metro 0.3.4 → 0.3.5
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- checksums.yaml +15 -0
- data/Gemfile +2 -0
- data/README.md +18 -19
- data/changelog.md +5 -1
- data/lib/core_ext/numeric.rb +17 -0
- data/lib/metro.rb +8 -3
- data/lib/metro/animation/on_update_operation.rb +7 -7
- data/lib/metro/events/event_relay.rb +43 -1
- data/lib/metro/events/event_state_manager.rb +7 -0
- data/lib/metro/image.rb +13 -0
- data/lib/metro/models/model.rb +12 -2
- data/lib/metro/models/properties/options_property/options.rb +4 -0
- data/lib/metro/models/ui/physics_sprite.rb +105 -0
- data/lib/metro/models/ui/space.rb +152 -0
- data/lib/metro/models/ui/sprite.rb +2 -2
- data/lib/metro/models/ui/tile_map.rb +133 -0
- data/lib/metro/models/ui/tmx/isometric_position.rb +43 -0
- data/lib/metro/models/ui/tmx/orthogonal_position.rb +15 -0
- data/lib/metro/models/ui/tmx/tile_layer.rb +78 -0
- data/lib/metro/models/ui/ui.rb +3 -0
- data/lib/metro/scene.rb +2 -1
- data/lib/metro/units/rectangle_bounds.rb +75 -5
- data/lib/metro/version.rb +4 -4
- data/lib/metro/window.rb +1 -0
- data/lib/templates/game/assets/missing.png +0 -0
- data/lib/tmx_ext/object.rb +61 -0
- data/lib/tmx_ext/object_shape.rb +93 -0
- data/lib/tmx_ext/tile_set.rb +41 -0
- data/metro.gemspec +3 -1
- data/metro.png +0 -0
- data/spec/core_ext/numeric_spec.rb +28 -0
- data/spec/metro/image_spec.rb +33 -0
- data/spec/metro/units/rectangle_bounds_spec.rb +56 -0
- data/spec/tmx_ext/object_spec.rb +49 -0
- data/spec/tmx_ext/tile_set_spec.rb +24 -0
- metadata +56 -27
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module Metro
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module UI
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#
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# Adds a 2D Physics Space to the Scene
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#
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# @see http://beoran.github.io/chipmunk/
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#
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# @example Adding a space to the scene
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#
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# class MainScene < GameScene
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# draw :space, model: "metro::ui::space"
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# draw :hero, position: Game.center
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#
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# def show
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# space.add_object(hero)
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# space.gravity_affects(hero)
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# end
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#
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# def update
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# space.step
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# space.clean_up
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# end
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# end
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#
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# Adding a space to a scene allows for objects with a
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# `body` and `shape` to be added and affected by
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# collisions and gravity.
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#
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class Space < Model
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# @attribute
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# Amount of viscous damping to apply to the space. A value of 0.9 means
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# that each body will lose 10% of it’s velocity per second. Defaults to 1.
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# Like gravity can be overridden on a per body basis.
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property :damping, default: 0.5
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# @attribute
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# Each update cycle the space will perform a number of steps equal to
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# this value. The higher the value the better the resolution will be for
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# collisions between objects, the lower the value the sloppier the
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# resolution will be for collisions.
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property :sampling_per_update, default: 6
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# @attribute
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# The amount of time the space should be stepped. This step value is
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# multiplied by the #sampling_per_update value.
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property :delta, default: (1.0/60.0)
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# @attribute
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# The amount of gravitationl force to apply to bodies within the space.
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# This is by default a force at the center of the object applied downward.
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property :gravitational_forces, type: :array,
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default: [ CP::Vec2.new(0,1000), CP::Vec2.new(0,0) ]
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# Add a single object to the space. This object will have a reference
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# stored here and it's body and shape added to the space so that it
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# collide with other objects added to the space.
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#
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# @param [Object<#body,#shape>] object add a new object to the space. The
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# object has a `body` and a `shape`.
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#
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def add_object(object)
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space_objects.push(object)
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space.add_body object.body
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space.add_shape object.shape
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end
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# Remove a single object from the space. This object will remove the
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# reference stored within the space as well as removing the body and
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# shape that was added to the space.
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#
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def remove_object(object)
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space_objects.delete(object)
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space.remove_body(object.body)
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space.remove_shape(object.shape)
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end
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# Add multiple objects to the space.
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# @see #add_object
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def add_objects(objects)
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Array(objects).each {|object| add_object(object) }
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end
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# When the first shape collides with the second shape perform
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# the following block of code.
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def collision_between(first,second,&block)
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space.add_collision_func(first,second,&block)
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end
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# This method allows the space to declare which objects are effected by
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# gravity during their time within the space.
