gosu 0.8.6-x86-mingw32 → 0.8.7-x86-mingw32

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Files changed (51) hide show
  1. checksums.yaml +4 -4
  2. data/Gosu/Audio.hpp +171 -171
  3. data/Gosu/Bitmap.hpp +96 -96
  4. data/Gosu/Color.hpp +204 -204
  5. data/Gosu/Directories.hpp +36 -36
  6. data/Gosu/Font.hpp +83 -83
  7. data/Gosu/Gosu.hpp +34 -34
  8. data/Gosu/Graphics.hpp +115 -115
  9. data/Gosu/GraphicsBase.hpp +110 -110
  10. data/Gosu/IO.hpp +269 -269
  11. data/Gosu/Image.hpp +122 -122
  12. data/Gosu/ImageData.hpp +61 -61
  13. data/Gosu/Input.hpp +149 -149
  14. data/Gosu/Inspection.hpp +14 -14
  15. data/Gosu/Math.hpp +135 -135
  16. data/Gosu/Platform.hpp +93 -93
  17. data/Gosu/Sockets.hpp +156 -156
  18. data/Gosu/TR1.hpp +56 -56
  19. data/Gosu/Text.hpp +71 -71
  20. data/Gosu/TextInput.hpp +70 -70
  21. data/Gosu/Utility.hpp +28 -28
  22. data/Gosu/Version.hpp +19 -19
  23. data/Gosu/Window.hpp +145 -145
  24. data/examples/ChipmunkIntegration.rb +275 -275
  25. data/examples/CptnRuby.rb +223 -223
  26. data/examples/GosuZen.rb +68 -68
  27. data/examples/MoreChipmunkAndRMagick.rb +155 -155
  28. data/examples/OpenGLIntegration.rb +225 -225
  29. data/examples/RMagickIntegration.rb +417 -417
  30. data/examples/TextInput.rb +154 -154
  31. data/examples/Tutorial.rb +130 -130
  32. data/examples/media/Beep.wav +0 -0
  33. data/examples/media/CptnRuby Map.txt b/data/examples/media/CptnRuby → Map.txt +0 -0
  34. data/examples/media/Explosion.wav +0 -0
  35. data/examples/media/Landscape.svg +9 -9
  36. data/examples/media/Space.png +0 -0
  37. data/examples/media/Star.png +0 -0
  38. data/examples/media/Starfighter.bmp +0 -0
  39. data/lib/1.8/gosu.so +0 -0
  40. data/lib/1.9/gosu.so +0 -0
  41. data/lib/2.0/gosu.so +0 -0
  42. data/lib/2.1/gosu.so +0 -0
  43. data/lib/FreeImage.dll +0 -0
  44. data/lib/OpenAL32.dll +0 -0
  45. data/lib/gosu.rb +19 -16
  46. data/lib/gosu/patches.rb +81 -81
  47. data/lib/gosu/preview.rb +143 -139
  48. data/lib/gosu/run.rb +11 -11
  49. data/lib/gosu/swig_patches.rb +60 -60
  50. data/lib/gosu/zen.rb +89 -89
  51. metadata +5 -5
@@ -1,275 +1,275 @@
1
- ## File: ChipmunkIntegration.rb
2
- ## Author: Dirk Johnson
3
- ## Version: 1.0.0
4
- ## Date: 2007-10-05
5
- ## License: Same as for Gosu (MIT)
6
- ## Comments: Based on the Gosu Ruby Tutorial, but incorporating the Chipmunk Physics Engine
7
- ## See https://github.com/jlnr/gosu/wiki/Ruby-Chipmunk-Integration for the accompanying text.
8
-
9
- require 'rubygems'
10
- require 'gosu'
11
- require 'chipmunk'
12
-
13
- SCREEN_WIDTH = 640
14
- SCREEN_HEIGHT = 480
15
-
16
- # The number of steps to process every Gosu update
17
- # The Player ship can get going so fast as to "move through" a
18
- # star without triggering a collision; an increased number of
19
- # Chipmunk step calls per update will effectively avoid this issue
20
- SUBSTEPS = 6
21
-
22
- # Convenience method for converting from radians to a Vec2 vector.
