minigl 1.3.7 → 1.3.8
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- checksums.yaml +4 -4
- data/README.md +9 -4
- data/lib/minigl/forms.rb +694 -698
- data/lib/minigl/game_object.rb +250 -255
- data/lib/minigl/global.rb +470 -470
- data/lib/minigl/map.rb +153 -155
- data/lib/minigl/movement.rb +467 -467
- data/lib/minigl/text.rb +141 -141
- data/test/game_object_tests.rb +48 -48
- data/test/iso_game.rb +27 -27
- data/test/map_tests.rb +51 -51
- data/test/movement_tests.rb +78 -78
- data/test/res_tests.rb +15 -15
- metadata +2 -2
data/lib/minigl/global.rb
CHANGED
@@ -2,8 +2,8 @@ require 'gosu'
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# The main module of the library, used only as a namespace.
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module AGL
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# This class represents a point or vector in a bidimensional space.
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class Vector
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# The x coordinate of the vector
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attr_accessor :x
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end
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end
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# This class represents a rectangle by its x and y coordinates and width and
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# height.
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class Rectangle
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# The x-coordinate of the rectangle.
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attr_accessor :x
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# The y-coordinate of the rectangle.
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attr_accessor :y
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# The width of the rectangle.
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attr_accessor :w
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# The height of the rectangle.
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attr_accessor :h
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# Creates a new rectangle.
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#
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# Parameters:
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# [x] The x-coordinate of the rectangle.
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# [y] The y-coordinate of the rectangle.
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# [w] The width of the rectangle.
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# [h] The height of the rectangle.
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def initialize x, y, w, h
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@x = x; @y = y; @w = w; @h = h
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end
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# Returns whether this rectangle intersects another.
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#
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# Parameters:
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# [r] The rectangle to check intersection with.
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def intersects r
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@x < r.x + r.w && @x + @w > r.x && @y < r.y + r.h && @y + @h > r.y
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end
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end
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# The main class for a MiniGL game, holds references to globally accessible
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# objects and constants.
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class Game
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# Initializes a MiniGL game. This method must be called before any feature
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# provided by the library can be used.
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#
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# Parameters:
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# [window] An instance of a class which inherits from
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# <code>Gosu::Window</code>. This will be the game window, used
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# to draw everything and capture user input.
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# [gravity] A Vector object representing the horizontal and vertical
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# components of the force of gravity. Essentially, this force
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# will be applied to every object which calls +move+, from the
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# Movement module.
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# [kb_held_delay] The number of frames a key must be held by the user
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# before the "held" event (that can be checked with
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# <code>KB.key_held?</code>) starts to trigger.
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# [kb_held_interval] The interval, in frames, between each triggering of
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# the "held" event, after the key has been held for
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# more than +kb_held_delay+ frames.
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# [double_click_delay] The maximum interval, in frames, between two
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# clicks, to trigger the "double click" event
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# (checked with <code>Mouse.double_click?</code>).
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def self.initialize window, gravity = Vector.new(0, 1),
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kb_held_delay = 40, kb_held_interval = 5,
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double_click_delay = 8
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@@window = window
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@@gravity = gravity
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@@kb_held_delay = kb_held_delay
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@@kb_held_interval = kb_held_interval
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@@double_click_delay = double_click_delay
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KB.initialize
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Mouse.initialize
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Res.initialize
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end
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# Returns a reference to the game window.
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def self.window; @@window; end
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# Returns a Vector representing the force of gravity. See +initialize+ for
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# details.
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def self.gravity; @@gravity; end
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# Returns the value of kb_held_delay. See +initialize+ for details.
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def self.kb_held_delay; @@kb_held_delay; end
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+
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# Returns the value of kb_held_interval. See +initialize+ for details.
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def self.kb_held_interval; @@kb_held_interval; end
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+
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# Returns the value of double_click_delay. See +initialize+ for details.
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def self.double_click_delay; @@double_click_delay; end
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end
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+
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#class JSHelper
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+
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# Exposes methods for controlling keyboard events.
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class KB
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# This is called by <code>Game.initialize</code>. Don't call it
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# explicitly.
