|
131
|
-
stars.reject! do |star|
|
132
|
-
if Gosu::distance(@x, @y, star.x, star.y) < 35 then
|
133
|
-
@score += 10
|
134
|
-
@beep.play
|
135
|
-
true
|
136
|
-
else
|
137
|
-
false
|
138
|
-
end
|
139
|
-
end
|
140
|
-
end
|
141
|
-
end
|
142
|
-
|
143
|
-
# Also taken from the tutorial, but drawn with draw_rot and an increasing angle
|
144
|
-
# for extra rotation coolness!
|
145
|
-
class Star
|
146
|
-
attr_reader :x, :y
|
147
|
-
|
148
|
-
def initialize(animation)
|
149
|
-
@animation = animation
|
150
|
-
@color = Gosu::Color.new(0xff000000)
|
151
|
-
@color.red = rand(255 - 40) + 40
|
152
|
-
@color.green = rand(255 - 40) + 40
|
153
|
-
@color.blue = rand(255 - 40) + 40
|
154
|
-
@x = rand * 800
|
155
|
-
@y = 0
|
156
|
-
end
|
157
|
-
|
158
|
-
def draw
|
159
|
-
img = @animation[Gosu::milliseconds / 100 % @animation.size];
|
160
|
-
img.draw_rot(@x, @y, ZOrder::Stars, @y, 0.5, 0.5, 1, 1, @color, :add)
|
161
|
-
end
|
162
|
-
|
163
|
-
def update
|
164
|
-
# Move towards bottom of screen
|
165
|
-
@y += 3
|
166
|
-
# Return false when out of screen (gets deleted then)
|
167
|
-
@y < 650
|
168
|
-
end
|
169
|
-
end
|
170
|
-
|
171
|
-
class GameWindow < Gosu::Window
|
172
|
-
def initialize
|
173
|
-
super(800, 600, false)
|
174
|
-
self.caption = "Gosu & OpenGL Integration Demo"
|
175
|
-
|
176
|
-
@gl_background = GLBackground.new(self)
|
177
|
-
|
178
|
-
@player = Player.new(self, 400, 500)
|
179
|
-
|
180
|
-
@star_anim = Gosu::Image::load_tiles(self, "media/Star.png", 25, 25, false)
|
181
|
-
@stars = Array.new
|
182
|
-
|
183
|
-
@font = Gosu::Font.new(self, Gosu::default_font_name, 20)
|
184
|
-
end
|
185
|
-
|
186
|
-
def update
|
187
|
-
@player.move_left if button_down? Gosu::KbLeft or button_down? Gosu::GpLeft
|
188
|
-
@player.move_right if button_down? Gosu::KbRight or button_down? Gosu::GpRight
|
189
|
-
@player.accelerate if button_down? Gosu::KbUp or button_down? Gosu::GpUp
|
190
|
-
@player.brake if button_down? Gosu::KbDown or button_down? Gosu::GpDown
|
191
|
-
|
192
|
-
@player.collect_stars(@stars)
|
193
|
-
|
194
|
-
@stars.reject! { |star| !star.update }
|
195
|
-
|
196
|
-
@gl_background.scroll
|
197
|
-
|
198
|
-
@stars.push(Star.new(@star_anim)) if rand(20) == 0
|
199
|
-
end
|
200
|
-
|
201
|
-
def draw
|
202
|
-
# gl will execute the given block in a clean OpenGL environment, then reset
|
203
|
-
# everything so Gosu's rendering can take place again.
|
204
|
-
|
205
|
-
gl do
|
206
|
-
glClearColor(0.0, 0.2, 0.5, 1.0)
|
207
|
-
glClearDepth(0)
|
208
|
-
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
209
|
-
|
210
|
-
@gl_background.exec_gl
|
211
|
-
end
|
212
|
-
|
213
|
-
@player.draw
|
214
|
-
@stars.each { |star| star.draw }
|
215
|
-
@font.draw("Score: #{@player.score}", 10, 10, ZOrder::UI, 1.0, 1.0, 0xffffff00)
|
216
|
-
end
|
217
|
-
|
218
|
-
def button_down(id)
|
219
|
-
if id == Gosu::KbEscape
|
220
|
-
close
|
221
|
-
end
|
222
|
-
end
|
223
|
-
end
|
224
|
-
|
225
|
-
window = GameWindow.new
|
1
|
+
# The tutorial game over a landscape rendered with OpenGL.
|
2
|
+
# Basically shows how arbitrary OpenGL calls can be put into
|
3
|
+
# the block given to Window#gl, and that Gosu Images can be
|
4
|
+
# used as textures using the gl_tex_info call.
|
5
|
+
|
6
|
+
require 'rubygems'
|
7
|
+
require 'gosu'
|
8
|
+
require 'gl'
|
9
|
+
require 'glu'