23
- class Numeric
24
- def radians_to_vec2
25
- CP::Vec2.new(Math::cos(self), Math::sin(self))
26
- end
27
- end
28
-
29
- # Layering of sprites
30
- module ZOrder
31
- Background, Stars, Player, UI = *0..3
32
- end
33
-
34
- # This game will have one Player in the form of a ship
35
- class Player
36
- attr_reader :shape
37
-
38
- def initialize(window, shape)
39
- @image = Gosu::Image.new(window, "media/Starfighter.bmp", false)
40
- @shape = shape
41
- @shape.body.p = CP::Vec2.new(0.0, 0.0) # position
42
- @shape.body.v = CP::Vec2.new(0.0, 0.0) # velocity
43
-
44
- # Keep in mind that down the screen is positive y, which means that PI/2 radians,
45
- # which you might consider the top in the traditional Trig unit circle sense is actually
46
- # the bottom; thus 3PI/2 is the top
47
- @shape.body.a = (3*Math::PI/2.0) # angle in radians; faces towards top of screen
48
- end
49
-
50
- # Directly set the position of our Player
51
- def warp(vect)
52
- @shape.body.p = vect
53
- end
54
-
55
- # Apply negative Torque; Chipmunk will do the rest
56
- # SUBSTEPS is used as a divisor to keep turning rate constant
57
- # even if the number of steps per update are adjusted
58
- def turn_left
59
- @shape.body.t -= 400.0/SUBSTEPS
60
- end
61
-
62
- # Apply positive Torque; Chipmunk will do the rest
63
- # SUBSTEPS is used as a divisor to keep turning rate constant
64
- # even if the number of steps per update are adjusted
65
- def turn_right
66
- @shape.body.t += 400.0/SUBSTEPS
67
- end
68
-
69
- # Apply forward force; Chipmunk will do the rest
70
- # SUBSTEPS is used as a divisor to keep acceleration rate constant
71
- # even if the number of steps per update are adjusted
72
- # Here we must convert the angle (facing) of the body into
73
- # forward momentum by creating a vector in the direction of the facing
74
- # and with a magnitude representing the force we want to apply
75
- def accelerate
76
- @shape.body.apply_force((@shape.body.a.radians_to_vec2 * (3000.0/SUBSTEPS)), CP::Vec2.new(0.0, 0.0))
77
- end
78
-
79
- # Apply even more forward force
80
- # See accelerate for more details
81
- def boost
82
- @shape.body.apply_force((@shape.body.a.radians_to_vec2 * (3000.0)), CP::Vec2.new(0.0, 0.0))
83
- end
84
-
85
- # Apply reverse force
86
- # See accelerate for more details
87
- def reverse
88
- @shape.body.apply_force(-(@shape.body.a.radians_to_vec2 * (1000.0/SUBSTEPS)), CP::Vec2.new(0.0, 0.0))
89
- end
90
-
91
- # Wrap to the other side of the screen when we fly off the edge
92
- def validate_position
93
- l_position = CP::Vec2.new(@shape.body.p.x % SCREEN_WIDTH, @shape.body.p.y % SCREEN_HEIGHT)
94
- @shape.body.p = l_position
95
- end
96
-
97
- def draw
98
- @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
- @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
1
+ ## File: ChipmunkIntegration.rb
2
+ ## Author: Dirk Johnson
3
+ ## Version: 1.0.0
4
+ ## Date: 2007-10-05
5
+ ## License: Same as for Gosu (MIT)
6
+ ## Comments: Based on the Gosu Ruby Tutorial, but incorporating the Chipmunk Physics Engine
7
+ ## See https://github.com/jlnr/gosu/wiki/Ruby-Chipmunk-Integration for the accompanying text.
