gosu_extensions 0.1.7 → 0.1.8
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- data/VERSION +1 -1
- data/lib/game_window.rb +67 -16
- data/lib/gosu_extensions.rb +1 -0
- data/lib/menu.rb +30 -0
- data/lib/traits/generator.rb +4 -7
- data/lib/units/thing.rb +3 -2
- metadata +4 -4
- data/lib/old_game_window.rb +0 -249
data/VERSION
CHANGED
@@ -1 +1 @@
|
|
1
|
-
0.1.
|
1
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+
0.1.8
|
data/lib/game_window.rb
CHANGED
@@ -7,6 +7,17 @@ class GameWindow < Gosu::Window
|
|
7
7
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|
8
8
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include InitializerHooks
|
9
9
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|
10
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+
# TODO handle more elegantly
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11
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+
#
|
12
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+
def window
|
13
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+
self
|
14
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+
end
|
15
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+
def destroyed?
|
16
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+
false
|
17
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+
end
|
18
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+
|
19
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+
include ItIsA # Move up to standard object, also from thing
|
20
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+
|
10
21
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attr_writer :full_screen,
|
11
22
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:font_name,
|
12
23
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:font_size,
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@@ -22,13 +33,16 @@ class GameWindow < Gosu::Window
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|
22
33
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:background_hard_borders
|
23
34
|
|
24
35
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def initialize
|
36
|
+
setup_window
|
37
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+
setup_containers
|
38
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+
|
25
39
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after_initialize
|
26
40
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|
27
41
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super self.screen_width, self.screen_height, self.full_screen, 16
|
28
42
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|
29
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-
setup_window
|
30
43
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setup_background
|
31
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-
|
44
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+
setup_menu
|
45
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+
|
32
46
|
setup_steps
|
33
47
|
setup_waves
|
34
48
|
setup_scheduling
|
@@ -38,6 +52,45 @@ class GameWindow < Gosu::Window
|
|
38
52
|
setup_enemies
|
39
53
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setup_players
|
40
54
|
setup_collisions
|
55
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+
|
56
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+
install_main_loop
|
57
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+
end
|
58
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+
|
59
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+
def main_loop
|
60
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+
@main_loop ||= lambda do
|
61
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+
next_step
|
62
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+
# Step the physics environment SUBSTEPS times each update.
|
63
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+
#
|
64
|
+
SUBSTEPS.times do
|
65
|
+
remove_shapes!
|
66
|
+
reset_forces
|
67
|
+
move_all
|
68
|
+
targeting
|
69
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+
handle_input
|
70
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+
step_physics
|
71
|
+
end
|
72
|
+
end
|
73
|
+
end
|
74
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+
|
75
|
+
def install_main_loop
|
76
|
+
@current_loop = main_loop
|
77
|
+
end
|
78
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+
|
79
|
+
def show_menu
|
80
|
+
suspend
|
81
|
+
end
|
82
|
+
|
83
|
+
def suspend
|
84
|
+
return if @suspended
|
85
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+
@current_loop = @menu.loop
|
86
|
+
@suspended = Time.now
|
87
|
+
p "suspended"
|
88
|
+
end
|
89
|
+
def continue
|
90
|
+
return unless @suspended
|
91
|
+
@current_loop = main_loop
|
92
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+
@suspended = false
|
93
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+
p "continued"
|
41
94
|
end
|
42
95
|
|
43
96
|
def media_path
|
@@ -119,6 +172,10 @@ class GameWindow < Gosu::Window
|
|
119
172
|
end
|
120
173
|
end
|
121
174
|
|
175
|
+
def setup_menu
|
176
|
+
@menu = Menu.new self
|
177
|
+
end
|
178
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+
|
122
179
|
def setup_window
|
123
180
|
self.caption = self.class.caption || ""
|
124
181
|
end
|
@@ -181,6 +238,12 @@ class GameWindow < Gosu::Window
|
|
181
238
|
@controls << Controls.new(self, object)
