ray 0.1.0.pre1 → 0.1.0

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Files changed (370) hide show
  1. data/README.md +235 -32
  2. data/Rakefile +20 -49
  3. data/ext/audio.c +68 -0
  4. data/ext/audio_source.c +197 -0
  5. data/ext/buffer_renderer.c +130 -0
  6. data/ext/color.c +179 -0
  7. data/ext/drawable.c +446 -0
  8. data/ext/event.c +337 -0
  9. data/ext/extconf.rb +80 -6
  10. data/ext/font.c +97 -0
  11. data/ext/gl.c +114 -0
  12. data/ext/gl_buffer.c +224 -0
  13. data/ext/gl_index_buffer.c +202 -0
  14. data/ext/gl_int_array.c +139 -0
  15. data/ext/gl_vertex.c +157 -0
  16. data/ext/image.c +263 -0
  17. data/ext/image_target.c +84 -0
  18. data/ext/input.c +53 -0
  19. data/ext/matrix.c +374 -0
  20. data/ext/music.c +113 -0
  21. data/ext/polygon.c +426 -0
  22. data/ext/ray.c +59 -0
  23. data/ext/ray.h +168 -0
  24. data/ext/rect.c +255 -0
  25. data/ext/say.h +31 -0
  26. data/ext/say_all.h +77 -0
  27. data/ext/say_arial.h +14689 -0
  28. data/ext/say_array.c +124 -0
  29. data/ext/say_array.h +34 -0
  30. data/ext/say_audio.c +64 -0
  31. data/ext/say_audio.h +170 -0
  32. data/ext/say_audio_context.c +40 -0
  33. data/ext/say_audio_source.c +96 -0
  34. data/ext/say_basic_type.c +17 -0
  35. data/ext/say_basic_type.h +47 -0
  36. data/ext/say_buffer.c +277 -0
  37. data/ext/say_buffer.h +37 -0
  38. data/ext/say_buffer_renderer.c +121 -0
  39. data/ext/say_buffer_renderer.h +33 -0
  40. data/ext/say_buffer_slice.c +247 -0
  41. data/ext/say_buffer_slice.h +29 -0
  42. data/ext/say_clean_up.c +14 -0
  43. data/ext/say_context.c +163 -0
  44. data/ext/say_context.h +26 -0
  45. data/ext/say_drawable.c +350 -0
  46. data/ext/say_drawable.h +100 -0
  47. data/ext/say_error.c +27 -0
  48. data/ext/say_event.h +213 -0
  49. data/ext/say_font.c +335 -0
  50. data/ext/say_font.h +51 -0
  51. data/ext/say_image.c +283 -0
  52. data/ext/say_image.h +52 -0
  53. data/ext/say_image_target.c +134 -0
  54. data/ext/say_image_target.h +25 -0
  55. data/ext/say_imp.h +70 -0
  56. data/ext/say_index_buffer.c +90 -0
  57. data/ext/say_index_buffer.h +29 -0
  58. data/ext/say_index_buffer_slice.c +227 -0
  59. data/ext/say_index_buffer_slice.h +28 -0
  60. data/ext/say_input.c +35 -0
  61. data/ext/say_matrix.c +314 -0
  62. data/ext/say_matrix.h +55 -0
  63. data/ext/say_music.c +225 -0
  64. data/ext/say_osx.h +62 -0
  65. data/ext/say_osx_context.h +98 -0
  66. data/ext/say_osx_window.h +766 -0
  67. data/ext/say_polygon.c +358 -0
  68. data/ext/say_polygon.h +62 -0
  69. data/ext/say_renderer.c +42 -0
  70. data/ext/say_renderer.h +22 -0
  71. data/ext/say_shader.c +375 -0
  72. data/ext/say_shader.h +91 -0
  73. data/ext/say_sound.c +67 -0
  74. data/ext/say_sound_buffer.c +96 -0
  75. data/ext/say_sprite.c +273 -0
  76. data/ext/say_sprite.h +53 -0
  77. data/ext/say_string.c +9 -0
  78. data/ext/say_table.c +86 -0
  79. data/ext/say_table.h +24 -0
  80. data/ext/say_target.c +264 -0
  81. data/ext/say_target.h +67 -0
