ray 0.0.1 → 0.1.0.pre1

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Files changed (188) hide show
  1. data/.gemtest +0 -0
  2. data/.yardopts +4 -0
  3. data/README.md +17 -21
  4. data/Rakefile +18 -139
  5. data/VERSION +1 -1
  6. data/ext/audio.cpp +723 -0
  7. data/ext/{color.c → color.cpp} +25 -13
  8. data/ext/drawable.cpp +91 -0
  9. data/ext/event.cpp +460 -0
  10. data/ext/extconf.rb +5 -104
  11. data/ext/font.cpp +190 -0
  12. data/ext/image.cpp +733 -0
  13. data/ext/input.cpp +74 -0
  14. data/ext/ray.cpp +168 -0
  15. data/ext/ray.hpp +356 -0
  16. data/ext/{rect.c → rect.cpp} +51 -37
  17. data/ext/shader.cpp +169 -0
  18. data/ext/shape.cpp +409 -0
  19. data/ext/sprite.cpp +306 -0
  20. data/ext/text.cpp +181 -0
  21. data/ext/vector.cpp +215 -0
  22. data/guide.md +619 -0
  23. data/lib/ray/audio.rb +0 -41
  24. data/lib/ray/color.rb +32 -10
  25. data/lib/ray/drawable.rb +16 -0
  26. data/lib/ray/dsl/event_listener.rb +25 -2
  27. data/lib/ray/dsl/event_runner.rb +33 -5
  28. data/lib/ray/dsl/event_translator.rb +66 -30
  29. data/lib/ray/dsl/handler.rb +3 -2
  30. data/lib/ray/dsl/matcher.rb +58 -14
  31. data/lib/ray/font.rb +38 -96
  32. data/lib/ray/font_set.rb +8 -8
  33. data/lib/ray/game.rb +87 -66
  34. data/lib/ray/helper.rb +105 -10
  35. data/lib/ray/image.rb +150 -24
  36. data/lib/ray/image_set.rb +3 -1
  37. data/lib/ray/input.rb +10 -0
  38. data/lib/ray/music_set.rb +5 -3
  39. data/lib/ray/ray.rb +21 -9
  40. data/lib/ray/rect.rb +48 -7
  41. data/lib/ray/rmagick.rb +41 -0
  42. data/lib/ray/scene.rb +99 -43
  43. data/lib/ray/scene_list.rb +67 -0
  44. data/lib/ray/shape.rb +132 -0
  45. data/lib/ray/sound_set.rb +4 -2
  46. data/lib/ray/sprite.rb +49 -111
  47. data/lib/ray/text.rb +101 -0
  48. data/lib/ray/text_helper.rb +37 -0
  49. data/lib/ray/turtle.rb +215 -0
  50. data/lib/ray/vector.rb +226 -0
  51. data/samples/audio/spacial.rb +44 -0
  52. data/samples/hello_world/hello.rb +9 -13
  53. data/samples/hello_world/hello_dsl.rb +8 -12
  54. data/samples/hello_world/text.rb +15 -0
  55. data/samples/opengl/binding.rb +38 -0
  56. data/samples/opengl/image.rb +32 -0
  57. data/samples/opengl/opengl.rb +34 -0
  58. data/samples/opengl/shader.rb +42 -0
  59. data/samples/pong/pong.rb +14 -10
  60. data/samples/run_scene.rb +53 -0
  61. data/samples/shaders/scene.rb +40 -0
  62. data/samples/shaders/shaders.rb +42 -0
  63. data/samples/shaders/shape.rb +34 -0
  64. data/samples/sokoban/sokoban.rb +18 -18
  65. data/samples/test/actual_scene.rb +41 -0
  66. data/samples/test/scene_riot.rb +39 -0
  67. data/samples/test/scene_spec.rb +32 -0
  68. data/samples/test/scene_test_unit.rb +25 -0
  69. data/samples/turtle/byzantium.rb +45 -0
  70. data/samples/turtle/hilbert.rb +48 -0
  71. data/samples/turtle/koch.rb +55 -0
  72. data/samples/turtle/mandala.rb +61 -0
  73. data/samples/turtle/tree.rb +57 -0
  74. data/test/audio_test.rb +69 -0
  75. data/test/color_test.rb +77 -0
  76. data/test/drawable_test.rb +19 -0
  77. data/test/dsl_test.rb +93 -0
  78. data/test/font_test.rb +57 -0
  79. data/test/helpers.rb +94 -0
  80. data/test/image_test.rb +82 -0
  81. data/test/ray_test.rb +25 -0
  82. data/test/rect_test.rb +121 -0
  83. data/{spec → test}/res/VeraMono.ttf +0 -0
  84. data/{spec → test}/res/aqua.bmp +0 -0
  85. data/{spec → test}/res/aqua.png +0 -0
  86. data/{spec → test}/res/aqua2.bmp +0 -0
  87. data/{spec → test}/res/not_a_jpeg.jpeg +0 -0
  88. data/{spec → test}/res/pop.wav +0 -0
  89. data/test/resource_set_test.rb +99 -0
  90. data/test/run_all.rb +7 -0
  91. data/test/shape_test.rb +101 -0
  92. data/test/sprite_test.rb +89 -0
  93. data/test/text_test.rb +78 -0
  94. data/test/turtle_test.rb +176 -0
  95. data/test/vector_test.rb +111 -0
  96. data/yard_ext.rb +0 -28
  97. metadata +95 -139
  98. data/.gitignore +0 -23
  99. data/.gitmodules +0 -3
  100. data/.rspec +0 -3
  101. data/ext/audio.c +0 -473
  102. data/ext/event.c +0 -557
  103. data/ext/font.c +0 -287
  104. data/ext/image.c +0 -933
  105. data/ext/joystick.c +0 -145
  106. data/ext/ray.c +0 -489
  107. data/ext/ray.h +0 -245
  108. data/ext/ray_osx.m +0 -161
  109. data/lib/ray/joystick.rb +0 -30
  110. data/psp/SDL_psp_main.c +0 -84
  111. data/psp/bigdecimal/README +0 -60
  112. data/psp/bigdecimal/bigdecimal.c +0 -4697
  113. data/psp/bigdecimal/bigdecimal.h +0 -216
  114. data/psp/bigdecimal/lib/bigdecimal/jacobian.rb +0 -85
  115. data/psp/bigdecimal/lib/bigdecimal/ludcmp.rb +0 -84
  116. data/psp/bigdecimal/lib/bigdecimal/math.rb +0 -235
  117. data/psp/bigdecimal/lib/bigdecimal/newton.rb +0 -77
  118. data/psp/bigdecimal/lib/bigdecimal/util.rb +0 -65
  119. data/psp/digest/bubblebabble/bubblebabble.c +0 -142
  120. data/psp/digest/defs.h +0 -20
  121. data/psp/digest/digest.c +0 -643
  122. data/psp/digest/digest.h +0 -32
  123. data/psp/digest/lib/digest.rb +0 -50
  124. data/psp/digest/lib/md5.rb +0 -27
  125. data/psp/digest/lib/sha1.rb +0 -27
  126. data/psp/digest/md5/md5.c +0 -420
  127. data/psp/digest/md5/md5.h +0 -80
  128. data/psp/digest/md5/md5init.c +0 -40
  129. data/psp/digest/rmd160/rmd160.c +0 -457
  130. data/psp/digest/rmd160/rmd160.h +0 -56
  131. data/psp/digest/rmd160/rmd160init.c +0 -40
  132. data/psp/digest/sha1/sha1.c +0 -269
  133. data/psp/digest/sha1/sha1.h +0 -39
  134. data/psp/digest/sha1/sha1init.c +0 -40
  135. data/psp/digest/sha2/lib/sha2.rb +0 -73
  136. data/psp/digest/sha2/sha2.c +0 -919
  137. data/psp/digest/sha2/sha2.h +0 -109
  138. data/psp/digest/sha2/sha2init.c +0 -52
  139. data/psp/enumerator/enumerator.c +0 -298
  140. data/psp/etc/etc.c +0 -559
  141. data/psp/ext.c +0 -289
  142. data/psp/fcntl/fcntl.c +0 -187
