ruby2d 0.12.1 → 1.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (620) hide show
  1. checksums.yaml +4 -4
  2. data/LICENSE.md +7 -0
  3. data/README.md +141 -0
  4. data/USAGE.md +2435 -0
  5. data/assets/Rakefile +637 -0
  6. data/assets/build_support/CMakeLists.txt +94 -0
  7. data/assets/build_support/mruby/build_config.rb +34 -0
  8. data/assets/build_support/mruby/build_config_wasm.rb +30 -0
  9. data/assets/build_support/sdl_test.c +174 -0
  10. data/assets/deps.yaml +16 -0
  11. data/assets/platform/include/SDL3/SDL.h +91 -0
  12. data/assets/platform/include/SDL3/SDL_assert.h +705 -0
  13. data/assets/platform/include/SDL3/SDL_asyncio.h +550 -0
  14. data/assets/platform/include/SDL3/SDL_atomic.h +692 -0
  15. data/assets/platform/include/SDL3/SDL_audio.h +2370 -0
  16. data/assets/platform/include/SDL3/SDL_begin_code.h +553 -0
  17. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_bits.h +47 -27
  18. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_blendmode.h +59 -55
  19. data/assets/platform/include/SDL3/SDL_camera.h +535 -0
  20. data/assets/platform/include/SDL3/SDL_clipboard.h +331 -0
  21. data/assets/{include/SDL2/close_code.h → platform/include/SDL3/SDL_close_code.h} +9 -8
  22. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_copying.h +3 -1
  23. data/assets/platform/include/SDL3/SDL_cpuinfo.h +374 -0
  24. data/assets/platform/include/SDL3/SDL_dialog.h +343 -0
  25. data/assets/platform/include/SDL3/SDL_dlopennote.h +234 -0
  26. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_egl.h +11 -8
  27. data/assets/platform/include/SDL3/SDL_endian.h +645 -0
  28. data/assets/platform/include/SDL3/SDL_error.h +226 -0
  29. data/assets/platform/include/SDL3/SDL_events.h +1645 -0
  30. data/assets/platform/include/SDL3/SDL_filesystem.h +537 -0
  31. data/assets/platform/include/SDL3/SDL_gamepad.h +1656 -0
  32. data/assets/platform/include/SDL3/SDL_gpu.h +4608 -0
  33. data/assets/platform/include/SDL3/SDL_guid.h +106 -0
  34. data/assets/platform/include/SDL3/SDL_haptic.h +1461 -0
  35. data/assets/platform/include/SDL3/SDL_hidapi.h +571 -0
  36. data/assets/platform/include/SDL3/SDL_hints.h +5001 -0
  37. data/assets/platform/include/SDL3/SDL_init.h +507 -0
  38. data/assets/platform/include/SDL3/SDL_intrin.h +410 -0
  39. data/assets/platform/include/SDL3/SDL_iostream.h +1379 -0
  40. data/assets/platform/include/SDL3/SDL_joystick.h +1385 -0
  41. data/assets/platform/include/SDL3/SDL_keyboard.h +608 -0
  42. data/assets/platform/include/SDL3/SDL_keycode.h +347 -0
  43. data/assets/platform/include/SDL3/SDL_loadso.h +145 -0
  44. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_locale.h +40 -24
  45. data/assets/platform/include/SDL3/SDL_log.h +541 -0
  46. data/assets/platform/include/SDL3/SDL_main.h +704 -0
  47. data/assets/platform/include/SDL3/SDL_main_impl.h +151 -0
  48. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_messagebox.h +85 -48
  49. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_metal.h +29 -29
  50. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_misc.h +13 -12
  51. data/assets/platform/include/SDL3/SDL_mouse.h +813 -0
  52. data/assets/platform/include/SDL3/SDL_mutex.h +1117 -0
  53. data/assets/platform/include/SDL3/SDL_oldnames.h +1339 -0
  54. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengl.h +1247 -278
  55. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengl_glext.h +5 -1