  82. data/ext/say_text.c +441 -0
  83. data/ext/say_text.h +56 -0
  84. data/ext/say_thread.c +46 -0
  85. data/ext/say_thread.h +39 -0
  86. data/ext/say_thread_variable.c +44 -0
  87. data/ext/say_utf.c +62 -0
  88. data/ext/say_vertex_type.c +113 -0
  89. data/ext/say_vertex_type.h +40 -0
  90. data/ext/say_vfile.c +57 -0
  91. data/ext/say_view.c +150 -0
  92. data/ext/say_view.h +44 -0
  93. data/ext/say_win.h +24 -0
  94. data/ext/say_win_context.h +91 -0
  95. data/ext/say_win_window.h +670 -0
  96. data/ext/say_window.c +155 -0
  97. data/ext/say_window.h +43 -0
  98. data/ext/say_x11.h +41 -0
  99. data/ext/say_x11_context.h +96 -0
  100. data/ext/say_x11_window.h +818 -0
  101. data/ext/shader.c +302 -0
  102. data/ext/sound.c +118 -0
  103. data/ext/sound_buffer.c +75 -0
  104. data/ext/sprite.c +241 -0
  105. data/ext/stb_image.h +4971 -0
  106. data/ext/stb_image_write.h +511 -0
  107. data/ext/target.c +184 -0
  108. data/ext/text.c +162 -0
  109. data/ext/utils.c +10 -0
  110. data/ext/vector.c +261 -0
  111. data/ext/vendor/freetype/bin/freetype6.dll +0 -0
  112. data/ext/vendor/freetype/bin/zlib1.dll +0 -0
  113. data/ext/vendor/freetype/include/freetype2/freetype/config/ftconfig.h +350 -0
  114. data/ext/vendor/freetype/include/freetype2/freetype/config/ftheader.h +729 -0
  115. data/ext/vendor/freetype/include/freetype2/freetype/config/ftmodule.h +22 -0
  116. data/ext/vendor/freetype/include/freetype2/freetype/config/ftoption.h +695 -0
  117. data/ext/vendor/freetype/include/freetype2/freetype/config/ftstdlib.h +180 -0
  118. data/ext/vendor/freetype/include/freetype2/freetype/freetype.h +3434 -0
  119. data/ext/vendor/freetype/include/freetype2/freetype/ftbbox.h +94 -0
  120. data/ext/vendor/freetype/include/freetype2/freetype/ftbdf.h +200 -0
  121. data/ext/vendor/freetype/include/freetype2/freetype/ftbitmap.h +206 -0
  122. data/ext/vendor/freetype/include/freetype2/freetype/ftcache.h +1110 -0
  123. data/ext/vendor/freetype/include/freetype2/freetype/ftchapters.h +100 -0
  124. data/ext/vendor/freetype/include/freetype2/freetype/fterrdef.h +239 -0
  125. data/ext/vendor/freetype/include/freetype2/freetype/fterrors.h +206 -0
  126. data/ext/vendor/freetype/include/freetype2/freetype/ftgasp.h +113 -0
  127. data/ext/vendor/freetype/include/freetype2/freetype/ftglyph.h +575 -0
  128. data/ext/vendor/freetype/include/freetype2/freetype/ftgxval.h +358 -0
  129. data/ext/vendor/freetype/include/freetype2/freetype/ftgzip.h +102 -0
  130. data/ext/vendor/freetype/include/freetype2/freetype/ftimage.h +1237 -0
  131. data/ext/vendor/freetype/include/freetype2/freetype/ftincrem.h +331 -0
  132. data/ext/vendor/freetype/include/freetype2/freetype/ftlcdfil.h +166 -0
  133. data/ext/vendor/freetype/include/freetype2/freetype/ftlist.h +273 -0
  134. data/ext/vendor/freetype/include/freetype2/freetype/ftlzw.h +99 -0
  135. data/ext/vendor/freetype/include/freetype2/freetype/ftmac.h +272 -0
  136. data/ext/vendor/freetype/include/freetype2/freetype/ftmm.h +378 -0
