ray 0.0.0.pre2 → 0.0.1
Sign up to get free protection for your applications and to get access to all the features.
- data/.gitignore +1 -0
- data/.rspec +3 -0
- data/README.md +62 -0
- data/Rakefile +33 -23
- data/VERSION +1 -1
- data/ext/audio.c +473 -0
- data/ext/color.c +4 -4
- data/ext/event.c +25 -3
- data/ext/extconf.rb +35 -22
- data/ext/font.c +287 -0
- data/ext/image.c +682 -33
- data/ext/joystick.c +9 -9
- data/ext/ray.c +166 -55
- data/ext/ray.h +120 -9
- data/ext/ray_osx.m +161 -0
- data/ext/rect.c +31 -4
- data/lib/ray/audio.rb +52 -0
- data/lib/ray/color.rb +16 -0
- data/lib/ray/dsl.rb +1 -3
- data/lib/ray/dsl/event.rb +1 -39
- data/lib/ray/dsl/event_listener.rb +38 -0
- data/lib/ray/dsl/event_runner.rb +3 -1
- data/lib/ray/dsl/event_translator.rb +74 -8
- data/lib/ray/dsl/handler.rb +3 -33
- data/lib/ray/dsl/matcher.rb +129 -23
- data/lib/ray/font.rb +108 -0
- data/lib/ray/font_set.rb +37 -0
- data/lib/ray/game.rb +171 -34
- data/lib/ray/helper.rb +43 -5
- data/lib/ray/image.rb +90 -3
- data/lib/ray/image_set.rb +35 -0
- data/lib/ray/joystick.rb +30 -0
- data/lib/ray/music_set.rb +35 -0
- data/lib/ray/ray.rb +17 -9
- data/lib/ray/rect.rb +51 -0
- data/lib/ray/resource_set.rb +92 -0
- data/lib/ray/scene.rb +220 -51
- data/lib/ray/sound_set.rb +35 -0
- data/lib/ray/sprite.rb +184 -0
- data/psp/ext.c +4 -0
- data/samples/hello_world/hello.rb +35 -0
- data/samples/hello_world/hello_dsl.rb +24 -0
- data/samples/pong/pong.rb +128 -0
- data/samples/sokoban/level_1 +7 -0
- data/samples/sokoban/sokoban.rb +370 -0
- data/spec/ray/audio_spec.rb +146 -0
- data/spec/ray/color_spec.rb +13 -0
- data/spec/ray/event_spec.rb +57 -168
- data/spec/ray/font_spec.rb +93 -0
- data/spec/ray/image_set_spec.rb +48 -0
- data/spec/ray/image_spec.rb +130 -44
- data/spec/ray/joystick_spec.rb +13 -9
- data/spec/ray/matcher_spec.rb +32 -55
- data/spec/ray/ray_spec.rb +33 -31
- data/spec/ray/rect_spec.rb +80 -0
- data/spec/ray/resource_set_spec.rb +105 -0
- data/spec/ray/sprite_spec.rb +163 -0
- data/spec/res/VeraMono.ttf +0 -0
- data/spec/res/aqua2.bmp +0 -0
- data/spec/res/pop.wav +0 -0
- data/spec/spec.opts +4 -0
- data/spec/spec_helper.rb +8 -0
- data/yard_ext.rb +91 -0
- metadata +104 -38
- data/bin/ray +0 -5
- data/bin/ray_irb +0 -4
- data/ext/SDLMain.h +0 -17
- data/ext/SDLMain.m +0 -381
- data/lib/ray/config.rb +0 -84
- data/lib/ray/dsl/converter.rb +0 -65
- data/lib/ray/dsl/listener.rb +0 -30
- data/lib/ray/dsl/type.rb +0 -58
- data/spec/ray/config_spec.rb +0 -90
- data/spec/ray/conversion_spec.rb +0 -43
- data/spec/ray/type_spec.rb +0 -17
- data/spec_runner.rb +0 -27
data/lib/ray/scene.rb
CHANGED
@@ -1,102 +1,271 @@
|
|
1
1
|
module Ray
|
2
|
+
# Scenes contain the main logic of a game.
|