  143. data/psp/lib/rbconfig.rb +0 -178
  144. data/psp/nkf/lib/kconv.rb +0 -367
  145. data/psp/nkf/nkf-utf8/config.h +0 -88
  146. data/psp/nkf/nkf-utf8/nkf.c +0 -6040
  147. data/psp/nkf/nkf-utf8/utf8tbl.c +0 -8500
  148. data/psp/nkf/nkf-utf8/utf8tbl.h +0 -34
  149. data/psp/nkf/nkf.c +0 -654
  150. data/psp/socket/addrinfo.h +0 -173
  151. data/psp/socket/getaddrinfo.c +0 -676
  152. data/psp/socket/getnameinfo.c +0 -270
  153. data/psp/socket/pspsocket.c +0 -71
  154. data/psp/socket/pspsocket.h +0 -28
  155. data/psp/socket/socket.c +0 -4662
  156. data/psp/socket/sockport.h +0 -76
  157. data/psp/stringio/stringio.c +0 -1306
  158. data/psp/strscan/strscan.c +0 -1320
  159. data/psp/syck/bytecode.c +0 -1166
  160. data/psp/syck/emitter.c +0 -1242
  161. data/psp/syck/gram.c +0 -1894
  162. data/psp/syck/gram.h +0 -79
  163. data/psp/syck/handler.c +0 -174
  164. data/psp/syck/implicit.c +0 -2990
  165. data/psp/syck/node.c +0 -408
  166. data/psp/syck/rubyext.c +0 -2367
  167. data/psp/syck/syck.c +0 -504
  168. data/psp/syck/syck.h +0 -456
  169. data/psp/syck/token.c +0 -2725
  170. data/psp/syck/yaml2byte.c +0 -257
  171. data/psp/syck/yamlbyte.h +0 -170
  172. data/psp/thread/thread.c +0 -1175
  173. data/psp/zlib/zlib.c +0 -3547
  174. data/script.rb +0 -10
  175. data/spec/ray/audio_spec.rb +0 -146
  176. data/spec/ray/color_spec.rb +0 -57
  177. data/spec/ray/event_spec.rb +0 -80
  178. data/spec/ray/font_spec.rb +0 -93
  179. data/spec/ray/image_set_spec.rb +0 -48
  180. data/spec/ray/image_spec.rb +0 -162
  181. data/spec/ray/joystick_spec.rb +0 -21
  182. data/spec/ray/matcher_spec.rb +0 -50
  183. data/spec/ray/ray_spec.rb +0 -88
  184. data/spec/ray/rect_spec.rb +0 -154
  185. data/spec/ray/resource_set_spec.rb +0 -105
  186. data/spec/ray/sprite_spec.rb +0 -163
  187. data/spec/spec.opts +0 -4
  188. data/spec/spec_helper.rb +0 -8
@@ -0,0 +1,215 @@
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+ #include "ray.hpp"
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+
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+ VALUE ray_cVector2 = Qnil;
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+ VALUE ray_cVector3 = Qnil;
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+
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+ ray_vector2 *ray_rb2vector2_ptr(VALUE obj) {
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+ if (!RAY_IS_A(obj, ray_cVector2)) {
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+ rb_raise(rb_eTypeError, "Can't convert %s into Ray::Vector2",
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+ RAY_OBJ_CLASSNAME(obj));
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+ }
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+
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+ ray_vector2 *vector;
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+ Data_Get_Struct(obj, ray_vector2, vector);
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+
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+ return vector;
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+ }
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+
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+ ray_vector2 ray_convert_to_vector2(VALUE obj) {
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+ obj = rb_funcall(obj, RAY_METH("to_vector2"), 0);
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+ return *ray_rb2vector2_ptr(obj);
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+ }
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+
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+ void ray_free_vector2(ray_vector2 *ptr) {
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+ delete ptr;
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+ }
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+
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+ VALUE ray_alloc_vector2(VALUE self) {
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+ ray_vector2 *vector = new ray_vector2;
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+ return Data_Wrap_Struct(self, 0, ray_free_vector2, vector);
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+ }
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+
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+ VALUE ray_vector2_to_rb(const ray_vector2 &vector) {
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+ ray_vector2 *copy = new ray_vector2(vector);
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+ return Data_Wrap_Struct(ray_cVector2, 0, ray_free_vector2, copy);
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+ }
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+
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+ /*
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+ @overload initialize(x = 0.0, y = 0.0)
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+ */
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+ VALUE ray_init_vector2(int argc, VALUE *argv, VALUE self) {
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+ ray_vector2 *vector = ray_rb2vector2_ptr(self);
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+
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+ VALUE x, y;
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+ rb_scan_args(argc, argv, "02", &x, &y);
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+
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+ if (!NIL_P(x)) vector->x = NUM2DBL(x);
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+ if (!NIL_P(y)) vector->y = NUM2DBL(y);
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+
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+ return self;