8
+
9
+ require 'rubygems'
10
+ require 'gosu'
11
+ require 'chipmunk'
12
+
13
+ SCREEN_WIDTH = 640
14
+ SCREEN_HEIGHT = 480
15
+
16
+ # The number of steps to process every Gosu update
17
+ # The Player ship can get going so fast as to "move through" a
18
+ # star without triggering a collision; an increased number of
19
+ # Chipmunk step calls per update will effectively avoid this issue
20
+ SUBSTEPS = 6
21
+
22
+ # Convenience method for converting from radians to a Vec2 vector.
23
+ class Numeric
24
+ def radians_to_vec2
25
+ CP::Vec2.new(Math::cos(self), Math::sin(self))
26
+ end
27
+ end
28
+
29
+ # Layering of sprites
30
+ module ZOrder
31
+ Background, Stars, Player, UI = *0..3
32
+ end
33
+
34
+ # This game will have one Player in the form of a ship
35
+ class Player
36
+ attr_reader :shape
37
+
38
+ def initialize(window, shape)
39
+ @image = Gosu::Image.new(window, "media/Starfighter.bmp", false)
40
+ @shape = shape
41
+ @shape.body.p = CP::Vec2.new(0.0, 0.0) # position
42
+ @shape.body.v = CP::Vec2.new(0.0, 0.0) # velocity
43
+
44
+ # Keep in mind that down the screen is positive y, which means that PI/2 radians,
45
+ # which you might consider the top in the traditional Trig unit circle sense is actually
46
+ # the bottom; thus 3PI/2 is the top
47
+ @shape.body.a = (3*Math::PI/2.0) # angle in radians; faces towards top of screen
48
+ end
49
+
50
+ # Directly set the position of our Player
51
+ def warp(vect)
52
+ @shape.body.p = vect
53
+ end
54
+
55
+ # Apply negative Torque; Chipmunk will do the rest
56
+ # SUBSTEPS is used as a divisor to keep turning rate constant
57
+ # even if the number of steps per update are adjusted
58
+ def turn_left
59
+ @shape.body.t -= 400.0/SUBSTEPS
60
+ end
61
+
62
+ # Apply positive Torque; Chipmunk will do the rest
63
+ # SUBSTEPS is used as a divisor to keep turning rate constant
64
+ # even if the number of steps per update are adjusted
65
+ def turn_right
66
+ @shape.body.t += 400.0/SUBSTEPS
67
+ end
68
+
69
+ # Apply forward force; Chipmunk will do the rest
70
+ # SUBSTEPS is used as a divisor to keep acceleration rate constant
71
+ # even if the number of steps per update are adjusted
72
+ # Here we must convert the angle (facing) of the body into
73
+ # forward momentum by creating a vector in the direction of the facing
74
+ # and with a magnitude representing the force we want to apply
75
+ def accelerate
76
+ @shape.body.apply_force((@shape.body.a.radians_to_vec2 * (3000.0/SUBSTEPS)), CP::Vec2.new(0.0, 0.0))
77
+ end
78
+
79
+ # Apply even more forward force
80
+ # See accelerate for more details
81
+ def boost
82
+ @shape.body.apply_force((@shape.body.a.radians_to_vec2 * (3000.0)), CP::Vec2.new(0.0, 0.0))
83
+ end
84
+
85
+ # Apply reverse force
86
+ # See accelerate for more details
87
+ def reverse
88
+ @shape.body.apply_force(-(@shape.body.a.radians_to_vec2 * (1000.0/SUBSTEPS)), CP::Vec2.new(0.0, 0.0))
89
+ end
90
+
91
+ # Wrap to the other side of the screen when we fly off the edge
92
+ def validate_position
93
+ l_position = CP::Vec2.new(@shape.body.p.x % SCREEN_WIDTH, @shape.body.p.y % SCREEN_HEIGHT)
94
+ @shape.body.p = l_position
95
+ end
96
+
97
+ def draw
98
+ @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
+ @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