3
|
+
#
|
4
|
+
# You can define a new scene using a block, which will be called every time
|
5
|
+
# your scene is about to be used. However, you may also want to subclass
|
6
|
+
# Ray::Scene. When doing this, you'll probably want to override the register
|
7
|
+
# method:
|
8
|
+
# def register
|
9
|
+
# on :some_event do some_stuff end
|
10
|
+
# end
|
11
|
+
#
|
12
|
+
# Another method is called before register: setup. Putting code in register or
|
13
|
+
# in setup doesn't matter, but setting the scene up inside register method
|
14
|
+
# seems (and, indeed, is) inappropriate. You can override it:
|
15
|
+
# def setup
|
16
|
+
# @sprite = sprite("image.png")
|
17
|
+
# end
|
18
|
+
#
|
19
|
+
# You can indicate how your scene should be rendered there:
|
20
|
+
# render do |win|
|
21
|
+
# # Do drawing here
|
22
|
+
# end
|
23
|
+
#
|
24
|
+
# Or you can override render:
|
25
|
+
# def render(win)
|
26
|
+
# # Do drawing here
|
27
|
+
# end
|
28
|
+
#
|
29
|
+
# Notice win is not filled with an empty color when render is called, i.e.
|
30
|
+
# it still contains the frame which appears to the user.
|
31
|
+
#
|
32
|
+
# Also, scenes are rendered lazily: only once when the scene is created,
|
33
|
+
# and then every time need_render! is called.
|
34
|
+
#
|
35
|
+
# Once your scene is loaded, you'll probably want to clean it up (set some
|
36
|
+
# instance variables to nil so they can be garbaged collected for instance).
|
37
|
+
# You can do that by passing a block to clean_up:
|
38
|
+
# clean_up do
|
39
|
+
# @some_big_resource = nil
|
40
|
+
# end
|
41
|
+
#
|
42
|
+
# Or by overriding it:
|
43
|
+
# def clean_up
|
44
|
+
# @some_big_resource = nil
|
45
|
+
# end
|
46
|
+
#
|
47
|
+
# == Managing the stack of scenes
|
48
|
+
# exit is called when you want to stop running the scene, but not to remove
|
49
|
+
# the last scene from the stack. It is useful if you want to push a new
|
50
|
+
# scene. Hence Ray::Scene#push_scene will call exit.
|
51
|
+
#
|
52
|
+
# exit! (or pop_scene), on the other hand, is used to go back to the previous
|
53
|
+
# scene in the hierarchy
|
54
|
+
#
|
55
|
+
# == Sending informations to a scene
|
56
|
+
# Scenes may need some arguments to work. You can pass those in push_scene:
|
57
|
+
# push_scene(:polygon, 6, Ray::Color.red)
|
58
|
+
# Then you can use them with scene_arguments:
|
59
|
+
# scene :polygon do
|
60
|
+
# sides, color = scene_arguments
|
61
|
+
# # ...
|
62
|
+
# end
|
63
|
+
#
|
64
|
+
# They are also passed to #setup:
|
65
|
+
# def setup(sides, color)
|
66
|
+
# # ...
|
67
|
+
# end
|
68
|
+
#
|
69
|
+
# == Limiting the loop rate
|
70
|
+
# You can prevent a scene from always running by using #loops_per_second=:
|