  137. data/ext/vendor/freetype/include/freetype2/freetype/ftmodapi.h +406 -0
  138. data/ext/vendor/freetype/include/freetype2/freetype/ftmoderr.h +155 -0
  139. data/ext/vendor/freetype/include/freetype2/freetype/ftotval.h +198 -0
  140. data/ext/vendor/freetype/include/freetype2/freetype/ftoutln.h +526 -0
  141. data/ext/vendor/freetype/include/freetype2/freetype/ftpfr.h +172 -0
  142. data/ext/vendor/freetype/include/freetype2/freetype/ftrender.h +229 -0
  143. data/ext/vendor/freetype/include/freetype2/freetype/ftsizes.h +159 -0
  144. data/ext/vendor/freetype/include/freetype2/freetype/ftsnames.h +170 -0
  145. data/ext/vendor/freetype/include/freetype2/freetype/ftstroke.h +716 -0
  146. data/ext/vendor/freetype/include/freetype2/freetype/ftsynth.h +73 -0
  147. data/ext/vendor/freetype/include/freetype2/freetype/ftsystem.h +346 -0
  148. data/ext/vendor/freetype/include/freetype2/freetype/fttrigon.h +350 -0
  149. data/ext/vendor/freetype/include/freetype2/freetype/fttypes.h +583 -0
  150. data/ext/vendor/freetype/include/freetype2/freetype/ftwinfnt.h +263 -0
  151. data/ext/vendor/freetype/include/freetype2/freetype/ftxf86.h +80 -0
  152. data/ext/vendor/freetype/include/freetype2/freetype/t1tables.h +450 -0
  153. data/ext/vendor/freetype/include/freetype2/freetype/ttnameid.h +1132 -0
  154. data/ext/vendor/freetype/include/freetype2/freetype/tttables.h +756 -0
  155. data/ext/vendor/freetype/include/freetype2/freetype/tttags.h +99 -0
  156. data/ext/vendor/freetype/include/freetype2/freetype/ttunpat.h +59 -0
  157. data/ext/vendor/freetype/include/ft2build.h +61 -0
  158. data/ext/vendor/freetype/lib/freetype-bcc.lib +0 -0
  159. data/ext/vendor/freetype/lib/freetype6.def +249 -0
  160. data/ext/vendor/freetype/lib/libfreetype.dll.a +0 -0
  161. data/ext/vendor/freetype/lib/tmp.freetype.lib +0 -0
  162. data/ext/vendor/glew/LICENSE.txt +73 -0
  163. data/ext/vendor/glew/README.txt +18 -0
  164. data/ext/vendor/glew/include/GL/glew.h +15507 -0
  165. data/ext/vendor/glew/include/GL/glxew.h +1568 -0
  166. data/ext/vendor/glew/include/GL/wglew.h +1361 -0
  167. data/ext/vendor/glew/lib/glew32.dll +0 -0
  168. data/ext/vendor/glew/lib/glew32mx.dll +0 -0
  169. data/ext/vendor/glew/lib/libglew32.a +0 -0
  170. data/ext/vendor/glew/lib/libglew32.dll.a +0 -0
  171. data/ext/vendor/glew/lib/libglew32mx.a +0 -0
  172. data/ext/vendor/glew/lib/libglew32mx.dll.a +0 -0
  173. data/ext/vendor/openal/COPYING +484 -0
  174. data/ext/vendor/openal/Win32/soft_oal.dll +0 -0
  175. data/ext/vendor/openal/include/AL/al.h +724 -0
  176. data/ext/vendor/openal/include/AL/alc.h +277 -0
  177. data/ext/vendor/openal/include/AL/alext.h +165 -0
  178. data/ext/vendor/openal/include/AL/efx-creative.h +3 -0
  179. data/ext/vendor/openal/include/AL/efx.h +758 -0
  180. data/ext/vendor/openal/lib/libOpenAL32.dll.a +0 -0
  181. data/ext/vendor/sndfile/bin/libsndfile-1.dll +0 -0
  182. data/ext/vendor/sndfile/include/sndfile.h +666 -0
  183. data/ext/vendor/sndfile/include/sndfile.hh +422 -0
