ippa-chingu 0.4.8 → 0.5
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- data/History.txt +5 -0
- data/README.rdoc +43 -23
- data/chingu.gemspec +4 -4
- data/examples/example1.rb +2 -0
- data/examples/example2.rb +63 -33
- data/examples/example4.rb +16 -3
- data/examples/example5.rb +3 -3
- data/examples/example6.rb +1 -40
- data/examples/example7.rb +9 -8
- data/examples/example8.rb +109 -0
- data/examples/example9.rb +83 -0
- data/lib/chingu.rb +17 -2
- data/lib/chingu/actor.rb +15 -0
- data/lib/chingu/animation.rb +27 -2
- data/lib/chingu/basic_game_object.rb +140 -0
- data/lib/chingu/core_extensions.rb +15 -5
- data/lib/chingu/effects.rb +1 -1
- data/lib/chingu/fpscounter.rb +0 -1
- data/lib/chingu/game_object.rb +85 -155
- data/lib/chingu/game_state.rb +4 -3
- data/lib/chingu/game_state_manager.rb +3 -4
- data/lib/chingu/game_states/debug.rb +43 -0
- data/lib/chingu/game_states/fade_to.rb +2 -2
- data/lib/chingu/helpers.rb +2 -0
- data/lib/chingu/parallax.rb +2 -2
- data/lib/chingu/particle.rb +5 -4
- data/lib/chingu/traits/collision_detection.rb +33 -0
- data/lib/chingu/traits/deprecated_module_visual.rb +108 -0
- data/lib/chingu/traits/deprecated_visual.rb +100 -0
- data/lib/chingu/traits/effect.rb +80 -0
- data/lib/chingu/traits/input.rb +15 -0
- data/lib/chingu/traits/velocity.rb +59 -0
- data/lib/chingu/window.rb +18 -3
- metadata +16 -4
data/examples/example6.rb
CHANGED
@@ -54,43 +54,4 @@ class State2 < Chingu::GameState
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54
54
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end
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55
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end
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56
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57
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-
Game.new.show
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58
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-
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59
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-
#
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-
# The has now become premade game state shippet with Chingu.
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-
# See chingu\game_states\fade_to.rb
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-
#
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-
#class FadeTo < Chingu::GameState
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-
# def initialize(game_state)
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-
# @new_game_state = game_state
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-
# end
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-
#
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-
# def setup
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69
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-
# @color = Gosu::Color.new(0,0,0,0)
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-
# @alpha = 0.0
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-
# @fading_in = false
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-
# end
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-
#
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-
# def update(dt)
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-
# @alpha += (@fading_in ? -2 : 2)
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-
# if @alpha >= 255
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-
# @fading_in = true
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-
# else
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-
# @color.alpha = @alpha.to_i
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80
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-
# end
|
81
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-
# end
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-
#
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83
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-
# def draw
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84
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-
# previous_game_state.draw if @fading_in == false
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85
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-
# @new_game_state.draw if @fading_in == true
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86
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-
#
|
87
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-
# $window.draw_quad( 0,0,@color,
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-
# $window.width,0,@color,
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89
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-
# $window.width,$window.height,@color,
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90
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-
# 0,$window.height,@color,999)
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91
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-
#
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92
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-
# if @fading_in == true && @alpha == 0
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-
# switch_game_state(@new_game_state)
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-
# end
|
95
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-
# end
|
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-
#end
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57
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+
Game.new.show
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data/examples/example7.rb
CHANGED
@@ -1,6 +1,7 @@
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1
1
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require 'rubygems'
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2
2
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require File.join(File.dirname($0), "..", "lib", "chingu")
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3
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include Gosu
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+
include Chingu
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5
