minigl 2.3.5 → 2.3.6
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- checksums.yaml +4 -4
- data/README.md +2 -2
- data/lib/minigl/movement.rb +33 -29
- data/test/mov_game.rb +10 -4
- metadata +26 -26
checksums.yaml
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@@ -1,7 +1,7 @@
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---
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SHA256:
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metadata.gz:
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data.tar.gz:
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metadata.gz: db8b9de89a3372e81cfdef102808b9bbaec3fbd88a930c95cd5af2f946cb744d
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data.tar.gz: d4fd66ee8e177e80fcbbe14808e4a8518a526fc6cec47d41adfc032da881750c
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SHA512:
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metadata.gz:
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data.tar.gz:
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metadata.gz: c966227f4b6a7d020c5e07c601fc18d8ea6603f07f6d661bc92127ae1335b02118e71ed997c2f25fd1c9089ae0e4730d61d0395a82ef0c2e495025b25fd019c3
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data.tar.gz: e603e887d2c595c61e16bdeee8fd1b928414cf895caa7f98dd69b2aed0cf7bf2eb2dd0d115a460b07797d19ce3dccfeafc825151935012c62bc94671fdd90f2d
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data/README.md
CHANGED
@@ -29,9 +29,9 @@ After installing the Gosu dependencies, you can just `gem install minigl`.
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* The [wiki](https://github.com/victords/minigl/wiki) is a work in progress with tutorials and examples.
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* Test package and examples aren't complete!
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-
## Version 2.3.
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## Version 2.3.6
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*
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* Added inverted ramps (for sloped ceilings, still has some issues).
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## Contributing
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data/lib/minigl/movement.rb
CHANGED
@@ -66,6 +66,10 @@ module MiniGL
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# from left to right when +false+).
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attr_reader :left
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# Whether the ramp is vertically inverted, i.e., the face that is parallel
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# to the x-axis faces up and the sloped face faces down.
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attr_reader :inverted
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attr_reader :ratio # :nodoc:
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attr_reader :factor # :nodoc:
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@@ -85,12 +89,16 @@ module MiniGL
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# highest).
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# [left] Whether the height of the ramp increases from left to right. Use
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# +false+ for a ramp that goes down from left to right.
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-
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# [inverted] Whether the ramp is vertically inverted, i.e., the face that
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# is parallel to the x-axis faces up and the sloped face faces
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# down.
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+
def initialize(x, y, w, h, left, inverted = false)
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@x = x
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@y = y
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@w = w
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@h = h
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@left = left
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+
@inverted = inverted
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@ratio = @h.to_f / @w
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@factor = @w / Math.sqrt(@w**2 + @h**2)
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end
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@@ -101,6 +109,7 @@ module MiniGL
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# [obj] The object to check contact with. It must have the +x+, +y+, +w+
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# and +h+ accessible attributes determining its bounding box.
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def contact?(obj)
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return false if @inverted
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obj.x + obj.w > @x && obj.x < @x + @w && obj.x.round(6) == get_x(obj).round(6) && obj.y.round(6) == get_y(obj).round(6)
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end
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@@ -111,44 +120,44 @@ module MiniGL
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# [obj] The object to check intersection with. It must have the +x+, +y+,
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# +w+ and +h+ accessible attributes determining its bounding box.
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def intersect?(obj)
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-
obj.x + obj.w > @x && obj.x < @x + @w &&
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obj.x + obj.w > @x && obj.x < @x + @w &&
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(@inverted ? obj.y < get_y(obj) && obj.y + obj.h > @y : obj.y > get_y(obj) && obj.y < @y + @h)
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end
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# :nodoc:
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def check_can_collide(m)
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-
y = get_y(m) + m.h
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y = get_y(m) + (@inverted ? 0 : m.h)
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@can_collide = m.x + m.w > @x && @x + @w > m.x && m.y < y && m.y + m.h > y
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end
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def check_intersection(obj)
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-
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obj.y = get_y obj
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-
if counter && obj.bottom != self
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-
obj.speed.x *= @factor
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-
end
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obj.speed.y = 0
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return unless @can_collide && intersect?(obj)
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+
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counter = @left && obj.prev_speed.x > 0 || !@left && obj.prev_speed.x < 0
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if counter && (@inverted ? obj.prev_speed.y < 0 : obj.prev_speed.y > 0)
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dx = get_x(obj) - obj.x
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s = (obj.prev_speed.y.to_f / obj.prev_speed.x).abs
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dx /= s + @ratio
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obj.x += dx
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end
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if counter && obj.bottom != self
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obj.speed.x *= @factor
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end
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obj.speed.y = 0
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obj.y = get_y(obj)
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end
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def get_x(obj)
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-
return obj.x if @left && obj.x + obj.w > @x + @w
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-
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-
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@x + (1.0 * (obj.y + obj.h - @y) * @w / @h)
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return obj.x if @left && obj.x + obj.w > @x + @w || !@left && obj.x < @x
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offset = (@inverted ? obj.y - @y : @y + @h - obj.y - obj.h).to_f * @w / @h
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@left ? @x + offset - obj.w : @x + @w - offset
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end
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def get_y(obj)
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-
return @y -
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-
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@y + (1.0 * (obj.x - @x) * @h / @w) - obj.h
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return @y + (@inverted ? @h : -obj.h) if @left && obj.x + obj.w > @x + @w || !@left && obj.x < @x
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offset = (@left ? @x + @w - obj.x - obj.w : obj.x - @x).to_f * @h / @w
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@inverted ? @y + @h - offset : @y + offset - obj.h
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end
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end
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@@ -340,11 +349,6 @@ module MiniGL
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@x += @speed.x
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@y += @speed.y
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-