  184. data/ext/vendor/sndfile/lib/libsndfile-1.def +41 -0
  185. data/ext/vendor/sndfile/lib/libsndfile-1.lib +0 -0
  186. data/ext/vertex.c +96 -0
  187. data/ext/view.c +131 -0
  188. data/ext/window.c +183 -0
  189. data/lib/ray/animation.rb +248 -0
  190. data/lib/ray/animation/block_animation.rb +36 -0
  191. data/lib/ray/animation/circular_motion.rb +57 -0
  192. data/lib/ray/animation/color_variation.rb +102 -0
  193. data/lib/ray/animation/combination.rb +71 -0
  194. data/lib/ray/animation/float_variation.rb +76 -0
  195. data/lib/ray/animation/sequence.rb +65 -0
  196. data/lib/ray/animation/sprite_animation.rb +68 -0
  197. data/lib/ray/animation/vector_variation.rb +111 -0
  198. data/lib/ray/animation_list.rb +50 -0
  199. data/lib/ray/audio.rb +4 -7
  200. data/lib/ray/buffer_renderer.rb +9 -0
  201. data/lib/ray/color.rb +41 -6
  202. data/lib/ray/drawable.rb +34 -9
  203. data/lib/ray/dsl.rb +6 -0
  204. data/lib/ray/dsl/event.rb +1 -1
  205. data/lib/ray/dsl/event_listener.rb +14 -10
  206. data/lib/ray/dsl/event_raiser.rb +5 -2
  207. data/lib/ray/dsl/event_runner.rb +4 -10
  208. data/lib/ray/dsl/event_translator.rb +67 -99
  209. data/lib/ray/dsl/handler.rb +1 -1
  210. data/lib/ray/dsl/matcher.rb +40 -27
  211. data/lib/ray/event.rb +22 -0
  212. data/lib/ray/font.rb +0 -42
  213. data/lib/ray/font_set.rb +3 -7
  214. data/lib/ray/game.rb +33 -73
  215. data/lib/ray/gl/int_array.rb +24 -0
  216. data/lib/ray/gl/vertex.rb +106 -0
  217. data/lib/ray/helper.rb +25 -11
  218. data/lib/ray/image.rb +9 -154
  219. data/lib/ray/image_set.rb +3 -8
  220. data/lib/ray/image_target.rb +12 -0
  221. data/lib/ray/matrix.rb +90 -0
  222. data/lib/ray/music.rb +12 -0
  223. data/lib/ray/polygon.rb +77 -0
  224. data/lib/ray/ray.rb +45 -13
  225. data/lib/ray/rect.rb +14 -3
  226. data/lib/ray/resource_set.rb +18 -35
  227. data/lib/ray/scene.rb +43 -81
  228. data/lib/ray/scene_list.rb +12 -5
  229. data/lib/ray/shader.rb +82 -0
  230. data/lib/ray/sound.rb +18 -0
  231. data/lib/ray/sound_buffer.rb +6 -0
  232. data/lib/ray/sound_buffer_set.rb +32 -0
  233. data/lib/ray/sprite.rb +111 -97
  234. data/lib/ray/target.rb +18 -0
  235. data/lib/ray/text.rb +80 -58
  236. data/lib/ray/text_helper.rb +21 -27
  237. data/lib/ray/turtle.rb +49 -38
  238. data/lib/ray/vector.rb +76 -1
  239. data/lib/ray/vertex.rb +24 -0
  240. data/lib/ray/view.rb +47 -0
  241. data/lib/ray/window.rb +23 -0
  242. data/samples/_media/Beep.wav +0 -0
  243. data/samples/_media/CptnRuby Gem.png +0 -0
  244. data/samples/_media/CptnRuby Map.txt +25 -0
  245. data/samples/_media/CptnRuby Tileset.png +0 -0
  246. data/samples/_media/CptnRuby.png +0 -0
  247. data/samples/_media/Space.png +0 -0
  248. data/samples/_media/Star.png +0 -0
  249. data/samples/_media/Starfighter.png +0 -0
  250. data/samples/animation/chain.rb +33 -0
  251. data/samples/animation/circle.rb +38 -0
  252. data/samples/animation/color.rb +18 -0
  253. data/samples/animation/rotation.rb +17 -0