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5
6
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#
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6
7
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# GFXHelpers example - demonstrating Chingus GFX
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@@ -78,20 +79,20 @@ class Particles < Chingu::GameState
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79
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@yellow = Color.new(0xFFF9F120)
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80
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80
81
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# Thanks jsb in #gosu of Encave-fame for fireball.png :)
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81
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-
@fireball_animation = Animation.new(:file => media_path("fireball.png"), :width => 32, :height => 32)
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82
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+
@fireball_animation = Chingu::Animation.new(:file => media_path("fireball.png"), :width => 32, :height => 32)
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83
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@ground_y = $window.height * 0.95
|
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84
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end
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85
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85
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-
def update
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+
def update
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#
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# Fire 1. Dies quickly (big :fade). Small in size (small :zoom)
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#
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Chingu::Particle.new( :x => 100,
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:y => @ground_y,
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:animation => @fireball_animation,
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-
:
|
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-
:
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-
:
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+
:zooming => +0.05,
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:fading => -10,
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+
:rotating => +1,
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96
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:mode => :default
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97
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)
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98
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@@ -101,9 +102,9 @@ class Particles < Chingu::GameState
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102
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Chingu::Particle.new( :x => 300,
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:y => @ground_y,
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:animation => @fireball_animation,
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-
:
|
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-
:
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-
:
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+
:zooming => +0.2,
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:fading => -4,
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:rotating => +3,
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:mode => :default
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109
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)
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110
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#
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@@ -0,0 +1,109 @@
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1
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+
require 'rubygems'
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+
require File.join(File.dirname($0), "..", "lib", "chingu")
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include Gosu
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include Chingu
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+
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6
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#
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7
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# Demonstrating domponents "velocity" and "effect"
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+
#
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9
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+
class Game < Chingu::Window
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+
def initialize
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super(640,400)
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self.input = {:esc => :exit}
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self.caption = "Example of game object traits 'velocity' and 'effect'"
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push_game_state(Particles)
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puts RUBY_VERSION
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+
end
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+
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def next_effect; pop_game_state; end
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+
end
|
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+
|
21
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+
class Plasma < Chingu::GameObject
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+
has_traits :velocity, :effect
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+
|
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+
def initialize(options)
|
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super
|
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+
@image = Image["particle.png"]
|
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+
@mode = :additive
|
28
