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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## 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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@player = Player.new(self, shape)
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@player.warp(CP::Vec2.new(320, 240)) # move to the center of the window
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@star_anim = Gosu::Image::load_tiles(self, "media/Star.png", 25, 25, false)
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@stars = Array.new
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# Here we define what is supposed to happen when a Player (ship) collides with a Star
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# I create a @remove_shapes array because we cannot remove either Shapes or Bodies
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# from Space within a collision closure, rather, we have to wait till the closure
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# is through executing, then we can remove the Shapes and Bodies
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# In this case, the Shapes and the Bodies they own are removed in the Gosu::Window.update phase
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# by iterating over the @remove_shapes array
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# Also note that both Shapes involved in the collision are passed into the closure
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# in the same order that their collision_types are defined in the add_collision_func call
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@remove_shapes = []
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@space.add_collision_func(:ship, :star) do |ship_shape, star_shape|
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@score += 10
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@beep.play
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@remove_shapes << star_shape
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end
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# Here we tell Space that we don't want one star bumping into another
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# The reason we need to do this is because when the Player hits a Star,
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# the Star will travel until it is removed in the update cycle below
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# which means it may collide and therefore push other Stars
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# To see the effect, remove this line and play the game, every once in a while
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# you'll see a Star moving
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@space.add_collision_func(:star, :star, &nil)
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end
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def update
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# Step the physics environment SUBSTEPS times each update
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SUBSTEPS.times do
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# This iterator makes an assumption of one Shape per Star making it safe to remove
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# each Shape's Body as it comes up
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# If our Stars had multiple Shapes, as would be required if we were to meticulously
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# define their true boundaries, we couldn't do this as we would remove the Body
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# multiple times
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# We would probably solve this by creating a separate @remove_bodies array to remove the Bodies
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# of the Stars that were gathered by the Player
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@remove_shapes.each do |shape|
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@stars.delete_if { |star| star.shape == shape }
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@space.remove_body(shape.body)
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@space.remove_shape(shape)
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end
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@remove_shapes.clear # clear out the shapes for next pass
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# When a force or torque is set on a Body, it is cumulative
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# This means that the force you applied last SUBSTEP will compound with the
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# force applied this SUBSTEP; which is probably not the behavior you want
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# We reset the forces on the Player each SUBSTEP for this reason
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@player.shape.body.reset_forces
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# Wrap around the screen to the other side
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@player.validate_position
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# Check keyboard
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if button_down? Gosu::KbLeft
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@player.turn_left
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end
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if button_down? Gosu::KbRight
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@player.turn_right
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end
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if button_down? Gosu::KbUp
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if ( (button_down? Gosu::KbRightShift) || (button_down? Gosu::KbLeftShift) )
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@player.boost
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else
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@player.accelerate
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end
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elsif button_down? Gosu::KbDown
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@player.reverse
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end
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# Perform the step over @dt period of time
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# For best performance @dt should remain consistent for the game
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@space.step(@dt)
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end
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# Each update (not SUBSTEP) we see if we need to add more Stars
