rgame 0.1.0

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Files changed (161) hide show
  1. checksums.yaml +7 -0
  2. data/LICENSE +26 -0
  3. data/README.md +406 -0
  4. data/docs/api/README.md +167 -0
  5. data/docs/api/app.md +192 -0
  6. data/docs/api/assets.md +426 -0
  7. data/docs/api/audio.md +208 -0
  8. data/docs/api/components.md +321 -0
  9. data/docs/api/drawing.md +330 -0
  10. data/docs/api/game.md +99 -0
  11. data/docs/api/images.md +118 -0
  12. data/docs/api/input.md +179 -0
  13. data/docs/api/internals.md +110 -0
  14. data/docs/api/scene_graph.md +159 -0
  15. data/docs/api/signals.md +142 -0
  16. data/docs/api/systems.md +98 -0
  17. data/docs/api/text.md +116 -0
  18. data/docs/api/toolbox.md +240 -0
  19. data/docs/api/values.md +101 -0
  20. data/ext/README.md +225 -0
  21. data/ext/rgame_core/app/app.c +721 -0
  22. data/ext/rgame_core/app/app_gl.h +64 -0
  23. data/ext/rgame_core/app/frame_loop.c +42 -0
  24. data/ext/rgame_core/app/frame_loop.h +54 -0
  25. data/ext/rgame_core/audio/audio.c +466 -0
  26. data/ext/rgame_core/audio/audio_internal.h +45 -0
  27. data/ext/rgame_core/audio/vorbis_decoder.c +282 -0
  28. data/ext/rgame_core/audio/vorbis_decoder.h +45 -0
  29. data/ext/rgame_core/example.rb +188 -0
  30. data/ext/rgame_core/extconf.rb +167 -0
  31. data/ext/rgame_core/graphics/backend.c +52 -0
  32. data/ext/rgame_core/graphics/backend.h +64 -0
  33. data/ext/rgame_core/graphics/canvas.c +247 -0
  34. data/ext/rgame_core/graphics/canvas.h +143 -0
  35. data/ext/rgame_core/graphics/clip.c +87 -0
  36. data/ext/rgame_core/graphics/clip.h +89 -0
  37. data/ext/rgame_core/graphics/draw_queue.c +216 -0
  38. data/ext/rgame_core/graphics/draw_queue.h +174 -0
  39. data/ext/rgame_core/graphics/gl_backend.c +122 -0
  40. data/ext/rgame_core/graphics/gl_backend.h +43 -0
  41. data/ext/rgame_core/graphics/image.c +304 -0
  42. data/ext/rgame_core/graphics/image_internal.h +30 -0
  43. data/ext/rgame_core/graphics/primitives.c +189 -0
  44. data/ext/rgame_core/graphics/primitives.h +111 -0
  45. data/ext/rgame_core/graphics/recording.c +119 -0
  46. data/ext/rgame_core/graphics/recording.h +88 -0
  47. data/ext/rgame_core/graphics/texture.c +181 -0
  48. data/ext/rgame_core/graphics/texture.h +165 -0
  49. data/ext/rgame_core/graphics/transform.c +128 -0
  50. data/ext/rgame_core/graphics/transform.h +106 -0
  51. data/ext/rgame_core/include/rgame/core.h +577 -0
  52. data/ext/rgame_core/input/device_slots.c +103 -0
  53. data/ext/rgame_core/input/device_slots.h +93 -0
  54. data/ext/rgame_core/input/gamepad.c +145 -0
  55. data/ext/rgame_core/input/gamepad.h +63 -0
  56. data/ext/rgame_core/input/input.c +109 -0
  57. data/ext/rgame_core/input/input.h +99 -0
  58. data/ext/rgame_core/ruby/audio_ext.c +321 -0
  59. data/ext/rgame_core/ruby/core_ext.c +513 -0
  60. data/ext/rgame_core/ruby/core_ext.h +51 -0
  61. data/ext/rgame_core/ruby/font_ext.c +168 -0
  62. data/ext/rgame_core/ruby/image_ext.c +230 -0
  63. data/ext/rgame_core/ruby/recording_ext.c +186 -0
  64. data/ext/rgame_core/ruby/renderer_ext.c +376 -0
  65. data/ext/rgame_core/text/atlas.c +59 -0
  66. data/ext/rgame_core/text/atlas.h +85 -0
  67. data/ext/rgame_core/text/font.c +281 -0
  68. data/ext/rgame_core/text/font.h +139 -0
  69. data/ext/rgame_core/text/font_atlas.c +385 -0
  70. data/ext/rgame_core/text/font_internal.h +47 -0
  71. data/ext/rgame_core/text/glyph_cache.c +142 -0
  72. data/ext/rgame_core/text/glyph_cache.h +89 -0
  73. data/ext/rgame_core/vendor/README.md +159 -0
  74. data/ext/rgame_core/vendor/miniaudio.h +95864 -0
  75. data/ext/rgame_core/vendor/miniaudio_impl.c +62 -0
  76. data/ext/rgame_core/vendor/stb_image.h +7988 -0
  77. data/ext/rgame_core/vendor/stb_image_impl.c +31 -0
  78. data/ext/rgame_core/vendor/stb_truetype.h +5079 -0
  79. data/ext/rgame_core/vendor/stb_truetype_impl.c +23 -0
  80. data/ext/rgame_core/vendor/stb_vorbis.c +5584 -0
  81. data/ext/rgame_core/vendor/stb_vorbis_impl.c +29 -0
  82. data/ext/rgame_util/color.c +19 -0
  83. data/ext/rgame_util/color.h +60 -0
  84. data/ext/rgame_util/color_ext.c +156 -0
  85. data/ext/rgame_util/extconf.rb +27 -0
  86. data/ext/rgame_util/tensor.c +186 -0
  87. data/ext/rgame_util/util_ext.c +27 -0
  88. data/ext/rgame_util/util_ext.h +16 -0
  89. data/lib/rgame/boot.rb +13 -0
