gosu_extensions 0.1.0
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- data/Rakefile +18 -0
- data/VERSION +1 -0
- data/lib/controls.rb +35 -0
- data/lib/extensions/module.rb +15 -0
- data/lib/extensions/numeric.rb +9 -0
- data/lib/game_window.rb +381 -0
- data/lib/gosu_extensions.rb +53 -0
- data/lib/layer.rb +11 -0
- data/lib/old_game_window.rb +249 -0
- data/lib/resources.rb +5 -0
- data/lib/scheduling.rb +48 -0
- data/lib/traits/attachable.rb +12 -0
- data/lib/traits/controllable.rb +43 -0
- data/lib/traits/damaging.rb +16 -0
- data/lib/traits/generator.rb +46 -0
- data/lib/traits/initializer_hooks.rb +34 -0
- data/lib/traits/it_is_a.rb +47 -0
- data/lib/traits/lives.rb +59 -0
- data/lib/traits/pod.rb +95 -0
- data/lib/traits/shooter.rb +113 -0
- data/lib/traits/shot.rb +16 -0
- data/lib/traits/targetable.rb +11 -0
- data/lib/traits/targeting/closest.rb +26 -0
- data/lib/traits/targeting.rb +1 -0
- data/lib/traits/turnable.rb +41 -0
- data/lib/units/moveable.rb +196 -0
- data/lib/units/short_lived.rb +20 -0
- data/lib/units/thing.rb +155 -0
- data/lib/vector_utilities.rb +11 -0
- data/lib/waves.rb +34 -0
- metadata +115 -0
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# Extend this class for your game.
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#
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# Example:
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# class MyGreatGame < GameWindow
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#
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class GameWindow < Gosu::Window
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attr_reader :space, :font
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def initialize
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# set to true for fullscreen
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super SCREEN_WIDTH, SCREEN_HEIGHT, true, 16
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init
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setup_battlefield
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setup_objects
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setup_collisions
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end
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def init
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self.caption = "Incredible WWII battles!"
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generate_landscape
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@font = Gosu::Font.new self, Gosu::default_font_name, 20
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@moveables = []
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@controls = []
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@remove_shapes = []
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@players = []
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@waves = Waves.new self
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@scheduling = Scheduling.new
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@step = 0
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@dt = 1.0 / 60.0
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end
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def paint_hill
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x, y = uniform_random_position
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[80, 40, 20, 10].each do |radius|
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circle x, y, radius, :fill => true, :color => [5.0/radius, 0.8, 5.0/radius, 1]
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end
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end
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def uniform_random_position
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[rand(SCREEN_WIDTH), rand(SCREEN_HEIGHT)]
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end
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def generate_landscape
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@background_image = Gosu::Image.new self, 'media/battlefield.png', true
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@background_image.paint do
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20.times { paint_hill }
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end
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end
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def setup_battlefield
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@battlefield = CP::Space.new
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@battlefield.damping = 1.0 # 0.0 # full damping?
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end
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def imprint &block
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@background_image.paint &block
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end
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def threaded time, code
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@scheduling.add time, code
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end
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def randomly_add type
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thing = type.new self
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thing.warp_to SCREEN_WIDTH, rand*SCREEN_HEIGHT
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register thing
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end
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def setup_objects
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wave 10, Enemy, 100
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wave 10, Enemy, 400
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wave 10, Enemy, 700
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wave 10, Enemy, 1000
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# add_player_units
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end
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def wave amount, type, time
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@waves.add amount, type, time
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end
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def small_explosion shape
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explosion = SmallExplosion.new self
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explosion.warp shape.body.p
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remove shape
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register explosion
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end
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def setup_collisions
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# @space.add_collision_func :projectile, :projectile, &nil
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# @space.add_collision_func :projectile, :enemy do |projectile_shape, enemy_shape|
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# @moveables.each { |projectile| projectile.shape == projectile_shape && projectile.destroy }
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# end
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end
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# Moveables register themselves here.
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#
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def register moveable
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@moveables << moveable
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moveable.add_to @battlefield
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end
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# Moveables unregister themselves here.
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#
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# Note: Use as follows in a Moveable.
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#
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# def destroy
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# threaded do
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# 5.times { sleep 0.1; animate_explosion }
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# @window.unregister self
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# end
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# end
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#
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def unregister moveable
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remove moveable.shape
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end
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# Remove this shape the next turn.
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#
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# Note: Internal use. Use unregister to properly remove a moveable.
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#
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def remove shape
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@remove_shapes << shape
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end
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# # Adds the first player.