# Keeping contact with ramp
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# if @speed.y == 0 and @speed.x.abs <= G.ramp_contact_threshold and @bottom.is_a? Ramp
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# @y = @bottom.get_y(self)
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# puts 'aqui'
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# end
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ramps.each do |r|
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r.check_intersection self
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end
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data/test/mov_game.rb
CHANGED
@@ -13,7 +13,7 @@ class MyGame < GameWindow
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Block.new(0, 600, 800, 1, false),
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Block.new(-1, 0, 1, 600, false),
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Block.new(800, 0, 1, 600, false),
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Block.new(300, 430,
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Block.new(300, 430, 250, 50),
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# Block.new(375, 550, 50, 50, true),
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# Block.new(150, 200, 20, 300, false),
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# Block.new(220, 300, 100, 20, true),
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@@ -26,6 +26,12 @@ class MyGame < GameWindow
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Ramp.new(500, 500, 150, 100, true),
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Ramp.new(650, 300, 150, 200, true),
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Ramp.new(650, 500, 150, 100, true),
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Ramp.new(0, 100, 100, 100, false, true),
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Ramp.new(100, 0, 150, 100, false, true),
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Ramp.new(700, 100, 100, 100, true, true),
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Ramp.new(550, 0, 150, 100, true, true),
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# Ramp.new(250, 250, 75, 75, false, true),
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Ramp.new(525, 250, 75, 200, true, true),
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]
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# @cycle = [Vector.new(100, 530), Vector.new(650, 500)]
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@@ -67,9 +73,9 @@ class MyGame < GameWindow
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o.x, o.y + o.h, 0xffffffff, 0
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end
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@ramps.each do |r|
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draw_triangle r.left ? r.x + r.w : r.x, r.y, 0xffffffff,
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r.x + r.w, r.y + r.h, 0xffffffff,
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r.x, r.y + r.h, 0xffffffff, 0
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draw_triangle r.left ? r.x + r.w : r.x, r.inverted ? r.y + r.h : r.y, 0xffffffff,
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r.x + r.w, r.inverted ? r.y : r.y + r.h, 0xffffffff,
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r.x, r.inverted ? r.y : r.y + r.h, 0xffffffff, 0
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end
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end
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end
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metadata
CHANGED
@@ -1,14 +1,14 @@
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1
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--- !ruby/object:Gem::Specification
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name: minigl
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version: !ruby/object:Gem::Version
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version: 2.3.
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version: 2.3.6
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platform: ruby
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authors:
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- Victor David Santos
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autorequire:
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bindir: bin
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cert_chain: []
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date: 2021-02
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date: 2021-10-02 00:00:00.000000000 Z
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dependencies:
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- !ruby/object:Gem::Dependency
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name: gosu
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@@ -99,42 +99,42 @@ required_rubygems_version: !ruby/object:Gem::Requirement
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- !ruby/object:Gem::Version
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version: '0'
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requirements: []
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rubygems_version: 3.
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rubygems_version: 3.2.15
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signing_key:
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specification_version: 4
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summary: MiniGL
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test_files:
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- test/
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- test/
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- test/game.rb
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- test/game_object_tests.rb
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- test/iso_game.rb
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- test/map_tests.rb
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- test/mov_game.rb
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- test/movement_tests.rb
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- test/
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- test/
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- test/game_object_tests.rb
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- test/game.rb
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- test/res_tests.rb
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- test/vector_tests.rb
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- test/test.png
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-
- test/data/tileset/tileset1.png
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- test/data/font/font1.ttf
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- test/data/
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- test/data/img/
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- test/data/img/square.svg
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- test/data/img/tile2.svg
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- test/data/img/barbg.png
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- test/data/img/barbg.svg
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- test/data/img/barfg.png
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- test/data/img/
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- test/data/img/
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- test/data/img/
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- test/data/img/text.png
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- test/data/img/square2.svg
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- test/data/img/barfg.svg
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- test/data/img/btn.png
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- test/data/img/check.png
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- test/data/img/image.png
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- test/data/img/img1.png
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- test/data/img/square2.png
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- test/data/img/barbg.svg
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- test/data/img/barfg.svg
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- test/data/img/tile1b.png
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- test/data/img/barbg.png
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- test/data/img/square.png
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- test/data/img/
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- test/data/img/square.svg
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- test/data/img/square2.png
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- test/data/img/square2.svg
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- test/data/img/square3.png
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- test/data/img/
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- test/data/img/square3.svg
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- test/data/img/text.png
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- test/data/img/tile1.png
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- test/data/img/tile1.svg
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- test/data/img/tile1b.png
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- test/data/img/tile2.png
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- test/data/img/tile2.svg
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- test/data/img/tile2b.png
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- test/data/sound/1.wav
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- test/data/tileset/tileset1.png
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- test/data/img/sub/image.png
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