gosu 0.8.7.2-x86-mingw32 → 0.9.0-x86-mingw32

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data/lib/gosu/preview.rb CHANGED
@@ -1,143 +1,10 @@
1
- require 'gosu'
2
-
3
- # Wrapper around Gosu 0.4-0.8 that provides the work-in-progress 0.9 interface
1
+ warn "gosu/preview.rb has been removed in Gosu 0.9.0, and Gosu itself \n" +
2
+ "provides a similar interface to what preview.rb used to offer.\n" +
3
+ "Notable differences:\n" +
4
+ "• no global $window variable\n" +
5
+ "• no global Gosu.mouse_x and Gosu.mouse_y functions\n" +
6
+ "• Image#initialize et.al. use an options hash now\n" +
7
+ "If you cannot update your code base right now, you should require \n" +
8
+ "Gosu 0.8.x in your Gemfile: gem 'gosu', '~> 0.8.0'";
4
9
 
5
- module Gosu
6
- class Font
7
- alias :initialize_old :initialize
8
-
9
- def initialize *args
10
- if args.first.is_a? Gosu::Window then
11
- initialize_old *args
12
- else
13
- height = args[0]
14
- options = args[1] || {}
15
- name = options[:name] || Gosu::default_font_name
16
- initialize_old $window, name, height
17
- end
18
- end
19
- end
20
-
21
- class Window
22
- alias :initialize_old :initialize
23
-
24
- def initialize width, height, *args
25
- if args.empty? or args.first.is_a? Hash then
26
- options = args.first || {}
27
- fullscreen = !!options[:fullscreen]
28
- update_interval = options[:update_interval] || 16.66
29
- else
30
- fullscreen, update_interval = *args
31
- end
32
- $window = initialize_old width, height, fullscreen, update_interval
33
- end
34
- end
35
-
36
- class Image
37
- alias :initialize_old :initialize
38
-
39
- def initialize *args
40
- if args.first.is_a? Gosu::Window then
41
- initialize_old *args
42
- else
43
- source = args[0]
44
- tileable = !args[1] || args[1][:tileable]
45
- rect = args[1] && args[1][:rect]
46
- if rect then
47
- initialize_old $window, source, !!tileable, *rect
48
- else
49
- initialize_old $window, source, !!tileable
50
- end
51
- end
52
- end
53
-
54
- class <<self
55
- alias load_tiles_old load_tiles
56
- end
57
-
58
- def self.load_tiles *args
59
- if args.first.is_a? Gosu::Window then
60
- load_tiles_old *args
61
- else
62
- source = args[0]
63
- x, y = args[1..2]
64
- tileable = !args[3] || args[3][:tileable]
65
- load_tiles_old $window, source, x, y, !!tileable
66
- end
67
- end
68
-
69
- def self.from_text *args
70
- if args.first.is_a? Gosu::Window then
71
- args.size == 4 ? from_text4(*args) : from_text7(*args)
72
- else
73
- text = args[0]
74
- height = args[1]
75
- options = args[2] || {}
76
- font = options[:font] || Gosu::default_font_name
77
- if width = options[:width] then
78
- spacing = options[:spacing] || 0
79
- align = options[:align] || :left
80
- Gosu::Image.from_text7 $window, text, font, height, spacing, width, align
81
- else
82
- Gosu::Image.from_text4 $window, text, font, height
83
- end
84
- end
85
- end
86
- end
87
-
88
- def self.button_down? id
89
- $window.button_down? id
90
- end
91
-
92
- def self.mouse_x
93
- $window.mouse_x
94
- end
95
-
96
- def self.mouse_y
97
- $window.mouse_y
98
- end
99
-
100
- def self.draw_line *args
101
- $window.draw_line *args
102
- end
103
-
104
- def self.draw_triangle *args
105
- $window.draw_triangle *args
106
- end
107
-
108
- def self.draw_quad *args
109
- $window.draw_quad *args
110
- end
111
-
112
- def self.draw_rect x, y, width, height, color = 0xffffffff, z = 0, mode = :default
113
- $window.draw_quad x, y, color, x + width, y, color, x, y + height, color, x + width, y + height, color, z, mode
114
- end
115
-
116
- def self.clip_to *args, &draw
117
- $window.clip_to *args, &draw
118
- end
119
-
120
- def self.translate *args, &draw
121
- $window.translate *args, &draw
122
- end
123
-
124
- def self.scale *args, &draw
125
- $window.scale *args, &draw
126
- end
127
-
128
- def self.rotate *args, &draw
129
- $window.rotate *args, &draw
130
- end
131
-
132
- def self.transform *args, &draw
133
- $window.transform *args, &draw
134
- end
135
-
136
- def self.record width, height, &draw
137
- $window.record width, height, &draw
138
- end
139
-
140
- def self.gl *args, &draw
141
- $window.gl *args, &draw
142
- end
143
- end
10
+ require 'gosu'
@@ -6,6 +6,19 @@
6
6
  # compatible, but I just call protected_update etc. in the Ruby wrapper so I can add this
7
7
  # custom debugging help:
8
8
  class Gosu::Window
9
+ alias initialize_without_hash initialize
10
+
11
+ def initialize width, height, *args
12
+ if args.empty? or args.first.is_a? Hash then
13
+ options = args.first || {}
14
+ fullscreen = options[:fullscreen]
15
+ update_interval = options[:update_interval]
16
+ else
17
+ fullscreen, update_interval = *args
18
+ end
19
+ initialize_without_hash width, height, !!fullscreen, update_interval || 16.666666
20
+ end
21
+
9
22
  %w(update draw needs_redraw? needs_cursor?
10
23
  lose_focus button_down button_up).each do |callback|
11
24
  define_method "protected_#{callback}" do |*args|
@@ -27,12 +40,6 @@ class Gosu::Window
27
40
  $gosu_gl_blocks = nil
28
41
  end
29
42
 