|
182
239
|
end
|
183
240
|
|
241
|
+
def next_step
|
242
|
+
@step += 1
|
243
|
+
@waves.check @step # TODO maybe the waves should move into the scheduling
|
244
|
+
@scheduling.step
|
245
|
+
end
|
246
|
+
|
184
247
|
|
185
248
|
# Core methods used by the extensions "framework"
|
186
249
|
#
|
@@ -190,19 +253,7 @@ class GameWindow < Gosu::Window
|
|
190
253
|
# TODO implement hooks.
|
191
254
|
#
|
192
255
|
def update
|
193
|
-
@
|
194
|
-
# Step the physics environment SUBSTEPS times each update.
|
195
|
-
#
|
196
|
-
SUBSTEPS.times do
|
197
|
-
remove_shapes!
|
198
|
-
reset_forces
|
199
|
-
move_all
|
200
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-
targeting
|
201
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-
handle_input
|
202
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-
step_once
|
203
|
-
end
|
204
|
-
@waves.check @step
|
205
|
-
@scheduling.step
|
256
|
+
@current_loop.call
|
206
257
|
end
|
207
258
|
# Each step, this is called to handle any input.
|
208
259
|
#
|
@@ -211,7 +262,7 @@ class GameWindow < Gosu::Window
|
|
211
262
|
end
|
212
263
|
# Does a single step.
|
213
264
|
#
|
214
|
-
def
|
265
|
+
def step_physics
|
215
266
|
# Perform the step over @dt period of time
|
216
267
|
# For best performance @dt should remain consistent for the game
|
217
268
|
@environment.step @dt
|
data/lib/gosu_extensions.rb
CHANGED
data/lib/menu.rb
ADDED
@@ -0,0 +1,30 @@
|
|
1
|
+
class Menu < Thing
|
2
|
+
|
3
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+
include Controllable
|
4
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+
|
5
|
+
# TODO Move away
|
6
|
+
#
|
7
|
+
controls Gosu::Button::KbP => :continue
|
8
|
+
|
9
|
+
def initialize window
|
10
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+
@controls = []
|
11
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+
super window
|
12
|
+
end
|
13
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+
|
14
|
+
# TODO duplicate
|
15
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+
#
|
16
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+
def handle_input
|
17
|
+
@controls.each &:handle
|
18
|
+
end
|
19
|
+
|
20
|
+
def continue
|
21
|
+
window.continue
|
22
|
+
end
|
23
|
+
|
24
|
+
def loop
|
25
|
+
@loop ||= lambda do
|
26
|
+
# self.handle_input
|
27
|
+
end
|
28
|
+
end
|
29
|
+
|
30
|
+
end
|
data/lib/traits/generator.rb
CHANGED
@@ -13,13 +13,10 @@ module Generator
|
|
13
13
|
til = options[:until]
|
14
14
|
offset = options[:starting_at]
|
15
15
|
|
16
|
-
define_method :generated_class do
|
17
|
-
klass
|
18
|
-
end
|
19
16
|
class_eval <<-GENERATION
|
20
|
-
def start_generating
|
17
|
+
def start_generating klass = #{klass.name}, every_rate = #{rate || 10}, til = #{til || false}, offset = #{offset || rate || 10}
|
21
18
|
return if til && til <= 0
|
22
|
-
threaded offset, &generation(
|
19
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+
threaded offset, &generation(klass, every_rate, til)
