ippa-chingu 0.5.5 → 0.5.5.1
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- data/README.rdoc +1 -1
- data/chingu.gemspec +2 -2
- data/examples/example10.rb +0 -2
- data/examples/example9.rb +3 -4
- data/lib/chingu.rb +1 -1
- data/lib/chingu/animation.rb +1 -1
- data/lib/chingu/basic_game_object.rb +18 -8
- data/lib/chingu/game_object.rb +2 -3
- data/lib/chingu/game_object_list.rb +2 -0
- data/lib/chingu/traits/collision_detection.rb +15 -5
- data/lib/chingu/traits/effect.rb +2 -2
- data/lib/chingu/traits/velocity.rb +1 -1
- metadata +2 -2
data/README.rdoc
CHANGED
@@ -65,7 +65,7 @@ For example, inside game state Menu you call push_game_state(Level). When Level
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=== Traits
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Traits are extensions (or plugins if you so will) to BasicGameObjects.
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The aim is so encapsulate common behaivor into modules for easy inclusion in your game classes.
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-
Making a trait is easy, just an ordinary module with the methods setup_trait(),
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Making a trait is easy, just an ordinary module with the methods setup_trait(), update_trait() and/or draw_trait().
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It currently has to be namespaced to Chingu::Traits for "has_trait" to work inside GameObject-classes.
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== OTHER CLASSES / HELPERS
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data/chingu.gemspec
CHANGED
@@ -2,11 +2,11 @@
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Gem::Specification.new do |s|
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s.name = %q{chingu}
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-
s.version = "0.5.5"
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+
s.version = "0.5.5.1"
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s.required_rubygems_version = Gem::Requirement.new(">= 0") if s.respond_to? :required_rubygems_version=
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s.authors = ["ippa"]
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-
s.date = %q{2009-09-
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+
s.date = %q{2009-09-26}
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s.description = %q{Game framework built on top of the OpenGL accelerated game lib Gosu.
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It adds simple yet powerful game states, prettier input handling, deployment safe asset-handling, a basic re-usable game object and automation of common task.}
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s.email = ["ippa@rubylicio.us"]
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data/examples/example10.rb
CHANGED
data/examples/example9.rb
CHANGED
@@ -11,7 +11,7 @@ class Game < Chingu::Window
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super(800,800)
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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(
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+
push_game_state(ParticleState)
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end
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def next_effect; pop_game_state; end
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@@ -30,7 +30,7 @@ class FireCube < Chingu::GameObject
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attr_accessor :color, :radius
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def initialize(options)
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super
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super
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@mode = :additive
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# initialize with a rightwards velocity with some damping to look more realistic
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@@ -51,7 +51,6 @@ class FireCube < Chingu::GameObject
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def update
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@color = @blue
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super
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end
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def collides?(object2)
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@@ -64,7 +63,7 @@ class FireCube < Chingu::GameObject
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end
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-
class
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+
class ParticleState < Chingu::GameState
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def setup
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self.input = { :space => :new_fire_cube }
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100.times { new_fire_cube }
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data/lib/chingu.rb
CHANGED
data/lib/chingu/animation.rb
CHANGED
@@ -36,6 +36,13 @@ module Chingu
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def initialize(options = {})
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@options = options
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#
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# A GameObject either belong to a GameState or our mainwindow ($window)
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#
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if $window && $window.respond_to?(:game_state_manager)
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@parent = $window.game_state_manager.inside_state || $window
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end
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# This will call #setup_trait on the latest trait mixed in
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# which then will pass it on to the next setup_trait() with a super-call.
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setup_trait(options)
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@@ -53,13 +60,9 @@ module Chingu
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instance = self.new(options)
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#
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#
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# Add to parents list of game objects
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#
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-
if
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if (instance.parent = $window.game_state_manager.inside_state || $window)
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instance.parent.add_game_object(instance)
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end
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end
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instance.parent.add_game_object(instance) if instance.parent
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return instance
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end
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@@ -67,12 +70,19 @@ module Chingu
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def setup_trait(options)
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end
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def
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def update_trait
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end
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def
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def draw_trait
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end
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def update
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end
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def draw
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end
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#
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# Returns an array with all objects of current class.
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# BasicGameObject#all is state aware so only objects belonging to the current state will be returned.
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data/lib/chingu/game_object.rb
CHANGED
@@ -81,8 +81,8 @@ module Chingu
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end
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# Quick way of setting both center_x and center_y
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-
def center=(
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@center_x = @center_y =
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def center=(center)
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@center_x = @center_y = center
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end
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# Returns true if object is inside the game window, false if outside
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@@ -101,7 +101,6 @@ module Chingu
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end
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def draw
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super
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@image.draw_rot(@x, @y, @zorder, @angle, @center_x, @center_y, @factor_x, @factor_y, @color, @mode)
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end
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end
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@@ -67,10 +67,12 @@ module Chingu
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end
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def draw
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@game_objects.each { |object| object.draw_trait }
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@game_objects.each { |object| object.draw }
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end
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def update
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@game_objects.each { |object| object.update_trait }
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@game_objects.each { |object| object.update }
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end
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@@ -87,7 +87,7 @@ module Chingu
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#
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# Have bounding box follow game objects x/y
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#
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-
def
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+
def update_trait
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if defined?(@bounding_box) && @bounding_box.is_a?(Rect)
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@bounding_box.x = self.x
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@bounding_box.y = self.y
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@@ -103,13 +103,23 @@ module Chingu
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def each_collision(klasses = [])
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Array(klasses).each do |klass|
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klass.all.each do |object|
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if object
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-
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-
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yield(self, object) if collides?(object)
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end
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end
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end
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#
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# Works like each_collsion but with inline-code for speedups
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#
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def each_radius_collision(klasses = [])
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Array(klasses).each do |klass|
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klass.all.each do |object|
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yield(self, object) if distance(@x, @y, object.x, object.y) < @radius
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end
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end
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end
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+
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module ClassMethods
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@@ -126,7 +136,7 @@ module Chingu
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yield object1, object2 if distance(object1.x, object1.y, object2.x, object2.y) < object1.radius
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end
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end
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-
end
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+
end
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end
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#
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data/lib/chingu/traits/effect.rb
CHANGED
@@ -55,12 +55,12 @@ module Chingu
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super
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end
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def
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def draw_trait
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puts "Effect#draw" if @effect_options[:debug]
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super
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end
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def
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def update_trait
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puts "Effect#update" if @effect_options[:debug]
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rotate(@rotating) if @rotating
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metadata
CHANGED
@@ -1,7 +1,7 @@
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1
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--- !ruby/object:Gem::Specification
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name: ippa-chingu
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version: !ruby/object:Gem::Version
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4
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-
version: 0.5.5
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version: 0.5.5.1
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platform: ruby
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authors:
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- ippa
|
@@ -9,7 +9,7 @@ autorequire:
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bindir: bin
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cert_chain: []
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-
date: 2009-09-
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date: 2009-09-26 00:00:00 -07:00
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default_executable:
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dependencies:
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- !ruby/object:Gem::Dependency
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