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# #
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# def add_admiral
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# @player1 = Cruiser.new self, 0x99ff0000
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# @player1.warp_to 400, 320
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#
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# @controls << Controls.new(self, @player1,
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# Gosu::Button::KbA => :left,
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# Gosu::Button::KbD => :right,
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# Gosu::Button::KbW => :full_speed_ahead,
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# Gosu::Button::KbS => :reverse,
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# Gosu::Button::Kb1 => :revive
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# )
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#
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# @players << @player1
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#
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# register @player1
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# end
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def remove_collided
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# This iterator makes an assumption of one Shape per Star making it safe to remove
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# each Shape's Body as it comes up
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# If our Stars had multiple Shapes, as would be required if we were to meticulously
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# define their true boundaries, we couldn't do this as we would remove the Body
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# multiple times
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# We would probably solve this by creating a separate @remove_bodies array to remove the Bodies
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# of the Stars that were gathered by the Player
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#
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@remove_shapes.each do |shape|
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@space.remove_body shape.body
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@space.remove_shape shape
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@moveables.delete_if { |moveable| moveable.shape == shape && moveable.destroy }
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end
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@remove_shapes.clear
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end
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def handle_input
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@controls.each &:handle
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end
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def reset_forces
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# When a force or torque is set on a Body, it is cumulative
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# This means that the force you applied last SUBSTEP will compound with the
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# force applied this SUBSTEP; which is probably not the behavior you want
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# We reset the forces on the Player each SUBSTEP for this reason
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#
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# @player1.shape.body.reset_forces
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# @player2.shape.body.reset_forces
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# @player3.shape.body.reset_forces
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# @players.each { |player| player.shape.body.reset_forces }
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end
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# Checks whether
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#
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def validate
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@moveables.each &:validate_position
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end
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def step_once
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# Perform the step over @dt period of time
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# For best performance @dt should remain consistent for the game
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@battlefield.step @dt
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end
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def targeting
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@moveables.select { |m| m.respond_to? :target }.each do |gun|
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gun.target *@moveables.select { |m| m.kind_of? Enemy }
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end
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end
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# def revive player
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# return if @moveables.find { |moveable| moveable == player }
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# register player
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# end
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#
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#
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def update
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@step += 1
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# Step the physics environment SUBSTEPS times each update.
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#
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SUBSTEPS.times do
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remove_collided
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reset_forces
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validate
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targeting
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handle_input
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step_once
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end
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@waves.check @step
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@scheduling.step
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end
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def draw_background
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@background_image.draw 0, 0, ZOrder::Background, 1.5, 1.2
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end
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def draw_moveables
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@moveables.each &:draw
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end
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def draw_ui
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# @font.draw "P1 Score: ", 10, 10, ZOrder::UI, 1.0, 1.0, 0xffff0000
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end
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def draw
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draw_background
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draw_moveables
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draw_ui
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end
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# Escape exits.
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#
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def button_down id
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close if id == Gosu::Button::KbEscape
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end
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end
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data/lib/resources.rb
ADDED
data/lib/scheduling.rb
ADDED
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# "Threading"
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# A hash with time => [block, block, block ...]
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#
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# {
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# 100 => [{bla}, {blu}, {bli}],
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# 1 => [{eek}]
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# }
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#
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# When calling threading.step, eek will be executed, the others will be one step closer to zero, 99.
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#
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class Scheduling
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def initialize
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@threads = []
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end
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# Adds a code block at time time.
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#
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def add time = 1, &code
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@threads << [time, code]
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end
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# Does two things:
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# 1. Move one step in time.
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# 2. Execute all blocks with time 0.
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#
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# TODO Rewrite to be faster.
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#
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# FIXME - threads added while threads are handled!
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#
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def step
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@threads.collect! do |time, code|
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if time == 1
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code.call
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nil
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else
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[time-1, code]
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end
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end.compact!
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end
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# Call all given blocks.
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#
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def execute codes
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codes.each &:[]
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end
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end
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#
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#
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module Controllable
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def self.included controllable
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controllable.extend ClassMethods
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end
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module ClassMethods
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# TODO alternate controls handling!