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+ }
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+
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+ VALUE ray_init_vector2_copy(VALUE self, VALUE other) {
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+ *ray_rb2vector2_ptr(self) = *ray_rb2vector2_ptr(other);
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+ return self;
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+ }
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+
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+ /* @return [Float] x position of the vector */
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+ VALUE ray_vector2_x(VALUE self) {
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+ return rb_float_new(ray_rb2vector2_ptr(self)->x);
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+ }
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+
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+ /* @return [Float] y position of the vector */
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+ VALUE ray_vector2_y(VALUE self) {
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+ return rb_float_new(ray_rb2vector2_ptr(self)->y);
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+ }
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+
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+ /* Sets the x position of the vector */
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+ VALUE ray_vector2_set_x(VALUE self, VALUE x) {
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+ rb_check_frozen(self);
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+
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+ ray_rb2vector2_ptr(self)->x = NUM2DBL(x);
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+ return x;
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+ }
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+
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+ /* Sets the y position of the vector */
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+ VALUE ray_vector2_set_y(VALUE self, VALUE y) {
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+ rb_check_frozen(self);
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+
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+ ray_rb2vector2_ptr(self)->y = NUM2DBL(y);
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+ return y;
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+ }
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+
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+ ray_vector3 *ray_rb2vector3_ptr(VALUE obj) {
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+ if (!RAY_IS_A(obj, ray_cVector3)) {
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+ rb_raise(rb_eTypeError, "Can't convert %s into Ray::Vector3",
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+ RAY_OBJ_CLASSNAME(obj));
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+ }
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+
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+ ray_vector3 *vector;
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+ Data_Get_Struct(obj, ray_vector3, vector);
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+
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+ return vector;
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+ }
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+
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+ ray_vector3 ray_convert_to_vector3(VALUE obj) {
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+ obj = rb_funcall(obj, RAY_METH("to_vector3"), 0);
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+ return *ray_rb2vector3_ptr(obj);
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+ }
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+
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+ void ray_free_vector3(ray_vector3 *ptr) {
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+ delete ptr;
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+ }
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+
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+ VALUE ray_alloc_vector3(VALUE self) {
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+ ray_vector3 *vector = new ray_vector3;
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+ return Data_Wrap_Struct(self, 0, ray_free_vector3, vector);
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+ }
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+
109
+ VALUE ray_vector3_to_rb(const ray_vector3 &vector) {
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+ ray_vector3 *copy = new ray_vector3(vector);
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+ return Data_Wrap_Struct(ray_cVector3, 0, ray_free_vector3, copy);
112
+ }
113
+
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+ /*
115
+ @overload initialize(x = 0.0, y = 0.0, z = 0.0)
116
+ */
117
+ VALUE ray_init_vector3(int argc, VALUE *argv, VALUE self) {
118
+ ray_vector3 *vector = ray_rb2vector3_ptr(self);
119
+
120
+ VALUE x, y, z;
121
+ rb_scan_args(argc, argv, "03", &x, &y, &z);
122
+
123
+ if (!NIL_P(x)) vector->x = NUM2DBL(x);
124
+ if (!NIL_P(y)) vector->y = NUM2DBL(y);
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+ if (!NIL_P(z)) vector->z = NUM2DBL(z);
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+
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+ return self;
128
+ }
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+
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+ VALUE ray_init_vector3_copy(VALUE self, VALUE other) {
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+ *ray_rb2vector3_ptr(self) = *ray_rb2vector3_ptr(other);