71
|
+
# self.loops_per_second = 30 # will sleep some time after each loop
|
72
|
+
#
|
73
|
+
# @see Ray::DSL::EventTranslator
|
2
74
|
class Scene
|
3
75
|
include Ray::Helper
|
4
76
|
|
5
77
|
class << self
|
6
|
-
#
|
7
|
-
|
8
|
-
|
9
|
-
|
10
|
-
# @example
|
11
|
-
# Klass = Scene.create(:foo) do ... end
|
12
|
-
# Klass.bind(game)
|
13
|
-
# game.push_scene(:foo)
|
14
|
-
def create(scene_name, &block)
|
15
|
-
klass = Class.new(self)
|
16
|
-
klass.instance_variable_set("@block", block)
|
17
|
-
|
18
|
-
(class << klass; self; end).class_eval do
|
19
|
-
define_method(:bind) do |game|
|
20
|
-
game.scene(scene_name, self, &@block)
|
21
|
-
end
|
22
|
-
|
23
|
-
define_method(:inspect) { "Scene:#{scene_name}" }
|
24
|
-
define_method(:block) { @block }
|
25
|
-
end
|
26
|
-
|
27
|
-
klass.class_eval do
|
28
|
-
define_method(:initialize) do
|
29
|
-
super(&self.class.block)
|
30
|
-
end
|
31
|
-
end
|
78
|
+
# Registers a scene to a game object, used for subclasses.
|
79
|
+
def bind(game)
|
80
|
+
game.scene(scene_name, self)
|
81
|
+
end
|
32
82
|
|
33
|
-
|
83
|
+
# @overload scene_name
|
84
|
+
# @return [Symbol] the name of the scene
|
85
|
+
# @overload scene_name(value)
|
86
|
+
# Sets the name of the scene
|
87
|
+
def scene_name(val = nil)
|
88
|
+
@scene_name = val || @scene_name
|
34
89
|
end
|
35
90
|
end
|
36
91
|
|
37
|
-
|
38
|
-
|
92
|
+
scene_name :scene
|
93
|
+
|
94
|
+
# Creates a new scene. block will be instance evaluated when
|
95
|
+
# this scene becomes the current one.
|
39
96
|
def initialize(&block)
|
40
|
-
@
|
41
|
-
@block = block
|
97
|
+
@scene_register_block = block
|
42
98
|
end
|
43
99
|
|
44
100
|
def register_events
|
45
|
-
|
101
|
+
@scene_held_keys = []
|
102
|
+
|
103
|
+
on :key_press do |key, mod|
|
104
|
+
@scene_held_keys << key
|
105
|
+
end
|
106
|
+
|
107
|
+
on :key_release do |key, mod|
|
108
|
+
@scene_held_keys.reject! { |i| i == key }
|
109
|
+
end
|
110
|
+
|
111
|
+
if @scene_register_block
|
112
|
+
instance_eval(&@scene_register_block)
|
113
|
+
else
|
114
|
+
register
|
115
|
+
end
|
116
|
+
|
117
|
+
@scene_exit = false
|
118
|
+
end
|
119
|
+
|
120
|
+
# Override this method in subclasses to setup the initial state
|
121
|
+
# of your scene.
|
122
|
+
def setup(*args)
|
123
|
+
end
|
124
|
+
|
125
|
+
# Override this method in subclasses to register your own events
|
126
|
+
def register
|
127
|
+
end
|
128
|
+
|
129
|
+
# @param [Symbol, Integer] val A symbol to find the key (its name)
|
130
|
+
# or an integer (Ray::Event::KEY_*)
|
131
|
+
#
|
132
|
+
# @return [true, false] True if the user is holding key.
|
133
|
+
def holding?(val)
|
134
|
+
if val.is_a? Symbol
|
135
|
+
val = key(val)