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+
|
29
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+
# initialize with a rightwards velocity with some damping to look more realistic
|
30
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@velocity_x = options[:velocity_x] || 10
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31
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+
@acceleration_x = -0.1
|
32
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+
|
33
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+
# Simulate gravity
|
34
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@acceleration_y = 0.4
|
35
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+
end
|
36
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+
end
|
37
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+
|
38
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+
class Particles < Chingu::GameState
|
39
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+
def setup
|
40
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+
@color1 = Color.new(0xFFFFEA02)
|
41
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+
@color2 = Color.new(0xFF078B20)
|
42
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+
|
43
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+
#
|
44
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+
# +1 fps
|
45
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+
#
|
46
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+
#@ground_y = $window.height * 0.95
|
47
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+
@ground_y = ($window.height * 0.95).to_i
|
48
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+
end
|
49
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+
|
50
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+
def update
|
51
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+
|
52
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+
#
|
53
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+
# old velocity.rb 350 particles, 49 fps
|
54
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+
# first optimization: 490 particles, 47 fps (350 @ 60)
|
55
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+
# optimized GameObject if/elsif: 490 particles, 50 fps
|
56
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+
#
|
57
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+
Plasma.new(:x => 0, :y => 0 + rand(5), :color => Color.new(0xFF86EFFF), :velocity_x => 10)
|
58
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+
Plasma.new(:x => 0, :y => 50 + rand(5), :color => Color.new(0xFF86EFFF), :velocity_x => 14)
|
59
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+
Plasma.new(:x => 0, :y => 100 + rand(5), :color => Color.new(0xFF86EFFF), :velocity_x => 7)
|
60
|
+
Plasma.new(:x => 0, :y => 200 + rand(5), :color => Color.new(0xFF86EFFF), :velocity_x => 6)
|
61
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+
|
62
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+
Plasma.all.each do |particle|
|
63
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+
#
|
64
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+
# +1 fps
|
65
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+
#
|
66
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+
# particle.x += 1 - rand(2)
|
67
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+
# -just removed, not replaced-
|
68
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+
|
69
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+
#
|
70
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+
# If particle hits the ground:
|
71
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+
#
|
72
|
+
if particle.y >= @ground_y
|
73
|
+
|
74
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+
# 1) "Bounce" it up particle by reversing velocity_y with damping
|
75
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+
slower = particle.velocity_y/3
|
76
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+
particle.velocity_y = -(slower + rand(slower))
|
77
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+
|
78
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+
# 2) "Bounce" it randomly to left and right
|
79
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+
if rand(2) == 0
|
80
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+
particle.velocity_x = particle.velocity_y/2 + rand(2) # Randomr.randomr / 50
|
81
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+
particle.acceleration_x = -0.02
|
82
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+
else
|
83
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+
particle.velocity_x = -particle.velocity_y/2 - rand(2) # Randomr.randomr / 50
|
84
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+
particle.acceleration_x = 0.02
|
85
|
+
end
|
86
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+
|
87
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+
# 3) Start fading the alphachannel
|
88
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+
particle.fading = -3
|
89
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+
end
|
90
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+
end
|
91
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+
|
92
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+
#
|
93
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+
# +4 fps
|
94
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+
#
|
95
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+
#self.game_objects.reject! { |object| object.outside_window? || object.color.alpha == 0 }
|
96
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+
self.game_objects.reject! { |object| object.color.alpha == 0 }
|
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+
|
98
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+
super
|
99
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+
end
|
100
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+
|
101
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+
def draw
|
102
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+
$window.caption = "particle example (esc to quit) [particles#: #{game_objects.size} - framerate: #{$window.fps}]"
|
103