|
10
|
+
|
11
|
+
include Gl
|
12
|
+
include Glu
|
13
|
+
|
14
|
+
module ZOrder
|
15
|
+
Stars, Player, UI = *0..3
|
16
|
+
end
|
17
|
+
|
18
|
+
# The only really new class here.
|
19
|
+
# Draws a scrolling, repeating texture with a randomized height map.
|
20
|
+
class GLBackground
|
21
|
+
# Height map size
|
22
|
+
POINTS_X = 7
|
23
|
+
POINTS_Y = 7
|
24
|
+
# Scrolling speed
|
25
|
+
SCROLLS_PER_STEP = 50
|
26
|
+
|
27
|
+
def initialize(window)
|
28
|
+
@image = Gosu::Image.new(window, "media/Earth.png", true)
|
29
|
+
@scrolls = 0
|
30
|
+
@height_map = Array.new(POINTS_Y) { Array.new(POINTS_X) { rand } }
|
31
|
+
end
|
32
|
+
|
33
|
+
def scroll
|
34
|
+
@scrolls += 1
|
35
|
+
if @scrolls == SCROLLS_PER_STEP then
|
36
|
+
@scrolls = 0
|
37
|
+
@height_map.shift
|
38
|
+
@height_map.push Array.new(POINTS_X) { rand }
|
39
|
+
end
|
40
|
+
end
|
41
|
+
|
42
|
+
def exec_gl
|
43
|
+
# Get the name of the OpenGL texture the Image resides on, and the
|
44
|
+
# u/v coordinates of the rect it occupies.
|
45
|
+
# gl_tex_info can return nil if the image was too large to fit onto
|
46
|
+
# a single OpenGL texture and was internally split up.
|
47
|
+
info = @image.gl_tex_info
|
48
|
+
return unless info
|
49
|
+
|
50
|
+
# Pretty straightforward OpenGL code.
|
51
|
+
|
52
|
+
glDepthFunc(GL_GEQUAL)
|
53
|
+
glEnable(GL_DEPTH_TEST)
|
54
|
+
glEnable(GL_BLEND)
|
55
|
+
|
56
|
+
glMatrixMode(GL_PROJECTION)
|
57
|
+
glLoadIdentity
|
58
|
+
glFrustum(-0.10, 0.10, -0.075, 0.075, 1, 100)
|
59
|
+
|
60
|
+
glMatrixMode(GL_MODELVIEW)
|
61
|
+
glLoadIdentity
|
62
|
+
glTranslate(0, 0, -4)
|
63
|
+
|
64
|
+
glEnable(GL_TEXTURE_2D)
|
65
|
+
glBindTexture(GL_TEXTURE_2D, info.tex_name)
|
66
|
+
|
67
|
+
offs_y = 1.0 * @scrolls / SCROLLS_PER_STEP
|
68
|
+
|
69
|
+
0.upto(POINTS_Y - 2) do |y|
|
70
|
+
0.upto(POINTS_X - 2) do |x|
|
71
|
+
glBegin(GL_TRIANGLE_STRIP)
|
72
|
+
z = @height_map[y][x]
|
73
|
+
glColor4d(1, 1, 1, z)
|
74
|
+
glTexCoord2d(info.left, info.top)
|
75
|
+
glVertex3d(-0.5 + (x - 0.0) / (POINTS_X-1), -0.5 + (y - offs_y - 0.0) / (POINTS_Y-2), z)
|
76
|
+
|
77
|
+
z = @height_map[y+1][x]
|
78
|
+
glColor4d(1, 1, 1, z)
|
79
|
+
glTexCoord2d(info.left, info.bottom)
|
80
|
+
glVertex3d(-0.5 + (x - 0.0) / (POINTS_X-1), -0.5 + (y - offs_y + 1.0) / (POINTS_Y-2), z)
|
81
|
+
|
82
|
+
z = @height_map[y][x + 1]
|
83
|
+
glColor4d(1, 1, 1, z)
|
84
|
+
glTexCoord2d(info.right, info.top)
|
85
|
+
glVertex3d(-0.5 + (x + 1.0) / (POINTS_X-1), -0.5 + (y - offs_y - 0.0) / (POINTS_Y-2), z)
|
86
|
+
|
87
|
+
z = @height_map[y+1][x + 1]
|
88
|
+
glColor4d(1, 1, 1, z)
|
89
|
+
glTexCoord2d(info.right, info.bottom)
|
90
|
+
glVertex3d(-0.5 + (x + 1.0) / (POINTS_X-1), -0.5 + (y - offs_y + 1.0) / (POINTS_Y-2), z)