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#
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# @note for the object to be affected by gravity it still needs to be
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# added to the space first.
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#
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def gravity_affects(object)
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victims_of_gravity.push object
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end
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# Access to the raw Chimpmunk Space object
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# @see http://beoran.github.io/chipmunk/#Space
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attr_reader :space
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# This method needs to be called each update loop. This will update and
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# move all the objects currently within the space and start the resolution
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# of collisions.
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def step
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sampling_per_update.to_i.times { space.step(delta) }
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end
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# This method needs to be called each update loop. This will reset all
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# the forces on the existing objects. This essentially keeps them from
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# accelerating out of control. It will also rebuild the shape positioning
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# for collisions. In a static frame, the level does not scroll, the
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# rebuiling is not necessary, but for levels where it moves this is
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# important.
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#
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def clean_up
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space_objects.each {|object| object.body.reset_forces }
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space.rehash_static
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end
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def show
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@space = CP::Space.new
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@space.damping = damping
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end
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def update
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apply_gravity_to victims_of_gravity
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end
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# @return [Array<Object>] a list of objects currently mantained by the
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# space.
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def space_objects
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@space_objects ||= []
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end
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# @return [Array<Object>] all of the objects that are affected by gravity
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def victims_of_gravity
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@victims_of_gravity ||= []
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end
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# Apply gravity to the specified objects.
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def apply_gravity_to(objects)
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objects.each {|object| object.body.apply_force *gravitational_forces }
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end
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end
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end
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end
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# @return [Float] the left-most x position of the sprite
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def left
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x - width * center_x
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x - width * center_x * x_factor
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end
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# @return [Float] the right-most x position of the sprite
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# @return [Float] the top-most y position of the sprite
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def top
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y - height * center_y
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y - height * center_y * y_factor
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end
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# @return [Float] the bottom-most y position of the sprite
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module Metro
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module UI
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#
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# Draws a TileMap within the scene.
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#
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# @example Creating a tile map with a Tiled TMX file
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#
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# class MainScene < GameScene
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# draw :tile_map, model: "metro::ui::tile_map",
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# file: "first_level.tmx"
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# end
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#
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# The viewport, or camera, of the TileMap is static but
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# can be set to follow a particular actor within the scene.
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# The viewport will continue to move according to the position
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# of the specified actor.
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#
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# @example Creating a tile map that will follow the hero
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#
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# class MainScene < GameScene
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# draw :hero
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# draw :tile_map, model: "metro::ui::tile_map",
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# file: "first_level.tmx", follow: :hero
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# end
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#
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#
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class TileMap < ::Metro::Model
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# @attribute
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# The Tiled File (*.tmx) that will be parsed and loaded for the tile map
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property :file, type: :text
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# @attribute
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# The actor that the viewport of the scene will follow.
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property :follow, type: :text
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# @attribute
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# The rotation of each tile within the scene. This is by default
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# 0 and should likely remain 0.
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property :rotation
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#
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# Return the viewport for the map. The default viewport will be
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# the dimensions of the current Game.
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#
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# @return [RectangleBounds] the bounds of the current viewport
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def viewport
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@viewport ||= Game.bounds
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end
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# @attribute
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# Set the viewport of the map, by default ths viewport will be
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# the dimensions of the current Game, so this may not be
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# necessary to set.
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attr_writer :viewport
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#
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# @return [TMX::Map] the map object found in the specified TMX file.