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+
fill_gradient(:from => Color.new(255,0,0,0), :to => Color.new(255,60,60,80), :rect => [0,0,$window.width,@ground_y])
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+
fill_gradient(:from => Color.new(255,100,100,100), :to => Color.new(255,50,50,50), :rect => [0,@ground_y,$window.width,$window.height-@ground_y])
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+
super
|
106
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+
end
|
107
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+
end
|
108
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+
|
109
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+
Game.new.show
|
@@ -0,0 +1,83 @@
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1
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+
require 'rubygems'
|
2
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+
require File.join(File.dirname($0), "..", "lib", "chingu")
|
3
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+
include Gosu
|
4
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+
include Chingu
|
5
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+
|
6
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+
#
|
7
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+
# Demonstrating domponents "velocity" and "effect"
|
8
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+
#
|
9
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+
class Game < Chingu::Window
|
10
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+
def initialize
|
11
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+
super(800,800)
|
12
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+
self.input = {:esc => :exit}
|
13
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+
self.caption = "Example of game object traits 'velocity' and 'effect'"
|
14
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+
push_game_state(Particles)
|
15
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+
end
|
16
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+
|
17
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+
def next_effect; pop_game_state; end
|
18
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+
end
|
19
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+
|
20
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+
class FireCube < Chingu::GameObject
|
21
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+
has_traits :velocity, :effect
|
22
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+
|
23
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+
def initialize(options)
|
24
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+
super
|
25
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+
@mode = :additive
|
26
|
+
|
27
|
+
# initialize with a rightwards velocity with some damping to look more realistic
|
28
|
+
@velocity_x = options[:velocity_x] || 3 - rand(6)
|
29
|
+
@velocity_y = options[:velocity_y] || 3 - rand(6)
|
30
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+
@rect = Rect.new([@x, @y, 20, 20])
|
31
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+
end
|
32
|
+
|
33
|
+
def update
|
34
|
+
super
|
35
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+
@rect.x = @x
|
36
|
+
@rect.y = @y
|
37
|
+
end
|
38
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+
|
39
|
+
def draw
|
40
|
+
$window.fill_rect(@rect, Color.new(@color.alpha,100,255,255))
|
41
|
+
end
|
42
|
+
|
43
|
+
end
|
44
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+
|
45
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+
class Particles < Chingu::GameState
|
46
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+
def setup
|
47
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+
self.input = { :space => :new_fire_cube }
|
48
|
+
100.times { new_fire_cube }
|
49
|
+
end
|
50
|
+
|
51
|
+
def new_fire_cube
|
52
|
+
FireCube.new(:x => rand($window.width), :y => rand($window.height))
|
53
|
+
end
|
54
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+
|
55
|
+
def update
|
56
|
+
FireCube.all.each do |particle|
|
57
|
+
if particle.x < 0 || particle.x > $window.width
|
58
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+
particle.velocity_x = -particle.velocity_x
|
59
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+
end
|
60
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+
|
61
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+
if particle.y < 0 || particle.y > $window.height
|
62
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+
particle.velocity_y = -particle.velocity_y
|
63
|
+
end
|
64
|
+
end
|
65
|
+
#FireCube.all.each do |particle|
|
66
|
+
# FireCube.all.each do |particle2|
|
67
|
+
# if particle.rect.collides_with
|
68
|
+
#
|
69
|
+
# end
|
70
|
+
#end
|
71
|
+
|
72
|
+
self.game_objects.reject! { |object| object.color.alpha == 0 }
|
73
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+
|
74
|
+
super
|
75
|
+
end
|
76
|
+
|
77
|
+
def draw
|
78
|
+
$window.caption = "particle example (esc to quit) [particles#: #{game_objects.size} - framerate: #{$window.fps}]"
|
79
|
+
super
|
80
|
+
end
|
81
|
+
end
|
82
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+
|
83
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+
Game.new.show
|
data/lib/chingu.rb
CHANGED
@@ -1,13 +1,27 @@
|
|
1
1
|
#
|
2
2
|
#
|
3
3
|
#
|
4
|
-
|
4
|
+
unless RUBY_VERSION =~ /1\.9/
|
5
|
+
require 'rubygems'
|
6
|
+
end
|
5
7
|
require 'gosu'
|
6
8
|
require 'set'
|
7
9
|
|
10
|
+
%w{ collision_detection
|
11
|
+
effect
|
12
|
+
velocity
|
13
|
+
input
|
14
|
+
}.each do |lib|
|
15
|
+
root ||= File.dirname(File.expand_path(__FILE__))
|
16
|
+
require File.join(root,"chingu","components",lib)
|
17
|
+
end
|
18
|
+
|
8
19
|
%w{ helpers
|
9
20
|
gfx_helpers
|
21
|
+
core_extensions
|
22
|
+
basic_game_object
|
10
23
|
game_object
|
24
|
+
actor
|
11
25
|
effects
|
12
26
|
game_state_manager
|
13
27
|
game_state
|
@@ -28,11 +42,12 @@ require 'set'
|
|
28
42
|
|
29
43
|
%w{ pause
|
30
44
|
fade_to
|
45
|
+
debug
|
31
46
|
}.each do |lib|
|
32
47
|
root ||= File.dirname(File.expand_path(__FILE__))
|
33
48
|
require File.join(root,"chingu","game_states",lib)
|
34
49
|
end
|
35
50
|
|
36
51
|
module Chingu
|
37
|
-
VERSION = "0.4.