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def self.initialize
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@@keys = [
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Gosu::KbUp, Gosu::KbDown,
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Gosu::KbReturn, Gosu::KbEscape,
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Gosu::KbLeftControl, Gosu::KbRightControl,
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Gosu::KbLeftAlt, Gosu::KbRightAlt,
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Gosu::KbA, Gosu::KbB, Gosu::KbC, Gosu::KbD, Gosu::KbE, Gosu::KbF,
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Gosu::KbG, Gosu::KbH, Gosu::KbI, Gosu::KbJ, Gosu::KbK, Gosu::KbL,
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Gosu::KbM, Gosu::KbN, Gosu::KbO, Gosu::KbP, Gosu::KbQ, Gosu::KbR,
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Gosu::KbS, Gosu::KbT, Gosu::KbU, Gosu::KbV, Gosu::KbW, Gosu::KbX,
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Gosu::KbY, Gosu::KbZ, Gosu::Kb1, Gosu::Kb2, Gosu::Kb3, Gosu::Kb4,
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Gosu::Kb5, Gosu::Kb6, Gosu::Kb7, Gosu::Kb8, Gosu::Kb9, Gosu::Kb0,
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Gosu::KbNumpad1, Gosu::KbNumpad2, Gosu::KbNumpad3, Gosu::KbNumpad4,
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Gosu::KbNumpad5, Gosu::KbNumpad6, Gosu::KbNumpad7, Gosu::KbNumpad8,
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Gosu::KbNumpad9, Gosu::KbNumpad0, Gosu::KbSpace, Gosu::KbBackspace,
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Gosu::KbDelete, Gosu::KbLeft, Gosu::KbRight, Gosu::KbHome,
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Gosu::KbEnd, Gosu::KbLeftShift, Gosu::KbRightShift, Gosu::KbTab,
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Gosu::KbBacktick, Gosu::KbMinus, Gosu::KbEqual, Gosu::KbBracketLeft,
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Gosu::KbBracketRight, Gosu::KbBackslash, Gosu::KbApostrophe,
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Gosu::KbComma, Gosu::KbPeriod, Gosu::KbSlash
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]
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@@down = []
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@@prev_down = []
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@@held_timer = {}
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@@held_interval = {}
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end
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+
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# Updates the state of all keys.
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def self.update
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@@held_timer.each do |k, v|
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if v < Game.kb_held_delay; @@held_timer[k] += 1
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else
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@@held_interval[k] = 0
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@@held_timer.delete k
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end
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end
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+
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@@held_interval.each do |k, v|
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if v < Game.kb_held_interval; @@held_interval[k] += 1
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else; @@held_interval[k] = 0; end
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end
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+
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+
@@prev_down = @@down.clone
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+
@@down.clear
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@@keys.each do |k|
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if Game.window.button_down? k
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@@down << k
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@@held_timer[k] = 0 if @@prev_down.index(k).nil?
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+
elsif @@prev_down.index(k)
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+
@@held_timer.delete k
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+
@@held_interval.delete k
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end
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end
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end
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+
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+
# Returns whether the given key is down in the current frame and was not
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+
# down in the frame before.
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+
#
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+
# Parameters:
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+
# [key] Code of the key to be checked. The available codes are <code>
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# Gosu::KbUp, Gosu::KbDown, Gosu::KbReturn, Gosu::KbEscape,
|
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# Gosu::KbLeftControl, Gosu::KbRightControl,
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# Gosu::KbLeftAlt, Gosu::KbRightAlt,
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# Gosu::KbA, Gosu::KbB, Gosu::KbC, Gosu::KbD, Gosu::KbE, Gosu::KbF,
|
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# Gosu::KbG, Gosu::KbH, Gosu::KbI, Gosu::KbJ, Gosu::KbK, Gosu::KbL,
|
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# Gosu::KbM, Gosu::KbN, Gosu::KbO, Gosu::KbP, Gosu::KbQ, Gosu::KbR,
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# Gosu::KbS, Gosu::KbT, Gosu::KbU, Gosu::KbV, Gosu::KbW, Gosu::KbX,
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# Gosu::KbY, Gosu::KbZ, Gosu::Kb1, Gosu::Kb2, Gosu::Kb3, Gosu::Kb4,
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# Gosu::Kb5, Gosu::Kb6, Gosu::Kb7, Gosu::Kb8, Gosu::Kb9, Gosu::Kb0,
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# Gosu::KbNumpad1, Gosu::KbNumpad2, Gosu::KbNumpad3, Gosu::KbNumpad4,
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# Gosu::KbNumpad5, Gosu::KbNumpad6, Gosu::KbNumpad7, Gosu::KbNumpad8,
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# Gosu::KbNumpad9, Gosu::KbNumpad0, Gosu::KbSpace, Gosu::KbBackspace,
|
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# Gosu::KbDelete, Gosu::KbLeft, Gosu::KbRight, Gosu::KbHome,
|
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# Gosu::KbEnd, Gosu::KbLeftShift, Gosu::KbRightShift, Gosu::KbTab,
|
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# Gosu::KbBacktick, Gosu::KbMinus, Gosu::KbEqual, Gosu::KbBracketLeft,
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# Gosu::KbBracketRight, Gosu::KbBackslash, Gosu::KbApostrophe,
|
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# Gosu::KbComma, Gosu::KbPeriod, Gosu::KbSlash</code>.