  90. data/lib/rgame/core/app.rb +82 -0
  91. data/lib/rgame/core/asset_manager.rb +224 -0
  92. data/lib/rgame/core/audio.rb +124 -0
  93. data/lib/rgame/core/font.rb +49 -0
  94. data/lib/rgame/core/gamepad.rb +55 -0
  95. data/lib/rgame/core/image.rb +55 -0
  96. data/lib/rgame/core/input.rb +77 -0
  97. data/lib/rgame/core/nine_slice.rb +163 -0
  98. data/lib/rgame/core/recording.rb +52 -0
  99. data/lib/rgame/core/renderer.rb +363 -0
  100. data/lib/rgame/core/sprite_sheet.rb +108 -0
  101. data/lib/rgame/core/tile_map_renderer.rb +160 -0
  102. data/lib/rgame/core/ui_atlas.rb +86 -0
  103. data/lib/rgame/core.rb +24 -0
  104. data/lib/rgame/engine/actor.rb +53 -0
  105. data/lib/rgame/engine/animation_set.rb +49 -0
  106. data/lib/rgame/engine/animator.rb +44 -0
  107. data/lib/rgame/engine/audio_bus.rb +24 -0
  108. data/lib/rgame/engine/audio_director.rb +29 -0
  109. data/lib/rgame/engine/body.rb +49 -0
  110. data/lib/rgame/engine/cached_label.rb +33 -0
  111. data/lib/rgame/engine/camera.rb +33 -0
  112. data/lib/rgame/engine/camera_view.rb +28 -0
  113. data/lib/rgame/engine/circle_collider.rb +32 -0
  114. data/lib/rgame/engine/collision_box.rb +34 -0
  115. data/lib/rgame/engine/collision_system.rb +44 -0
  116. data/lib/rgame/engine/component.rb +30 -0
  117. data/lib/rgame/engine/components/action_trigger.rb +41 -0
  118. data/lib/rgame/engine/components/animated_sprite.rb +63 -0
  119. data/lib/rgame/engine/components/character_body.rb +70 -0
  120. data/lib/rgame/engine/components/circle_collider.rb +44 -0
  121. data/lib/rgame/engine/components/collision_world.rb +103 -0
  122. data/lib/rgame/engine/components/despawn_offscreen.rb +26 -0
  123. data/lib/rgame/engine/components/path_follow.rb +84 -0
  124. data/lib/rgame/engine/components/player_controller.rb +24 -0
  125. data/lib/rgame/engine/components/pool.rb +53 -0
  126. data/lib/rgame/engine/components/screen_wrap.rb +27 -0
  127. data/lib/rgame/engine/components/sprite.rb +31 -0
  128. data/lib/rgame/engine/components/targeting.rb +54 -0
  129. data/lib/rgame/engine/components/thrust_controller.rb +65 -0
  130. data/lib/rgame/engine/components/tile_world.rb +68 -0
  131. data/lib/rgame/engine/components/timer.rb +75 -0
  132. data/lib/rgame/engine/components/velocity.rb +27 -0
  133. data/lib/rgame/engine/components/wander_controller.rb +60 -0
  134. data/lib/rgame/engine/debug_overlay.rb +106 -0
  135. data/lib/rgame/engine/i18n.rb +97 -0
  136. data/lib/rgame/engine/input/action_mapper.rb +46 -0
  137. data/lib/rgame/engine/input/actions.rb +41 -0
  138. data/lib/rgame/engine/input/player_controller.rb +14 -0
  139. data/lib/rgame/engine/matrix.rb +32 -0
  140. data/lib/rgame/engine/node2d.rb +271 -0
  141. data/lib/rgame/engine/path.rb +78 -0
  142. data/lib/rgame/engine/pool.rb +51 -0
  143. data/lib/rgame/engine/resettable.rb +67 -0
  144. data/lib/rgame/engine/scene/scene_stack.rb +65 -0
  145. data/lib/rgame/engine/signal.rb +75 -0
  146. data/lib/rgame/engine/spatial_hash.rb +71 -0
  147. data/lib/rgame/engine/tile_collision.rb +78 -0
  148. data/lib/rgame/engine/tile_map.rb +149 -0
  149. data/lib/rgame/engine/tileset.rb +101 -0
  150. data/lib/rgame/engine/timer.rb +51 -0
  151. data/lib/rgame/engine.rb +68 -0
  152. data/lib/rgame/fonts/LiberationSans-Regular.ttf +0 -0
  153. data/lib/rgame/fonts/OFL.txt +102 -0
  154. data/lib/rgame/game.rb +129 -0
  155. data/lib/rgame/util/color.rb +27 -0
  156. data/lib/rgame/util/controls.rb +107 -0
  157. data/lib/rgame/util/tensor.rb +12 -0
  158. data/lib/rgame/util.rb +8 -0
  159. data/lib/rgame/version.rb +12 -0
  160. data/lib/rgame.rb +20 -0
  161. metadata +215 -0
data/docs/api/input.md ADDED
@@ -0,0 +1,179 @@
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+ # Input
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+
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+ Three pieces work together:
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+
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+ - **`RGame::Util::Controls`** — the vocabulary: which number means "the left
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+ arrow key", "the A button", "player 2's controller". Plain values, usable
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+ without loading any graphics library.