  56. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles.h +6 -7
  57. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2.h +10 -11
  58. data/assets/platform/include/SDL3/SDL_pen.h +198 -0
  59. data/assets/platform/include/SDL3/SDL_pixels.h +1441 -0
  60. data/assets/{include/SDL2/SDL_test_log.h → platform/include/SDL3/SDL_platform.h} +25 -26
  61. data/assets/platform/include/SDL3/SDL_platform_defines.h +497 -0
  62. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_power.h +40 -20
  63. data/assets/platform/include/SDL3/SDL_process.h +441 -0
  64. data/assets/platform/include/SDL3/SDL_properties.h +572 -0
  65. data/assets/platform/include/SDL3/SDL_rect.h +528 -0
  66. data/assets/platform/include/SDL3/SDL_render.h +3028 -0
  67. data/assets/platform/include/SDL3/SDL_revision.h +59 -0
  68. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_scancode.h +59 -68
  69. data/assets/platform/include/SDL3/SDL_sensor.h +321 -0
  70. data/assets/platform/include/SDL3/SDL_stdinc.h +6186 -0
  71. data/assets/platform/include/SDL3/SDL_storage.h +686 -0
  72. data/assets/platform/include/SDL3/SDL_surface.h +1769 -0
  73. data/assets/platform/include/SDL3/SDL_system.h +840 -0
  74. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test.h +16 -22
  75. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_assert.h +27 -34
  76. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_common.h +109 -52
  77. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_compare.h +22 -14
  78. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_crc32.h +27 -30
  79. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_font.h +50 -49
  80. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_fuzzer.h +64 -79
  81. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_harness.h +47 -30
  82. data/assets/platform/include/SDL3/SDL_test_log.h +83 -0
  83. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_md5.h +21 -28
  84. data/assets/{include/SDL2 → platform/include/SDL3}/SDL_test_memory.h +19 -16
  85. data/assets/platform/include/SDL3/SDL_thread.h +602 -0
  86. data/assets/platform/include/SDL3/SDL_time.h +249 -0
  87. data/assets/platform/include/SDL3/SDL_timer.h +454 -0
  88. data/assets/platform/include/SDL3/SDL_touch.h +184 -0
  89. data/assets/platform/include/SDL3/SDL_tray.h +544 -0
  90. data/assets/platform/include/SDL3/SDL_version.h +198 -0
  91. data/assets/platform/include/SDL3/SDL_video.h +3497 -0
  92. data/assets/platform/include/SDL3/SDL_vulkan.h +287 -0
  93. data/assets/platform/include/SDL3_image/SDL_image.h +3328 -0
  94. data/assets/platform/include/SDL3_mixer/SDL_mixer.h +3369 -0
  95. data/assets/platform/include/SDL3_ttf/SDL_textengine.h +181 -0
  96. data/assets/platform/include/SDL3_ttf/SDL_ttf.h +2833 -0
  97. data/assets/{include → platform/include}/mrbconf.h +42 -31
  98. data/assets/{include → platform/include}/mruby/array.h +3 -4
  99. data/assets/{include → platform/include}/mruby/boxing_nan.h +10 -0
  100. data/assets/platform/include/mruby/boxing_no.h +59 -0
  101. data/assets/{include → platform/include}/mruby/boxing_word.h +72 -26
  102. data/assets/platform/include/mruby/class.h +157 -0
  103. data/assets/{include → platform/include}/mruby/common.h +30 -1
  104. data/assets/{include → platform/include}/mruby/compile.h +52 -74
  105. data/assets/{include → platform/include}/mruby/data.h +2 -2