|
136
|
+
@scene_held_keys.any? { |o| val === o }
|
137
|
+
elsif val.is_a? DSL::Matcher
|
138
|
+
@scene_held_keys.any? { |o| val === o }
|
139
|
+
else
|
140
|
+
@scene_held_keys.include? val
|
141
|
+
end
|
46
142
|
end
|
47
143
|
|
48
144
|
# Runs until you exit the scene.
|
49
145
|
# This will also raise events if the mouse moves, ... allowing you
|
50
146
|
# to directly listen to a such event.
|
51
147
|
def run
|
52
|
-
until @
|
53
|
-
|
54
|
-
raise_event(*ev) if ev
|
148
|
+
until @scene_exit
|
149
|
+
loop_start = Time.now
|
55
150
|
|
56
|
-
|
151
|
+
DSL::EventTranslator.translate_event(Ray::Event.new).each do |args|
|
152
|
+
raise_event(*args)
|
153
|
+
end
|
154
|
+
|
155
|
+
@scene_always_block.call if @scene_always_block
|
57
156
|
|
58
157
|
listener_runner.run
|
59
158
|
|
60
|
-
if @
|
61
|
-
@
|
159
|
+
if @scene_need_render
|
160
|
+
@scene_need_render = false
|
161
|
+
|
162
|
+
render(@scene_window)
|
163
|
+
@scene_window.flip
|
164
|
+
end
|
165
|
+
|
166
|
+
if @scene_loops_per_second
|
167
|
+
ellapsed_time = Time.now - loop_start
|
168
|
+
time_per_loop = 1.0 / @scene_loops_per_second
|
62
169
|
|
63
|
-
|
64
|
-
@window.flip
|
170
|
+
sleep(time_per_loop - ellapsed_time) if ellapsed_time < time_per_loop
|
65
171
|
end
|
66
172
|
end
|
173
|
+
|
174
|
+
clean_up
|
67
175
|
end
|
68
176
|
|
69
|
-
# Exits the scene, but does not
|
70
|
-
#
|
177
|
+
# Exits the scene, but does not pop the scene.
|
178
|
+
#
|
179
|
+
# You may want to call this if you pushed a new scene, to switch to
|
180
|
+
# the new scene.
|
71
181
|
def exit
|
72
|
-
@
|
182
|
+
@scene_exit = true
|
73
183
|
end
|
74
184
|
|
75
|
-
# Exits the scene and pops it
|
185
|
+
# Exits the scene and pops it (may not work as expected if the current
|
186
|
+
# scene is not the last one)
|
76
187
|
def exit!
|
77
188
|
exit
|
78
189
|
game.pop_scene
|
79
190
|
end
|
80
191
|
|
81
|
-
#
|
192
|
+
# Registers a block to be excuted as often as possible.
|
82
193
|
def always(&block)
|
83
|
-
@
|
194
|
+
@scene_always_block = block
|
84
195
|
end
|
85
196
|
|
86
197
|
# Marks the scene should be redrawn.
|
87
198
|
def need_render!
|
88
|
-
@
|
199
|
+
@scene_need_render = true
|
89
200
|
end
|
90
201
|
|
91
202
|
# Registers the block to draw the scene.
|
92
203
|
#
|
204
|
+
# Does nothing if no block is given, this method being called if you
|
205
|
+
# didn't register any render block. You can thus override it in subclasses
|
206
|
+
# instead of providing a block to it.
|
207
|
+
#
|
93
208
|
# @yield [window] Block to render this scene.
|
94
209
|
# @yieldparam [Ray::Image] window The window you should draw on
|
95
|
-
def render(&block)
|
96
|
-
|
210
|
+
def render(win = nil, &block)
|
211
|
+
if block_given?
|
212
|
+
@scene_render_block = block
|
213
|
+
else
|
214
|
+
@scene_render_block.call(win) if @scene_render_block
|
215
|
+
end
|
216
|
+
end
|
217
|
+
|
218
|
+
# Pushes a scene in the stack, and exits that one
|
219
|
+
def push_scene(scene, *args)
|
220
|
+
game.push_scene(scene, *args)
|
221
|
+
exit
|
222
|
+
end
|
223
|
+
|
224
|
+
# @see Ray::Game#resize_window
|
225
|
+
def resize_window(w, h)
|
226
|
+
game.resize_window(w, h)
|
227
|
+
end
|
228
|
+
|
229
|
+
# Cleans the scene or registers a block to clean it.
|
230
|
+
def clean_up(&block)
|
231
|
+
if block_given?