  254. data/samples/animation/sequence.rb +33 -0
  255. data/samples/animation/shader.rb +65 -0
  256. data/samples/animation/sprite_motion.rb +103 -0
  257. data/samples/animation/translation.rb +23 -0
  258. data/samples/audio/spacial.rb +25 -11
  259. data/samples/buffer/buffer.rb +28 -0
  260. data/samples/buffer/index_buffer.rb +36 -0
  261. data/samples/buffer/renderer.rb +27 -0
  262. data/samples/cptn_ruby/cptn_ruby.rb +279 -0
  263. data/samples/hello_world/hello.rb +2 -2
  264. data/samples/hello_world/hello_dsl.rb +3 -3
  265. data/samples/hello_world/text.rb +2 -2
  266. data/samples/opengl/cube.rb +124 -0
  267. data/samples/opengl/image.rb +36 -16
  268. data/samples/opengl/obj_loader.rb +99 -0
  269. data/samples/opengl/opengl.rb +24 -18
  270. data/samples/opengl/shader.rb +36 -26
  271. data/samples/pong/pong.rb +41 -39
  272. data/samples/{run_scene.rb → scenes/run_scene.rb} +21 -7
  273. data/samples/shaders/geometry.rb +98 -0
  274. data/samples/shaders/scene.rb +19 -12
  275. data/samples/shaders/shaders.rb +34 -17
  276. data/samples/shaders/shape.rb +12 -7
  277. data/samples/sokoban/level_1 +11 -7
  278. data/samples/sokoban/sokoban.rb +36 -63
  279. data/samples/starfighter/starfighter.rb +159 -0
  280. data/samples/test/actual_scene.rb +3 -3
  281. data/samples/test/scene_riot.rb +4 -4
  282. data/samples/test/scene_spec.rb +3 -3
  283. data/samples/test/scene_test_unit.rb +1 -1
  284. data/samples/turtle/byzantium.rb +10 -5
  285. data/samples/turtle/hilbert.rb +16 -11
  286. data/samples/turtle/koch.rb +16 -11
  287. data/samples/turtle/mandala.rb +43 -38
  288. data/samples/turtle/tree.rb +13 -8
  289. data/samples/view/resize.rb +26 -0
  290. data/samples/view/view.rb +35 -0
  291. data/samples/window/all_events.rb +44 -0
  292. data/samples/window/change_title.rb +16 -0
  293. data/samples/window/fullscreen.rb +18 -0
  294. data/samples/window/get_pixel.rb +29 -0
  295. data/samples/window/icon.rb +88 -0
  296. data/samples/window/input.rb +27 -0
  297. data/samples/window/no_border.rb +16 -0
  298. data/samples/window/resize.rb +24 -0
  299. data/test/animation/color_variation_test.rb +64 -0
  300. data/test/animation/combination_test.rb +35 -0
  301. data/test/animation/float_variation_test.rb +75 -0
  302. data/test/animation/vector_variation_test.rb +123 -0
  303. data/test/animation_list_test.rb +122 -0
  304. data/test/animation_test.rb +83 -0
  305. data/test/audio_test.rb +88 -33
  306. data/test/buffer_renderer_test.rb +38 -0
  307. data/test/color_test.rb +31 -22
  308. data/test/drawable_test.rb +207 -7
  309. data/test/dsl_test.rb +25 -7
  310. data/test/font_test.rb +6 -40
  311. data/test/game_test.rb +76 -0
  312. data/test/gl_buffer_test.rb +26 -0
  313. data/test/gl_index_buffer_test.rb +17 -0
  314. data/test/gl_vertex_test.rb +117 -0
  315. data/test/helpers.rb +45 -5
  316. data/test/image_target_test.rb +19 -0
  317. data/test/image_test.rb +73 -53
  318. data/test/int_array_test.rb +64 -0
