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
data/Rakefile
ADDED
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begin
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require 'jeweler'
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Jeweler::Tasks.new do |gemspec|
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gemspec.name = "gosu_extensions"
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gemspec.summary = ""
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gemspec.email = "florian.hanke@gmail.com"
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gemspec.homepage = "http://www.github.com/floere/gosu_extensions"
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gemspec.description = ""
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gemspec.authors = ["Florian Hanke"]
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gemspec.rdoc_options = ["--inline-source", "--charset=UTF-8"]
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gemspec.files = FileList["[A-Z]*", "{generators,lib,rails,spec}/**/*"]
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gemspec.add_dependency 'gosu'
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gemspec.add_dependency 'chipmunk'
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end
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Jeweler::GemcutterTasks.new
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rescue LoadError => e
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puts "Jeweler not available (#{e}). Install it with: sudo gem install technicalpickles-jeweler -s http://gems.github.com"
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end
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data/VERSION
ADDED
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0.1.0
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data/lib/controls.rb
ADDED
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# Controls for a controllable.
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# Example:
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# # Note: left, right, full_speed_ahead, reverse, revive are
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# # methods on the @player.
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# #
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# @controls << Controls.new(self, @player,
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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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#
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#
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class Controls
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#
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#
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def initialize window, controllable
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@window = window
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@controllable = controllable
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@mapping = controllable.controls_mapping
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end
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#
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#
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def handle
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return if @controllable.destroyed?
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@mapping.each do |key, command|
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@controllable.send(command) if @window.button_down? key
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end
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end
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end
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data/lib/game_window.rb
ADDED
@@ -0,0 +1,381 @@
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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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include InitializerHooks
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attr_writer :full_screen,
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:font_name,
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:font_size,
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:damping,
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:caption,
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:screen_width,
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:screen_height,
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:gravity
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attr_reader :environment,
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:moveables,
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:font
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attr_accessor :background_path,
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:background_hard_borders
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def initialize
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after_initialize
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super self.screen_width, self.screen_height, self.full_screen, 16
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setup_window
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setup_background
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setup_containers
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setup_steps
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setup_waves
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setup_scheduling
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setup_font
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setup_environment
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setup_enemies
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setup_players
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setup_collisions
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end
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def media_path
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@media_path || 'media'
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end
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def full_screen
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@full_screen || false
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end
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def font_name
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@font_name || Gosu::default_font_name
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end
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def font_size
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@font_size || 20
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end
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def damping
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@damping || 0.001
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end
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def caption
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@caption || ""
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end
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def screen_width
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@screen_width || DEFAULT_SCREEN_WIDTH
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end
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def screen_height
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@screen_height || DEFAULT_SCREEN_HEIGHT
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end
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def gravity_vector
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@gravity || @gravity = CP::Vec2.new(0, 0.98/SUBSTEPS)
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end
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class << self
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def gravity amount = 0.98
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InitializerHooks.register self do
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self.gravity = CP::Vec2.new 0, amount.to_f/SUBSTEPS
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end
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end
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def width value = DEFAULT_SCREEN_WIDTH
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InitializerHooks.register self do
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self.screen_width = value
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end
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end
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def height value = DEFAULT_SCREEN_HEIGHT
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InitializerHooks.register self do
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self.screen_height = value
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end
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end
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def caption text = ""
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InitializerHooks.register self do
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self.caption = text
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end
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end
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def damping amount = 0.0
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InitializerHooks.register self do
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self.damping = amount
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end
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end
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def font name = Gosu::default_font_name, size = 20
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InitializerHooks.register self do
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self.font_name = name
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self.font_size = size
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end
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end
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def background path, options = {}
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InitializerHooks.register self do
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self.background_path = path
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self.background_hard_borders = options[:hard_borders] || false
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end
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end
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def full_screen
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InitializerHooks.register self do
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self.full_screen = true
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end
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end
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def collisions &block
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raise "collisions are defined in a block" unless block_given?
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InitializerHooks.register self do
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@collision_definitions = block
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end
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end
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end
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def setup_window
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self.caption = self.class.caption || ""
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end
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def setup_background
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@background_image = Gosu::Image.new self, File.join(Resources.root, self.background_path), self.background_hard_borders
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end
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def setup_containers
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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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end
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def setup_steps
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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 setup_waves
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@waves = Waves.new self
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end
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def setup_scheduling
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@scheduling = Scheduling.new
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end
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def setup_font
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@font = Gosu::Font.new self, self.font_name, self.font_size
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end
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def setup_environment
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@environment = CP::Space.new
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class << @environment
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attr_accessor :window
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end
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@environment.window = self
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@environment.damping = -self.damping + 1 # recalculate the damping such that 0.0 has no damping.
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end
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# Override.
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#
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def setup_players; end
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def setup_enemies; end
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#
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#
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# Example:
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# collisions do
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# add_collision_func ...
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#
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def setup_collisions
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@environment.instance_eval &@collision_definitions
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end
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# Add controls for a player.
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#
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# Example:
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# add_controls_for @player1, 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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def add_controls_for object
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@controls << Controls.new(self, object)
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end
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# Core methods used by the extensions "framework"
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#
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# The main loop.
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#
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# TODO implement hooks.
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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_shapes!
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reset_forces
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move_all
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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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# Each step, this is called to handle any input.
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#
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def handle_input
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@controls.each &:handle
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end
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# Does a single step.
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#
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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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@environment.step @dt
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end
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# Things unregister themselves here.
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#
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# Note: Use as follows in a Thing.
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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 thing
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remove thing.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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# Run some code at relative time <time>.
