gosu 0.8.7.2 → 0.9.0.pre1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (57) hide show
  1. checksums.yaml +4 -4
  2. data/COPYING +29 -0
  3. data/Gosu/Audio.hpp +1 -0
  4. data/Gosu/Font.hpp +8 -4
  5. data/Gosu/Graphics.hpp +28 -18
  6. data/Gosu/GraphicsBase.hpp +17 -13
  7. data/Gosu/Image.hpp +54 -45
  8. data/Gosu/Input.hpp +5 -5
  9. data/Gosu/Version.hpp +3 -3
  10. data/Gosu/Window.hpp +1 -8
  11. data/README.txt +25 -0
  12. data/ext/gosu/gosu_wrap.cxx +1495 -1275
  13. data/ext/gosu/gosu_wrap.h +2 -2
  14. data/lib/gosu/patches.rb +71 -35
  15. data/lib/gosu/preview.rb +9 -142
  16. data/lib/gosu/swig_patches.rb +20 -10
  17. data/rdoc/gosu.rb +1185 -0
  18. data/src/Bitmap/BitmapUtils.cpp +9 -9
  19. data/src/Graphics/Common.hpp +3 -1
  20. data/src/Graphics/Graphics.cpp +100 -38
  21. data/src/Graphics/Image.cpp +57 -15
  22. data/src/Graphics/LargeImageData.cpp +9 -10
  23. data/src/Graphics/LargeImageData.hpp +1 -1
  24. data/src/Graphics/TexChunk.cpp +5 -6
  25. data/src/Graphics/TexChunk.hpp +1 -4
  26. data/src/Graphics/Texture.cpp +10 -3
  27. data/src/Graphics/Texture.hpp +1 -2
  28. data/src/Iconv.hpp +2 -2
  29. data/src/Input/Input.cpp +25 -9
  30. data/src/Input/InputTouch.mm +5 -3
  31. data/src/Text/Font.cpp +13 -8
  32. data/src/Window.cpp +66 -37
  33. data/src/WindowTouch.mm +3 -3
  34. metadata +79 -92
  35. data/examples/ChipmunkIntegration.rb +0 -275
  36. data/examples/CptnRuby.rb +0 -223
  37. data/examples/GosuZen.rb +0 -68
  38. data/examples/MoreChipmunkAndRMagick.rb +0 -155
  39. data/examples/OpenGLIntegration.rb +0 -226
  40. data/examples/RMagickIntegration.rb +0 -417
  41. data/examples/TextInput.rb +0 -154
  42. data/examples/Tutorial.rb +0 -131
  43. data/examples/media/Beep.wav +0 -0
  44. data/examples/media/CptnRuby Gem.png +0 -0
  45. data/examples/media/CptnRuby Map.txt +0 -25
  46. data/examples/media/CptnRuby Tileset.png +0 -0
  47. data/examples/media/CptnRuby.png +0 -0
  48. data/examples/media/Cursor.png +0 -0
  49. data/examples/media/Earth.png +0 -0
  50. data/examples/media/Explosion.wav +0 -0
  51. data/examples/media/Landscape.svg +0 -10
  52. data/examples/media/LargeStar.png +0 -0
  53. data/examples/media/Smoke.png +0 -0
  54. data/examples/media/Soldier.png +0 -0
  55. data/examples/media/Space.png +0 -0
  56. data/examples/media/Star.png +0 -0
  57. data/examples/media/Starfighter.bmp +0 -0
@@ -3,7 +3,7 @@
3
3
  #include <Gosu/Audio.hpp>
4
4
  #include <Gosu/Input.hpp>
5
5
  #include "MacUtility.hpp"
6
- #include "Graphics/GosuView.hpp"
6
+ #include "GosuView.hpp"
7
7
 
8
8
  #import <CoreGraphics/CoreGraphics.h>
9
9
  #import <UIKit/UIKit.h>
@@ -19,7 +19,7 @@ namespace Gosu
19
19
  {
20
20
  static CGRect &screenRect()
21
21
  {
22
- static CGRect screenRect = [[UIScreen mainScreen] bounds];
22
+ static CGRect screenRect = [[UIScreen mainScreen] nativeBounds];
23
23
  return screenRect;
24
24
  }
25
25
 
@@ -167,7 +167,7 @@ Gosu::Window::Window(unsigned width, unsigned height,
167
167
  pimpl->window.obj().rootViewController = pimpl->controller.obj();
168
168
 
169
169
  pimpl->graphics.reset(new Graphics(screenHeight(), screenWidth(), false));
170
- pimpl->graphics->setResolution(screenHeight(), screenWidth());
170
+ pimpl->graphics->setResolution(width, height);
171
171
  pimpl->input.reset(new Input(gosuView, updateInterval));
172
172
  pimpl->input->onTouchBegan = std::tr1::bind(&Window::touchBegan, this, _1);
173
173
  pimpl->input->onTouchMoved = std::tr1::bind(&Window::touchMoved, this, _1);
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.pre1
5
5
  platform: ruby
6
6
  authors:
7
7
  - Julian Raschke
8
8
  autorequire:
9
9
  bindir: bin
10
10
  cert_chain: []
11
- date: 2015-01-19 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.
