gosu 0.8.7.2-x64-mingw32 → 0.9.0-x64-mingw32
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- checksums.yaml +4 -4
- data/Gosu/Audio.hpp +1 -0
- data/Gosu/Font.hpp +8 -4
- data/Gosu/Graphics.hpp +28 -18
- data/Gosu/GraphicsBase.hpp +17 -13
- data/Gosu/Image.hpp +54 -45
- data/Gosu/Input.hpp +5 -5
- data/Gosu/Version.hpp +3 -3
- data/Gosu/Window.hpp +1 -8
- data/lib/gosu/patches.rb +71 -35
- data/lib/gosu/preview.rb +9 -142
- data/lib/gosu/swig_patches.rb +20 -10
- data/lib64/2.1/gosu.so +0 -0
- metadata +3 -26
- data/examples/ChipmunkIntegration.rb +0 -275
- data/examples/CptnRuby.rb +0 -223
- data/examples/GosuZen.rb +0 -68
- data/examples/MoreChipmunkAndRMagick.rb +0 -155
- data/examples/OpenGLIntegration.rb +0 -226
- data/examples/RMagickIntegration.rb +0 -417
- data/examples/TextInput.rb +0 -154
- data/examples/Tutorial.rb +0 -131
- data/examples/media/Beep.wav +0 -0
- data/examples/media/CptnRuby Gem.png +0 -0
- data/examples/media/CptnRuby Map.txt +0 -25
- data/examples/media/CptnRuby Tileset.png +0 -0
- data/examples/media/CptnRuby.png +0 -0
- data/examples/media/Cursor.png +0 -0
- data/examples/media/Earth.png +0 -0
- data/examples/media/Explosion.wav +0 -0
- data/examples/media/Landscape.svg +0 -10
- data/examples/media/LargeStar.png +0 -0
- data/examples/media/Smoke.png +0 -0
- data/examples/media/Soldier.png +0 -0
- data/examples/media/Space.png +0 -0
- data/examples/media/Star.png +0 -0
- data/examples/media/Starfighter.bmp +0 -0
data/lib/gosu/preview.rb
CHANGED
@@ -1,143 +1,10 @@
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3
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-
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1
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+
warn "gosu/preview.rb has been removed in Gosu 0.9.0, and Gosu itself \n" +
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2
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+
"provides a similar interface to what preview.rb used to offer.\n" +
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+
"Notable differences:\n" +
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"• no global $window variable\n" +
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5
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+
"• no global Gosu.mouse_x and Gosu.mouse_y functions\n" +
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"• Image#initialize et.al. use an options hash now\n" +
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7
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+
"If you cannot update your code base right now, you should require \n" +
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8
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"Gosu 0.8.x in your Gemfile: gem 'gosu', '~> 0.8.0'";
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4
9
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5
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-
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6
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-
class Font
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7
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alias :initialize_old :initialize
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8
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-
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9
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def initialize *args
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10
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-
if args.first.is_a? Gosu::Window then
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initialize_old *args
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-
else
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height = args[0]
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14
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options = args[1] || {}
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-
name = options[:name] || Gosu::default_font_name
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initialize_old $window, name, height
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end
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end
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end
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class Window
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alias :initialize_old :initialize
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def initialize width, height, *args
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if args.empty? or args.first.is_a? Hash then
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options = args.first || {}
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fullscreen = !!options[:fullscreen]
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28
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-
update_interval = options[:update_interval] || 16.66
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-
else
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fullscreen, update_interval = *args
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end
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$window = initialize_old width, height, fullscreen, update_interval
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end
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end
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class Image
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alias :initialize_old :initialize
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def initialize *args
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if args.first.is_a? Gosu::Window then
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initialize_old *args
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else
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source = args[0]
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-
tileable = !args[1] || args[1][:tileable]
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rect = args[1] && args[1][:rect]
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if rect then
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initialize_old $window, source, !!tileable, *rect
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-
else
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initialize_old $window, source, !!tileable
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end
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end
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end
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class <<self
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alias load_tiles_old load_tiles
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-
end
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-
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def self.load_tiles *args
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-
if args.first.is_a? Gosu::Window then
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load_tiles_old *args
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-
else
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source = args[0]
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63
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x, y = args[1..2]
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tileable = !args[3] || args[3][:tileable]
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load_tiles_old $window, source, x, y, !!tileable
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66
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-
end
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end
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68
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-
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69
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-
def self.from_text *args
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70
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-
if args.first.is_a? Gosu::Window then
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args.size == 4 ? from_text4(*args) : from_text7(*args)
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-
else
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text = args[0]
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-
height = args[1]
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75
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-
options = args[2] || {}
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76
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font = options[:font] || Gosu::default_font_name
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77
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-
if width = options[:width] then
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78
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spacing = options[:spacing] || 0
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79
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align = options[:align] || :left
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80
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Gosu::Image.from_text7 $window, text, font, height, spacing, width, align
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else
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Gosu::Image.from_text4 $window, text, font, height
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end
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end
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end
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end
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-
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def self.button_down? id
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$window.button_down? id
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-
end
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-
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def self.mouse_x
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$window.mouse_x
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94
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-
end
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-
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def self.mouse_y
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$window.mouse_y
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98
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-
end
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-
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100
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def self.draw_line *args
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101
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$window.draw_line *args
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102
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-
end
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-
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104
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def self.draw_triangle *args
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105
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$window.draw_triangle *args
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106
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-
end
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-
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108