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#
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def map
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@map ||= begin
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map = ::Tmx.load asset_path(file)
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map.tilesets.each {|tileset| tileset.window = window }
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map
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end
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end
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#
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# Find objects that match the specified type or by the specified
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# parameters. If no parameter is provided then all the objects are
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# returned
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#
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# @example Finding all the objects with the type :floor
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#
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# objects(:floor)
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#
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# @example Finding all the objects with the name 'tree'
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#
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# objects(name: 'tree')
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def objects(params=nil)
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params ? map.objects.find(params) : map.objects
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end
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def update
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shift_viewport_to_center_who_we_are_following
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end
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def draw
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layers.each {|layer| layer.draw }
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end
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private
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def layers
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@layers ||= map.layers.collect do |layer|
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tml = TileLayer.new
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tml.extend layer_positioning
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tml.rotation = rotation
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tml.viewport = viewport
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tml.map = map
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tml.layer = layer
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tml.tilesets = map.tilesets
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tml
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end
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end
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def layer_positioning
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{ orthogonal: "Metro::Tmx::TileLayer::OrthogonalPositioning",
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isometric: "Metro::Tmx::TileLayer::IsometricPositioning" }[map.orientation.to_sym].constantize
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end
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def following
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scene.send(follow) if follow
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end
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def shift_viewport_to_center_who_we_are_following
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return unless following
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diff_x = (following.x - Game.center.x).to_i
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if diff_x >= 1 or diff_x <= -1
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viewport.shift(Point.at(diff_x,0))
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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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require_relative 'tmx/tile_layer'
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require_relative 'tmx/isometric_position'
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require_relative 'tmx/orthogonal_position'
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module Metro
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module Tmx
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class TileLayer
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module IsometricPositioning
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def position_of_image(image,row,column)
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pos_x = x_position(row,column) - (map.tilewidth - image.width)/2
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pos_y = y_position(row,column) + (map.tileheight - image.height)/2
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::Metro::Units::Bounds.new left: pos_x, top: pos_y, right: pos_x + map.tilewidth, bottom: pos_y + map.tileheight
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end
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def half_tilewidth
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@half_tilewidth ||= map.tilewidth/2
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end
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def half_tileheight
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@half_tileheight ||= map.tileheight/2
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end
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def start_x
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@start_x ||= x + map.tilewidth * map.width / 2
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end
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def x_position(row,column)
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row_start_x = start_x - half_tilewidth * row
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row_start_x + half_tilewidth * column
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end
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def start_y
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y
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end
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def y_position(row,column)
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row_start_y = start_y + half_tileheight * row
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row_start_y + half_tileheight * column
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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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module Metro
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module Tmx
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class TileLayer
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module OrthogonalPositioning
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def position_of_image(image,row,column)
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pos_x = x + column * map.tilewidth + map.tilewidth / 2
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pos_y = y + row * map.tileheight + map.tileheight / 2
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::Metro::Units::RectangleBounds.new left: pos_x, top: pos_y, right: pos_x + map.tilewidth, bottom: pos_y + map.tileheight/2
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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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module Metro
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module UI
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+
class TileLayer < ::Metro::Model
|
4
|
+
property :rotation
|
5
|
+
|
6
|
+
attr_accessor :map
|
7
|
+
attr_accessor :layer
|
8
|
+
attr_accessor :tilesets
|
9
|
+
attr_accessor :viewport
|
10
|
+
|
11
|
+
def data
|
12
|
+
layer.data
|
13
|
+
end
|
14
|
+
|
15
|
+
def x
|
16
|
+
viewport.left
|
17
|
+
end
|
18
|
+
|
19
|
+
def y
|
20
|
+
viewport.top
|
21
|
+
end
|
22
|
+
|
23
|
+
def z_order
|
24
|
+
-1
|
25
|
+
end
|
26
|
+
|
27
|
+
def draw
|
28
|
+
tiles_within_viewport.each do |bounds,image|
|
29
|
+
image.draw_rot(bounds.left - x,bounds.top - y,z_order,rotation)
|
30
|
+
end
|
31
|
+
end
|
32
|
+
|
33
|
+
private
|
34
|
+
|
35
|
+
def tiles_within_viewport
|
36
|
+
enlarged_viewport = viewport.enlarge(left: map.tilewidth, right: map.tilewidth, top: map.tileheight, bottom: map.tileheight)
|
37
|
+
tile_bounds.find_all {|bounds,images| enlarged_viewport.intersect?(bounds) }
|
38
|
+
end
|
39
|
+
|
40
|
+
def tile_bounds
|
41
|
+
@tile_bounds ||= build_tiles_index
|
42
|
+
end
|
43
|
+
|
44
|
+
def build_tiles_index
|
45
|
+
data.each_with_index.map do |image_index,position|
|
46
|
+
next if image_index == 0
|
47
|
+
image = tileset_image(image_index)
|
48
|
+
[ position_of_image(image,row(position),column(position)), image ]
|
49
|
+
end.compact
|
50
|
+
end
|
51
|
+
|
52
|
+
def tileset_image(image_index)
|
53
|
+
unless cached_images[image_index]
|
54
|
+
tileset = map.tilesets.find do |t|
|
55
|
+
image_index >= t.firstgid && image_index < t.firstgid + t.images.count
|
56
|
+
end
|
57
|
+
tileset_image_index = image_index - tileset.firstgid
|
58
|
+
cached_images[image_index] = tileset.images[tileset_image_index]
|
59
|
+
end
|
60
|
+
|
61
|
+
cached_images[image_index]
|
62
|
+
end
|
63
|
+
|
64
|
+
def row(position)
|
65
|
+
position / layer.width
|
66
|
+
end
|
67
|
+
|
68
|
+
def column(position)
|
69
|
+
position % layer.width
|
70
|
+
end
|
71
|
+
|
72
|
+
def cached_images
|
73
|
+
@cached_images ||= {}
|
74
|
+
end
|
75
|
+
end
|
76
|
+
|
77
|
+
end
|
78
|
+
end
|
data/lib/metro/models/ui/ui.rb
CHANGED