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#
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def controls mapping
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attr_accessor :controls_mapping
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hook = lambda do
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if self.controls_mapping
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# primary controls taken, use alternate controls
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self.controls_mapping = self.alternate_controls_mapping if self.respond_to? :alternate_controls_mapping
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else
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self.controls_mapping = mapping
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end
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self.window.add_controls_for self
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end
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InitializerHooks.register self, &hook
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end
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def alternate_controls mapping
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attr_accessor :alternate_controls_mapping
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hook = lambda do
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if self.controls_mapping
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# primary controls taken, use alternate controls
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self.controls_mapping = self.alternate_controls_mapping if self.respond_to? :alternate_controls_mapping
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else
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self.controls_mapping = mapping
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end
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end
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InitializerHooks.register self, &hook
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end
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end
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end
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module Generator
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def self.included base
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base.extend ClassMethods
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end
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module ClassMethods
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def generates klass, options = {}
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self.send :include, InstanceMethods
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rate = options[:every]
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til = options[:until] || 100
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offset = options[:starting_at] || 1
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InitializerHooks.register self do
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start_generating klass, rate, til, offset
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end
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end
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end
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module InstanceMethods
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def start_generating klass, every_rate, til, offset
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return if til <= 0
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threaded offset, &generation(klass, every_rate, til)
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end
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def generation klass, every_rate, til
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lambda do
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self.generate klass
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self.start_generating klass, every_rate, til - every_rate, every_rate
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end
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end
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def generate klass
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generated = klass.new self.window
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generated.warp self.position
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self.window.register generated
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end
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end
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end
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@@ -0,0 +1,34 @@
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# def initialize
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# after_initialize
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# end
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#
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module InitializerHooks
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mattr_accessor :hooks # { class => [blocks] }
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self.hooks = {}
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# Calls the hooks in order of registration.
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#
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+
def after_initialize
|
13
|
+
hooks = InitializerHooks.hooks[self.class]
|
14
|
+
hooks && hooks.each do |hook|
|
15
|
+
self.instance_eval &hook
|
16
|
+
end
|
17
|
+
end
|
18
|
+
|
19
|
+
# Registers a hook for a class.
|
20
|
+
#
|
21
|
+
def self.register klass, &hook
|
22
|
+
self.hooks[klass] ||= []
|
23
|
+
self.hooks[klass] << hook
|
24
|
+
end
|
25
|
+
|
26
|
+
def self.prepend klass, &hook
|
27
|
+
self.hooks[klass] ||= []
|
28
|
+
self.hooks[klass].unshift hook
|
29
|
+
end
|
30
|
+
def self.append klass, &hook
|
31
|
+
self.register klass, &hook
|
32
|
+
end
|
33
|
+
|
34
|
+
end
|
@@ -0,0 +1,47 @@
|
|
1
|
+
# Include helpers. Multiple Modules (Traits) can be named.
|
2
|
+
#
|
3
|
+
# Examples:
|
4
|
+
# * it_is_a Targetable, Accelerateable
|
5
|
+
# * it_is Targeting::Closest
|
6
|
+
#
|
7
|
+
module ItIsA
|
8
|
+
|
9
|
+
manual <<-MANUAL
|
10
|
+
Defines:
|
11
|
+
it_is <some trait>
|
12
|
+
it_is_a <some trait>
|
13
|
+
it_has <some trait>
|
14
|
+
|
15
|
+
Example:
|
16
|
+
it_is Controllable
|
17
|
+
it_is_a Generator
|
18
|
+
it_has Lives
|
19
|
+
MANUAL
|
20
|
+
|
21
|
+
def self.included traitable_class
|
22
|
+
traitable_class.extend ClassMethods
|
23
|
+
end
|
24
|
+
|
25
|
+
module ClassMethods
|
26
|
+
|
27
|
+
#
|
28
|
+
# Examples:
|
29
|
+
# * it_is_a Shooter
|
30
|
+
# * it_is_a Shooter do
|
31
|
+
# frequency 10
|
32
|
+
# …
|
33
|
+
# end
|
34
|
+
# * it_is Controllable, Turnable do
|
35
|
+
# …
|
36
|
+
# end
|
37
|
+
#
|
38
|
+
def it_is *traits, &block
|
39
|
+
traits.each { |trait| include trait }
|
40
|
+
instance_eval &block if block_given?
|
41
|
+
end
|
42
|
+
alias it_is_a it_is
|
43
|
+
alias it_has it_is
|
44
|
+
|
45
|
+
end
|
46
|
+
|
47
|
+
end
|
data/lib/traits/lives.rb
ADDED
@@ -0,0 +1,59 @@
|
|
1
|
+
# A thing is destroyed if a number of lives has been passed.
|
2
|
+
#
|
3
|
+
module Lives
|
4
|
+
|
5
|
+
# TODO def revive!
|
6
|
+
#
|
7
|
+
|
8
|
+
# Prints an amount of information on these capabilities.
|
9
|
+
#
|
10
|
+
manual <<-MANUAL
|
11
|
+
Defines:
|
12
|
+
lives <some trait>
|
13
|
+
|
14
|
+
Example:
|
15
|
+
lives 10
|
16
|
+
|
17
|
+
Call kill! to remove a live. Override killed! to exhibit behaviour.