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+ - **`RGame::Core::Input`** — translates your game's *actions* (`:fire`,
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+ `:confirm`) into those ids and asks the app whether they are held.
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+ - **`RGame::Core::Gamepad`** — which controllers are plugged in, for menus.
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+
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+ There is no mouse support, by design.
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+
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+ ## `RGame::Core::Input`
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+
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+ ```ruby
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+ input = RGame::Core::Input.new(app)
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+
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+ input.down?(:fire) # keyboard — the single-player default
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+ input.down?(:fire, device: pad) # a specific controller
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+ input.axis(:move_x, device: pad) # => Float
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+ ```
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+
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+ `down?` and `axis` read a snapshot the engine takes **once per frame**, when it
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+ pumps events. That is what makes them safe to call from `update`: a frame can
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+ run several simulation ticks, and every tick sees the same answer. Reading
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+ hardware directly would make a held key behave differently depending on how
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+ slow the previous frame was.
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+
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+ ### Actions, not keys
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+
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+ You ask for `:fire`, not for the space bar. The mapping lives in a binding
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+ table, so the same game code works for a keyboard player and a controller
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+ player:
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+
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+ | Action | Keyboard | Gamepad |
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+ |---|---|---|
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+ | `:left` `:right` `:up` `:down` | arrow keys | dpad |
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+ | `:confirm` | Return | A |
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+ | `:fire` | Space | A |
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+
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+ Asking for an action nothing is bound to raises `KeyError`.
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+
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+ ### Devices
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+
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+ Device 0 is the keyboard, and it is the default — so single-player code never
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+ mentions devices at all. Controllers follow, one per player slot:
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+
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+ ```ruby
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+ Controls = RGame::Util::Controls
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+
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+ Controls::KEYBOARD # => 0
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+ Controls.gamepad(0) # the first controller
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+ Controls.gamepad(1) # the second
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+ Controls::MAX_GAMEPADS # how many slots exist
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+ ```
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+
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+ A device only answers for its own kind of input. Asking a gamepad about a
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+ keyboard key is `false`, never the keyboard's answer — otherwise player two's
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+ pad would echo player one. The keyboard has no axes, so `axis` on it is `0.0`.
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+
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+ ### Rebinding
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+
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+ A binding table is just a Hash of action to id, and the ids are ordinary values
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+ from `Util`, so a game can build its own and hand it over:
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+
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+ ```ruby
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+ controls = RGame::Util::Controls
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+ bindings = controls::DEFAULT_KEYBOARD.merge(fire: controls::KEY_RETURN)
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+
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+ input = RGame::Core::Input.new(app, bindings: bindings)
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+ ```
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+
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+ `Input.new` accepts three optional tables:
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+
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+ | Keyword | Default | Used for |
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+ |---|---|---|
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+ | `bindings:` | `Controls::DEFAULT_KEYBOARD` | keyboard buttons |
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+ | `pad_bindings:` | `Controls::DEFAULT_PAD` | controller buttons |
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+ | `axis_bindings:` | `Controls::DEFAULT_AXES` | analog axes |
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+
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+ The defaults are frozen, so `merge` a copy rather than mutating them.
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+
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+ ## `RGame::Util::Controls`
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+
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+ The id vocabulary. Available from `require 'rgame'` **and** from
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+ `require 'rgame/core'`, because these are plain integers with nothing behind
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+ them — a game's configuration screen can name a key without pulling in a window.
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+
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+ **Keys** — `KEY_LEFT`, `KEY_RIGHT`, `KEY_UP`, `KEY_DOWN`, `KEY_RETURN`,
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+ `KEY_SPACE`, `KEY_ESCAPE`, `KEY_F1`.
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+
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+ **Gamepad buttons** — `PAD_A`, `PAD_B`, `PAD_X`, `PAD_Y`, `PAD_BACK`,
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+ `PAD_GUIDE`, `PAD_START`, `PAD_LEFT_STICK`, `PAD_RIGHT_STICK`,
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+ `PAD_LEFT_SHOULDER`, `PAD_RIGHT_SHOULDER`, `PAD_DPAD_UP`, `PAD_DPAD_DOWN`,
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+ `PAD_DPAD_LEFT`, `PAD_DPAD_RIGHT`.