132
+ return self;
133
+ }
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+
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+ /* The x position of the vector */
136
+ VALUE ray_vector3_x(VALUE self) {
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+ return rb_float_new(ray_rb2vector3_ptr(self)->x);
138
+ }
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+
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+ /* The y position of the vector */
141
+ VALUE ray_vector3_y(VALUE self) {
142
+ return rb_float_new(ray_rb2vector3_ptr(self)->y);
143
+ }
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+
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+ /* The z position of the vector */
146
+ VALUE ray_vector3_z(VALUE self) {
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+ return rb_float_new(ray_rb2vector3_ptr(self)->z);
148
+ }
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+
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+ /* Sets the x position of the vector */
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+ VALUE ray_vector3_set_x(VALUE self, VALUE x) {
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+ rb_check_frozen(self);
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+ ray_rb2vector3_ptr(self)->x = NUM2DBL(x);
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+ return x;
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+ }
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+
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+ /* Sets the y position of the vector */
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+ VALUE ray_vector3_set_y(VALUE self, VALUE y) {
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+ rb_check_frozen(self);
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+ ray_rb2vector3_ptr(self)->y = NUM2DBL(y);
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+ return y;
162
+ }
163
+
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+ /* Sets the z position of the vector */
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+ VALUE ray_vector3_set_z(VALUE self, VALUE z) {
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+ rb_check_frozen(self);
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+ ray_rb2vector3_ptr(self)->z = NUM2DBL(z);
168
+ return z;
169
+ }
170
+
171
+ /*
172
+ Document-class: Ray::Vector2
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+
174
+ This class can be used to represent either a point (x, y) or a size WxH
175
+ (hence the aliases).
176
+ */
177
+
178
+ /*
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+ Document-class: Ray::Vector3
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+
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+ Represents a point in a 3D space.
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+ */
183
+
184
+ void Init_ray_vector() {
185
+ ray_cVector2 = rb_define_class_under(ray_mRay, "Vector2", rb_cObject);
186
+ rb_define_alloc_func(ray_cVector2, ray_alloc_vector2);
187
+ rb_define_method(ray_cVector2, "initialize", ray_init_vector2, -1);
188
+ rb_define_method(ray_cVector2, "initialize_copy", ray_init_vector2_copy, 1);
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+
190
+ rb_define_method(ray_cVector2, "x", ray_vector2_x, 0);
191
+ rb_define_method(ray_cVector2, "y", ray_vector2_y, 0);
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+
193
+ rb_define_method(ray_cVector2, "x=", ray_vector2_set_x, 1);
194
+ rb_define_method(ray_cVector2, "y=", ray_vector2_set_y, 1);
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+
196
+ ray_cVector3 = rb_define_class_under(ray_mRay, "Vector3", rb_cObject);
197
+ rb_define_alloc_func(ray_cVector3, ray_alloc_vector3);
198
+ rb_define_method(ray_cVector3, "initialize", ray_init_vector3, -1);
199
+ rb_define_method(ray_cVector3, "initialize_copy", ray_init_vector3_copy, 1);
200
+
201
+ rb_define_method(ray_cVector3, "x", ray_vector3_x, 0);
202
+ rb_define_method(ray_cVector3, "y", ray_vector3_y, 0);
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+ rb_define_method(ray_cVector3, "z", ray_vector3_z, 0);
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+
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+ rb_define_method(ray_cVector3, "x=", ray_vector3_set_x, 1);
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+ rb_define_method(ray_cVector3, "y=", ray_vector3_set_y, 1);
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+ rb_define_method(ray_cVector3, "z=", ray_vector3_set_z, 1);
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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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+
@@ -0,0 +1,619 @@
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+ # Installation
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+ ## SFML
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+
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+ You can possibly install the SFML 2 using your packag manager. For instance,
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+ with Archlinux:
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+
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+ yaourt -S sfml2-svn
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+
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+ Otherwise, download [the SFML](http://www.sfml-dev.org/download.php) and build
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+ it, like:
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+
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+ cd sfml2
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+ cmake .