|
52
|
+
VERSION = "0.4.9"
|
38
53
|
end
|
data/lib/chingu/actor.rb
ADDED
@@ -0,0 +1,15 @@
|
|
1
|
+
module Chingu
|
2
|
+
#
|
3
|
+
# A game object class with most components included, nice for quick prototypes
|
4
|
+
#
|
5
|
+
class Actor < Chingu::GameObject
|
6
|
+
#add_component :visual, :effect, :input
|
7
|
+
|
8
|
+
#def initialize(options = {})
|
9
|
+
# super
|
10
|
+
# visual_setup(options)
|
11
|
+
# effect_setup(options)
|
12
|
+
# input_setup(options)
|
13
|
+
#end
|
14
|
+
end
|
15
|
+
end
|
data/lib/chingu/animation.rb
CHANGED
@@ -30,16 +30,39 @@ module Chingu
|
|
30
30
|
@delay = options[:delay]
|
31
31
|
@dt = 0
|
32
32
|
|
33
|
+
if options[:size]
|
34
|
+
@width = options[:size][0]
|
35
|
+
@height = options[:size][0]
|
36
|
+
end
|
37
|
+
|
33
38
|
@frame_actions = []
|
34
39
|
@frames = Gosu::Image.load_tiles($window, @file, @width, @height, true)
|
35
40
|
@step = 1
|
36
41
|
end
|
37
42
|
|
38
43
|
#
|
39
|
-
#
|
44
|
+
# Returns first frame (GOSU::Image) from animation
|
45
|
+
#
|
46
|
+
def first
|
47
|
+
@frames.first
|
48
|
+
end
|
49
|
+
|
50
|
+
#
|
51
|
+
# Returns last frame (GOSU::Image) from animation
|
52
|
+
#
|
53
|
+
def last
|
54
|
+
@frames.first
|
55
|
+
end
|
56
|
+
|
57
|
+
#
|
58
|
+
# Fetch a frame or frames:
|
59
|
+
#
|
60
|
+
# @animation[0] # returns first frame
|
61
|
+
# @animation[0..2] # returns a new Animation-instance with first, second and third frame
|
40
62
|
#
|
41
63
|
def [](index)
|
42
|
-
@frames[index]
|
64
|
+
return @frames[index] if index.is_a? (Fixnum)
|
65
|
+
return self.new_from_frames(index) if index.is_a? (Range)
|
43
66
|
end
|
44
67
|
|
45
68
|
#
|
@@ -51,9 +74,11 @@ module Chingu
|
|
51
74
|
|
52
75
|
#
|
53
76
|
# Resets the animation, re-starts it at frame 0
|
77
|
+
# returns itself.
|
54
78
|
#
|
55
79
|
def reset!
|
56
80
|
@index = 0
|
81
|
+
self
|
57
82
|
end
|
58
83
|
|
59
84
|
#
|
@@ -0,0 +1,140 @@
|
|
1
|
+
module Chingu
|
2
|
+
#
|
3
|
+
# BasicGameObject. Resonating with 1.9.1, this is our most basic class that all game objects ultimate should build on.
|
4
|
+
#
|
5
|
+
# All objects that inherits from this class will by default be automaticly be updated and drawn.
|
6
|
+
# It will also acts as a container for the component-system of chingu.
|
7
|
+
#
|
8
|
+
class BasicGameObject
|
9
|
+
attr_reader :options, :parent
|
10
|
+
|
11
|
+
#
|
12
|
+
# Create class variable @components in every new class derived from GameObject
|
13
|
+
#
|
14
|
+
def self.inherited(subclass)
|
15
|
+
subclass.instance_variable_set("@components", Set.new)
