minigl 1.2.6 → 1.2.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +4 -4
- data/README.md +7 -6
- data/lib/minigl/forms.rb +8 -1
- data/lib/minigl/game_object.rb +58 -11
- data/lib/minigl/global.rb +18 -0
- data/lib/minigl/map.rb +6 -0
- data/lib/minigl/movement.rb +8 -0
- data/lib/minigl/text.rb +3 -0
- metadata +2 -2
checksums.yaml
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SHA1:
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metadata.gz:
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metadata.gz: 450b8d40d9d7a949621ae94fac7cdf702742e80a
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data.tar.gz: e70c4b21bcf68daed5a06704dfbbb2cc16234cfe
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metadata.gz: 159a32f1c0ea9688e10d8599984b6d0e65ed4579e49c94b80a02bf77c065d7bceca0127be3a011acf174c6d5cd1067f51996c60e17d9a36ed56dece1e340aa7b
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data.tar.gz: c9bc082ef4e2ce42b531d665ad0be11e65897830fdf4367e6262c2aba790f23bfba857ff4cf01a7d776313a264293b43c9c07851ce6407b73005b1d129d3d3bc
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data/README.md
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@@ -18,11 +18,12 @@ Please note:
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* The test package is not complete! Most of the functionality
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provided by the gem is difficult to test automatically, but you can check out
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this [working game example](https://github.com/victords/aventura-do-saber).
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* The
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construction
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* The RDoc documentation is now available.
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* An auxiliary, tutorial-like documentation is under construction
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[here](https://github.com/victords/minigl/wiki).
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**Version 1.2.
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**Version 1.2.7**
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*
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*
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*
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* Completed and added documentation for the `Effect` class.
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* Slight adjusts in the documentation.
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* Slight adjust in the implementation of `Button`.
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data/lib/minigl/forms.rb
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@@ -4,6 +4,7 @@ module AGL
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# This class represents a button.
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class Button
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# Creates a button.
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#
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# Parameters:
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# [x] The x-coordinate where the button will be drawn in the screen.
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# [y] The y-coordinate where the button will be drawn in the screen.
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@@ -52,7 +53,7 @@ module AGL
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end
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@text_color = text_color
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@center = center
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@action =
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@action = action
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@state = :up
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@img_index = 0
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end
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# Sets the position of the button in the screen.
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#
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# Parameters:
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# [x] The new x-coordinate for the button.
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# [y] The new y-coordinate for the button.
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end
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# Draws the button in the screen.
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#
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# Parameters:
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# [alpha] The opacity with which the button will be drawn. Allowed values
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# vary between 0 (fully transparent) and 255 (fully opaque).
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attr_reader :text
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# Creates a new text field.
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#
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# Parameters:
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# [x] The x-coordinate where the text field will be drawn in the screen.
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# [y] The y-coordinate where the text field will be drawn in the screen.
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end
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# Sets the text of the text field to the specified value.
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#
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# Parameters:
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# [value] The new text to be set. If it's longer than the +max_length+
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# parameter used in the constructor, it will be truncated to
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end
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# Sets the position of the text field in the screen.
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#
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# Parameters:
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# [x] The new x-coordinate for the text field.
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# [y] The new y-coordinate for the text field.
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end
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# Draws the text field in the screen.
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#
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# Parameters:
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# [alpha] The opacity with which the text field will be drawn. Allowed
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# values vary between 0 (fully transparent) and 255 (fully opaque).
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data/lib/minigl/game_object.rb
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attr_accessor :y
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# Creates a new sprite.
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#
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# Parameters:
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# [x] The x-coordinate where the sprite will be
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#
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# [x] The x-coordinate in the screen (or map) where the sprite will be
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# drawn. This can be modified later via the +x+ attribute.
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# [y] The y-coordinate in the screen (or map) where the sprite will be
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# drawn. This can be modified later via the +y+ attribute.
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# [img] The path to a PNG image or spritesheet, following the MiniGL
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# convention: images must be inside a 'data/img' directory, relative
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# to the code file, and you must only provide the file name, without
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# Performs time checking to update the image index according to the
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# sequence of indices and the interval.
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#
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# Parameters:
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# [indices] The sequence of image indices used in the animation. The
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# indices are determined from left to right, and from top to
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end
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# Draws the sprite in the screen
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#
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# Parameters:
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# [map] A Map object, relative to which the sprite will be drawn (the x
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# and y coordinates of the sprite will be changed according to the
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include Movement
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# Creates a new game object.
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#
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# Parameters:
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# [x] The x-coordinate of the object's bounding box.