@@ -22,130 +22,74 @@ email: julian@raschke.de
22
22
  executables: []
23
23
  extensions:
24
24
  - ext/gosu/extconf.rb
25
- extra_rdoc_files: []
25
+ extra_rdoc_files:
26
+ - README.txt
27
+ - COPYING
28
+ - rdoc/gosu.rb
26
29
  files:
27
- - Gosu/Audio.hpp
28
- - Gosu/AutoLink.hpp
29
- - Gosu/Bitmap.hpp
30
- - Gosu/Buttons.hpp
31
- - Gosu/Color.hpp
32
- - Gosu/Directories.hpp
33
- - Gosu/Font.hpp
34
- - Gosu/Fwd.hpp
35
- - Gosu/Gosu.hpp
36
- - Gosu/Graphics.hpp
37
- - Gosu/GraphicsBase.hpp
38
- - Gosu/IO.hpp
39
- - Gosu/Image.hpp
40
- - Gosu/ImageData.hpp
41
- - Gosu/Input.hpp
42
- - Gosu/Inspection.hpp
43
- - Gosu/Math.hpp
44
- - Gosu/Platform.hpp
45
- - Gosu/Sockets.hpp
46
- - Gosu/TR1.hpp
47
- - Gosu/Text.hpp
48
- - Gosu/TextInput.hpp
49
- - Gosu/Timing.hpp
50
- - Gosu/Utility.hpp
51
- - Gosu/Version.hpp
52
- - Gosu/WinUtility.hpp
53
- - Gosu/Window.hpp
54
- - examples/ChipmunkIntegration.rb
55
- - examples/CptnRuby.rb
56
- - examples/GosuZen.rb
57
- - examples/MoreChipmunkAndRMagick.rb
58
- - examples/OpenGLIntegration.rb
59
- - examples/RMagickIntegration.rb
60
- - examples/TextInput.rb
61
- - examples/Tutorial.rb
62
- - examples/media/Beep.wav
63
- - examples/media/CptnRuby Gem.png
64
- - examples/media/CptnRuby Map.txt
65
- - examples/media/CptnRuby Tileset.png
66
- - examples/media/CptnRuby.png
67
- - examples/media/Cursor.png
68
- - examples/media/Earth.png
69
- - examples/media/Explosion.wav
70
- - examples/media/Landscape.svg
71
- - examples/media/LargeStar.png
72
- - examples/media/Smoke.png
73
- - examples/media/Soldier.png
74
- - examples/media/Space.png
75
- - examples/media/Star.png
76
- - examples/media/Starfighter.bmp
77
30
  - ext/gosu/extconf.rb
78
- - ext/gosu/gosu_wrap.cxx
79
- - ext/gosu/gosu_wrap.h
80
- - lib/gosu.rb
81
31
  - lib/gosu/patches.rb
82
32
  - lib/gosu/preview.rb
83
33
  - lib/gosu/run.rb
84
34
  - lib/gosu/swig_patches.rb
85
35
  - lib/gosu/zen.rb
36
+ - lib/gosu.rb
37
+ - ext/gosu/gosu_wrap.h
38
+ - ext/gosu/gosu_wrap.cxx
39
+ - src/X11vroot.h
86
40
  - src/Audio/ALChannelManagement.hpp
87
41
  - src/Audio/AudioFile.hpp
88
- - src/Audio/AudioOpenAL.cpp
89
- - src/Audio/AudioOpenAL.mm
90
42
  - src/Audio/AudioToolboxFile.hpp
91
43
  - src/Audio/OggFile.hpp
92
44
  - src/Audio/SndFile.hpp
45
+ - src/GosuView.hpp
46
+ - src/Graphics/BlockAllocator.hpp
47
+ - src/Graphics/ClipRectStack.hpp
48
+ - src/Graphics/Common.hpp