  319. data/test/matrix_test.rb +134 -0
  320. data/test/polygon_test.rb +126 -0
  321. data/test/rect_test.rb +6 -8
  322. data/test/res/frag.c +14 -0
  323. data/test/res/frag3d.c +10 -0
  324. data/test/res/frag_gray.c +17 -0
  325. data/test/res/frag_light3d.c +20 -0
  326. data/test/res/light3d.c +20 -0
  327. data/test/res/sprite.png +0 -0
  328. data/test/res/teapot.obj +12831 -0
  329. data/test/res/vert.c +17 -0
  330. data/test/res/vertex3d.c +14 -0
  331. data/test/resource_set_test.rb +8 -45
  332. data/test/run_all.rb +1 -1
  333. data/test/scene_list_test.rb +79 -0
  334. data/test/scene_test.rb +168 -0
  335. data/test/shader_test.rb +58 -0
  336. data/test/sprite_test.rb +46 -41
  337. data/test/target_test.rb +34 -0
  338. data/test/text_test.rb +20 -31
  339. data/test/turtle_test.rb +35 -20
  340. data/test/vector_test.rb +61 -19
  341. data/test/vertex_test.rb +43 -0
  342. data/test/view_test.rb +61 -0
  343. metadata +347 -126
  344. data/.yardopts +0 -4
  345. data/VERSION +0 -1
  346. data/ext/audio.cpp +0 -723
  347. data/ext/color.cpp +0 -159
  348. data/ext/drawable.cpp +0 -91
  349. data/ext/event.cpp +0 -460
  350. data/ext/font.cpp +0 -190
  351. data/ext/image.cpp +0 -733
  352. data/ext/input.cpp +0 -74
  353. data/ext/ray.cpp +0 -168
  354. data/ext/ray.hpp +0 -356
  355. data/ext/rect.cpp +0 -245
  356. data/ext/shader.cpp +0 -169
  357. data/ext/shape.cpp +0 -409
  358. data/ext/sprite.cpp +0 -306
  359. data/ext/text.cpp +0 -181
  360. data/ext/vector.cpp +0 -215
  361. data/guide.md +0 -619
  362. data/lib/ray/input.rb +0 -10
  363. data/lib/ray/music_set.rb +0 -37
  364. data/lib/ray/rmagick.rb +0 -41
  365. data/lib/ray/shape.rb +0 -132
  366. data/lib/ray/sound_set.rb +0 -37
  367. data/samples/opengl/binding.rb +0 -38
  368. data/test/ray_test.rb +0 -25
  369. data/test/shape_test.rb +0 -101
  370. data/yard_ext.rb +0 -63
@@ -1,215 +0,0 @@
1
- #include "ray.hpp"
2
-
3
- VALUE ray_cVector2 = Qnil;
4
- VALUE ray_cVector3 = Qnil;
5
-
6
- ray_vector2 *ray_rb2vector2_ptr(VALUE obj) {
7
- if (!RAY_IS_A(obj, ray_cVector2)) {
8
- rb_raise(rb_eTypeError, "Can't convert %s into Ray::Vector2",
9
- RAY_OBJ_CLASSNAME(obj));
10
- }
11
-
12
- ray_vector2 *vector;
13
- Data_Get_Struct(obj, ray_vector2, vector);
14
-
15
- return vector;
16
- }
17
-
18
- ray_vector2 ray_convert_to_vector2(VALUE obj) {
19
- obj = rb_funcall(obj, RAY_METH("to_vector2"), 0);
20
- return *ray_rb2vector2_ptr(obj);
21
- }
22
-
23
- void ray_free_vector2(ray_vector2 *ptr) {
24
- delete ptr;
25
- }
26
-
27
- VALUE ray_alloc_vector2(VALUE self) {
28
- ray_vector2 *vector = new ray_vector2;
29
- return Data_Wrap_Struct(self, 0, ray_free_vector2, vector);
30
- }
31
-
32
- VALUE ray_vector2_to_rb(const ray_vector2 &vector) {
33
- ray_vector2 *copy = new ray_vector2(vector);
34
- return Data_Wrap_Struct(ray_cVector2, 0, ray_free_vector2, copy);
35
- }
36
-
37
- /*
38
- @overload initialize(x = 0.0, y = 0.0)
39
- */
40