  106. data/assets/{include → platform/include}/mruby/debug.h +12 -5
  107. data/assets/{include → platform/include}/mruby/dump.h +7 -9
  108. data/assets/{include → platform/include}/mruby/endian.h +1 -1
  109. data/assets/platform/include/mruby/error.h +173 -0
  110. data/assets/platform/include/mruby/gc.h +79 -0
  111. data/assets/{include → platform/include}/mruby/hash.h +1 -7
  112. data/assets/platform/include/mruby/internal.h +282 -0
  113. data/assets/platform/include/mruby/irep.h +143 -0
  114. data/assets/{include → platform/include}/mruby/istruct.h +1 -1
  115. data/assets/platform/include/mruby/khash.h +455 -0
  116. data/assets/platform/include/mruby/mempool.h +19 -0
  117. data/assets/{include → platform/include}/mruby/numeric.h +7 -10
  118. data/assets/platform/include/mruby/object.h +51 -0
  119. data/assets/{include → platform/include}/mruby/opcode.h +5 -5
  120. data/assets/{include → platform/include}/mruby/ops.h +19 -6
  121. data/assets/platform/include/mruby/presym/id.h +1447 -0
  122. data/assets/{include → platform/include}/mruby/presym/scanning.h +10 -7
  123. data/assets/platform/include/mruby/presym/table.h +2893 -0
  124. data/assets/platform/include/mruby/presym.h +65 -0
  125. data/assets/platform/include/mruby/proc.h +184 -0
  126. data/assets/{include → platform/include}/mruby/range.h +0 -2
  127. data/assets/{include → platform/include}/mruby/string.h +33 -53
  128. data/assets/platform/include/mruby/throw.h +81 -0
  129. data/assets/{include → platform/include}/mruby/value.h +64 -29
  130. data/assets/{include → platform/include}/mruby/variable.h +6 -23
  131. data/assets/{include → platform/include}/mruby/version.h +7 -7
  132. data/assets/{include → platform/include}/mruby.h +238 -116
  133. data/assets/platform/macos-arm64/bin/mrbc +0 -0
  134. data/assets/platform/macos-arm64/lib/libSDL3.a +0 -0
  135. data/assets/platform/macos-arm64/lib/libSDL3_image.a +0 -0
  136. data/assets/platform/macos-arm64/lib/libSDL3_mixer.a +0 -0
  137. data/assets/platform/macos-arm64/lib/libSDL3_ttf.a +0 -0
  138. data/assets/platform/macos-arm64/lib/libmruby.a +0 -0
  139. data/assets/platform/wasm/lib/libFLAC.a +0 -0
  140. data/assets/platform/wasm/lib/libSDL3.a +0 -0
  141. data/assets/platform/wasm/lib/libSDL3_image.a +0 -0
  142. data/assets/platform/wasm/lib/libSDL3_mixer.a +0 -0
  143. data/assets/platform/wasm/lib/libSDL3_ttf.a +0 -0
  144. data/assets/platform/wasm/lib/libfreetype.a +0 -0
  145. data/assets/platform/wasm/lib/libharfbuzz.a +0 -0
  146. data/assets/platform/wasm/lib/libmruby.a +0 -0
  147. data/assets/platform/wasm/lib/libogg.a +0 -0
  148. data/assets/platform/wasm/lib/libplutosvg.a +0 -0
  149. data/assets/platform/wasm/lib/libplutovg.a +0 -0
  150. data/assets/platform/wasm/lib/libpng.a +0 -0
  151. data/assets/platform/wasm/lib/libpng16.a +0 -0
  152. data/assets/platform/wasm/lib/libvorbis.a +0 -0
  153. data/assets/platform/wasm/lib/libvorbisfile.a +0 -0
  154. data/assets/platform/wasm/lib/libzlibstatic.a +0 -0
  155. data/assets/platform/windows-arm64-mingw-ucrt/bin/mrbc.exe +0 -0
  156. data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3.a +0 -0
  157. data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3_image.a +0 -0
  158. data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3_mixer.a +0 -0
  159. data/assets/platform/windows-arm64-mingw-ucrt/lib/libSDL3_ttf.a +0 -0