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#
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# [x] The x-coordinate of the object's bounding box. This can be modified
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# later via the +x+ attribute.
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# [y] The y-coordinate of the object's bounding box. This can be modified
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# later via the +y+ attribute.
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# [w] The width of the object's bounding box.
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# [h] The height of the object's bounding box.
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# [img] The image or spritesheet for the object.
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# Resets the animation timer and immediately changes the image index to
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# the specified value.
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#
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# Parameters:
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# [index] The image index to be set.
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def set_animation index
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end
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# Draws the game object in the screen.
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#
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# Parameters:
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# [map] A Map object, relative to which the object will be drawn (the x
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# and y coordinates of the image will be changed according to the
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end
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end
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#
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# Represents a visual effect, i.e., a graphic - usually animated - that shows
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# up in the screen, lasts for a given time and "disappears". You should
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# explicitly dispose of references to effects whose attribute +dead+ is set
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# to +true+.
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class Effect < Sprite
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-
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# This is +true+ when the effect's lifetime has already passed.
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attr_reader :dead
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+
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# Creates a new Effect.
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#
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# Parameters:
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# [x] The x-coordinate in the screen (or map) where the effect will be
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# drawn. This can be modified later via the +x+ attribute.
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# [y] The y-coordinate in the screen (or map) where the effect will be
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# drawn. This can be modified later via the +y+ attribute.
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# [img] The image or spritesheet to use for this effect (see Sprite for
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# details on spritesheets).
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# [sprite_cols] (see Sprite)
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# [sprite_rows] (see Sprite)
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# [interval] The interval between steps of the animation, in updates.
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# [indices] The indices to use in the animation. See Sprite#animate for
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# details. If +nil+, it will be the sequence from 0 to
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# <code>sprite_cols * sprite_rows - 1</code>.
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# [lifetime] The lifetime of the effect, in updates. After +update+ is
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# called this number of times, the effect will no longer
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# be visible, even when +draw+ is called, and the +dead+ flag
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# will be set to +true+, so you get to know when to dispose
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# of the Effect object. If +nil+, it will be set to
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# <code>@indices.length * interval</code>, i.e., the exact time
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# needed for one animation cycle to complete.
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def initialize x, y, img, sprite_cols = nil, sprite_rows = nil, interval = 10, indices = nil, lifetime = nil
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super x, y, img, sprite_cols, sprite_rows
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@life_time = life_time
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@timer = 0
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if indices
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@indices = indices
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@indices = *(0..(@img.length - 1))
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end
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@interval = interval
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if lifetime
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@lifetime = lifetime
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else
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@lifetime = @indices.length * interval
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end
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end
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# Updates the effect, animating and counting its remaining lifetime.
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def update
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-
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@dead = true
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unless @dead
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animate @indices, @interval
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@timer += 1
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@dead = true if @timer == @lifetime
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end
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end
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+
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def draw map = nil, scale_x = 1, scale_y = 1, alpha = 0xff, color = 0xffffff, angle = nil
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super unless @dead
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end
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end
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end
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data/lib/minigl/global.rb
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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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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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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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# 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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end
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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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# 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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# 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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# 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:
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# [btn] Button to be checked. Valid values are +:left+, +:middle+ and
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# +:right+
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end
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# Returns whether the given button is down in the current frame.
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#
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# Parameters:
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# [btn] Button to be checked. Valid values are +:left+, +:middle+ and
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# +:right+
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# Returns whether the given button is not down in the current frame, but
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# was down in the frame before.
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#
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# Parameters:
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# [btn] Button to be checked. Valid values are +:left+, +:middle+ and
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# +:right+
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end
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# Returns whether the given button has just been double clicked.
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#
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# Parameters:
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# [btn] Button to be checked. Valid values are +:left+, +:middle+ and
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# +:right+
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end
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# Returns whether the mouse cursor is currently inside the given area.
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#
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# Parameters:
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# [x] The x-coordinate of the top left corner of the area.
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# [y] The y-coordinate of the top left corner of the area.
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end
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# Returns a <code>Gosu::Image</code> object.
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#
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# Parameters:
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# [id] A string or symbol representing the path to the image. If the file
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# is inside 'data/img', only the file name is needed. If it's inside
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# a spritesheet. The image with index 0 will be the top left sprite, and
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# the following indices raise first from left to right and then from top
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# to bottom.
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#
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# Parameters:
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# [id] A string or symbol representing the path to the image. See +img+
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# for details.
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# a tileset. Works the same as +imgs+, except you must provide the tile
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# size instead of the number of columns and rows, and that the images will
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# be loaded as tileable.