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if rand(100) < 4 and @stars.size < 25 then
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body = CP::Body.new(0.0001, 0.0001)
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shape = CP::Shape::Circle.new(body, 25/2, CP::Vec2.new(0.0, 0.0))
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shape.collision_type = :star
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@space.add_body(body)
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@space.add_shape(shape)
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@stars.push(Star.new(@star_anim, shape))
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end
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end
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def draw
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@background_image.draw(0, 0, ZOrder::Background)
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@player.draw
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@stars.each { |star| star.draw }
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@font.draw("Score: #{@score}", 10, 10, ZOrder::UI, 1.0, 1.0, 0xffffff00)
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end
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def button_down(id)
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if id == Gosu::KbEscape
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close
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end
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end
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end
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window = GameWindow.new
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window.show
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## 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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36
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+
attr_reader :shape
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37
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+
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38
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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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40
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@shape = shape
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41
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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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+
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44
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# Keep in mind that down the screen is positive y, which means that PI/2 radians,
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45
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# which you might consider the top in the traditional Trig unit circle sense is actually
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46
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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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48
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+
end
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49
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+
|
50
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# Directly set the position of our Player
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51
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def warp(vect)
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52
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@shape.body.p = vect
|
53
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+
end
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54
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+
|
55
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+
# Apply negative Torque; Chipmunk will do the rest
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56
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+
# SUBSTEPS is used as a divisor to keep turning rate constant
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57
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# even if the number of steps per update are adjusted
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58
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+
def turn_left
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59
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@shape.body.t -= 400.0/SUBSTEPS
|
60
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+
end
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61
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+
|
62
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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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65
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+
def turn_right
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66
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@shape.body.t += 400.0/SUBSTEPS
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67
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+
end
|
68
|
+
|
69
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+
# Apply forward force; Chipmunk will do the rest
|
70
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+
# SUBSTEPS is used as a divisor to keep acceleration rate constant
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71
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# even if the number of steps per update are adjusted
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72
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# Here we must convert the angle (facing) of the body into
|
73
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+
# forward momentum by creating a vector in the direction of the facing
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74
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# and with a magnitude representing the force we want to apply
|
75
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def accelerate
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76
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@shape.body.apply_force((@shape.body.a.radians_to_vec2 * (3000.0/SUBSTEPS)), CP::Vec2.new(0.0, 0.0))
|
77
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+
end
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78
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+
|
79
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+
# Apply even more forward force
|
80
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+