  160. data/assets/platform/windows-arm64-mingw-ucrt/lib/libmruby.a +0 -0
  161. data/assets/platform/windows-x86_64-mingw-ucrt/bin/mrbc.exe +0 -0
  162. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3.a +0 -0
  163. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3_image.a +0 -0
  164. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3_mixer.a +0 -0
  165. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libSDL3_ttf.a +0 -0
  166. data/assets/platform/windows-x86_64-mingw-ucrt/lib/libmruby.a +0 -0
  167. data/assets/resources/fonts/outfit/OFL.txt +93 -0
  168. data/assets/resources/fonts/outfit/outfit.ttf +0 -0
  169. data/assets/resources/fonts/roboto_mono/OFL.txt +91 -0
  170. data/assets/resources/fonts/roboto_mono/roboto_mono.ttf +0 -0
  171. data/assets/resources/icons/icon.icns +0 -0
  172. data/assets/resources/icons/icon.png +0 -0
  173. data/assets/resources/spritesheets/License.txt +28 -0
  174. data/assets/resources/spritesheets/spritesheet-backgrounds.png +0 -0
  175. data/assets/resources/spritesheets/spritesheet-backgrounds.xml +16 -0
  176. data/assets/resources/spritesheets/spritesheet-characters.png +0 -0
  177. data/assets/resources/spritesheets/spritesheet-characters.xml +47 -0
  178. data/assets/resources/spritesheets/spritesheet-enemies.png +0 -0
  179. data/assets/resources/spritesheets/spritesheet-enemies.xml +62 -0
  180. data/assets/resources/spritesheets/spritesheet-tiles.png +0 -0
  181. data/assets/resources/spritesheets/spritesheet-tiles.xml +316 -0
  182. data/assets/{wasm → resources/web}/template.html +1 -1
  183. data/assets/target.rb +131 -0
  184. data/bin/ruby2d +281 -82
  185. data/examples/astar.rb +269 -0
  186. data/examples/asteroids.rb +403 -0
  187. data/examples/bezier_editor.rb +96 -0
  188. data/examples/boids.rb +191 -0
  189. data/examples/bouncing_balls.rb +119 -0
  190. data/examples/breakout.rb +186 -0
  191. data/examples/constellations.rb +100 -0
  192. data/examples/dashboard.rb +133 -0
  193. data/examples/double_pendulum.rb +254 -0
  194. data/examples/falling_sand.rb +291 -0
  195. data/examples/fireworks.rb +110 -0
  196. data/examples/fluid_dynamics.rb +340 -0
  197. data/examples/fourier_epicycles.rb +142 -0
  198. data/examples/fractal_tree.rb +326 -0
  199. data/examples/game_of_life.rb +148 -0
  200. data/examples/gamepads.rb +333 -0
  201. data/examples/hill_driver.rb +613 -0
  202. data/examples/logo_animation.rb +251 -0
  203. data/examples/lorenz_attractor.rb +115 -0
  204. data/examples/mandelbrot.rb +207 -0
  205. data/examples/marching_squares.rb +200 -0
  206. data/examples/maze.rb +323 -0
  207. data/examples/nbody.rb +338 -0
  208. data/examples/outrun.rb +391 -0
  209. data/examples/pixel_paint.rb +313 -0
  210. data/examples/platformer.rb +335 -0
  211. data/examples/ray_casting_maze.rb +175 -0
  212. data/examples/shadow_casting.rb +151 -0
  213. data/examples/shape_recognizer.rb +908 -0
  214. data/examples/snake.rb +144 -0
  215. data/examples/sprite_sheets.rb +246 -0
  216. data/examples/swarm.rb +206 -0
  217. data/examples/tsp_annealing.rb +104 -0
  218. data/examples/ui_controls.rb +163 -0
  219. data/examples/wireframe_3d.rb +139 -0
  220. data/ext/ruby2d/audio.c +324 -0
  221. data/ext/ruby2d/canvas.c +1715 -494
  222. data/ext/ruby2d/ext.c +541 -0
  223. data/ext/ruby2d/extconf.rb +122 -145