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#
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# Parameters:
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# [id] A string or symbol representing the path to the image. It must be
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# specified the same way as in +img+, but the base directory is
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# Returns a <code>Gosu::Sample</code> object. This should be used for
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# simple and short sound effects.
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#
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# Parameters:
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# [id] A string or symbol representing the path to the sound. It must be
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# specified the same way as in +img+, but the base directory is
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# Returns a <code>Gosu::Song</code> object. This should be used for the
|
408
424
|
# background musics of your game.
|
425
|
+
#
|
409
426
|
# Parameters:
|
410
427
|
# [id] A string or symbol representing the path to the song. It must be
|
411
428
|
# specified the same way as in +img+, but the base directory is
|
@@ -426,6 +443,7 @@ module AGL
|
|
426
443
|
# Returns a <code>Gosu::Font</code> object. Fonts are needed to draw text
|
427
444
|
# and used by MiniGL elements like buttons, text fields and TextHelper
|
428
445
|
# objects.
|
446
|
+
#
|
429
447
|
# Parameters:
|
430
448
|
# [id] A string or symbol representing the path to the song. It must be
|
431
449
|
# specified the same way as in +img+, but the base directory is
|
data/lib/minigl/map.rb
CHANGED
@@ -16,6 +16,7 @@ module AGL
|
|
16
16
|
attr_reader :cam
|
17
17
|
|
18
18
|
# Creates a new map.
|
19
|
+
#
|
19
20
|
# Parameters:
|
20
21
|
# [t_w] The width of the tiles.
|
21
22
|
# [t_h] The height of the tiles.
|
@@ -44,6 +45,7 @@ module AGL
|
|
44
45
|
|
45
46
|
# Returns the position in the screen corresponding to the given tile
|
46
47
|
# indices.
|
48
|
+
#
|
47
49
|
# Parameters:
|
48
50
|
# [map_x] The index of the tile in the horizontal direction. It must be in
|
49
51
|
# the interval <code>0..t_x_count</code>.
|
@@ -56,6 +58,7 @@ module AGL
|
|
56
58
|
# Returns the tile in the map that corresponds to the given position in
|
57
59
|
# the screen, as a Vector, where x is the horizontal index and y the
|
58
60
|
# vertical index.
|
61
|
+
#
|
59
62
|
# Parameters:
|
60
63
|
# [scr_x] The x-coordinate in the screen.
|
61
64
|
# [scr_y] The y-coordinate in the screen.
|
@@ -64,6 +67,7 @@ module AGL
|
|
64
67
|
end
|
65
68
|
|
66
69
|
# Verifies whether a tile is inside the map.
|
70
|
+
#
|
67
71
|
# Parameters:
|
68
72
|
# [v] A Vector representing the tile, with x as the horizontal index and
|
69
73
|
# y as the vertical index.
|
@@ -73,6 +77,7 @@ module AGL
|
|
73
77
|
|
74
78
|
# Sets the top left corner of the viewport to the given position of the
|
75
79
|
# map. Note that this is not the position in the screen.
|
80
|
+
#
|
76
81
|
# Parameters:
|
77
82
|
# [cam_x] The x-coordinate inside the map, in pixels (not a tile index).
|
78
83
|
# [cam_y] The y-coordinate inside the map, in pixels (not a tile index).
|
@@ -83,6 +88,7 @@ module AGL
|
|
83
88
|
end
|
84
89
|
|
85
90
|
# Moves the viewport by the given amount of pixels.
|
91
|
+
#
|
86
92
|
# Parameters:
|
87
93
|
# [x] The amount of pixels to move horizontally. Negative values will
|
88
94
|
# cause the camera to move to the left.
|
data/lib/minigl/movement.rb
CHANGED
@@ -22,6 +22,7 @@ module AGL
|
|
22
22
|
attr_reader :passable
|
23
23
|
|
24
24
|
# Creates a new block.
|
25
|
+
#
|
25
26
|
# Parameters:
|
26
27
|
# [x] The x-coordinate of the top left corner of the bounding box.
|
27
28
|
# [y] The y-coordinate of the top left corner of the bounding box.
|
@@ -48,6 +49,7 @@ module AGL
|
|
48
49
|