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def self.draw_quad *args
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109
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$window.draw_quad *args
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110
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-
end
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-
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112
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def self.draw_rect x, y, width, height, color = 0xffffffff, z = 0, mode = :default
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113
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-
$window.draw_quad x, y, color, x + width, y, color, x, y + height, color, x + width, y + height, color, z, mode
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114
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-
end
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115
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-
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116
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def self.clip_to *args, &draw
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117
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$window.clip_to *args, &draw
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118
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-
end
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119
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-
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120
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def self.translate *args, &draw
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121
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$window.translate *args, &draw
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122
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-
end
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123
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-
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124
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def self.scale *args, &draw
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125
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$window.scale *args, &draw
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126
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-
end
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127
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128
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def self.rotate *args, &draw
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129
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$window.rotate *args, &draw
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130
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-
end
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131
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-
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132
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def self.transform *args, &draw
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133
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$window.transform *args, &draw
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134
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-
end
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135
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136
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def self.record width, height, &draw
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137
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$window.record width, height, &draw
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138
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-
end
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139
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-
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140
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def self.gl *args, &draw
|
141
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$window.gl *args, &draw
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142
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-
end
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143
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end
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10
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+
require 'gosu'
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data/lib/gosu/swig_patches.rb
CHANGED
@@ -6,6 +6,19 @@
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6
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# compatible, but I just call protected_update etc. in the Ruby wrapper so I can add this
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7
7
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# custom debugging help:
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8
8
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class Gosu::Window
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9
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alias initialize_without_hash initialize
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10
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+
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11
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def initialize width, height, *args
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12
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if args.empty? or args.first.is_a? Hash then
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13
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options = args.first || {}
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14
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fullscreen = options[:fullscreen]
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15
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update_interval = options[:update_interval]
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16
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else
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fullscreen, update_interval = *args
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18
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+
end
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initialize_without_hash width, height, !!fullscreen, update_interval || 16.666666
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20
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end
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+
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9
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%w(update draw needs_redraw? needs_cursor?
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10
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lose_focus button_down button_up).each do |callback|
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define_method "protected_#{callback}" do |*args|
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@@ -27,12 +40,6 @@ class Gosu::Window
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27
40
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$gosu_gl_blocks = nil
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41
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end
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42
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30
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-
def gl(*args, &block)
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31
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$gosu_gl_blocks ||= []
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32
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$gosu_gl_blocks << block
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33
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unsafe_gl(*args, &block)
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34
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-
end
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35
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-
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36
43
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alias show_internal show
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44
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def show
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45
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show_internal
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@@ -47,10 +54,13 @@ class Gosu::Window
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47
54
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end
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55
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end
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-
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57
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module Gosu
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# Keep a reference to these blocks that is only cleared after Window#draw.
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# Otherwise, the GC might free these blocks while Gosu is still rendering.
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60
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+
def self.gl(*args, &block)
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61
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$gosu_gl_blocks ||= []
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$gosu_gl_blocks << block
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unsafe_gl(*args, &block)
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64
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end
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65
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end
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66
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data/lib64/2.1/gosu.so
CHANGED
Binary file
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metadata
CHANGED
@@ -1,14 +1,14 @@
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1
1
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--- !ruby/object:Gem::Specification
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2
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name: gosu
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version: !ruby/object:Gem::Version
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version: 0.
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version: 0.9.0
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platform: x64-mingw32
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authors:
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- Julian Raschke
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autorequire:
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bindir: bin
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cert_chain: []
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date: 2015-
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date: 2015-05-16 00:00:00.000000000 Z
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dependencies: []
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description: |2
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2D game development library.