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+
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+ **Axes** — `AXIS_LEFT_X`, `AXIS_LEFT_Y`, `AXIS_RIGHT_X`, `AXIS_RIGHT_Y`,
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+ `AXIS_TRIGGER_LEFT`, `AXIS_TRIGGER_RIGHT`. Sticks read −1.0 to 1.0 with **y
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+ positive downwards**; triggers read 0.0 to 1.0. No dead zone is applied — where
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+ to put one is a game decision, and a resting stick genuinely does report small
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+ non-zero values.
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+
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+ **Devices** — `KEYBOARD`, `GAMEPAD_FIRST`, `MAX_GAMEPADS`, and
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+ `Controls.gamepad(slot)`.
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+
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+ **Default tables** — `DEFAULT_KEYBOARD`, `DEFAULT_PAD`, `DEFAULT_AXES`.
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+
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+ Buttons and keys share one numbering, partitioned into ranges, so a single
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+ "is it held" query serves every device. You never need the numbers themselves —
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+ use the constants.
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+
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+ ## `RGame::Core::Gamepad`
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+
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+ A readout for menus — "Player 2: connect a controller". Reading a *button* goes
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+ through `Input`; this answers what is plugged in.
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+
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+ ```ruby
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+ pads = RGame::Core::Gamepad.new(app)
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+
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+ pads.count # how many are connected
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+ pads.max_slots # how many slots exist
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+ pads.connected?(0) # is slot 0 filled?
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+ pads.name(0) # => "Xbox Controller", or nil
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+ pads.device(0) # the id Input wants for that slot
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+ pads.each_connected { |slot, name| ... } # lowest slot first
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+ ```
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+
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+ `device(slot)` is the bridge to `Input`: a menu that has just found a pad can
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+ drive it without knowing how devices are numbered.
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+
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+ Out-of-range slots answer rather than raising, so a UI loop needs no bounds
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+ checks.
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+
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+ ### Slots are stable across a replug
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+
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+ A controller that falls out and comes back returns to the **same** slot, so
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+ player 2 stays player 2. The engine remembers which device last occupied each
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+ slot; a genuinely new controller takes the lowest free one.
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+
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+ Two identical controllers report the same hardware id, so "the slot that
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+ remembers this controller" is ambiguous for them. The rule resolves it the way
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+ a player expects: two matching pads take slots 0 and 1, and whichever is
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+ unplugged gets its own slot back when it returns.
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+
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+ ## Reacting to hot-plug
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+
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+ Polling with `Gamepad` answers "what is connected now". The `App` hooks tell you
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+ when that changes:
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+
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+ ```ruby
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+ class MyGame < RGame::Core::App
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+ def initialize
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+ super(width: 800, height: 600, caption: 'demo')
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+ @pads = RGame::Core::Gamepad.new(self)
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+ @input = RGame::Core::Input.new(self)
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+ end
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+
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+ def gamepad_connected(slot)
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+ puts "controller in slot #{slot}: #{@pads.name(slot)}"
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+ end
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+
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+ def gamepad_disconnected(slot)
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+ puts "controller left slot #{slot}"
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+ end
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+
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+ # Read whichever device player one currently has.
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+ def frame_begin
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+ @device = @pads.connected?(0) ? @pads.device(0) : RGame::Util::Controls::KEYBOARD
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+ end
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+
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+ def update(_dt)
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+ @moving_left = @input.down?(:left, device: @device)
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+ end
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+ end
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+ ```
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+
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+ A controller unplugged mid-press has its buttons and axes cleared, so a button
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+ held at that moment does not stay stuck down.
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+ # Internal building blocks
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+
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+ Low-level, pure-Ruby classes the engine's [components](components.md) and
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+ [systems](systems.md) are built on. A game author rarely constructs these directly —
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+ they sit *behind* a component (a `CharacterBody` resolves through `CollisionSystem`, an
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+ `AnimatedSprite` plays through an `Animator`, a `CollisionWorld` indexes through a
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+ `SpatialHash`) — but they are documented here because they carry the load-bearing
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+ algorithms and are the seams the component tests drive. None `require "gosu"`.
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+
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+ For the helpers a game *does* reach for directly (pools, localization, the camera,
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+ collision boxes, …), see [Utilities](toolbox.md).
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+
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+ ## `SpatialHash` — uniform-grid broadphase
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+
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+ `RGame::Engine::SpatialHash` (`rgame/engine/spatial_hash`) is a broadphase index for collision:
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+ bucket colliders into fixed-size grid cells, then test only candidates that share a
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+ cell instead of every pair. It is the index inside
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+ [`CollisionWorld`](components.md#collisionworld).
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+
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+ ```ruby
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+ hash = RGame::Engine::SpatialHash.new(cell_size: 64)
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+ hash.clear # reuse bucket arrays, keep capacity
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+ rocks.each { |r| hash.insert(r, *r.aabb) } # insert the static set
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+ hash.query(*bullet.aabb) { |rock| ...narrowphase... }
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+ ```
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+
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+ Typical per-frame use is `clear`, `insert` every collider of one set, then `query`
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+ around each moving collider. Both `insert` and `query` take an AABB (`x, y, w, h`);
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+ an item spanning several cells is inserted into each and so **may be yielded more than
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+ once** by `query`. That dedup is deliberately the narrowphase caller's job — guard with
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+ `next if a.dead? || b.dead?` to keep hits idempotent — which lets the hash skip a
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+ per-query visited set and stay allocation-free. Cell keys are packed into a single
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+ tagged Fixnum (with an offset so off-screen / mid-wrap negative cells stay
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+ non-negative), so keying allocates nothing either.