# to the +ramps+ array parameter of the +move+ method.
|
49
50
|
class Ramp
|
50
51
|
# Creates a new ramp.
|
52
|
+
#
|
51
53
|
# Parameters:
|
52
54
|
# [x] The x-coordinate of the top left corner of a rectangle that
|
53
55
|
# completely (and precisely) encloses the ramp (thought of as a right
|
@@ -71,6 +73,7 @@ module AGL
|
|
71
73
|
end
|
72
74
|
|
73
75
|
# Checks if an object is in contact with this ramp (standing over it).
|
76
|
+
#
|
74
77
|
# Parameters:
|
75
78
|
# [obj] The object to check contact with. It must have the +x+, +y+, +w+
|
76
79
|
# and +h+ accessible attributes determining its bounding box.
|
@@ -80,6 +83,7 @@ module AGL
|
|
80
83
|
|
81
84
|
# Checks if an object is intersecting this ramp (inside the corresponding
|
82
85
|
# right triangle and at the floor level or above).
|
86
|
+
#
|
83
87
|
# Parameters:
|
84
88
|
# [obj] The object to check intersection with. It must have the +x+, +y+,
|
85
89
|
# +w+ and +h+ accessible attributes determining its bounding box.
|
@@ -176,6 +180,7 @@ module AGL
|
|
176
180
|
|
177
181
|
# Moves this object, based on the forces being applied to it, and
|
178
182
|
# performing collision checking.
|
183
|
+
#
|
179
184
|
# Parameters:
|
180
185
|
# [forces] A Vector where x is the horizontal component of the resulting
|
181
186
|
# force and y is the vertical component.
|
@@ -285,6 +290,7 @@ module AGL
|
|
285
290
|
|
286
291
|
# Moves this object as an elevator (i.e., potentially carrying other
|
287
292
|
# objects) towards a given point.
|
293
|
+
#
|
288
294
|
# Parameters:
|
289
295
|
# [aim] A Vector specifying where the object will move to.
|
290
296
|
# [speed] The constant speed at which the object will move. This must be
|
@@ -328,6 +334,7 @@ module AGL
|
|
328
334
|
|
329
335
|
# Moves this object, without performing any collision checking, towards
|
330
336
|
# the specified point.
|
337
|
+
#
|
331
338
|
# Parameters:
|
332
339
|
# [aim] A Vector specifying where the object will move to.
|
333
340
|
# [speed] The constant speed at which the object will move. This must be
|
@@ -357,6 +364,7 @@ module AGL
|
|
357
364
|
# method must be called repeatedly, and it returns the value that must be
|
358
365
|
# provided to +cur_point+ after the first call). If obstacles are
|
359
366
|
# provided, it will behave as an elevator (as in +move_carrying+).
|
367
|
+
#
|
360
368
|
# Parameters:
|
361
369
|
# [points] An array of Vectors representing the path that the object will
|
362
370
|
# perform.
|
data/lib/minigl/text.rb
CHANGED
@@ -3,6 +3,7 @@ module AGL
|
|
3
3
|
# text, with control over the text alignment and coloring.
|
4
4
|
class TextHelper
|
5
5
|
# Creates a TextHelper.
|
6
|
+
#
|
6
7
|
# Parameters:
|
7
8
|
# [font] A <code>Gosu::Font</code> that will be used to draw the text.
|
8
9
|
# [line_spacing] When drawing multiple lines, the distance, in pixels,
|
@@ -13,6 +14,7 @@ module AGL
|
|
13
14
|
end
|
14
15
|
|
15
16
|
# Draws a single line of text.
|
17
|
+
#
|
16
18
|
# Parameters:
|
17
19
|
# [text] The text to be drawn. No line breaks are allowed.
|
18
20
|
# [x] The horizontal reference for drawing the text. If +mode+ is +:left+,
|
@@ -41,6 +43,7 @@ module AGL
|
|
41
43
|
|
42
44
|
# Draws text, breaking lines when needed and when explicitly caused by the
|
43
45
|
# "\n" character.
|
46
|
+
#
|
44
47
|
# Parameters:
|
45
48
|
# [text] The text to be drawn. Line breaks are allowed.
|
46
49
|
# [x] The horizontal reference for drawing the text. Works like in
|
metadata
CHANGED
@@ -1,14 +1,14 @@
|
|
1
1
|
--- !ruby/object:Gem::Specification
|
2
2
|
name: minigl
|
3
3
|
version: !ruby/object:Gem::Version
|
4
|
-
version: 1.2.
|
4
|
+
version: 1.2.7
|
5
5
|
platform: ruby
|
6
6
|
authors:
|
7
7
|
- Victor David Santos
|
8
8
|
autorequire:
|
9
9
|
bindir: bin
|
10
10
|
cert_chain: []
|
11
|
-
date: 2014-
|
11
|
+
date: 2014-08-11 00:00:00.000000000 Z
|
12
12
|
dependencies:
|
13
13
|
- !ruby/object:Gem::Dependency
|
14
14
|
name: gosu
|