|
232
|
+
@scene_clean_block = block
|
233
|
+
else
|
234
|
+
@scene_clean_block.call if @scene_clean_block
|
235
|
+
end
|
236
|
+
end
|
237
|
+
|
238
|
+
def inspect
|
239
|
+
"#<#{self.class} game=#{self.game.inspect}>"
|
240
|
+
end
|
241
|
+
|
242
|
+
alias :pop_scene :exit!
|
243
|
+
|
244
|
+
def game
|
245
|
+
@scene_game
|
246
|
+
end
|
247
|
+
|
248
|
+
def game=(val)
|
249
|
+
@scene_game = val
|
250
|
+
end
|
251
|
+
|
252
|
+
def window
|
253
|
+
@scene_window
|
254
|
+
end
|
255
|
+
|
256
|
+
def window=(val)
|
257
|
+
@scene_window = val
|
258
|
+
end
|
259
|
+
|
260
|
+
def loops_per_second
|
261
|
+
@scene_loops_per_second
|
262
|
+
end
|
263
|
+
|
264
|
+
def loops_per_second=(val)
|
265
|
+
@scene_loops_per_second = val
|
97
266
|
end
|
98
267
|
|
99
|
-
|
100
|
-
attr_accessor :
|
268
|
+
# The arguments passed to the scene with push_scene
|
269
|
+
attr_accessor :scene_arguments
|
101
270
|
end
|
102
271
|
end
|
@@ -0,0 +1,35 @@
|
|
1
|
+
module Ray
|
2
|
+
module SoundSet
|
3
|
+
extend Ray::ResourceSet
|
4
|
+
|
5
|
+
class << self
|
6
|
+
def missing_pattern(string)
|
7
|
+
Ray::Sound[string]
|
8
|
+
end
|
9
|
+
|
10
|
+
def select!(&block)
|
11
|
+
super(&block)
|
12
|
+
Ray::Sound.select!(&block)
|
13
|
+
end
|
14
|
+
end
|
15
|
+
end
|
16
|
+
|
17
|
+
# Creates a new sound set.
|
18
|
+
#
|
19
|
+
# @param [Regexp] regex Regular expression used to match file
|
20
|
+
# @yield [*args] Block returning the sound
|
21
|
+
#
|
22
|
+
# @yieldparam args Regex captures
|
23
|
+
def self.sound_set(regex, &block)
|
24
|
+
Ray::SoundSet.add_set(regex, &block)
|
25
|
+
end
|
26
|
+
end
|
27
|
+
|
28
|
+
begin
|
29
|
+
require 'open-uri'