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#
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# Example:
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# # Will destroy the object that calls this method
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# # in 20 steps.
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# #
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# window.threaded 20 do
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# destroy!
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# end
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#
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def threaded time = 1, &code
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@scheduling.add time, &code
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end
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# Moves each moveable.
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#
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def move_all
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@moveables.each &:move
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end
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# Handles the targeting process.
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#
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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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# Utility Methods
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#
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#
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#
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# Example:
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# * x, y = uniform_random_position
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#
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def uniform_random_position
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[rand(self.width), rand(self.height)]
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end
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#
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#
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# Example:
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# imprint do
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# circle x, y, radius, :fill => true, :color => :black
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# end
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#
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def imprint &block
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@background_image.paint &block
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end
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# Randomly adds a Thing to a uniform random position.
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#
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def randomly_add type
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thing = type.new self
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thing.warp_to *uniform_random_position
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register thing
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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 @environment
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end
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def remove_shapes!
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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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# p @remove_shapes unless @remove_shapes.empty?
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@remove_shapes.each do |shape|
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@environment.remove_body shape.body
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@environment.remove_shape shape
|
325
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@moveables.delete_if { |moveable| moveable.shape == shape }
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end
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327
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@remove_shapes.clear
|
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+
end
|
329
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+
|
330
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def reset_forces
|
331
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# When a force or torque is set on a Body, it is cumulative
|
332
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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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336
|
+
# @player1.shape.body.reset_forces
|
337
|
+
# @player2.shape.body.reset_forces
|
338
|
+
# @player3.shape.body.reset_forces
|
339
|
+
# @players.each { |player| player.shape.body.reset_forces }
|
340
|
+
end
|
341
|
+
|
342
|
+
# def revive player
|
343
|
+
# return if @moveables.find { |moveable| moveable == player }
|
344
|
+
# register player
|
345
|
+
# end
|
346
|
+
|
347
|
+
# Drawing methods
|
348
|
+
#
|
349
|
+
|
350
|
+
def draw
|
351
|
+
draw_background
|
352
|
+
draw_ambient
|
353
|
+
draw_moveables
|
354
|
+
draw_ui
|
355
|
+
end
|
356
|
+
def draw_background
|
357
|
+
@background_image.draw 0, 0, Layer::Background, 1.0, 1.0 if @background_image
|
358
|
+
end
|
359
|
+
def draw_ambient
|
360
|
+
|
361
|
+
end
|
362
|
+
def draw_moveables
|
363
|
+
@moveables.each &:draw
|
364
|
+
end
|
365
|
+
def draw_ui
|
366
|
+
# @font.draw "P1 Score: ", 10, 10, ZOrder::UI, 1.0, 1.0, 0xffff0000
|
367
|
+
end
|
368
|
+
|
369
|
+
# Escape exits by default.
|
370
|
+
#
|
371
|
+
def button_down id
|
372
|
+
close if exit?(id)
|
373
|
+
end
|
374
|
+
|
375
|
+
# Override exit? if you want to define another exit rule.
|
376
|
+
#
|
377
|
+
def exit? id = nil
|
378
|
+
id == Gosu::Button::KbEscape
|
379
|
+
end
|
380
|
+
|
381
|
+
end
|
@@ -0,0 +1,53 @@
|
|
1
|
+
require 'rubygems'
|
2
|
+
require 'active_support'
|
3
|
+
# require 'texplay'
|
4
|
+
begin
|
5
|
+
require 'gosu'
|
6
|
+
rescue LoadError => e
|
7
|
+
puts "Couldn't find gem gosu. Install using:\n\nsudo gem install gosu.\n\n"
|
8
|
+
raise e
|
9
|
+
end
|
10
|
+
begin
|
11
|
+
require 'chipmunk' # A physics framework.
|
12
|
+
rescue LoadError => e
|
13
|
+
puts "Couldn't find gem chipmunk. Install using:\n\nsudo gem install chipmunk.\n\n"
|
14
|
+
raise e
|
15
|
+
end
|
16
|
+
|
17
|
+
require 'resources'
|
18
|
+
require 'vector_utilities'
|
19
|
+
|
20
|
+
$:.unshift File.join(File.dirname(__FILE__), '/extensions')
|
21
|
+
require 'module'
|
22
|
+
require 'numeric'
|
23
|
+
|
24
|
+
$:.unshift File.join(File.dirname(__FILE__), '/traits')
|
25
|
+
require 'it_is_a'
|
26
|
+
require 'pod'
|
27
|
+
require 'attachable'
|
28
|
+
require 'damaging'
|
29
|
+
require 'generator'
|
30
|
+
require 'initializer_hooks'
|
31
|
+
require 'lives'
|
32
|
+
require 'targeting'
|
33
|
+
require 'targeting/closest'
|
34
|
+
require 'shooter'
|
35
|
+
require 'shot'
|
36
|
+
require 'targetable'
|
37
|
+
require 'turnable'
|
38
|
+
require 'controllable'
|
39
|
+
|
40
|
+
$:.unshift File.join(File.dirname(__FILE__), '/units')
|
41
|
+
require 'thing'
|
42
|
+
require 'moveable'
|
43
|
+
require 'short_lived'
|
44
|
+
|
45
|
+
require 'controls'
|
46
|
+
require 'game_window'
|
47
|
+
require 'scheduling'
|
48
|
+
require 'waves'
|
49
|
+
require 'layer'
|
50
|
+
|
51
|
+
DEFAULT_SCREEN_WIDTH = 1200
|
52
|
+
DEFAULT_SCREEN_HEIGHT = 700
|
53
|
+
SUBSTEPS = 10
|
data/lib/layer.rb
ADDED