30
- def gl(*args, &block)
31
- $gosu_gl_blocks ||= []
32
- $gosu_gl_blocks << block
33
- unsafe_gl(*args, &block)
34
- end
35
-
36
43
  alias show_internal show
37
44
  def show
38
45
  show_internal
@@ -47,10 +54,13 @@ class Gosu::Window
47
54
  end
48
55
  end
49
56
 
50
- # SWIG doesn't understand the C++ overloading, so we need this simple check in Ruby.
51
- class Gosu::Image
52
- def self.from_text(*args)
53
- args.size == 4 ? from_text4(*args) : from_text7(*args)
57
+ module Gosu
58
+ # Keep a reference to these blocks that is only cleared after Window#draw.
59
+ # Otherwise, the GC might free these blocks while Gosu is still rendering.
60
+ def self.gl(*args, &block)
61
+ $gosu_gl_blocks ||= []
62
+ $gosu_gl_blocks << block
63
+ unsafe_gl(*args, &block)
54
64
  end
55
65
  end
56
66
 
metadata CHANGED
@@ -1,14 +1,14 @@
1
1
  --- !ruby/object:Gem::Specification
2
2
  name: gosu
3
3
  version: !ruby/object:Gem::Version
4
- version: 0.8.7.2
4
+ version: 0.9.0
5
5
  platform: x86-mingw32
6
6
  authors:
7
7
  - Julian Raschke
8
8
  autorequire:
9
9
  bindir: bin
10
10
  cert_chain: []
11
- date: 2015-01-18 00:00:00.000000000 Z
11
+ date: 2015-05-16 00:00:00.000000000 Z
12
12
  dependencies: []
13
13
  description: |2
14
14
  2D game development library.
@@ -50,29 +50,6 @@ files:
50
50
  - Gosu/Version.hpp
51
51
  - Gosu/WinUtility.hpp
52
52
  - Gosu/Window.hpp
53
- - examples/ChipmunkIntegration.rb
54
- - examples/CptnRuby.rb
55
- - examples/GosuZen.rb
56
- - examples/MoreChipmunkAndRMagick.rb
57
- - examples/OpenGLIntegration.rb
58
- - examples/RMagickIntegration.rb
59
- - examples/TextInput.rb
60
- - examples/Tutorial.rb
61
- - examples/media/Beep.wav
62
- - examples/media/CptnRuby Gem.png
63
- - examples/media/CptnRuby Map.txt
64
- - examples/media/CptnRuby Tileset.png
65
- - examples/media/CptnRuby.png
66
- - examples/media/Cursor.png
67
- - examples/media/Earth.png
68
- - examples/media/Explosion.wav
69
- - examples/media/Landscape.svg
70
- - examples/media/LargeStar.png
71
- - examples/media/Smoke.png
72
- - examples/media/Soldier.png
73
- - examples/media/Space.png
74
- - examples/media/Star.png
75
- - examples/media/Starfighter.bmp
76
53
  - lib/1.8/gosu.so
77
54
  - lib/1.9/gosu.so
78
55
  - lib/2.0/gosu.so
@@ -106,7 +83,7 @@ required_rubygems_version: !ruby/object:Gem::Requirement
106
83
  version: '0'
107
84
  requirements: []
108
85
  rubyforge_project:
109
- rubygems_version: 2.4.5
86
+ rubygems_version: 2.4.6
110
87
  signing_key:
111
88
  specification_version: 4
112
89
  summary: 2D game development library.
@@ -1,275 +0,0 @@
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