|
30
|
+
|
31
|
+
Ray.sound_set(/^(http|ftp):\/\/(\S+)$/) do |protocol, address|
|
32
|
+
open("#{protocol}://#{address}") { |io| Ray::Sound.new(io) }
|
33
|
+
end
|
34
|
+
rescue LoadError
|
35
|
+
end
|
data/lib/ray/sprite.rb
ADDED
@@ -0,0 +1,184 @@
|
|
1
|
+
module Ray
|
2
|
+
class Sprite
|
3
|
+
# Creates a sprite.
|
4
|
+
#
|
5
|
+
# @param [String, Ray::Image] The image this object will wrap;
|
6
|
+
# @option opts [Ray::Rect, Array<Integer>] :at Position of the sprite
|
7
|
+
# (defaults to 0,0)
|
8
|
+
# @option opts [Ray::Rect, Array<Integer>] :rect Rect of the image which will
|
9
|
+
# be drawn (defaults to the
|
10
|
+
# whole image)
|
11
|
+
# @option opts [Float] :angle The angle which will be used to draw the image
|
12
|
+
# in degrees. Defaults to 0.
|
13
|
+
# @option opts [Float] :zoom The zoom level which will be used to draw the image.
|
14
|
+
# Defaults to 1.
|
15
|
+
def initialize(image, opts = {})
|
16
|
+
opts = {
|
17
|
+
:rect => Ray::Rect.new(0, 0, 0, 0),
|
18
|
+
:at => [0, 0],
|
19
|
+
:angle => 0.0,
|
20
|
+
:zoom => 1
|
21
|
+
}.merge(opts)
|
22
|
+
|
23
|
+
@from_rect = opts[:rect].to_rect
|
24
|
+
|
25
|
+
rect = opts[:at].to_rect
|
26
|
+
@x, @y = rect.x, rect.y
|
27
|
+
|
28
|
+
self.angle = opts[:angle]
|
29
|
+
self.zoom = opts[:zoom]
|
30
|
+
|
31
|
+
@image = image.to_image
|
32
|
+
end
|
33
|
+
|
34
|
+
# Sets the size of the sprite sheet. For instance,
|
35
|
+
# sprite.sheet_size = [3, 4]
|
36
|
+
# would mean there are 4 rows and 3 columns in the sprite (and each cell
|
37
|
+
# has the same size).
|
38
|
+
def sheet_size=(ary)
|
39
|
+
w, h = ary
|
40
|
+
|
41
|
+
@uses_sprite_sheet = true
|
42
|
+
|
43
|
+
@sprite_sheet_w = w
|
44
|
+
@sprite_sheet_h = h
|
45
|
+
|
46
|
+
self.sheet_pos = [0, 0]
|
47
|
+
end
|
48
|
+
|
49
|
+
# Sets which cell of the sprite sheet should be displayed.
|
50
|
+
# sprite.sheet_pos = [0, 1] # Uses the first cell of the second line.
|
51
|
+
def sheet_pos=(ary)
|
52
|
+
x, y = ary
|
53
|
+
|
54
|
+
self.from_rect = Ray::Rect.new(x * sprite_width, y * sprite_height,
|
55
|
+
sprite_width, sprite_height)
|
56
|
+
|
57
|
+
@sheet_pos_x = x
|
58
|
+
@sheet_pos_y = y
|
59
|
+
end
|
60
|
+
|
61
|
+
# Returns the position of the cell which is being used.
|
62
|
+
def sheet_pos
|
63
|
+
[@sheet_pos_x, @sheet_pos_y]
|
64
|
+
end
|
65
|
+
|
66
|
+
# @return [Integer, nil] The width of each cell in the sprite sheet
|
67
|
+
def sprite_width
|
68
|
+
if uses_sprite_sheet?
|
69
|
+
@image.w / @sprite_sheet_w
|
70
|
+
end
|
71
|
+
end
|
72
|
+
|
73
|
+
# @return [Integer, nil] The height of each cell in the sprite sheet
|
74
|
+
def sprite_height
|
75
|
+
if uses_sprite_sheet?
|
76
|
+
@image.h / @sprite_sheet_h
|
77
|
+
end
|
78
|
+
end
|
79
|
+
|
80
|
+
# Disables the sprite sheet
|
81
|
+
def disable_sprite_sheet
|
82
|
+
self.from_rect = Ray::Rect.new(0, 0, @image.w, @image.h)
|
83
|
+
|
84
|
+
@sprite_sheet_w = nil
|
85
|
+
@sprite_sheet_h = nil
|
86
|
+
|
87
|
+
@uses_sprite_sheet = false
|
88
|
+
end
|
89
|
+
|
90
|
+
def uses_sprite_sheet?