49
+ - src/Graphics/DrawOp.hpp
50
+ - src/Graphics/DrawOpQueue.hpp
51
+ - src/Graphics/LargeImageData.hpp
52
+ - src/Graphics/Macro.hpp
53
+ - src/Graphics/RenderState.hpp
54
+ - src/Graphics/TexChunk.hpp
55
+ - src/Graphics/Texture.hpp
56
+ - src/Graphics/TransformStack.hpp
57
+ - src/Iconv.hpp
58
+ - src/Input/AccelerometerReader.hpp
59
+ - src/MacUtility.hpp
60
+ - src/Sockets/Socket.hpp
61
+ - src/Text/FormattedString.hpp
62
+ - src/Audio/AudioOpenAL.cpp
93
63
  - src/Bitmap/Bitmap.cpp
94
- - src/Bitmap/BitmapApple.mm
95
64
  - src/Bitmap/BitmapBMP.cpp
96
65
  - src/Bitmap/BitmapColorKey.cpp
97
66
  - src/Bitmap/BitmapFreeImage.cpp
98
67
  - src/Bitmap/BitmapGDIplus.cpp
99
68
  - src/Bitmap/BitmapUtils.cpp
100
- - src/DirectoriesMac.mm
101
- - src/DirectoriesTouch.mm
102
69
  - src/DirectoriesUnix.cpp
103
70
  - src/DirectoriesWin.cpp
104
71
  - src/FileUnix.cpp
105
72
  - src/FileWin.cpp
106
- - src/GosuView.hpp
107
- - src/GosuView.mm
108
73
  - src/Graphics/BlockAllocator.cpp
109
- - src/Graphics/BlockAllocator.hpp
110
- - src/Graphics/ClipRectStack.hpp
111
74
  - src/Graphics/Color.cpp
112
- - src/Graphics/Common.hpp
113
- - src/Graphics/DrawOp.hpp
114
- - src/Graphics/DrawOpQueue.hpp
115
75
  - src/Graphics/Graphics.cpp
116
76
  - src/Graphics/Image.cpp
117
77
  - src/Graphics/LargeImageData.cpp
118
- - src/Graphics/LargeImageData.hpp
119
- - src/Graphics/Macro.hpp
120
- - src/Graphics/RenderState.hpp
121
78
  - src/Graphics/Resolution.cpp
122
- - src/Graphics/ResolutionApple.mm
123
79
  - src/Graphics/TexChunk.cpp
124
- - src/Graphics/TexChunk.hpp
125
80
  - src/Graphics/Texture.cpp
126
- - src/Graphics/Texture.hpp
127
81
  - src/Graphics/Transform.cpp
128
- - src/Graphics/TransformStack.hpp
129
- - src/IO.cpp
130
- - src/Iconv.hpp
131
- - src/Input/AccelerometerReader.hpp
132
- - src/Input/AccelerometerReader.mm
133
82
  - src/Input/Input.cpp
134
- - src/Input/InputTouch.mm
135
83
  - src/Input/TextInput.cpp
136
- - src/Input/TextInputMac.mm
137
84
  - src/Inspection.cpp
138
- - src/MacUtility.hpp
85
+ - src/IO.cpp
139
86
  - src/Math.cpp
140
87
  - src/Sockets/CommSocket.cpp
141
88
  - src/Sockets/ListenerSocket.cpp
142
89
  - src/Sockets/MessageSocket.cpp
143
90
  - src/Sockets/Socket.cpp
144
- - src/Sockets/Socket.hpp
145
91
  - src/Text/Font.cpp
146
- - src/Text/FormattedString.hpp
147
92
  - src/Text/Text.cpp
148