  224. data/ext/ruby2d/font.c +566 -20
  225. data/ext/ruby2d/fps.c +92 -0
  226. data/ext/ruby2d/image.c +466 -41
  227. data/ext/ruby2d/ruby2d.c +374 -1890
  228. data/ext/ruby2d/ruby2d.h +840 -460
  229. data/ext/ruby2d/shapes.c +931 -101
  230. data/ext/ruby2d/text.c +586 -21
  231. data/ext/ruby2d/window.c +1693 -283
  232. data/lib/ruby2d/atlas_parser.rb +194 -0
  233. data/lib/ruby2d/audio.rb +73 -0
  234. data/lib/ruby2d/benchmark.rb +259 -0
  235. data/lib/ruby2d/bitmap_text.rb +155 -0
  236. data/lib/ruby2d/button.rb +402 -0
  237. data/lib/ruby2d/canvas.rb +703 -279
  238. data/lib/ruby2d/circle.rb +206 -29
  239. data/lib/ruby2d/cli/browser.rb +314 -0
  240. data/lib/ruby2d/cli/build.rb +471 -257
  241. data/lib/ruby2d/cli/colorize.rb +7 -5
  242. data/lib/ruby2d/cli/examples.rb +127 -0
  243. data/lib/ruby2d/cli/launch.rb +24 -39
  244. data/lib/ruby2d/cli/lib_files.rb +48 -0
  245. data/lib/ruby2d/cli/messages.rb +40 -0
  246. data/lib/ruby2d/cli/setup.rb +273 -0
  247. data/lib/ruby2d/cli/static_server.rb +160 -0
  248. data/lib/ruby2d/cli/usage.rb +255 -0
  249. data/lib/ruby2d/color.rb +191 -69
  250. data/lib/ruby2d/core.rb +37 -19
  251. data/lib/ruby2d/deps_help.rb +89 -0
  252. data/lib/ruby2d/dsl.rb +51 -12
  253. data/lib/ruby2d/ellipse.rb +228 -0
  254. data/lib/ruby2d/exceptions.rb +0 -2
  255. data/lib/ruby2d/font.rb +34 -74
  256. data/lib/ruby2d/gamepad.rb +323 -0
  257. data/lib/ruby2d/gem_paths.rb +19 -0
  258. data/lib/ruby2d/image.rb +155 -52
  259. data/lib/ruby2d/interactive.rb +103 -0
  260. data/lib/ruby2d/json_parser.rb +268 -0
  261. data/lib/ruby2d/line.rb +194 -85
  262. data/lib/ruby2d/mruby_compat.rb +12 -0
  263. data/lib/ruby2d/polygon.rb +297 -0
  264. data/lib/ruby2d/polyline.rb +368 -0
  265. data/lib/ruby2d/quad.rb +358 -94
  266. data/lib/ruby2d/rectangle.rb +77 -19
  267. data/lib/ruby2d/renderable.rb +411 -11
  268. data/lib/ruby2d/sprite.rb +471 -180
  269. data/lib/ruby2d/sprite_sheet.rb +64 -0
  270. data/lib/ruby2d/square.rb +29 -17
  271. data/lib/ruby2d/text.rb +196 -65
  272. data/lib/ruby2d/tileset.rb +139 -81
  273. data/lib/ruby2d/triangle.rb +324 -89
  274. data/lib/ruby2d/version.rb +1 -3
  275. data/lib/ruby2d/vertices.rb +62 -85
  276. data/lib/ruby2d/warnings.rb +29 -0
  277. data/lib/ruby2d/window/class_methods.rb +218 -0
  278. data/lib/ruby2d/window/gamepad_events.rb +141 -0
  279. data/lib/ruby2d/window/key_events.rb +74 -0
  280. data/lib/ruby2d/window/mouse_events.rb +171 -0
  281. data/lib/ruby2d/window/object_events.rb +168 -0
  282. data/lib/ruby2d/window.rb +632 -585
  283. data/lib/ruby2d.rb +14 -19
  284. metadata +275 -443
  285. data/assets/app.icns +0 -0
  286. data/assets/include/GL/glew.h +0 -26427
  287. data/assets/include/GLES2/gl2.h +0 -656
  288. data/assets/include/GLES2/gl2ext.h +0 -3949
  289. data/assets/include/GLES2/gl2ext_angle.h +0 -701
  290. data/assets/include/GLES2/gl2platform.h +0 -27
  291. data/assets/include/GLES3/gl3.h +0 -1192
  292. data/assets/include/GLES3/gl31.h +0 -1507
  293. data/assets/include/GLES3/gl32.h +0 -1808
  294. data/assets/include/GLES3/gl3platform.h +0 -27
  295. data/assets/include/KHR/khrplatform.h +0 -290
  296. data/assets/include/SDL2/SDL.h +0 -233
  297. data/assets/include/SDL2/SDL_assert.h +0 -326
  298. data/assets/include/SDL2/SDL_atomic.h +0 -415
  299. data/assets/include/SDL2/SDL_audio.h +0 -1500