|
91
|
+
glEnd
|
92
|
+
end
|
93
|
+
end
|
94
|
+
end
|
95
|
+
end
|
96
|
+
|
97
|
+
# Roughly adapted from the tutorial game. Always faces north.
|
98
|
+
class Player
|
99
|
+
Speed = 7
|
100
|
+
|
101
|
+
attr_reader :score
|
102
|
+
|
103
|
+
def initialize(window, x, y)
|
104
|
+
@image = Gosu::Image.new(window, "media/Starfighter.bmp", false)
|
105
|
+
@beep = Gosu::Sample.new(window, "media/Beep.wav")
|
106
|
+
@x, @y = x, y
|
107
|
+
@score = 0
|
108
|
+
end
|
109
|
+
|
110
|
+
def move_left
|
111
|
+
@x = [@x - Speed, 0].max
|
112
|
+
end
|
113
|
+
|
114
|
+
def move_right
|
115
|
+
@x = [@x + Speed, 800].min
|
116
|
+
end
|
117
|
+
|
118
|
+
def accelerate
|
119
|
+
@y = [@y - Speed, 50].max
|
120
|
+
end
|
121
|
+
|
122
|
+
def brake
|
123
|
+
@y = [@y + Speed, 600].min
|
124
|
+
end
|
125
|
+
|
126
|
+
def draw
|
127
|
+
@image.draw(@x - @image.width / 2, @y - @image.height / 2, ZOrder::Player)
|
128
|
+
end
|
129
|
+
|
130
|
+
def collect_stars(stars)
|
131
|
+
stars.reject! do |star|
|
132
|
+
if Gosu::distance(@x, @y, star.x, star.y) < 35 then
|
133
|
+
@score += 10
|
134
|
+
@beep.play
|
135
|
+
true
|
136
|
+
else
|
137
|
+
false
|
138
|
+
end
|
139
|
+
end
|
140
|
+
end
|
141
|
+
end
|
142
|
+
|
143
|
+
# Also taken from the tutorial, but drawn with draw_rot and an increasing angle
|
144
|
+
# for extra rotation coolness!
|
145
|
+
class Star
|
146
|
+
attr_reader :x, :y
|
147
|
+
|
148
|
+
def initialize(animation)
|
149
|
+
@animation = animation
|
150
|
+
@color = Gosu::Color.new(0xff000000)
|
151
|
+
@color.red = rand(255 - 40) + 40
|
152
|
+
@color.green = rand(255 - 40) + 40
|
153
|
+
@color.blue = rand(255 - 40) + 40
|
154
|
+
@x = rand * 800
|
155
|
+
@y = 0
|
156
|
+
end
|
157
|
+
|
158
|
+
def draw
|
159
|
+
img = @animation[Gosu::milliseconds / 100 % @animation.size];
|
160
|
+
img.draw_rot(@x, @y, ZOrder::Stars, @y, 0.5, 0.5, 1, 1, @color, :add)
|
161
|
+
end
|
162
|
+
|
163
|
+
def update
|
164
|
+
# Move towards bottom of screen
|
165
|
+
@y += 3
|
166
|
+
# Return false when out of screen (gets deleted then)
|
167
|
+
@y < 650
|
168
|
+
end
|
169
|
+
end
|
170
|
+
|
171
|
+
class GameWindow < Gosu::Window
|
172
|
+
def initialize
|
173
|
+
super(800, 600, false)
|
174
|
+
self.caption = "Gosu & OpenGL Integration Demo"
|
175
|
+
|
176
|
+
@gl_background = GLBackground.new(self)
|
177
|
+
|
178
|
+
@player = Player.new(self, 400, 500)
|
179
|
+
|
180
|
+
@star_anim = Gosu::Image::load_tiles(self, "media/Star.png", 25, 25, false)
|
181
|
+
@stars = Array.new
|
182
|
+
|
183
|
+
@font = Gosu::Font.new(self, Gosu::default_font_name, 20)
|
184
|
+
end
|
185
|
+
|
186
|
+
def update
|
187
|
+
@player.move_left if button_down? Gosu::KbLeft or button_down? Gosu::GpLeft
|
188
|
+
@player.move_right if button_down? Gosu::KbRight or button_down? Gosu::GpRight
|
189
|
+
@player.accelerate if button_down? Gosu::KbUp or button_down? Gosu::GpUp
|
190
|
+
@player.brake if button_down? Gosu::KbDown or button_down? Gosu::GpDown
|
191
|
+
|
192
|
+
@player.collect_stars(@stars)
|
193
|
+
|
194
|
+
@stars.reject! { |star| !star.update }
|
195
|
+
|
196
|
+
@gl_background.scroll
|
197
|
+
|
198
|
+
@stars.push(Star.new(@star_anim)) if rand(20) == 0
|
199
|
+
end
|
200
|
+
|
201
|
+
def draw
|
202
|
+
# gl will execute the given block in a clean OpenGL environment, then reset
|
203
|
+
# everything so Gosu's rendering can take place again.
|
204
|
+
|
205
|
+
gl do
|
206
|
+
glClearColor(0.0, 0.2, 0.5, 1.0)
|
207
|
+
glClearDepth(0)
|
208
|
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
209
|
+
|
210
|
+
@gl_background.exec_gl
|
211
|
+
end
|
212
|
+
|
213
|
+
@player.draw
|
214
|
+
@stars.each { |star| star.draw }
|
215
|
+
@font.draw("Score: #{@player.score}", 10, 10, ZOrder::UI, 1.0, 1.0, 0xffffff00)
|
216
|
+
end
|
217
|
+
|
218
|
+
def button_down(id)
|
219
|
+
if id == Gosu::KbEscape
|
220
|
+
close
|
221
|
+
end
|
222
|
+
end
|
223
|
+
end
|
224
|
+
|
225
|
+
window = GameWindow.new
|
226
226
|
window.show
|