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+ make
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+ make install # as root
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+
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+ ## Ray
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+
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+ The ray gem is currently an older version of Ray. You can get the latest
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+ one from github:
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+
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+ git clone git://github.com/Mon-Ouie/ray.git
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+ cd ray
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+ rake install
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+
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+ Ray should work on at least Linux, Window, and Mac OS X, with Ruby 1.8.7,
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+ 1.9.2 and Rubinius.
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+
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+ # Hello world!
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+ Here's a simple "Hello world!" written with ray:
31
+
32
+ require 'ray'
33
+ screen = Ray.create_window(:w => 100, :h => 100).fill(Ray::Color.black)
34
+ Ray::Font.default.draw("Hello world!", :on => screen, :size => 12).update
35
+ sleep 5
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+
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+ It simply creates a window of size 100x100, fills it with black, then draws
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+ "Hello world!" on it with size 12, with the upper-left corner of the text at (0, 0).
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+ The screen must be updated so the modifications appear. Notice methods like #fill, #draw,
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+ #update, ... return the object they drew on, which allows to chain methods call.
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+
42
+ Unfortunately, we have to sleep for a few seconds, or the window will be closed
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+ directly, and no one would see it. To exit when the user does something (say,
44
+ when he tries to close the window), we need to check for events. Here's the
45
+ lowest level way to do it:
46
+
47
+ require 'ray'
48
+
49
+ screen = Ray.create_window(:w => 100, :h => 100)
50
+ event = Ray::Event.new
51
+
52
+ while event.type != Ray::Event::TYPE_QUIT
53
+ event.poll!
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+
55
+ screen.fill Ray::Color.black
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+ Ray::Font.default.draw("Hello world!", :on => screen, :size => 12).update
57
+ end
58
+
59
+ The difference between the previous example is that we are using an event
60
+ object. As long as its type is not Ray::Event::TYPE_QUIT, we update the
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+ event object (event.poll! does it without blocking the process) and
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+ redraw the screen.
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+
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+ Ray has another way of doing this, though. It uses scenes and games objects.
65
+ A scene is an object checking events to draw something on screen, and a
66
+ game creates a window and handles a stack of scenes. Both kinds of
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+ objects can register blocks or callable objects to some event.
68
+
69
+ require 'ray'
70
+
71
+ Ray.game "Hello world!", :size => [100, 100] do
72
+ register do
73
+ add_hook :quit, method(:exit!)
74
+ end
75
+
76
+ scene :hello do
77
+ @font = Ray::Font.default
78
+
79
+ render do |screen|
80
+ @font.draw("Hello world!", :on => screen, :size => 12)
81
+ end
82
+ end
83
+
84
+ push_scene :hello
85
+ end
86
+
87
+ Ray.game requires you to give the name of your game, which will be used as
88
+ the title of the window. You can then specify the size of the window,
89
+ 100x100 in this case.
90
+
91
+ In this block, self is the game object. After the end of the block, the game
92
+ will be automatically run.
93
+
94
+ The game object needs to register to some events. This must be done in a block,
95
+ which will be called whenever the game object needs to register for events again.
96
+ In this case, I used add_hook with a callable object. It is (almost) equivalent
97
+ to the following:
98
+
99
+ on(:quit) { exit! }
100
+
101
+ Then, we can specify the scenes used by the game, using #scene. In the block we
102
+ passed to it, self would be our scene object. We can specify how to render
103
+ our scene from there.
104
+
105
+ Lastly, it is required to add a scene to the game's stack. A game runs as long
106
+ as there are scenes in its stack.
107
+
108
+ # Images
109
+
110
+ Images are the first objects used, even in a Hello world. The screen itself
111
+ is represented as an image object. They can be drawn, and one can draw on
112
+ them.
113
+
114
+ You can generate them programatically...
115
+
116
+ img = Ray::Image.new(:w => 100, :h => 100)
117
+ img.fill Ray::Color.blue
118
+ img.draw_line [0, 0], [50, 50], Ray::Color.green
119
+ img.draw_filled_ellipse [20, 20], 10, 15, Ray::Color.white
120
+ img.update # Or you won't see anything.
121
+
122
+ ... or from a file...
123
+
124
+ img = Ray::Image.new("some_file.png")
125
+
126
+ ... or from some data stored in memory.
127
+
128
+ require 'open-uri'
129
+ img = open("https://github.com/favicon.png") { |io| Ray::Image.new(io) }
130
+
131
+ Then, the image can simply drawn on another one:
132
+
133
+ img.draw(:on => screen, :at => [30, 30])
134
+
135
+ ## Pixel access
136
+ You can read inidividual pixels of an image using #[]:
137
+
138
+ img[15, 15] # => RGBA(...)
139
+
140
+ It returns a Ray::Color object, on which you can call #r, #g, #b, and #a
141
+ or #red, #green, #blue, and #alpha (alpha is the opacity, 255 is opaque).