|
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def self.key_pressed? key
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@@prev_down.index(key).nil? and @@down.index(key)
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+
end
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+
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# Returns whether the given key is down in the current frame.
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+
#
|
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+
# Parameters:
|
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|
+
# [key] Code of the key to be checked. See +key_pressed?+ for details.
|
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+
def self.key_down? key
|
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+
@@down.index(key)
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+
end
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+
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# Returns whether the given key is not down in the current frame but was
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# down in the frame before.
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#
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+
# Parameters:
|
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+
# [key] Code of the key to be checked. See +key_pressed?+ for details.
|
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+
def self.key_released? key
|
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@@prev_down.index(key) and @@down.index(key).nil?
|
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|
+
end
|
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+
|
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+
# Returns whether the given key is being held down. See
|
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|
+
# <code>Game.initialize</code> for details.
|
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+
#
|
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|
+
# Parameters:
|
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|
+
# [key] Code of the key to be checked. See +key_pressed?+ for details.
|
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|
+
def self.key_held? key
|
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+
@@held_interval[key] == Game.kb_held_interval
|
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+
end
|
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+
end
|
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+
|
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|
+
# Exposes methods for controlling mouse events.
|
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|
+
class Mouse
|
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|
+
# This is called by <code>Game.initialize</code>. Don't call it
|
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|
+
# explicitly.
|
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|
+
def self.initialize
|
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|
+
@@down = {}
|
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@@prev_down = {}
|
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+
@@dbl_click = {}
|
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|
+
@@dbl_click_timer = {}
|
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|
+
end
|
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+
|
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|
+
# Updates the mouse position and the state of all buttons.
|
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|
+
def self.update
|
304
|
+
@@prev_down = @@down.clone
|
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|
+
@@down.clear
|
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|
+
@@dbl_click.clear
|
307
|
+
|
308
|
+
@@dbl_click_timer.each do |k, v|
|
309
|
+
if v < Game.double_click_delay; @@dbl_click_timer[k] += 1
|
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|
+
else; @@dbl_click_timer.delete k; end
|
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|
+
end
|
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+
|
313
|
+
k1 = [Gosu::MsLeft, Gosu::MsMiddle, Gosu::MsRight]
|
314
|
+
k2 = [:left, :middle, :right]
|
315
|
+
for i in 0..2
|
316
|
+
if Game.window.button_down? k1[i]
|
317
|
+
@@down[k2[i]] = true
|
318
|
+
@@dbl_click[k2[i]] = true if @@dbl_click_timer[k2[i]]
|
319
|
+
@@dbl_click_timer.delete k2[i]
|
320
|
+
elsif @@prev_down[k2[i]]