|
23
20
|
end
|
24
21
|
GENERATION
|
25
22
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|
@@ -27,7 +24,7 @@ end
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|
27
24
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#
|
28
25
|
if offset
|
29
26
|
InitializerHooks.register self do
|
30
|
-
start_generating
|
27
|
+
start_generating
|
31
28
|
end
|
32
29
|
end
|
33
30
|
|
@@ -51,7 +48,7 @@ end
|
|
51
48
|
lambda do
|
52
49
|
self.generate klass
|
53
50
|
til = til - every_rate if til
|
54
|
-
self.start_generating
|
51
|
+
self.start_generating klass, every_rate, til, every_rate
|
55
52
|
end
|
56
53
|
end
|
57
54
|
|
data/lib/units/thing.rb
CHANGED
@@ -92,10 +92,11 @@ class Thing
|
|
92
92
|
|
93
93
|
# Plays a random sound of the given sounds.
|
94
94
|
#
|
95
|
-
def plays
|
95
|
+
def plays paths, options = {}
|
96
|
+
paths = [*paths]
|
96
97
|
InitializerHooks.register self do
|
97
98
|
sound = Gosu::Sample.new self.window, File.join(Resources.root, paths[rand(paths.size)])
|
98
|
-
sound.play
|
99
|
+
sound.play options[:volume] || 1.0
|
99
100
|
end
|
100
101
|
end
|
101
102
|
|
metadata
CHANGED
@@ -5,8 +5,8 @@ version: !ruby/object:Gem::Version
|
|
5
5
|
segments:
|
6
6
|
- 0
|
7
7
|
- 1
|
8
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-
-
|
9
|
-
version: 0.1.
|
8
|
+
- 8
|
9
|
+
version: 0.1.8
|
10
10
|
platform: ruby
|
11
11
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authors:
|
12
12
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- Florian Hanke
|
@@ -14,7 +14,7 @@ autorequire:
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|
14
14
|
bindir: bin
|
15
15
|
cert_chain: []
|
16
16
|
|
17
|
-
date: 2010-03-
|
17
|
+
date: 2010-03-24 00:00:00 +01:00
|
18
18
|
default_executable:
|
19
19
|
dependencies:
|
20
20
|
- !ruby/object:Gem::Dependency
|
@@ -58,7 +58,7 @@ files:
|
|
58
58
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- lib/game_window.rb
|
59
59
|
- lib/gosu_extensions.rb
|
60
60
|
- lib/layer.rb
|
61
|
-
- lib/
|
61
|
+
- lib/menu.rb
|
62
62
|
- lib/resources.rb
|
63
63
|
- lib/scheduling.rb
|
64
64
|
- lib/traits/attachable.rb
|
data/lib/old_game_window.rb
DELETED
@@ -1,249 +0,0 @@
|
|
1
|
-
# Extend this class for your game.
|
2
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-
#
|
3
|
-
# Example:
|
4
|
-
# class MyGreatGame < GameWindow
|
5
|
-
#
|
6
|
-
class GameWindow < Gosu::Window
|
7
|
-
|
8
|
-
attr_reader :space, :font
|
9
|
-
|
10
|
-
def initialize
|
11
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-
# set to true for fullscreen
|
12
|
-
super SCREEN_WIDTH, SCREEN_HEIGHT, true, 16
|
13
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-
|
14
|
-
init
|
15
|
-
setup_battlefield
|
16
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-
setup_objects
|
17
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-
setup_collisions
|
18
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-
end
|
19
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-
|
20
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-
def init
|
21
|
-
self.caption = "Incredible WWII battles!"
|
22
|
-
|
23
|
-
generate_landscape
|
24
|
-
|
25
|
-
@font = Gosu::Font.new self, Gosu::default_font_name, 20
|
26
|
-
@moveables = []
|
27
|
-
@controls = []
|
28
|
-
@remove_shapes = []
|
29
|
-
@players = []
|
30
|
-
@waves = Waves.new self
|
31
|
-
@scheduling = Scheduling.new
|
32
|
-
@step = 0
|
33
|
-
@dt = 1.0 / 60.0
|
34
|
-
end
|
35
|
-
|
36
|
-
def paint_hill
|
37
|
-
x, y = uniform_random_position
|
38
|
-
[80, 40, 20, 10].each do |radius|
|
39
|
-
circle x, y, radius, :fill => true, :color => [5.0/radius, 0.8, 5.0/radius, 1]
|
40
|
-
end
|
41
|
-
end
|
42
|
-
|
43
|
-
def uniform_random_position
|
44
|
-
[rand(SCREEN_WIDTH), rand(SCREEN_HEIGHT)]
|
45
|
-
end
|
46
|
-
|
47
|
-
def generate_landscape
|
48
|
-
@background_image = Gosu::Image.new self, 'media/battlefield.png', true
|
49
|
-
@background_image.paint do
|
50
|
-
20.times { paint_hill }
|
51
|
-
end
|
52
|
-
end
|
53
|
-
|
54
|
-
def setup_battlefield
|
55
|
-
@battlefield = CP::Space.new
|
56
|
-
@battlefield.damping = 1.0 # 0.0 # full damping?