  300. data/assets/include/SDL2/SDL_clipboard.h +0 -141
  301. data/assets/include/SDL2/SDL_config.h +0 -61
  302. data/assets/include/SDL2/SDL_config_android.h +0 -194
  303. data/assets/include/SDL2/SDL_config_emscripten.h +0 -218
  304. data/assets/include/SDL2/SDL_config_iphoneos.h +0 -217
  305. data/assets/include/SDL2/SDL_config_macosx.h +0 -277
  306. data/assets/include/SDL2/SDL_config_minimal.h +0 -95
  307. data/assets/include/SDL2/SDL_config_ngage.h +0 -89
  308. data/assets/include/SDL2/SDL_config_os2.h +0 -207
  309. data/assets/include/SDL2/SDL_config_pandora.h +0 -141
  310. data/assets/include/SDL2/SDL_config_windows.h +0 -331
  311. data/assets/include/SDL2/SDL_config_wingdk.h +0 -253
  312. data/assets/include/SDL2/SDL_config_winrt.h +0 -220
  313. data/assets/include/SDL2/SDL_config_xbox.h +0 -235
  314. data/assets/include/SDL2/SDL_cpuinfo.h +0 -594
  315. data/assets/include/SDL2/SDL_endian.h +0 -348
  316. data/assets/include/SDL2/SDL_error.h +0 -163
  317. data/assets/include/SDL2/SDL_events.h +0 -1166
  318. data/assets/include/SDL2/SDL_filesystem.h +0 -149
  319. data/assets/include/SDL2/SDL_gamecontroller.h +0 -1074
  320. data/assets/include/SDL2/SDL_gesture.h +0 -117
  321. data/assets/include/SDL2/SDL_guid.h +0 -100
  322. data/assets/include/SDL2/SDL_haptic.h +0 -1341
  323. data/assets/include/SDL2/SDL_hidapi.h +0 -451
  324. data/assets/include/SDL2/SDL_hints.h +0 -2569
  325. data/assets/include/SDL2/SDL_image.h +0 -2173
  326. data/assets/include/SDL2/SDL_joystick.h +0 -1066
  327. data/assets/include/SDL2/SDL_keyboard.h +0 -353
  328. data/assets/include/SDL2/SDL_keycode.h +0 -358
  329. data/assets/include/SDL2/SDL_loadso.h +0 -115
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  592. data/assets/xcode/tvos/MRuby.framework/MRuby +0 -0
  593. data/assets/xcode/tvos/MyApp.xcodeproj/project.pbxproj +0 -350
  594. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +0 -7
  595. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +0 -8
  596. data/assets/xcode/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +0 -30
  597. data/assets/xcode/tvos/main.c +0 -1
  598. data/ext/ruby2d/common.c +0 -185
  599. data/ext/ruby2d/controllers.c +0 -110
  600. data/ext/ruby2d/gl.c +0 -398
  601. data/ext/ruby2d/gl2.c +0 -86
  602. data/ext/ruby2d/gl3.c +0 -304
  603. data/ext/ruby2d/gles.c +0 -302
  604. data/ext/ruby2d/input.c +0 -48
  605. data/ext/ruby2d/music.c +0 -127
  606. data/ext/ruby2d/sound.c +0 -132
  607. data/lib/ruby2d/cli/console.rb +0 -65
  608. data/lib/ruby2d/cli/enable_console.rb +0 -7
  609. data/lib/ruby2d/cli/platform.rb +0 -17
  610. data/lib/ruby2d/music.rb +0 -77
  611. data/lib/ruby2d/pixel.rb +0 -18
  612. data/lib/ruby2d/pixmap.rb +0 -39
  613. data/lib/ruby2d/pixmap_atlas.rb +0 -56
  614. data/lib/ruby2d/sound.rb +0 -61
  615. data/lib/ruby2d/texture.rb +0 -38
  616. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2.h +0 -0
  617. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2ext.h +0 -0
  618. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_gl2platform.h +0 -0
  619. /data/assets/{include/SDL2 → platform/include/SDL3}/SDL_opengles2_khrplatform.h +0 -0
  620. /data/assets/{include → platform/include}/mruby/re.h +0 -0
@@ -0,0 +1,333 @@
1
+ # Gamepads
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+ # Connect one or more controllers, claim a color, then drop into the field.