|
321
|
+
@@dbl_click_timer[k2[i]] = 0
|
322
|
+
end
|
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|
+
end
|
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+
|
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|
+
@@x = Game.window.mouse_x.round
|
326
|
+
@@y = Game.window.mouse_y.round
|
327
|
+
end
|
328
|
+
|
329
|
+
# Returns the x-coordinate of the mouse cursor in the screen.
|
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|
+
def self.x; @@x; end
|
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|
+
|
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|
+
# Returns the y-coordinate of the mouse cursor in the screen.
|
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|
+
def self.y; @@y; end
|
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|
+
|
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|
+
# Returns whether the given button is down in the current frame and was
|
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|
+
# not down in the frame before.
|
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|
+
#
|
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|
+
# Parameters:
|
339
|
+
# [btn] Button to be checked. Valid values are +:left+, +:middle+ and
|
340
|
+
# +:right+
|
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|
+
def self.button_pressed? btn
|
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|
+
@@down[btn] and not @@prev_down[btn]
|
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|
+
end
|
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|
+
|
345
|
+
# Returns whether the given button is down in the current frame.
|
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|
+
#
|
347
|
+
# Parameters:
|
348
|
+
# [btn] Button to be checked. Valid values are +:left+, +:middle+ and
|
349
|
+
# +:right+
|
350
|
+
def self.button_down? btn
|
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|
+
@@down[btn]
|
352
|
+
end
|
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|
+
|
354
|
+
# Returns whether the given button is not down in the current frame, but
|
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|
+
# was down in the frame before.
|
356
|
+
#
|
357
|
+
# Parameters:
|
358
|
+
# [btn] Button to be checked. Valid values are +:left+, +:middle+ and
|
359
|
+
# +:right+
|
360
|
+
def self.button_released? btn
|
361
|
+
@@prev_down[btn] and not @@down[btn]
|
362
|
+
end
|
363
|
+
|
364
|
+
# Returns whether the given button has just been double clicked.
|
365
|
+
#
|
366
|
+
# Parameters:
|
367
|
+
# [btn] Button to be checked. Valid values are +:left+, +:middle+ and
|
368
|
+
# +:right+
|
369
|
+
def self.double_click? btn
|
370
|
+
@@dbl_click[btn]
|
371
|
+
end
|
372
|
+
|
373
|
+
# Returns whether the mouse cursor is currently inside the given area.
|
374
|
+
#
|
375
|
+
# Parameters:
|
376
|
+
# [x] The x-coordinate of the top left corner of the area.
|
377
|
+
# [y] The y-coordinate of the top left corner of the area.
|
378
|
+
# [w] The width of the area.
|
379
|
+
# [h] The height of the area.
|
380
|
+
def self.over? x, y, w, h
|
381
|
+
@@x >= x and @@x < x + w and @@y >= y and @@y < y + h
|
382
|
+
end
|
383
|
+
end
|
384
|
+
|
385
|
+
# This class is responsible for resource management. It keeps references to
|
386
|
+
# all loaded resources until a call to +clear+ is made. Resources can be
|
387
|
+
# loaded as global, so that their references won't be removed even when
|
388
|
+
# +clear+ is called.
|
389
|
+
#
|
390
|
+
# It also provides an easier syntax for loading resources, assuming a
|
391
|
+
# particular folder structure. All resources must be inside subdirectories
|
392
|
+
# of a 'data' directory, so that you will only need to specify the type of
|
393
|
+
# resource being loaded and the file name (either as string or as symbol).
|
394
|
+
# There are default extensions for each type of resource, so the extension
|
395
|
+
# must be specified only if the file is in a format other than the default.
|
396
|
+
class Res
|
397
|
+
# This is called by <code>Game.initialize</code>. Don't call it
|
398
|
+
# explicitly.
|
399
|
+
def self.initialize
|
400
|
+
@@imgs = Hash.new
|
401
|
+
@@global_imgs = Hash.new
|
402
|
+
@@tilesets = Hash.new
|
403
|
+
@@global_tilesets = Hash.new
|
404
|
+
@@sounds = Hash.new
|
405
|
+
@@global_sounds = Hash.new
|
406
|
+
@@songs = Hash.new
|
407
|
+
@@global_songs = Hash.new
|
408
|
+
@@fonts = Hash.new
|
409
|
+
@@global_fonts = Hash.new
|
410
|
+
@@prefix = File.expand_path(File.dirname($0)) + '/data/'
|
411
411
|
end
|
412
412
|
|
413
413
|
# Get the current prefix for searching data files. This is the directory
|
@@ -422,149 +422,149 @@ module AGL
|
|
422
422
|
@@prefix = value
|
423
423
|
end
|
424
424
|
|
425
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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568