- VALUE ray_init_vector2(int argc, VALUE *argv, VALUE self) {
41
- ray_vector2 *vector = ray_rb2vector2_ptr(self);
42
-
43
- VALUE x, y;
44
- rb_scan_args(argc, argv, "02", &x, &y);
45
-
46
- if (!NIL_P(x)) vector->x = NUM2DBL(x);
47
- if (!NIL_P(y)) vector->y = NUM2DBL(y);
48
-
49
- return self;
50
- }
51
-
52
- VALUE ray_init_vector2_copy(VALUE self, VALUE other) {
53
- *ray_rb2vector2_ptr(self) = *ray_rb2vector2_ptr(other);
54
- return self;
55
- }
56
-
57
- /* @return [Float] x position of the vector */
58
- VALUE ray_vector2_x(VALUE self) {
59
- return rb_float_new(ray_rb2vector2_ptr(self)->x);
60
- }
61
-
62
- /* @return [Float] y position of the vector */
63
- VALUE ray_vector2_y(VALUE self) {
64
- return rb_float_new(ray_rb2vector2_ptr(self)->y);
65
- }
66
-
67
- /* Sets the x position of the vector */
68
- VALUE ray_vector2_set_x(VALUE self, VALUE x) {
69
- rb_check_frozen(self);
70
-
71
- ray_rb2vector2_ptr(self)->x = NUM2DBL(x);
72
- return x;
73
- }
74
-
75
- /* Sets the y position of the vector */
76
- VALUE ray_vector2_set_y(VALUE self, VALUE y) {
77
- rb_check_frozen(self);
78
-
79
- ray_rb2vector2_ptr(self)->y = NUM2DBL(y);
80
- return y;
81
- }
82
-
83
- ray_vector3 *ray_rb2vector3_ptr(VALUE obj) {
84
- if (!RAY_IS_A(obj, ray_cVector3)) {
85
- rb_raise(rb_eTypeError, "Can't convert %s into Ray::Vector3",
86
- RAY_OBJ_CLASSNAME(obj));
87
- }
88
-
89
- ray_vector3 *vector;
90
- Data_Get_Struct(obj, ray_vector3, vector);
91
-
92
- return vector;
93
- }
94
-
95
- ray_vector3 ray_convert_to_vector3(VALUE obj) {
96
- obj = rb_funcall(obj, RAY_METH("to_vector3"), 0);
97
- return *ray_rb2vector3_ptr(obj);
98
- }
99
-
100
- void ray_free_vector3(ray_vector3 *ptr) {
101
- delete ptr;
102
- }
103
-
104
- VALUE ray_alloc_vector3(VALUE self) {
105
- ray_vector3 *vector = new ray_vector3;
106
- return Data_Wrap_Struct(self, 0, ray_free_vector3, vector);
107
- }
108
-
109
- VALUE ray_vector3_to_rb(const ray_vector3 &vector) {
110
- ray_vector3 *copy = new ray_vector3(vector);
111
- return Data_Wrap_Struct(ray_cVector3, 0, ray_free_vector3, copy);
112
- }
113
-
114
- /*
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);
125
- if (!NIL_P(z)) vector->z = NUM2DBL(z);
126
-
127
- return self;
128
- }
129
-
130
- VALUE ray_init_vector3_copy(VALUE self, VALUE other) {
131
- *ray_rb2vector3_ptr(self) = *ray_rb2vector3_ptr(other);
132
- return self;
133
- }
134
-
135
- /* The x position of the vector */
136
- VALUE ray_vector3_x(VALUE self) {
137
- return rb_float_new(ray_rb2vector3_ptr(self)->x);
138
- }
139
-
140
- /* The y position of the vector */
141
- VALUE ray_vector3_y(VALUE self) {
142
- return rb_float_new(ray_rb2vector3_ptr(self)->y);
143
- }
144
-
145
- /* The z position of the vector */
146
- VALUE ray_vector3_z(VALUE self) {
147
- return rb_float_new(ray_rb2vector3_ptr(self)->z);
148
- }
149
-
150
- /* Sets the x position of the vector */
151
- VALUE ray_vector3_set_x(VALUE self, VALUE x) {
152
- rb_check_frozen(self);
153
- ray_rb2vector3_ptr(self)->x = NUM2DBL(x);
154