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+
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+ `query_circle(cx, cy, r, &)` is the radial counterpart to `query`: it yields the items
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+ in the cells the circle's bounding box covers (delegating to the same cell walk), for
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+ range and nearest lookups. It is still broadphase — it carries the same may-yield-twice
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+ contract, and the caller refines candidates by true distance (see
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+ [`CollisionWorld`](components.md#collisionworld)'s `query_circle`/`nearest`).
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+
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+ ## `TileCollision` — axis-separated AABB-vs-tile resolution
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+
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+ `RGame::Engine::TileCollision` (`rgame/engine/tile_collision`) resolves an axis-aligned box against a
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+ grid of solid tiles. `solid` is a callable `solid.call(col, row) -> bool`, so the tile
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+ source is decoupled (a `TileMap`, a fake in tests). It moves the box **one axis at a
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+ time** — `resolve_x` then `resolve_y` (fed the resolved x) — which gives wall-sliding: a
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+ diagonal push into a wall keeps the component that's still free.
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+
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+ ```ruby
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+ tiles = RGame::Engine::TileCollision.new(tile_width: 16, tile_height: 16,
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+ solid: ->(col, row) { map.solid_tile?(col, row) })
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+ nx = tiles.resolve_x(x, y, w, h, dx) # snaps flush against a solid in the dx direction
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+ ny = tiles.resolve_y(nx, y, w, h, dy)
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+ ```
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+
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+ It assumes per-step movement smaller than a tile (no tunneling), which holds for the
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+ engine's speeds. It is the maths inside [`CollisionSystem`](#collisionsystem--move-an-actor-against-the-tiles-and-the-world).
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+
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+ ## `CollisionSystem` — move an actor against the tiles and the world
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+
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+ `RGame::Engine::CollisionSystem` (`rgame/engine/collision_system`) wraps `TileCollision` with a
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+ world-bounds clamp and an actor-facing `move`. It is what
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+ [`TileWorld`](components.md#tileworld) delegates to (and what a `CharacterBody` moves
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+ through).
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+
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+ ```ruby
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+ collision = RGame::Engine::CollisionSystem.new(
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+ tile_collision: tiles, world_width: map.pixel_width, world_height: map.pixel_height
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+ )
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+ collision.move(actor, dx, dy) # actor responds to x / y / x= / y= / collision_box
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+ ```
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+
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+ `move` reads the actor's [`CollisionBox`](toolbox.md#collisionbox--an-actors-feet-box)
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+ AABB, resolves it through `TileCollision` on both axes, clamps the box inside the world
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+ as a backstop, and writes the resolved position back to the actor (accounting for the
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+ box's offset from the sprite origin).
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+
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+ ## `AnimationSet` — pure frame maths
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+
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+ `RGame::Engine::AnimationSet` (`rgame/engine/animation_set`) turns an atlas's animation table plus an
82
+ elapsed time into the sprite-sheet cell to show — no renderer, no images, fully testable.
83
+
84
+ ```ruby
85
+ set = RGame::Engine::AnimationSet.new(
86
+ stand: { row: 0, col: 1, frames: 1, fps: 1 },
87
+ walk_right: { row: 1, frames: 3, fps: 6 }
88
+ )
89
+ set.frame(:walk_right, elapsed) # => [row, col, flip_x]
90
+ ```
91
+
92
+ Each animation is `{ row:, col: (start column, default 0), frames:, fps:, flip_x: }`.
93
+ `frame(name, elapsed)` advances `frames` columns from `col` at `fps`, wrapping — so a
94
+ held animation cycles.
95
+
96
+ ## `Animator` — animation playback state
97
+
98
+ `RGame::Engine::Animator` (`rgame/engine/animator`) owns the playback state on top of an
99
+ `AnimationSet`: the current animation name and elapsed time. It is what
100
+ [`AnimatedSprite`](components.md#animatedsprite) drives.
101
+
102
+ ```ruby
103
+ animator = RGame::Engine::Animator.new(set, initial: :stand)
104
+ animator.play(:walk_right) # switch (a no-op if already playing, so a walk keeps cycling)
105
+ animator.update(dt) # advance elapsed time
106
+ animator.frame # => [row, col, flip_x] for the current animation now
107
+ ```
108
+
109
+ `play` only restarts elapsed time on an actual change, so calling it every frame with the
110
+ current intent keeps a continuing walk smooth rather than stuttering on frame 0.
@@ -0,0 +1,159 @@
1
+ # Scene graph
2
+
3
+ The engine builds a game out of a tree of nodes — a classic scene graph. A node
4
+ holds state, logic and drawing for one game object; nesting nodes builds up whole
5
+ scenes. Everything is pure Ruby: nodes draw through the renderer interface and
6
+ read input from a per-frame snapshot, never naming a graphics library at all.