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+ #
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+ # Left/right moves your cursor along the color row; south locks your color
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+ # in. Each color can be held by only one player — if the one you're hovering
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+ # is already taken the lock is refused, and east frees it again. Once every
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+ # joined player is locked in, any pad presses START to launch (a single
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+ # player is enough). In the field the left stick or dpad moves your square,
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+ # and any face button gives it a pop and rumbles the pad. Press `r` to
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+ # return to the color picker.
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+
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+ require 'ruby2d'
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+
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+ # === Tunables ===
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+
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+ WIDTH = 720 # window width in pixels
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+ HEIGHT = 480 # window height in pixels
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+ MAX_PLAYERS = 4 # most players (and color slots) at once
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+ COLOR_W = 80 # color swatch size (px)
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+ COLOR_GAP = 16 # gap between color swatches
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+ COLOR_Y = 140 # color row top y-coord
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+ RING_PAD = 6 # hover-ring border thickness around a swatch (px)
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+ MARKER_BASE = 250 # first (top) marker row y-coord
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+ MARKER_ROW = 32 # vertical spacing per stacked marker row
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+ SQ_SIZE = 60 # play-screen square size (px)
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+ SPEED = 280.0 # max movement speed in play (px/sec)
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+ POP_SCALE = 1.4 # square size multiplier at the peak of a pop
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+ POP_S = 0.18 # how long a button pop lasts (seconds)
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+ RUMBLE_STR = 0.6 # rumble strength on a button pop (0.0..1.0)
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+ RUMBLE_S = 0.2 # rumble duration on a button pop (seconds)
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+
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+ TEXT_FAINT = '#6b7280' # dim label on an empty slot
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+ TEXT_NORMAL = '#cbd5e1' # secondary text (hints, markers)
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+ TEXT_BRIGHT = '#f5f5f4' # primary text / a hovering marker
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+ TEXT_WARN = '#f87171' # a blocked pick (color already taken)
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+
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+ COLORS = [
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+ '#06d6a0', # teal
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+ '#ff8c42', # orange
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+ '#3b82f6', # blue
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+ '#a78bfa', # purple
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+ '#fbbf24', # yellow
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+ '#22c55e' # green
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+ ].freeze
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+
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+ FACE_BUTTONS = %i[south east west north].freeze
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+
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+ # === Window ===
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+
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+ set title: 'Ruby 2D ▸ Examples ▸ Gamepads',
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+ width: WIDTH, height: HEIGHT, background: '#1b1b2f'
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+ set close_on_esc: true
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+
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+ # === Layout helpers ===
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+
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+ colors_total_w = COLORS.size * COLOR_W + (COLORS.size - 1) * COLOR_GAP
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+ colors_x0 = (WIDTH - colors_total_w) / 2
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+ color_x = ->(i) { colors_x0 + i * (COLOR_W + COLOR_GAP) }
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+
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+ # === Mutable state ===
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+
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+ # slots[i] is the Gamepad in slot i (nil if open). players[pad] holds the
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+ # per-player UI state — color index and ready flag. Each pad drives its
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+ # own cursor independently.