|
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|
569
|
-
|
425
|
+
# Returns a <code>Gosu::Image</code> object.
|
426
|
+
#
|
427
|
+
# Parameters:
|
428
|
+
# [id] A string or symbol representing the path to the image. If the file
|
429
|
+
# is inside 'data/img', only the file name is needed. If it's inside
|
430
|
+
# a subdirectory, the id must be prefixed by each subdirectory name
|
431
|
+
# followed by an underscore. Example: to load
|
432
|
+
# 'data/img/sprite/1.png', provide +:sprite_1+ or "sprite_1".
|
433
|
+
# [global] Set to true if you want to keep the image in memory until the
|
434
|
+
# game execution is finished. If false, the image will be
|
435
|
+
# released when you call +clear+.
|
436
|
+
# [tileable] Whether the image should be loaded in tileable mode, which is
|
437
|
+
# proper for images that will be used as a tile, i.e., that
|
438
|
+
# will be drawn repeated times, side by side, forming a
|
439
|
+
# continuous composition.
|
440
|
+
# [ext] The extension of the file being loaded. Specify only if it is
|
441
|
+
# other than ".png".
|
442
|
+
def self.img id, global = false, tileable = false, ext = ".png"
|
443
|
+
if global; a = @@global_imgs; else; a = @@imgs; end
|
444
|
+
return a[id] if a[id]
|
445
|
+
s = @@prefix + "img/" + id.to_s.split('_').join('/') + ext
|
446
|
+
img = Gosu::Image.new Game.window, s, tileable
|
447
|
+
a[id] = img
|
448
|
+
end
|
449
|
+
|
450
|
+
# Returns an array of <code>Gosu::Image</code> objects, using the image as
|
451
|
+
# a spritesheet. The image with index 0 will be the top left sprite, and
|
452
|
+
# the following indices raise first from left to right and then from top
|
453
|
+
# to bottom.
|
454
|
+
#
|
455
|
+
# Parameters:
|
456
|
+
# [id] A string or symbol representing the path to the image. See +img+
|
457
|
+
# for details.
|
458
|
+
# [sprite_cols] Number of columns in the spritesheet.
|
459
|
+
# [sprite_rows] Number of rows in the spritesheet.
|
460
|
+
# [global] Set to true if you want to keep the image in memory until the
|
461
|
+
# game execution is finished. If false, the image will be
|
462
|
+
# released when you call +clear+.
|
463
|
+
# [ext] The extension of the file being loaded. Specify only if it is
|
464
|
+
# other than ".png".
|
465
|
+
def self.imgs id, sprite_cols, sprite_rows, global = false, ext = ".png"
|
466
|
+
if global; a = @@global_imgs; else; a = @@imgs; end
|
467
|
+
return a[id] if a[id]
|
468
|
+
s = @@prefix + "img/" + id.to_s.split('_').join('/') + ext
|
469
|
+
imgs = Gosu::Image.load_tiles Game.window, s, -sprite_cols, -sprite_rows, false
|
470
|
+
a[id] = imgs
|
471
|
+
end
|
472
|
+
|
473
|
+
# Returns an array of <code>Gosu::Image</code> objects, using the image as
|
474
|
+
# a tileset. Works the same as +imgs+, except you must provide the tile
|
475
|
+
# size instead of the number of columns and rows, and that the images will
|
476
|
+
# be loaded as tileable.
|
477
|
+
#
|
478
|
+
# Parameters:
|
479
|
+
# [id] A string or symbol representing the path to the image. It must be
|
480
|
+
# specified the same way as in +img+, but the base directory is
|
481
|
+
# 'data/tileset'.
|
482
|
+
# [tile_width] Width of each tile, in pixels.
|
483
|
+
# [tile_height] Height of each tile, in pixels.
|
484
|
+
# [global] Set to true if you want to keep the image in memory until the
|
485
|
+
# game execution is finished. If false, the image will be
|
486
|
+
# released when you call +clear+.
|
487
|
+
# [ext] The extension of the file being loaded. Specify only if it is
|
488
|
+
# other than ".png".
|
489
|
+
def self.tileset id, tile_width = 32, tile_height = 32, global = false, ext = ".png"
|
490
|
+
if global; a = @@global_tilesets; else; a = @@tilesets; end
|
491
|
+
return a[id] if a[id]