|
16
|
+
end
|
17
|
+
|
18
|
+
class << self
|
19
|
+
attr_accessor :components
|
20
|
+
end
|
21
|
+
|
22
|
+
#
|
23
|
+
# adds a component to a certain game class
|
24
|
+
#
|
25
|
+
# Executes a ruby "include" the specified module
|
26
|
+
# and sets up update and draw hooks.
|
27
|
+
#
|
28
|
+
def self.add_component(*components)
|
29
|
+
Array(components).each do |component|
|
30
|
+
|
31
|
+
if component.is_a?(::Symbol) || component.is_a?(::String)
|
32
|
+
string = "Chingu::Components::#{component.to_s.downcase.capitalize}"
|
33
|
+
klass_or_module = eval(string)
|
34
|
+
|
35
|
+
if klass_or_module.is_a?(Class)
|
36
|
+
component = klass_or_module.new(self, {})
|
37
|
+
@components << component
|
38
|
+
elsif klass_or_module.is_a?(Module)
|
39
|
+
include klass_or_module
|
40
|
+
end
|
41
|
+
end
|
42
|
+
end
|
43
|
+
end
|
44
|
+
|
45
|
+
|
46
|
+
#
|
47
|
+
# BasicGameUnit initialize
|
48
|
+
#
|
49
|
+
# - caches component methods for fast calls later on
|
50
|
+
# - call .setup() on components that implements it
|
51
|
+
# - adds game object to correct game state or $window if no game state exists
|
52
|
+
#
|
53
|
+
def initialize(options = {})
|
54
|
+
@options = options
|
55
|
+
setupable_components
|
56
|
+
updateable_components
|
57
|
+
drawable_components
|
58
|
+
|
59
|
+
@setupable_components.each { |c| c.setup(self, options) }
|
60
|
+
|
61
|
+
#
|
62
|
+
# A GameObject can either belong to a GameState or our mainwindow ($window)
|
63
|
+
# .. or live in limbo with manual updates
|
64
|
+
#
|
65
|
+
if $window && $window.respond_to?(:game_state_manager)
|
66
|
+
@parent = $window.game_state_manager.inside_state || $window
|
67
|
+
@parent.add_game_object(self) if @parent
|
68
|
+
end
|
69
|
+
|
70
|
+
end
|
71
|
+
|
72
|
+
#
|
73
|
+
# Get all components
|
74
|
+
#
|
75
|
+
def components; self.class.components || []; end
|
76
|
+
|
77
|
+
def setupable_components
|
78
|
+
@setupable_components ||= components.select { |c| c.respond_to?(:setup) }
|
79
|
+
end
|
80
|
+
def updateable_components
|
81
|
+
@updateable_components ||= components.select { |c| c.respond_to?(:update) }
|
82
|
+
end
|
83
|
+
def drawable_components
|
84
|
+
@drawable_components ||= components.select { |c| c.respond_to?(:draw) }
|
85
|
+
end
|
86
|
+
|
87
|
+
#
|
88
|
+
# Call .update on all components that implements it
|
89
|
+
#
|
90
|
+
def update
|
91
|
+
@updateable_components.each { |c| c.update(self) }
|
92
|
+
end
|
93
|
+
|
94
|
+
#
|
95
|
+
# Call .draw on all components that implements it
|
96
|
+
#
|
97
|
+
def draw
|
98
|
+
@drawable_components.each { |c| c.draw(self) }
|
99
|
+
end
|
100
|
+
|
101
|
+
|
102
|
+
#
|
103
|
+
# Fetch all objects of a current class.
|
104
|
+
# Bullet.all # => Enumerator of all objects of class Bullet
|
105
|
+
#
|
106
|
+
# NOTE: ObjectSpace doesn't play nice with jruby.
|
107
|
+
#
|
108
|
+
def self.all
|
109
|
+
ObjectSpace.each_object(self)
|
110
|
+
end
|
111
|
+
|
112
|
+
#
|
113
|
+
# Destroy all instances of current class that fills a certain condition
|
114
|
+
# Enemy.destroy_if(&:dead?) # Assumes Enemy.dead? returns true/false depending on aliveness :)
|
115
|
+
#
|
116
|
+
#
|
117
|
+
def self.destroy_if(&block)
|
118
|
+
all.each do |object|
|
119
|
+
object.destroy! if yield(object)
|
120
|
+
end
|
121
|
+
end
|
122
|
+
|
123
|
+
#
|
124
|
+
# Clear all intances of objects class:
|
125
|
+
# Bullet.clear # Removes all Bullet objects from the game
|
126
|
+
#
|
127
|
+
def self.clear
|
128
|
+
all.each { |object| object.destroy! }
|
129
|
+
end
|
130
|
+
|
131
|
+
#
|
132
|
+
# Removes object from the update cycle and freezes the object to prevent further modifications.
|
133
|
+
# If the object isn't being managed by Chingu (ie. you're doing manual update/draw calls) the object is only frozen, not removed from any updae cycle (because you are controlling that).
|
134
|
+
#
|
135
|
+
def destroy!
|
136
|
+
@parent.remove_game_object(self) if @parent
|
137
|
+
self.freeze
|
138
|
+
end
|
139
|
+
end
|
140
|
+
end
|