- return x;
155
- }
156
-
157
- /* Sets the y position of the vector */
158
- VALUE ray_vector3_set_y(VALUE self, VALUE y) {
159
- rb_check_frozen(self);
160
- ray_rb2vector3_ptr(self)->y = NUM2DBL(y);
161
- return y;
162
- }
163
-
164
- /* Sets the z position of the vector */
165
- VALUE ray_vector3_set_z(VALUE self, VALUE z) {
166
- rb_check_frozen(self);
167
- ray_rb2vector3_ptr(self)->z = NUM2DBL(z);
168
- return z;
169
- }
170
-
171
- /*
172
- Document-class: Ray::Vector2
173
-
174
- This class can be used to represent either a point (x, y) or a size WxH
175
- (hence the aliases).
176
- */
177
-
178
- /*
179
- Document-class: Ray::Vector3
180
-
181
- Represents a point in a 3D space.
182
- */
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);
189
-
190
- rb_define_method(ray_cVector2, "x", ray_vector2_x, 0);
191
- rb_define_method(ray_cVector2, "y", ray_vector2_y, 0);
192
-
193
- rb_define_method(ray_cVector2, "x=", ray_vector2_set_x, 1);
194
- rb_define_method(ray_cVector2, "y=", ray_vector2_set_y, 1);
195
-
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);
203
- rb_define_method(ray_cVector3, "z", ray_vector3_z, 0);
204
-
205
- rb_define_method(ray_cVector3, "x=", ray_vector3_set_x, 1);
206
- rb_define_method(ray_cVector3, "y=", ray_vector3_set_y, 1);
207
- rb_define_method(ray_cVector3, "z=", ray_vector3_set_z, 1);
208
- }
209
-
210
-
211
-
212
-
213
-
214
-
215
-
data/guide.md DELETED
@@ -1,619 +0,0 @@
1
- # Installation
2
- ## SFML
3
-
4
- You can possibly install the SFML 2 using your packag manager. For instance,
5
- with Archlinux:
6
-
7
- yaourt -S sfml2-svn
8
-
9
- Otherwise, download [the SFML](http://www.sfml-dev.org/download.php) and build
10
- it, like:
11
-
12
- cd sfml2
13
- cmake .
14
- make
15
- make install # as root
16
-
17
- ## Ray
18
-
19
- The ray gem is currently an older version of Ray. You can get the latest
20
- one from github:
21
-
22
- git clone git://github.com/Mon-Ouie/ray.git
23
- cd ray
24
- rake install
25
-
26
- Ray should work on at least Linux, Window, and Mac OS X, with Ruby 1.8.7,
27
- 1.9.2 and Rubinius.
28
-
29
- # Hello world!
30
- 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
36
-
37
- It simply creates a window of size 100x100, fills it with black, then draws
38
- "Hello world!" on it with size 12, with the upper-left corner of the text at (0, 0).
39
- The screen must be updated so the modifications appear. Notice methods like #fill, #draw,
40
- #update, ... return the object they drew on, which allows to chain methods call.
41
-
42
- Unfortunately, we have to sleep for a few seconds, or the window will be closed
43
- 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!
54
-
55
- screen.fill Ray::Color.black
56
- 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
61
- event object (event.poll! does it without blocking the process) and
62
- redraw the screen.
63
-
64
- 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
67
- 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.