142
+
143
+ Similarily, you can use #[]= to change the color of a pixel /if/ the image
144
+ is locked. To lock it you can use #lock and #unlock or just #lock with a
145
+ block:
146
+ img.lock { img[15, 15] = Ray::Color.new(rand(256), rand(256), rand(256)) }
147
+
148
+ (You don't need to call #update after #unlock)
149
+
150
+ So, your images are basically collections of pixels. Therefore...
151
+
152
+ img.each do |color|
153
+ puts color
154
+ end
155
+
156
+ # map returns an image, not an array.
157
+ another_img = img.map do |color|
158
+ Ray::Color.new(0, 0, color.b)
159
+ end
160
+
161
+ img.map_with_pos! do |color, x, y|
162
+ Ray::Color.new(x, y, color.b)
163
+ end
164
+
165
+ # Sprites
166
+
167
+ Ray::Image#draw accepts many options: :on, :at, :rect, :shader, :color, :zoom,
168
+ :angle, ... and sometimes, you will just always draw the image with the same
169
+ parameters. Having an object storing those parameters is useful, and it's
170
+ the purpose of the sprite class. It is pretty simple to create one:
171
+
172
+ sprite = Ray::Sprite.new(image, :angle => 30)
173
+ sprite = Ray::Sprite.new("some_file.png")
174
+
175
+ There are also accessors for the attributes of the sprite:
176
+
177
+ sprite.color = Ray::Color.green
178
+ sprite.pos = [3, 4]
179
+ sprite.pos # => Vector2[3, 4]
180
+
181
+ Then you can draw an image using #draw_on:
182
+
183
+ sprite.draw_on some_image
184
+
185
+ ## Using sprite sheets
186
+
187
+ Often, big images containing several parts which are displayed
188
+ individually are used. You could just select the rect you want
189
+ to display manually:
190
+
191
+ sprite.from_rect = Ray::Rect.new(32, 64, 32, 32)
192
+
193
+ Ray also allows you to specify that there are, say, 3 cells
194
+ of equal width on each line, and 4 lines height in the image:
195
+
196
+ sprite.sheet_size = [3, 4]
197
+
198
+ Then, you could select the cell at (1, 2):
199
+
200
+ sprite.sheet_pos = [1, 2]
201
+
202
+ # Shapes
203
+
204
+ As shown, you can draw several shapes on an image using methods
205
+ like #draw\_circle or #draw\_filled_rect. You can also create more
206
+ complex polygons (NB: A circle is a polygon with many sides ; an
207
+ ellipse is a stretched circle) using the Shape class.
208
+
209
+ The shape itself has its own attributes:
210
+
211
+ * A scale factor
212
+ * The width of the outline
213
+ * Whether the shape is filled and the outline is visible
214
+
215
+ shape.scale = [3, 0.5]
216
+ shape.outline_width = 10
217
+ shape.filled = true
218
+ shape.outlined = false
219
+
220
+ And each point of a shape has a few attributes:
221
+
222
+ * Its position
223
+ * Its color
224
+ * The color of its outline
225
+
226
+ You can add a point with the required attributes using #add_point:
227
+
228
+ shape.add_point [0, 0]
229
+ shape.add_point [0, 0], Ray::Color.green
230
+ shape.add_point [0, 0], Ray::Color.green, Ray::Color.red
231
+
232
+ Or even use Shape.new's block form:
233
+
234
+ Ray::Shape.new(10) do |point|
235
+ p point.id # => Something in 0..9
236
+
237
+ point.pos = [3, 4]
238
+ point.color = Ray::Color.green
239
+ end
240
+
241
+ Draw the shape on an image is similar to drawing a sprite:
242
+
243
+ shape.draw_on image
244
+
245
+ # Text drawing
246
+
247
+ Fonts are used to draw text. Apart from the default font, you can create
248
+ a font from a file:
249
+
250
+ font = Ray::Font.new("file.ttf")
251
+ font = open("file.ttf") { |io| Ray::Font.new(io) }
252
+
253
+ Then you can just draw text using Font#draw:
254
+
255
+ some_font.draw(some_string, :on => some_image, :at => some_pos, :size => 12)
256
+
257
+ You can also specify the style with an array containing one or more of the
258
+ following symbols as the :style parameter:
259
+
260
+ * :bold
261
+ * :italic
262
+ * :underline
263
+
264
+ In Ruby 1.8, unless your string is UTF-8 encoded, you may want to specify
265
+ the actual encoding you're using with the :encoding parameter.
266
+
267
+ As you may need to compute the position of a text before drawing it, it is
268
+ possible to get the size it uses with a given set of options:
269
+
270
+ font.size_of("Hello", :size => 12)
271
+
272
+ ## Using text objects
273
+
274
+ Ray::Font#draw has, like Ray::Image#draw, many options. Simarily, a class
275
+ keeping those parameters to draw text exists: Ray::Text.
276
+
277
+ They can be created with a string, and some optional parameters:
278
+ text = Ray::Text.new "Hello world!", :at => [10, 10], :size => 30
279
+
280
+ Their attributes can then be changed:
281
+ text.angle += 60
282
+
283
+ And you can draw them on an image just like with sprite:
284
+ text.draw_on your_image
285
+
286
+ # Games & Scenes
287
+ ## Parts of a scene
288
+ The previous samples showed two parts in a scene: the setup code, and
289
+ the rendering code.