# See accelerate for more details
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81
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+
def boost
|
82
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+
@shape.body.apply_force((@shape.body.a.radians_to_vec2 * (3000.0)), CP::Vec2.new(0.0, 0.0))
|
83
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+
end
|
84
|
+
|
85
|
+
# Apply reverse force
|
86
|
+
# See accelerate for more details
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87
|
+
def reverse
|
88
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+
@shape.body.apply_force(-(@shape.body.a.radians_to_vec2 * (1000.0/SUBSTEPS)), CP::Vec2.new(0.0, 0.0))
|
89
|
+
end
|
90
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+
|
91
|
+
# Wrap to the other side of the screen when we fly off the edge
|
92
|
+
def validate_position
|
93
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+
l_position = CP::Vec2.new(@shape.body.p.x % SCREEN_WIDTH, @shape.body.p.y % SCREEN_HEIGHT)
|
94
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+
@shape.body.p = l_position
|
95
|
+
end
|
96
|
+
|
97
|
+
def draw
|
98
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@image.draw_rot(@shape.body.p.x, @shape.body.p.y, ZOrder::Player, @shape.body.a.radians_to_gosu)
|
99
|
+
end
|
100
|
+
end
|
101
|
+
|
102
|
+
# See how simple our Star is?
|
103
|
+
# Of course... it just sits around and looks good...
|
104
|
+
class Star
|
105
|
+
attr_reader :shape
|
106
|
+
|
107
|
+
def initialize(animation, shape)
|
108
|
+
@animation = animation
|
109
|
+
@color = Gosu::Color.new(0xff000000)
|
110
|
+
@color.red = rand(255 - 40) + 40
|
111
|
+
@color.green = rand(255 - 40) + 40
|
112
|
+
@color.blue = rand(255 - 40) + 40
|
113
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+
@shape = shape
|
114
|
+
@shape.body.p = CP::Vec2.new(rand * SCREEN_WIDTH, rand * SCREEN_HEIGHT) # position
|
115
|
+
@shape.body.v = CP::Vec2.new(0.0, 0.0) # velocity
|
116
|
+
@shape.body.a = (3*Math::PI/2.0) # angle in radians; faces towards top of screen
|
117
|
+
end
|
118
|
+
|
119
|
+
def draw
|
120
|
+
img = @animation[Gosu::milliseconds / 100 % @animation.size];
|
121
|
+
img.draw(@shape.body.p.x - img.width / 2.0, @shape.body.p.y - img.height / 2.0, ZOrder::Stars, 1, 1, @color, :add)
|
122
|
+
end
|
123
|
+
end
|
124
|
+
|
125
|
+
# The Gosu::Window is always the "environment" of our game
|
126
|
+
# It also provides the pulse of our game
|
127
|
+
class GameWindow < Gosu::Window
|
128
|
+
def initialize
|
129
|
+
super(SCREEN_WIDTH, SCREEN_HEIGHT, false, 16)
|
130
|
+
self.caption = "Gosu & Chipmunk Integration Demo"
|
131
|
+
@background_image = Gosu::Image.new(self, "media/Space.png", true)
|
132
|
+
|
133
|
+
# Put the beep here, as it is the environment now that determines collision
|
134
|
+
@beep = Gosu::Sample.new(self, "media/Beep.wav")
|
135
|
+
|
136
|
+
# Put the score here, as it is the environment that tracks this now
|
137
|
+
@score = 0
|
138
|
+
@font = Gosu::Font.new(self, Gosu::default_font_name, 20)
|
139
|
+
|
140
|
+
# Time increment over which to apply a physics "step" ("delta t")
|
141
|
+
@dt = (1.0/60.0)
|
142
|
+
|
143
|
+
# Create our Space and set its damping
|
144
|
+
# A damping of 0.8 causes the ship bleed off its force and torque over time
|
145
|
+
# This is not realistic behavior in a vacuum of space, but it gives the game
|
146
|
+
# the feel I'd like in this situation
|
147
|
+
@space = CP::Space.new
|
148
|
+
@space.damping = 0.8
|
149
|
+
|
150
|
+
# Create the Body for the Player
|
151
|
+
body = CP::Body.new(10.0, 150.0)
|
152
|
+
|
153
|
+
# In order to create a shape, we must first define it
|
154
|
+
# Chipmunk defines 3 types of Shapes: Segments, Circles and Polys
|
155
|
+
# We'll use s simple, 4 sided Poly for our Player (ship)
|
156
|
+
# You need to define the vectors so that the "top" of the Shape is towards 0 radians (the right)
|
157
|
+
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)]
|
158
|
+
shape = CP::Shape::Poly.new(body, shape_array, CP::Vec2.new(0,0))
|
159
|
+
|
160
|
+
# The collision_type of a shape allows us to set up special collision behavior
|
161
|
+
# based on these types. The actual value for the collision_type is arbitrary
|
162
|
+
# and, as long as it is consistent, will work for us; of course, it helps to have it make sense
|
163
|
+
shape.collision_type = :ship
|
164
|
+
|
165
|
+
@space.add_body(body)
|
166
|
+
@space.add_shape(shape)
|
167
|
+
|
168
|
+
@player = Player.new(self, shape)
|
169
|
+
@player.warp(CP::Vec2.new(320, 240)) # move to the center of the window
|
170
|
+
|
171
|
+
@star_anim = Gosu::Image::load_tiles(self, "media/Star.png", 25, 25, false)
|
172
|
+
@stars = Array.new
|
173
|
+
|
174
|
+
# Here we define what is supposed to happen when a Player (ship) collides with a Star
|
175
|
+
# I create a @remove_shapes array because we cannot remove either Shapes or Bodies
|
176
|
+
# from Space within a collision closure, rather, we have to wait till the closure
|
177
|
+
# is through executing, then we can remove the Shapes and Bodies
|
178
|
+
# In this case, the Shapes and the Bodies they own are removed in the Gosu::Window.update phase
|
179
|
+
# by iterating over the @remove_shapes array
|
180
|
+
# Also note that both Shapes involved in the collision are passed into the closure
|
181
|
+
# in the same order that their collision_types are defined in the add_collision_func call
|
182
|
+
@remove_shapes = []
|
183
|
+
@space.add_collision_func(:ship, :star) do |ship_shape, star_shape|
|
184
|
+
@score += 10
|
185
|
+
@beep.play
|
186
|
+
@remove_shapes << star_shape
|
187
|
+
end
|
188
|
+
|
189
|
+
# Here we tell Space that we don't want one star bumping into another
|
190
|
+
# The reason we need to do this is because when the Player hits a Star,
|
191
|
+
# the Star will travel until it is removed in the update cycle below
|
192
|
+
# which means it may collide and therefore push other Stars
|
193
|
+
# To see the effect, remove this line and play the game, every once in a while
|
194
|
+
# you'll see a Star moving
|
195
|
+
@space.add_collision_func(:star, :star, &nil)
|
196
|
+
end
|
197
|
+
|
198
|
+
def update
|
199
|
+
# Step the physics environment SUBSTEPS times each update
|
200
|
+
SUBSTEPS.times do
|
201
|
+
# This iterator makes an assumption of one Shape per Star making it safe to remove
|
202
|
+
# each Shape's Body as it comes up
|
203
|
+
# If our Stars had multiple Shapes, as would be required if we were to meticulously
|
204
|
+
# define their true boundaries, we couldn't do this as we would remove the Body
|
205
|
+
# multiple times
|
206
|
+
# 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
|
208
|
+
@remove_shapes.each do |shape|
|
209
|
+
@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
|