7
+
8
+ ## Node2D
9
+
10
+ `RGame::Engine::Node2D` (`engine/node2d`) is the basic building block. (The `2D` in the
11
+ name leaves room for a future 3D node; today everything is 2D.) A node carries:
12
+
13
+ - a **transform** — relative `x`, `y`, `z` plus `width`/`height`;
14
+ - **children** — other nodes nested under it (`add_node`);
15
+ - **components** — reusable pieces of behaviour attached to it (`add_component`);
16
+ - a **parent** — the node it hangs off (set automatically when it is added).
17
+
18
+ Nodes extend the signal DSL (`RGame::Engine::Signal::DSL`), so any subclass can declare
19
+ and emit signals without opting in. See [Signals](signals.md).
20
+
21
+ ### The tick: control → update → draw
22
+
23
+ A node is driven in three phases, run in this order every frame:
24
+
25
+ 1. `control(actions)` — read intent, both from the player (the `actions`
26
+ snapshot) and from AI/scripted controllers.
27
+ 2. `update(dt)` — advance game logic and physics over the timestep `dt`.
28
+ 3. `draw(renderer)` — render the current visual state.
29
+
30
+ Each phase **settles the node itself first — its components, then its own hook —
31
+ and only then descends into the children**. So you override the hook, not the
32
+ phase itself:
33
+
34
+ - `on_control(actions)`
35
+ - `on_update(dt)`
36
+ - `on_draw(renderer)`
37
+
38
+ Self-before-subtree keeps the transform flowing downward: a component or hook
39
+ that moves the node does so before its children resolve their origin from it (see
40
+ [Absolute position](#absolute-position)).
41
+
42
+ Because the traversal recurses into children for you, **never re-implement child
43
+ iteration** — add children with `add_node` and let the tree drive them.
44
+
45
+ ### Absolute position
46
+
47
+ `x`/`y`/`z` are **relative to the parent**. At the start of each phase a node
48
+ resolves its absolute position by accumulating onto the parent's origin
49
+ (`abs_x = parent.abs_x + x`, and likewise for `y`/`z`); a node with no parent
50
+ sits at the origin. Moving or re-layering a node therefore moves and re-layers
51
+ its whole subtree. (Rotation, dirty-flag caching and smarter `z`/depth handling
52
+ are noted as future work in the source.)
53
+
54
+ ### View transforms and the camera
55
+
56
+ A node's transform is its place in the **world**. A *view* transform is different: it
57
+ maps that world onto the screen (a camera), and it must wrap a whole subtree's draw
58
+ without being baked into any node's position. So `draw` calls a `draw_children` step a
59
+ subclass can override to wrap the subtree in a renderer transform.
60
+
61
+ `RGame::Engine::CameraView` is that subclass: built with an `RGame::Engine::Camera`, it wraps its
62
+ children's draw in `renderer.translated(-camera.x, -camera.y)`. Its children draw at
63
+ their own world origin (they never know about the camera); the translate maps them to
64
+ the screen. Because the offset is a draw-time transform rather than a node position, the
65
+ same world can later be drawn through several cameras — split-screen is repeating the
66
+ pass under different offsets/clips. The owning scene drives the camera (e.g. centring it
67
+ on the player); `CameraView` only applies it. See `examples/15_tiled_world`.
68
+
69
+ ## Components
70
+
71
+ `RGame::Engine::Component` (`rgame/engine/component`) is a piece of behaviour you attach to a
72
+ node instead of baking it into a subclass. A component knows its owning `node`,
73
+ and like nodes it extends the signal DSL.
74
+
75
+ - `add_component(component, as: nil)` attaches one in a **named slot** and back-links
76
+ it to the node. The slot defaults to the component's class, so by default a node
77
+ still holds **at most one component per class** — a taken slot raises. Pass a name
78
+ (`add_component(Timer.new, as: :spawn)`) when a node needs several of one type.
79
+ - `get_component(key)` looks a component up by its slot: a class (matched by ancestry,
80
+ so a base class finds a subclass instance) or a Symbol name. A class lookup **raises
81
+ if it is ambiguous** — several components share that type — so name them and look up
82
+ by name.
83
+ - `remove_component(key)` detaches and unlinks the component in that slot (class or
84
+ name), returning it (or `nil` if the slot is empty).
85
+
86
+ A component mirrors the node's three phases — `control(actions)`, `update(dt)`,
87
+ `draw(renderer)` — and the node drives its components in each phase, before its
88
+ own hook and before its children. It also has the two tree-lifecycle hooks below
89
+ (`on_attach`/`on_detach`).
90
+
91
+ ## Lifecycle: constructing vs. entering the tree
92
+
93
+ A node has two distinct moments, and conflating them is a classic source of bugs
94
+ (it is why mature engines split Godot's `_init`/`_ready`, Unity's `Awake`/`OnEnable`,
95
+ Unreal's constructor/`BeginPlay`):
96
+
97
+ 1. **Construction** (`initialize`) — the node and its components exist, but the node
98
+ is **not yet in the live tree**. It has no resolved anchors: `root`/`scene` (below)
99
+ don't point anywhere useful, and shared systems aren't reachable. Build children
100
+ and attach components here; do **not** look anything up across the tree.