290
+
291
+ scene :name do
292
+ # setup
293
+
294
+ render do |win|
295
+ # render
296
+ end
297
+ end
298
+
299
+ Scenes are in fact more complex than that. A third important part is the
300
+ always-block: it is used to execute code during every frame. For instance,
301
+ the following scene draws an image moving to the right at every frame.
302
+
303
+ scene :moving_sprite do
304
+ self.frames_per_second = 30 # Framerate limitation
305
+
306
+ @sprite = sprite("image.png")
307
+
308
+ always do
309
+ @sprite.x += 1
310
+ end
311
+
312
+ render do |win|
313
+ @sprite.render_on win
314
+ end
315
+ end
316
+
317
+ Scenes also have a clean up step, where you can remove references to objects
318
+ that you don't need anymore so they can be garbage collected, or call methods
319
+ to clean them up (like IO#close).
320
+
321
+ scene :clean_up do
322
+ @some_big_object = load_some_big_object
323
+
324
+ # ...
325
+
326
+ clean_up do
327
+ @some_big_object = nil
328
+ end
329
+ end
330
+
331
+ ## Scene flow
332
+ It is likely an actual program will have to show more than a single scene. You
333
+ can simply define more than one scene and use the push_scene and pop_scene methods.
334
+
335
+ When a scene is popped, the previous scene is setup again. Sometimes, you may
336
+ want to run a scene, and then just come back to wherever you ran the scene from.
337
+ This is possible by using Scene#run_scene. Here's a more complex sample showing
338
+ how it behaves:
339
+
340
+ require 'ray'
341
+
342
+ $stdout = StringIO.new
343
+
344
+ Ray.game "run_scene" do
345
+ register do
346
+ add_hook :quit, method(:exit!)
347
+
348
+ on :key_press, key(:up) do
349
+ puts "#{self} knows you pressed up"
350
+ end
351
+ end
352
+
353
+ font = Ray::Font.default
354
+
355
+ scene :sec do
356
+ on :key_press, key(:down) do
357
+ puts "#{self} knows you pressed down"
358
+ end
359
+
360
+ on :key_press, key(:left) do
361
+ pop_scene
362
+ end
363
+
364
+ puts "In scene :sec"
365
+
366
+ render do |win|
367
+ font.draw($stdout.string, :on => win, :size => 12)
368
+ end
369
+ end
370
+
371
+ scene :first do
372
+ on :key_press, key(:left) do
373
+ puts "#{self} knows you pressed left"
374
+ end
375
+
376
+ on :key_press, key(:right) do
377
+ run_scene :sec
378
+ puts "Back to scene :first"
379
+ end
380
+
381
+ puts "In scene :first"
382
+
383
+ render do |win|
384
+ font.draw($stdout.string, :on => win, :size => 12)
385
+ end
386
+ end
387
+
388
+ push_scene :first
389
+ end
390
+
391
+ Another feature of scenes is their argument list. You could have a menu and using
392
+ it in several places with different elements, without creating two scenes, by using
393
+ scene arguments instead.
394
+
395
+ scene :menu do |elements|
396
+ # ...
397
+ end
398
+
399
+ push_scene :menu, %w[Hello world]
400
+ push_scene :menu, %w[This works too]
401
+
402
+ ## Handling input
403
+
404
+ Scenes raise several events related to what the user is doing, here are a few:
405
+ on :key_press, key(:left) do |key, mod_keys|
406
+ end
407
+
408
+ on :window_resize do |size|
409
+ end
410
+
411
+ on :joy_press, 0, more_than(3) do |joy_id, button_id|
412
+ end
413
+
414
+ You can see all the events raised in Ray::DSL::EventTranslator.
415
+
416
+ Aside from those events, it is always possible to know the position of the
417
+ mouse, and whether or not a key is being held.
418
+
419
+ holding? key(:left)
420
+ mouse_x
421
+ mouse_y
422
+
423
+ ## Event groups
424
+
425
+ Sometimes, in the same scene, you'll want to disable some event handlers. For instance,
426
+ in a game, when a menu is shown, you'd want the arrows to change the selected item
427
+ instead of moving the character. To accomplish this in Ray, one could use event
428
+ groups:
429
+
430
+ event_group :player do
431
+ %w[up down left right].each do |dir|
432
+ on(:key_press, key(dir)) { move_to(dir) }
433
+ end
434
+ end
435
+
436
+ event_group :menu do
437
+ on(:key_press, key(:up)) { select_prev }
438
+ on(:key_press, key(:down)) { select_next }
439
+ end
440
+
441
+ disable_event_group :menu
442
+
443
+ on :key_press, key(:enter) do
444
+ if menu.shown?
445
+ menu.hide
446
+
447
+ enable_event_group :player
448
+ disable_event_grroup :menu
449
+ else
450
+ menu.show
451
+
452
+ disable_event_group :player
453
+ enable_event_group :menu
454
+ end
455
+ end
456
+
457
+ Notice that, even though I used symbols to name event groups, this is not
458
+ required. In fact, using the menu object itself as the event group identifier
459
+ could sometimes be better than generating a string to identify each of them.