|
91
|
+
@uses_sprite_sheet
|
92
|
+
end
|
93
|
+
|
94
|
+
# Draws the sprite on an image.
|
95
|
+
# @param [Ray::Image] screen The image on which the sprite will be drawn
|
96
|
+
def draw_on(screen)
|
97
|
+
@image.blit(:rect => @from_rect, :on => screen, :at => [@x, @y],
|
98
|
+
:angle => @angle, :zoom => @zoom)
|
99
|
+
end
|
100
|
+
|
101
|
+
# Draws the sprite on the screen or on another image
|
102
|
+
# @option opts [Ray::Image] :on The image we should draw on. Defaults to
|
103
|
+
# Ray.screen.
|
104
|
+
def draw(opts = {})
|
105
|
+
draw_on(opts[:on] || Ray.screen)
|
106
|
+
end
|
107
|
+
|
108
|
+
# @return [true, false] True if the sprite is located at (x, y)
|
109
|
+
def is_at?(x, y)
|
110
|
+
@x == x && @y == y
|
111
|
+
end
|
112
|
+
|
113
|
+
# @return [Ray::Rect] The rect where this sprite will be drawn.
|
114
|
+
def rect
|
115
|
+
Ray::Rect.new(@x, @y, @from_rect.w == 0 ? @image.w : @from_rect.w,
|
116
|
+
@from_rect.h == 0 ? @image.h : @from_rect.h)
|
117
|
+
end
|
118
|
+
|
119
|
+
# @param [Ray::Rect, #rect] An object with which the receiver may collide
|
120
|
+
# @return [true, false]
|
121
|
+
def collide?(obj)
|
122
|
+
rect.collide?(obj.to_rect)
|
123
|
+
end
|
124
|
+
|
125
|
+
# @param [Ray::Rect, #rect] (See #collide?)
|
126
|
+
# @return [true, false]
|
127
|
+
def inside?(obj)
|
128
|
+
rect.inside?(obj.to_rect)
|
129
|
+
end
|
130
|
+
|
131
|
+
# @param [Ray::Rect, #rect] (See #collide?)
|
132
|
+
# @return [true, false]
|
133
|
+
def outside?(obj)
|
134
|
+
rect.outside?(obj.to_rect)
|
135
|
+
end
|
136
|
+
|
137
|
+
def to_rect
|
138
|
+
rect
|
139
|
+
end
|
140
|
+
|
141
|
+
# @return [Ray::Image]
|
142
|
+
attr_reader :image
|
143
|
+
|
144
|
+
# @return [Integer] position of the sprite
|
145
|
+
attr_accessor :x, :y
|
146
|
+
|
147
|
+
# @return [Ray::Rect] the part of the image which will be drawn. An empty
|
148
|
+
# rect means the whole image.
|
149
|
+
attr_accessor :from_rect
|
150
|
+
|
151
|
+
# @return [Ray::Rect] the position of the sprite
|
152
|
+
def pos
|
153
|
+
[x, y]
|
154
|
+
end
|
155
|
+
|
156
|
+
# Sets the position of the sprite
|
157
|
+
def pos=(ary)
|
158
|
+
rect = ary.to_rect
|
159
|
+
|
160
|
+
self.x = rect.x
|
161
|
+
self.y = rect.y
|
162
|
+
end
|
163
|
+
|
164
|
+
# @return [Float] The angle used when the image is drawn.
|
165
|
+
def angle
|
166
|
+
@angle ? @angle : 0
|
167
|
+
end
|
168
|
+
|
169
|
+
# Sets the angle.
|
170
|
+
def angle=(val)
|
171
|
+
@angle = (val % 360).zero? ? nil : val
|
172
|
+
end
|
173
|
+
|
174
|
+
# @return [Float] the zoom applied to the image when it is drawn.
|
175
|
+
def zoom
|
176
|
+
@zoom ? @zoom : 1
|
177
|
+
end
|
178
|
+
|
179
|
+
# Sets the zoom level.
|
180
|
+
def zoom=(val)
|
181
|
+
@zoom = val == 1 ? nil : val
|
182
|
+
end
|
183
|
+
end
|
184
|
+
end
|