- - src/Text/TextApple.mm
149
93
  - src/Text/TextMac.cpp
150
94
  - src/Text/TextTTFWin.cpp
151
95
  - src/Text/TextUnix.cpp
@@ -154,18 +98,61 @@ files:
154
98
  - src/TimingUnix.cpp
155
99
  - src/TimingWin.cpp
156
100
  - src/Utility.cpp
157
- - src/UtilityApple.mm
158
101
  - src/UtilityWin.cpp
102
+ - src/Window.cpp
159
103
  - src/WinMain.cpp
160
104
  - src/WinUtility.cpp
161
- - src/Window.cpp
105
+ - src/Audio/AudioOpenAL.mm
106
+ - src/Bitmap/BitmapApple.mm
107
+ - src/DirectoriesMac.mm
108
+ - src/DirectoriesTouch.mm
109
+ - src/GosuView.mm
110
+ - src/Graphics/ResolutionApple.mm
111
+ - src/Input/AccelerometerReader.mm
112
+ - src/Input/InputTouch.mm
113
+ - src/Input/TextInputMac.mm
114
+ - src/Text/TextApple.mm
115
+ - src/UtilityApple.mm
162
116
  - src/WindowTouch.mm
163
- - src/X11vroot.h
117
+ - Gosu/Audio.hpp
118
+ - Gosu/AutoLink.hpp
119
+ - Gosu/Bitmap.hpp
120
+ - Gosu/Buttons.hpp
121
+ - Gosu/Color.hpp
122
+ - Gosu/Directories.hpp
123
+ - Gosu/Font.hpp
124
+ - Gosu/Fwd.hpp
125
+ - Gosu/Gosu.hpp
126
+ - Gosu/Graphics.hpp
127
+ - Gosu/GraphicsBase.hpp
128
+ - Gosu/Image.hpp
129
+ - Gosu/ImageData.hpp
130
+ - Gosu/Input.hpp
131
+ - Gosu/Inspection.hpp
132
+ - Gosu/IO.hpp
133
+ - Gosu/Math.hpp
134
+ - Gosu/Platform.hpp
135
+ - Gosu/Sockets.hpp
136
+ - Gosu/Text.hpp
137
+ - Gosu/TextInput.hpp
138
+ - Gosu/Timing.hpp
139
+ - Gosu/TR1.hpp
140
+ - Gosu/Utility.hpp
141
+ - Gosu/Version.hpp
142
+ - Gosu/Window.hpp
143
+ - Gosu/WinUtility.hpp
144
+ - README.txt
145
+ - COPYING
146
+ - rdoc/gosu.rb
164
147
  homepage: http://www.libgosu.org/
165
148
  licenses: []
166
149
  metadata: {}
167
150
  post_install_message:
168
- rdoc_options: []
151
+ rdoc_options:
152
+ - -m
153
+ - README.txt
154
+ - -x
155
+ - lib
169
156
  require_paths:
170
157
  - lib
171
158
  required_ruby_version: !ruby/object:Gem::Requirement
@@ -175,12 +162,12 @@ required_ruby_version: !ruby/object:Gem::Requirement
175
162
  version: 1.8.2
176
163
  required_rubygems_version: !ruby/object:Gem::Requirement
177
164
  requirements:
178
- - - '>='
165
+ - - '>'
179
166
  - !ruby/object:Gem::Version
180
- version: '0'
167
+ version: 1.3.1
181
168
  requirements: []
182
169
  rubyforge_project:
183
- rubygems_version: 2.4.2
170
+ rubygems_version: 2.0.14
184
171
  signing_key:
185
172
  specification_version: 4
186
173
  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