|
18
|
+
MANUAL
|
19
|
+
|
20
|
+
def self.included target_class
|
21
|
+
target_class.extend IncludeMethods
|
22
|
+
end
|
23
|
+
|
24
|
+
module IncludeMethods
|
25
|
+
|
26
|
+
# Define the amount of lives in the class.
|
27
|
+
#
|
28
|
+
def lives amount
|
29
|
+
include InstanceMethods
|
30
|
+
class_inheritable_accessor :prototype_lives
|
31
|
+
self.prototype_lives = amount
|
32
|
+
|
33
|
+
hook = lambda { self.lives = self.class.prototype_lives }
|
34
|
+
InitializerHooks.register self, &hook
|
35
|
+
end
|
36
|
+
|
37
|
+
end
|
38
|
+
|
39
|
+
module InstanceMethods
|
40
|
+
|
41
|
+
attr_accessor :lives
|
42
|
+
|
43
|
+
# Does three things:
|
44
|
+
# * Deduct 1 live.
|
45
|
+
# * Check to see if the amount is 0.
|
46
|
+
# * Calls #destroy! if yes.
|
47
|
+
#
|
48
|
+
def killed!
|
49
|
+
|
50
|
+
end
|
51
|
+
def kill!
|
52
|
+
self.lives -= 1
|
53
|
+
killed!
|
54
|
+
destroy! if self.lives == 0
|
55
|
+
end
|
56
|
+
|
57
|
+
end
|
58
|
+
|
59
|
+
end
|
data/lib/traits/pod.rb
ADDED
@@ -0,0 +1,95 @@
|
|
1
|
+
# A thing that is a pod can have attachments.
|
2
|
+
#
|
3
|
+
#
|
4
|
+
#
|
5
|
+
#
|
6
|
+
module Pod
|
7
|
+
|
8
|
+
manual <<-MANUAL
|
9
|
+
Defines:
|
10
|
+
attach <class>, x_pos, y_pos
|
11
|
+
|
12
|
+
Example:
|
13
|
+
class Battleship
|
14
|
+
attach Cannon, 10, 20
|
15
|
+
MANUAL
|
16
|
+
|
17
|
+
def self.included target_class
|
18
|
+
target_class.extend IncludeMethods
|
19
|
+
target_class.holds_attachments
|
20
|
+
end
|
21
|
+
|
22
|
+
# TODO is_a Rack
|
23
|
+
#
|
24
|
+
# TODO Maybe
|
25
|
+
# is_a Rack.
|
26
|
+
# with(Cannon, 10, 10).
|
27
|
+
# with(Cannon, 20, 10)
|
28
|
+
#
|
29
|
+
module IncludeMethods
|
30
|
+
|
31
|
+
def holds_attachments
|
32
|
+
include InstanceMethods
|
33
|
+
alias_method_chain :move, :attachments
|
34
|
+
|
35
|
+
class_inheritable_accessor :prototype_attachments
|
36
|
+
extend ClassMethods
|
37
|
+
hook = lambda do
|
38
|
+
self.class.prototype_attachments.each do |type, x, y|
|
39
|
+
attach type.new(self.window), x, y
|
40
|
+
end
|
41
|
+
end
|
42
|
+
InitializerHooks.append self, &hook
|
43
|
+
end
|
44
|
+
|
45
|
+
end
|
46
|
+
|
47
|
+
module ClassMethods
|
48
|
+
|
49
|
+
# Example:
|
50
|
+
# class MotherShip
|
51
|
+
# is_a Pod
|
52
|
+
# attach Cannon, 10, 10
|
53
|
+
# attach Cannon, 20, 10
|
54
|
+
# attach Cannon, 30, 10
|
55
|
+
#
|
56
|
+
def attach type, x, y
|
57
|
+
self.prototype_attachments ||= []
|
58
|
+
self.prototype_attachments << [type, x, y]
|
59
|
+
end
|
60
|
+
|
61
|
+
end
|
62
|
+
|
63
|
+
module InstanceMethods
|
64
|
+
|
65
|
+
attr_accessor :attachments
|
66
|
+
|
67
|
+
#
|
68
|
+
#
|
69
|
+
def attach attachment, x, y
|
70
|
+
self.attachments ||= []
|
71
|
+
attachment.extend Attachable # This is where Ruby shines.
|
72
|
+
window.register attachment
|
73
|
+
# attachment.rotation = self.rotation
|
74
|
+
attachment.relative_position = CP::Vec2.new x, y
|
75
|
+
self.attachments << attachment
|
76
|
+
end
|
77
|
+
|
78
|
+
#
|
79
|
+
#
|
80
|
+
def move_attachments
|
81
|
+
self.attachments.each do |attachment|
|
82
|
+
attachment.move_relative self
|
83
|
+
end
|
84
|
+
end
|
85
|
+
|
86
|
+
#
|
87
|
+
#
|
88
|
+
def move_with_attachments
|
89
|
+
move_attachments
|
90
|
+
move_without_attachments
|
91
|
+
end
|
92
|
+
|
93
|
+
end
|
94
|
+
|
95
|
+
end
|