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@@ -50,29 +50,6 @@ files:
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50
50
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- Gosu/Version.hpp
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51
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- Gosu/WinUtility.hpp
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52
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- Gosu/Window.hpp
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53
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- examples/ChipmunkIntegration.rb
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54
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- examples/CptnRuby.rb
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55
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- examples/GosuZen.rb
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- examples/MoreChipmunkAndRMagick.rb
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- examples/OpenGLIntegration.rb
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- examples/RMagickIntegration.rb
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- examples/TextInput.rb
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- examples/Tutorial.rb
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61
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- examples/media/Beep.wav
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- examples/media/CptnRuby Gem.png
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- examples/media/CptnRuby Map.txt
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64
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- examples/media/CptnRuby Tileset.png
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- examples/media/CptnRuby.png
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- examples/media/Cursor.png
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- examples/media/Earth.png
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68
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- examples/media/Explosion.wav
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69
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- examples/media/Landscape.svg
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70
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- examples/media/LargeStar.png
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- examples/media/Smoke.png
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72
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- examples/media/Soldier.png
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- examples/media/Space.png
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- examples/media/Star.png
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- examples/media/Starfighter.bmp
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53
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- lib/gosu.rb
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- lib/gosu/patches.rb
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55
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- lib/gosu/preview.rb
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@@ -103,7 +80,7 @@ required_rubygems_version: !ruby/object:Gem::Requirement
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version: '0'
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requirements: []
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rubyforge_project:
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-
rubygems_version: 2.4.
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rubygems_version: 2.4.6
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signing_key:
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85
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specification_version: 4
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summary: 2D game development library.
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@@ -1,275 +0,0 @@
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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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-
|
22
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# Convenience method for converting from radians to a Vec2 vector.
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23
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-
class Numeric
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24
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def radians_to_vec2
|
25
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-
CP::Vec2.new(Math::cos(self), Math::sin(self))
|
26
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-
end
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27
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-
end
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28
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-
|
29
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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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32
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-
end
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33
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-
|
34
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# This game will have one Player in the form of a ship
|
35
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class Player
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36
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attr_reader :shape
|
37
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-
|
38
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def initialize(window, shape)
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39
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-
@image = Gosu::Image.new(window, "media/Starfighter.bmp", false)
|
40
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@shape = shape
|
41
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-
@shape.body.p = CP::Vec2.new(0.0, 0.0) # position
|
42
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-
@shape.body.v = CP::Vec2.new(0.0, 0.0) # velocity
|
43
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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,
|
45
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-
# which you might consider the top in the traditional Trig unit circle sense is actually
|
46
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-
# the bottom; thus 3PI/2 is the top
|
47
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-
@shape.body.a = (3*Math::PI/2.0) # angle in radians; faces towards top of screen
|
48
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-
end
|
49
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-
|
50
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# Directly set the position of our Player
|
51
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-
def warp(vect)
|
52
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-
@shape.body.p = vect
|
53
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-
end
|
54
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-
|
55
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-
# Apply negative Torque; Chipmunk will do the rest
|
56
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-
# SUBSTEPS is used as a divisor to keep turning rate constant
|
57
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-
# even if the number of steps per update are adjusted
|
58
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-
def turn_left
|
59
|
-
@shape.body.t -= 400.0/SUBSTEPS
|
60
|
-
end
|
61
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-
|
62
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-
# Apply positive Torque; Chipmunk will do the rest
|
63
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-
# SUBSTEPS is used as a divisor to keep turning rate constant
|
64
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-
# even if the number of steps per update are adjusted
|
65
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-
def turn_right
|
66
|
-
@shape.body.t += 400.0/SUBSTEPS
|
67
|
-
end
|
68
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-
|
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
|
71
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-
# even if the number of steps per update are adjusted
|
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
|
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
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-
|
85
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-
# 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
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-
|
91
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-
# Wrap to the other side of the screen when we fly off the edge
|
92
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-
def validate_position
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93
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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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94
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@shape.body.p = l_position
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95
|
-
end
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96
|
-
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97
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-
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
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-
end
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100
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-
end
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101
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-
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102
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# See how simple our Star is?
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103
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# Of course... it just sits around and looks good...
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104
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class Star
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105
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attr_reader :shape
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106
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-
|
107
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-
def initialize(animation, shape)
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108
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-
@animation = animation
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109
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@color = Gosu::Color.new(0xff000000)
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110
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@color.red = rand(255 - 40) + 40
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111
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@color.green = rand(255 - 40) + 40
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112
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@color.blue = rand(255 - 40) + 40
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113
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@shape = shape
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114
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@shape.body.p = CP::Vec2.new(rand * SCREEN_WIDTH, rand * SCREEN_HEIGHT) # position
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115
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@shape.body.v = CP::Vec2.new(0.0, 0.0) # velocity
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116
|
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@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
|
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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)
|
122
|
-
end
|
123
|
-
end
|
124
|
-
|
125
|
-
# The Gosu::Window is always the "environment" of our game
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126
|
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# It also provides the pulse of our game
|
127
|
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class GameWindow < Gosu::Window
|
128
|
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def initialize
|
129
|
-
super(SCREEN_WIDTH, SCREEN_HEIGHT, false, 16)
|
130
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self.caption = "Gosu & Chipmunk Integration Demo"
|
131
|
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@background_image = Gosu::Image.new(self, "media/Space.png", true)
|
132
|
-
|
133
|
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# Put the beep here, as it is the environment now that determines collision
|
134
|
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@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
|