460
+
461
+ ## Subclassing Ray::Scene
462
+
463
+ In a bigger programming, having all the scenes in the same file would be
464
+ unmaintable. Using the DSL to define scenes is thus not requirde:
465
+
466
+ class YourScene < Ray::Scene
467
+ scene_name :your_scene
468
+
469
+ def setup(*arguments)
470
+ # load stuff
471
+ end
472
+
473
+ def register
474
+ # register for events
475
+ end
476
+
477
+ def render(win)
478
+ # render stuff on an image
479
+ end
480
+
481
+ def clean_up
482
+ # clean the scene
483
+ end
484
+ end
485
+
486
+ Then, instead of calling the scene method you'd use YourScene.bind, as in:
487
+ Ray.game "some game" do
488
+ YourScene.bind(self)
489
+ push_scene :your_scene
490
+ end
491
+
492
+ # Turtle Graphics
493
+
494
+ Ray implements turtle graphics. You can just start drawing on an image using
495
+ Ray::Image#turtle:
496
+
497
+ image.turtle do
498
+ # self is a turtle!
499
+ end
500
+
501
+ Then you can move forward or backward, turn left or right, change the color
502
+ the pen, ...
503
+
504
+ image.turtle do
505
+ backward 10
506
+ right 30
507
+ forward 10
508
+
509
+ self.pen_width = 10
510
+ self.color = Ray::Color.red
511
+
512
+ forward 10
513
+ end
514
+
515
+ # Shaders
516
+
517
+ Ray has methods which allow you to use pixel shaders. Those are written in
518
+ the GLSL language, which you need to know to use them.
519
+
520
+ They can be created from files quite simply:
521
+
522
+ shader = Ray::Shader.new("file.c")
523
+
524
+ You can also load them from an IO object, possible a StringIO:
525
+
526
+ shader = Ray::Shader.new StringIO.new(<<-EOF)
527
+ void main() {
528
+ /* Your shader! */
529
+ }
530
+ EOF
531
+
532
+ They can be used to draw images, sprites, or shapes:
533
+
534
+ image.draw :on => other, :shader => your_shader
535
+ sprite.shader = your_shader
536
+ shape.draw :on => other, :shader => your_shader
537
+
538
+ If you've enabled lazy rendering for scenes, you can also set a shader to be used
539
+ whenever you're drawing your image to the screen:
540
+
541
+ self.lazy_rendering = true
542
+ self.shader = Ray::Shader.new("some_file")
543
+
544
+ # OpenGL
545
+
546
+ It is possible to use plain OpenGL to draw stuff when using Ray. To do so,
547
+ you would of course need an OpenGL binding. Then you can use the Ray::Drawable
548
+ class to draw stuff:
549
+
550
+ drawable = Ray::Drawable.new do |img|
551
+ # img is the image you are drawing on
552
+
553
+ # OpenGL rendering code here
554
+ end
555
+
556
+ drawable.draw_on image
557
+
558
+ Ray automatically changes the projection matrix so (0, 0, 0) is the upper left
559
+ corner, and (width, height, 0) the bottom down corner. Of course, you can change
560
+ the matrix to whatever you want.
561
+
562
+ ## Using Ray's resources
563
+
564
+ Ray can load images and shaders. If you want to draw a 3D cube, you can still use
565
+ Ray's images. To do so, just call Ray::Image#bind. Similarily, you can use a shader
566
+ by passing a block to Ray::Shader#bind.
567
+
568
+ drawable = Ray::Drawable.new do |img|
569
+ some_other_image.bind
570
+
571
+ some_shader.bind do
572
+ # Draw something using the previous image as a texture
573
+ end
574
+ end
575
+
576
+ # Audio
577
+ ## Playing sound
578
+
579
+ Ray uses two classes to play sounds: Ray::Sound and Ray::Music. The former is used
580
+ for short sounds, and the latter to stream musics. They both have a very similar
581
+ API. You can create them from files or IO objects:
582
+
583
+ sound = Ray::Sound.new("file.wav")
584
+ sound = open("file.wav") { |io| Ray::Sound.new(io) }
585
+
586
+ music = Ray::Music.new("file.wav")
587
+ music = open("file.wav") { |io| Ray::Music.new(io) }
588
+
589
+ Then they can all be played, paused, or stopped:
590
+
591
+ sound.play
592
+ sound.pause
593
+ sound.stop
594
+
595
+ They can be configured to play in a loop:
596
+
597
+ sound.loop = true
598
+
599
+ Their volume can be changed:
600
+
601
+ sound.volume = 30 # (value between 0 and 100)
602
+
603
+ ## 3D sound effects
604
+
605
+ It is possible to change several paremeters to give 3D sound effects.
606
+ You can move the listener however you want:
607
+
608
+ Ray::Audio.position = [3, -4, 2.5]
609
+ Ray::Audio.direction = [1, -2, 3]
610
+
611
+ Same for the sounds which are played:
612
+
613
+ sound.position = [1, -3, 4]
614
+
615
+ # More
616
+ Ray's API is documented too. Check the documentation to know more about
617
+ how to use it.
618
+
619
+ There are also a few samples which you can find in the git repository.