101
+ 2. **Entering the tree** — when the node becomes live, the engine runs a depth-first
102
+ cascade that fires, in order: each component's `on_attach`, then the node's
103
+ `on_add`, then the same for every child. **This is where anchors and systems are
104
+ available**, so it's where a component registers with a shared system. Leaving the
105
+ tree runs the mirror cascade — children first, then `on_remove`, then component
106
+ `on_detach` to release those registrations.
107
+
108
+ The engine drives this; you never call it. The relevant calls are `enter_tree` /
109
+ `exit_tree` (and `in_tree?`), fired automatically:
110
+
111
+ - `add_node` enters the child immediately **iff** the parent is already live;
112
+ otherwise the child waits and is entered when its ancestor enters. So a node tree
113
+ assembled in `initialize` (before it's mounted) comes alive all at once when it
114
+ is. `remove_node` exits the subtree the same way.
115
+ - `add_component` / `remove_component` fire `on_attach` / `on_detach` immediately when
116
+ the host node is already live (otherwise attach happens during the node's entry).
117
+ - `SceneStack#push` / `pop` enter/exit a scene; the platform enters the root once at
118
+ boot (`RGame::Game#start`).
119
+
120
+ **The split is load-bearing for the `on_add`/`initialize` divide:** put cross-tree
121
+ lookups (anchors, systems, sibling components) in `on_add` / `on_attach`, never in
122
+ `initialize`. The engine guarantees the anchors are wired before those hooks run, so
123
+ you can't accidentally read them too early.
124
+
125
+ ## Anchors and shared systems
126
+
127
+ Two back-links let any node reach shared state without it being threaded through
128
+ constructors, both **resolved by walking parents** (never cached, so they can't go
129
+ stale):
130
+
131
+ - `root` — the top-most node (a node with no parent is its own root). Home for
132
+ global, program-lifetime systems.
133
+ - `scene` — the nearest enclosing scene node (marked as a boundary by `SceneStack`).
134
+ Home for scene-lifetime systems.
135
+
136
+ A *system* is just a `Component` living on one of those anchor nodes; nodes find one
137
+ with `node.system(SomeSystem)` (scene scope first, then the global root). See
138
+ [Systems & shared resources](systems.md) for the scoping model and worked examples.
139
+
140
+ ## Deferred free
141
+
142
+ A node that detaches itself or a sibling mid-tick would mutate a parent's `children`
143
+ while that list is being iterated — the classic scene-graph footgun. So removal is
144
+ **deferred** (as in Godot's `queue_free`):
145
+
146
+ - `queue_free` marks a node for removal; `freed?` reports the mark. The node stays in
147
+ the tree and keeps ticking until the sweep.
148
+ - `sweep_freed` detaches every marked node, depth-first, running the normal leave-tree
149
+ cascade (`on_remove` / `on_detach`) on each. It runs from a safe point **outside** the
150
+ tick — the platform loop flushes it once per step, after `update`.
151
+
152
+ Because it's deferred, any component or hook can call `node.queue_free` from inside
153
+ `update` without corrupting the traversal. Container components that hold nodes off the
154
+ normal child list (e.g. `SceneStack`) override `Component#sweep_freed` to forward the
155
+ sweep into the subtree they own.
156
+
157
+ `enter_tree` clears the freed flag, so a node detached and later re-added comes back
158
+ alive. This is what lets a pool recycle nodes: a despawned (freed) node is returned to
159
+ its pool, and re-acquiring it and `add_node`-ing it revives it cleanly.
@@ -0,0 +1,142 @@
1
+ # Signals
2
+
3
+ Signals are the engine's typed take on the observer pattern: a tiny object that
4
+ holds a list of listener blocks and `emit`s to them. They are how decoupled parts
5
+ of the engine talk to each other — a `Button` tells a `Menu` it was clicked, a
6
+ `Selector` announces its value changed, gameplay asks the audio layer to play a
7
+ sound — without the emitter knowing who (if anyone) is listening.
8
+
9
+ Signals replace the earlier global event bus / `Node#on` observer API. There is no
10
+ central dispatcher and no string/symbol event types to match on: a signal *is* the
11
+ channel, named by the attribute that exposes it, and its arity is fixed when it is
12
+ defined.
13
+
14
+ `RGame::Engine::Signal` is pure Ruby — no graphics — and lives in
15
+ `lib/rgame/engine/signal.rb`.
16
+
17
+ ## The Signal class: `Signal.define`
18
+
19
+ `Signal.define(*fields)` builds a signal **class**. Each instance is one channel:
20
+
21
+ ```ruby
22
+ ClickSignal = Signal.define # carries no payload
23
+ ChangeSignal = Signal.define(:index, :value) # carries two values
24
+
25
+ sig = ChangeSignal.new
26
+ handle = sig.connect { |index, value| puts "#{index} -> #{value}" }
27
+ sig.emit(index: 2, value: :hard) # prints "2 -> hard"
28
+ sig.disconnect(handle) # stops that listener
29
+ ```
30
+
31
+ Three instance methods:
32
+
33
+ - **`connect(&block)`** — registers a listener and returns it as the *handle*. Listeners
34
+ fire in the order they connected.
35
+ - **`emit(...)`** — notifies every listener.
36
+ - **`disconnect(handle)`** — removes the listener returned by `connect`.