|
57
|
-
end
|
58
|
-
|
59
|
-
def imprint &block
|
60
|
-
@background_image.paint &block
|
61
|
-
end
|
62
|
-
|
63
|
-
def threaded time, code
|
64
|
-
@scheduling.add time, code
|
65
|
-
end
|
66
|
-
|
67
|
-
def randomly_add type
|
68
|
-
thing = type.new self
|
69
|
-
|
70
|
-
thing.warp_to SCREEN_WIDTH, rand*SCREEN_HEIGHT
|
71
|
-
|
72
|
-
register thing
|
73
|
-
end
|
74
|
-
|
75
|
-
def setup_objects
|
76
|
-
wave 10, Enemy, 100
|
77
|
-
wave 10, Enemy, 400
|
78
|
-
wave 10, Enemy, 700
|
79
|
-
wave 10, Enemy, 1000
|
80
|
-
|
81
|
-
# add_player_units
|
82
|
-
end
|
83
|
-
|
84
|
-
def wave amount, type, time
|
85
|
-
@waves.add amount, type, time
|
86
|
-
end
|
87
|
-
|
88
|
-
def small_explosion shape
|
89
|
-
explosion = SmallExplosion.new self
|
90
|
-
explosion.warp shape.body.p
|
91
|
-
remove shape
|
92
|
-
register explosion
|
93
|
-
end
|
94
|
-
|
95
|
-
def setup_collisions
|
96
|
-
# @space.add_collision_func :projectile, :projectile, &nil
|
97
|
-
# @space.add_collision_func :projectile, :enemy do |projectile_shape, enemy_shape|
|
98
|
-
# @moveables.each { |projectile| projectile.shape == projectile_shape && projectile.destroy }
|
99
|
-
# end
|
100
|
-
end
|
101
|
-
|
102
|
-
# Moveables register themselves here.
|
103
|
-
#
|
104
|
-
def register moveable
|
105
|
-
@moveables << moveable
|
106
|
-
moveable.add_to @battlefield
|
107
|
-
end
|
108
|
-
|
109
|
-
# Moveables unregister themselves here.
|
110
|
-
#
|
111
|
-
# Note: Use as follows in a Moveable.
|
112
|
-
#
|
113
|
-
# def destroy
|
114
|
-
# threaded do
|
115
|
-
# 5.times { sleep 0.1; animate_explosion }
|
116
|
-
# @window.unregister self
|
117
|
-
# end
|
118
|
-
# end
|
119
|
-
#
|
120
|
-
def unregister moveable
|
121
|
-
remove moveable.shape
|
122
|
-
end
|
123
|
-
|
124
|
-
# Remove this shape the next turn.
|
125
|
-
#
|
126
|
-
# Note: Internal use. Use unregister to properly remove a moveable.
|
127
|
-
#
|
128
|
-
def remove shape
|
129
|
-
@remove_shapes << shape
|
130
|
-
end
|
131
|
-
|
132
|
-
# # Adds the first player.
|
133
|
-
# #
|
134
|
-
# def add_admiral
|
135
|
-
# @player1 = Cruiser.new self, 0x99ff0000
|
136
|
-
# @player1.warp_to 400, 320
|
137
|
-
#
|
138
|
-
# @controls << Controls.new(self, @player1,
|
139
|
-
# Gosu::Button::KbA => :left,
|
140
|
-
# Gosu::Button::KbD => :right,
|
141
|
-
# Gosu::Button::KbW => :full_speed_ahead,
|
142
|
-
# Gosu::Button::KbS => :reverse,
|
143
|
-
# Gosu::Button::Kb1 => :revive
|
144
|
-
# )
|
145
|
-
#
|
146
|
-
# @players << @player1
|
147
|
-
#
|
148
|
-
# register @player1
|
149
|
-
# end
|
150
|
-
|
151
|
-
def remove_collided
|
152
|
-
# This iterator makes an assumption of one Shape per Star making it safe to remove
|
153
|
-
# each Shape's Body as it comes up
|
154
|
-
# If our Stars had multiple Shapes, as would be required if we were to meticulously
|
155
|
-