|
492
|
+
s = @@prefix + "tileset/" + id.to_s.split('_').join('/') + ext
|
493
|
+
tileset = Gosu::Image.load_tiles Game.window, s, tile_width, tile_height, true
|
494
|
+
a[id] = tileset
|
495
|
+
end
|
496
|
+
|
497
|
+
# Returns a <code>Gosu::Sample</code> object. This should be used for
|
498
|
+
# simple and short sound effects.
|
499
|
+
#
|
500
|
+
# Parameters:
|
501
|
+
# [id] A string or symbol representing the path to the sound. It must be
|
502
|
+
# specified the same way as in +img+, but the base directory is
|
503
|
+
# 'data/sound'.
|
504
|
+
# [global] Set to true if you want to keep the sound in memory until the
|
505
|
+
# game execution is finished. If false, the sound will be
|
506
|
+
# released when you call +clear+.
|
507
|
+
# [ext] The extension of the file being loaded. Specify only if it is
|
508
|
+
# other than ".wav".
|
509
|
+
def self.sound id, global = false, ext = ".wav"
|
510
|
+
if global; a = @@global_sounds; else; a = @@sounds; end
|
511
|
+
return a[id] if a[id]
|
512
|
+
s = @@prefix + "sound/" + id.to_s.split('_').join('/') + ext
|
513
|
+
sound = Gosu::Sample.new Game.window, s
|
514
|
+
a[id] = sound
|
515
|
+
end
|
516
|
+
|
517
|
+
# Returns a <code>Gosu::Song</code> object. This should be used for the
|
518
|
+
# background musics of your game.
|
519
|
+
#
|
520
|
+
# Parameters:
|
521
|
+
# [id] A string or symbol representing the path to the song. It must be
|
522
|
+
# specified the same way as in +img+, but the base directory is
|
523
|
+
# 'data/song'.
|
524
|
+
# [global] Set to true if you want to keep the song in memory until the
|
525
|
+
# game execution is finished. If false, the song will be released
|
526
|
+
# when you call +clear+.
|
527
|
+
# [ext] The extension of the file being loaded. Specify only if it is
|
528
|
+
# other than ".ogg".
|
529
|
+
def self.song id, global = false, ext = ".ogg"
|
530
|
+
if global; a = @@global_songs; else; a = @@songs; end
|
531
|
+
return a[id] if a[id]
|
532
|
+
s = @@prefix + "song/" + id.to_s.split('_').join('/') + ext
|
533
|
+
song = Gosu::Song.new Game.window, s
|
534
|
+
a[id] = song
|
535
|
+
end
|
536
|
+
|
537
|
+
# Returns a <code>Gosu::Font</code> object. Fonts are needed to draw text
|
538
|
+
# and used by MiniGL elements like buttons, text fields and TextHelper
|
539
|
+
# objects.
|
540
|
+
#
|
541
|
+
# Parameters:
|
542
|
+
# [id] A string or symbol representing the path to the song. It must be
|
543
|
+
# specified the same way as in +img+, but the base directory is
|
544
|
+
# 'data/font'.
|
545
|
+
# [size] The size of the font, in pixels. This will correspond,
|
546
|
+
# approximately, to the height of the tallest character when drawn.
|
547
|
+
# [global] Set to true if you want to keep the font in memory until the
|
548
|
+
# game execution is finished. If false, the font will be released
|
549
|
+
# when you call +clear+.
|
550
|
+
# [ext] The extension of the file being loaded. Specify only if it is
|
551
|
+
# other than ".ttf".
|
552
|
+
def self.font id, size, global = true, ext = ".ttf"
|
553
|
+
if global; a = @@global_fonts; else; a = @@fonts; end
|
554
|
+
id_size = "#{id}_#{size}"
|
555
|
+
return a[id_size] if a[id_size]
|
556
|
+
s = @@prefix + "font/" + id.to_s.split('_').join('/') + ext
|
557
|
+
font = Gosu::Font.new Game.window, s, size
|
558
|
+
a[id_size] = font
|
559
|
+
end
|
560
|
+
|
561
|
+
# Releases the memory used by all non-global resources.
|
562
|
+
def self.clear
|
563
|
+
@@imgs.clear
|
564
|
+
@@tilesets.clear
|
565
|
+
@@sounds.clear
|
566
|
+
@@songs.clear
|
567
|
+
@@fonts.clear
|
568
|
+
end
|
569
|
+
end
|
570
570
|
end
|