37
+
38
+ ### Keyword in, positional out
39
+
40
+ The field names exist to give `emit` a **self-documenting, mistake-catching
41
+ signature** — you call `emit(index:, value:)`, not `emit(2, :hard)`, so a wrong or
42
+ missing field raises at the call site. But the *listener* block receives the values
43
+ **positionally**:
44
+
45
+ ```ruby
46
+ ChangeSignal = Signal.define(:index, :value)
47
+ sig.connect { |index, value| ... } # positional params
48
+ sig.emit(index: 2, value: :hard) # keyword args -> it.call(2, :hard)
49
+ ```
50
+
51
+ This is deliberate. Ruby blocks bind positional parameters cleanly but handle
52
+ keyword arguments awkwardly, so the generated `emit` translates `emit(x:, y:)` into
53
+ `it.call(x, y)`.
54
+
55
+ A single-field signal does not follow this keyword convention, in this case the single parameter is non-keyworded.
56
+
57
+ ```ruby
58
+ PlaySound = Signal.define(:id)
59
+ sig.connect { @audio.play_sound(it) }
60
+ sig.emit(:boom)
61
+ ```
62
+
63
+ ### No per-emit allocation
64
+
65
+ `emit` forwards its arguments straight to each listener — it never collects them
66
+ into an array or hash. Defining the signature with explicit fields (rather than a
67
+ `*splat`) is what makes this allocation-free, which matters because some signals
68
+ fire every frame (the engine's rule: never allocate on the hot path).
69
+
70
+ ## The DSL: declaring a signal slot
71
+
72
+ Hand-wiring a signal onto a class is repetitive — an ivar to hold the instance, a
73
+ public method to subscribe, and a way to emit:
74
+
75
+ ```ruby
76
+ # Without the DSL:
77
+ ClickSignal = Signal.define
78
+ def initialize(...) = @on_clicked = ClickSignal.new
79
+ def on_clicked(&block) = @on_clicked.connect(&block)
80
+ def activate = @on_clicked.emit
81
+ ```
82
+
83
+ `RGame::Engine::Signal::DSL` collapses that to one declaration. `extend` it, then declare
84
+ slots with `signal`:
85
+
86
+ ```ruby
87
+ class Button < Control
88
+ extend RGame::Engine::Signal::DSL
89
+
90
+ signal :on_clicked # a no-arg signal
91
+ # signal :on_changed, Signal.define(:index, :value) # a typed one
92
+
93
+ def activate = on_clicked_signal.emit
94
+ end
95
+ ```
96
+
97
+ `signal :on_clicked` generates two methods:
98
+
99
+ - **`on_clicked(&block)`** — *public*. Subscribe a listener; returns the handle. This
100
+ is the API observers use: `button.on_clicked { ... }`.
101
+ - **`on_clicked_signal`** — *private*. The lazily-built `Signal` instance. Emit
102
+ through it from inside the class: `on_clicked_signal.emit`.
103
+
104
+ The signal is created on first use (`@on_clicked ||= type.new`), so the host wires
105
+ **nothing** in `initialize`. Pass a signal class as the second argument for a typed
106
+ slot; omit it for a no-arg signal.
107
+
108
+ A note on cost: the generated methods use `define_method`, and emitting goes through
109
+ the private reader rather than a bare ivar — one extra method dispatch per emit
110
+ (single-digit nanoseconds under YJIT, and `emit` itself stays a full-speed `def`).
111
+ Negligible for UI and per-frame signals. For a signal emitted thousands of times per
112
+ frame, hand-write it against a direct ivar instead.
113
+
114
+ ## Two shapes of signal
115
+
116
+ **Per-instance signals (the DSL).** Each object owns its channels. This is the UI
117
+ pattern: every `Button` has its own `on_clicked`, every `Selector` its own
118
+ `on_changed`. The `signal` macro is built for exactly this (it stores the instance
119
+ in an ivar).
120
+
121
+ **A shared signal hub (module-level).** When one global channel serves the whole app,
122
+ expose signals as module state instead. `RGame::Engine::AudioBus` is the example: it holds
123
+ `Signal.define(:id).new` instances at module scope and exposes them through reader
124
+ methods, so gameplay anywhere does `RGame::Engine::AudioBus.on_play_sound.emit(:boom)`
125
+ and the `AudioDirector` connects once. The DSL doesn't apply here (there is no
126
+ per-instance ivar); the hub hand-rolls the readers.
127
+
128
+ ## When to reach for a signal
129
+
130
+ Follow the engine's communication rules (see [Scene graph](scene_graph.md)):
131
+
132
+ - **Parent → child:** call methods directly. No signal needed; the parent holds the
133
+ reference.
134
+ - **Child → parent, or sibling → sibling:** the child *exposes* a signal and the
135
+ parent (or a parent-arranged observer) subscribes. A `Button` exposes `on_clicked`;
136
+ its `Menu` parent connects in `on_add` and re-exposes a higher-level
137
+ `on_selected(index, id)` to the scene. Edges stay direct node-to-node.
138
+ - **Cross-cutting app concerns** with no natural owner (audio, later maybe analytics):
139
+ a module-level hub like `AudioBus`.
140
+
141
+ Keep the emitter ignorant of its listeners: a signal with no observers connected
142
+ emits harmlessly to nobody.