# define their true boundaries, we couldn't do this as we would remove the Body
|
156
|
-
# multiple times
|
157
|
-
# We would probably solve this by creating a separate @remove_bodies array to remove the Bodies
|
158
|
-
# of the Stars that were gathered by the Player
|
159
|
-
#
|
160
|
-
@remove_shapes.each do |shape|
|
161
|
-
@space.remove_body shape.body
|
162
|
-
@space.remove_shape shape
|
163
|
-
@moveables.delete_if { |moveable| moveable.shape == shape && moveable.destroy }
|
164
|
-
end
|
165
|
-
@remove_shapes.clear
|
166
|
-
end
|
167
|
-
|
168
|
-
def handle_input
|
169
|
-
@controls.each &:handle
|
170
|
-
end
|
171
|
-
|
172
|
-
def reset_forces
|
173
|
-
# When a force or torque is set on a Body, it is cumulative
|
174
|
-
# This means that the force you applied last SUBSTEP will compound with the
|
175
|
-
# force applied this SUBSTEP; which is probably not the behavior you want
|
176
|
-
# We reset the forces on the Player each SUBSTEP for this reason
|
177
|
-
#
|
178
|
-
# @player1.shape.body.reset_forces
|
179
|
-
# @player2.shape.body.reset_forces
|
180
|
-
# @player3.shape.body.reset_forces
|
181
|
-
# @players.each { |player| player.shape.body.reset_forces }
|
182
|
-
end
|
183
|
-
|
184
|
-
# Checks whether
|
185
|
-
#
|
186
|
-
def validate
|
187
|
-
@moveables.each &:validate_position
|
188
|
-
end
|
189
|
-
|
190
|
-
def step_once
|
191
|
-
# Perform the step over @dt period of time
|
192
|
-
# For best performance @dt should remain consistent for the game
|
193
|
-
@battlefield.step @dt
|
194
|
-
end
|
195
|
-
|
196
|
-
def targeting
|
197
|
-
@moveables.select { |m| m.respond_to? :target }.each do |gun|
|
198
|
-
gun.target *@moveables.select { |m| m.kind_of? Enemy }
|
199
|
-
end
|
200
|
-
end
|
201
|
-
|
202
|
-
# def revive player
|
203
|
-
# return if @moveables.find { |moveable| moveable == player }
|
204
|
-
# register player
|
205
|
-
# end
|
206
|
-
|
207
|
-
#
|
208
|
-
#
|
209
|
-
def update
|
210
|
-
@step += 1
|
211
|
-
# Step the physics environment SUBSTEPS times each update.
|
212
|
-
#
|
213
|
-
SUBSTEPS.times do
|
214
|
-
remove_collided
|
215
|
-
reset_forces
|
216
|
-
validate
|
217
|
-
targeting
|
218
|
-
handle_input
|
219
|
-
step_once
|
220
|
-
end
|
221
|
-
@waves.check @step
|
222
|
-
@scheduling.step
|
223
|
-
end
|
224
|
-
|
225
|
-
def draw_background
|
226
|
-
@background_image.draw 0, 0, ZOrder::Background, 1.5, 1.2
|
227
|
-
end
|
228
|
-
|
229
|
-
def draw_moveables
|
230
|
-
@moveables.each &:draw
|
231
|
-
end
|
232
|
-
|
233
|
-
def draw_ui
|
234
|
-
# @font.draw "P1 Score: ", 10, 10, ZOrder::UI, 1.0, 1.0, 0xffff0000
|
235
|
-
end
|
236
|
-
|
237
|
-
def draw
|
238
|
-
draw_background
|
239
|
-
draw_moveables
|
240
|
-
draw_ui
|
241
|
-
end
|
242
|
-
|
243
|
-
# Escape exits.
|
244
|
-
#
|
245
|
-
def button_down id
|
246
|
-
close if id == Gosu::Button::KbEscape
|
247
|
-
end
|
248
|
-
|
249
|
-
end
|