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+ slots = Array.new(MAX_PLAYERS, nil)
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+ players = {}
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+ state = :select # :select or :playing
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+ arrivals = 0 # bumped on each pick; stamps arrival order within a column
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+
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+ # Play-field state, per slot: the square's center and the end time of its
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+ # current pop animation (0.0 = not popping).
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+ centers = Array.new(MAX_PLAYERS)
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+ pops = Array.new(MAX_PLAYERS, 0.0)
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+
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+ # === Persistent renderables ===
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+
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+ title = Text.new('Pick your color', x: 30, y: 40, size: 28, color: TEXT_BRIGHT)
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+ hint = Text.new('', x: 0, y: HEIGHT - 44, size: 16, color: TEXT_NORMAL)
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+
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+ # Highlight rings — drawn BEFORE the color swatches so the swatch sits on
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+ # top, leaving a visible border peeking out. Shown only when a non-ready
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+ # player is hovering that color.
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+ rings = COLORS.each_with_index.map do |_, i|
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+ Rectangle.new(
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+ x: color_x.call(i) - RING_PAD, y: COLOR_Y - RING_PAD,
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+ width: COLOR_W + RING_PAD * 2, height: COLOR_W + RING_PAD * 2,
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+ color: TEXT_BRIGHT, visible: false
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+ )
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+ end
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+
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+ # The color row — fixed Squares, always visible during :select.
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+ color_squares = COLORS.each_with_index.map do |hex, i|
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+ Square.new(x: color_x.call(i), y: COLOR_Y, size: COLOR_W, color: hex)
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+ end
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+
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+ # Per-player cursor — a Text label that positions itself under the color the
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+ # player is hovering, stacking below anyone who picked the same color (see
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+ # `update_all_markers`). Hidden until the slot is filled.
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+ markers = MAX_PLAYERS.times.map do
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+ Text.new('', x: 0, y: MARKER_BASE, size: 16, color: TEXT_NORMAL, visible: false)
101
+ end
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+
103
+ play_squares = MAX_PLAYERS.times.map do
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+ Square.new(x: 0, y: 0, size: SQ_SIZE, color: '#000000', visible: false)
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+ end
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+
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+ # === Logic helpers ===
108
+
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+ # True if some other player has already locked the given color index.
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+ locked_by_other = lambda do |pad, color_idx|
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+ players.any? { |other, p| !other.equal?(pad) && p[:ready] && p[:sel] == color_idx }
112
+ end
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+
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+ # Show a ring around any color a non-ready player is currently hovering.
115
+ update_rings = lambda do
116
+ COLORS.size.times do |i|
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+ rings[i].visible = players.any? { |_, p| !p[:ready] && p[:sel] == i }
118
+ end
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+ end
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+
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+ # Lay out every marker. Within a color, players stack in the order they
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+ # arrived on it — first there takes the top row, later arrivals append below
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+ # — so a marker only moves when its own player changes color (its number may
124
+ # then sit out of order in the column). Repaints the whole board, since one
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+ # move can shift a column.
126
+ update_all_markers = lambda do
127
+ MAX_PLAYERS.times { |i| markers[i].hide if slots[i].nil? }
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+
129
+ rows = Hash.new(0) # color index => next free stack row
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+ filled = (0...MAX_PLAYERS).select { |i| slots[i] }
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+ filled.sort_by { |i| players[slots[i]][:seq] }.each do |i|
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+ m = markers[i]
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+ p = players[slots[i]]
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+ sel = p[:sel]
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+
136
+ if p[:ready]
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+ m.color = COLORS[sel]
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+ m.content = "P#{i + 1} ✓"
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+ elsif locked_by_other.call(slots[i], sel)
140
+ m.color = TEXT_WARN
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+ m.content = "P#{i + 1} ×"
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+ else
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+ m.color = TEXT_BRIGHT
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+ m.content = "P#{i + 1} ↑"
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+ end
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+
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+ # Center under the chosen color (width is known after the content
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+ # assignment); drop to the next free row in that color's stack.
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+ row = rows[sel]
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+ rows[sel] += 1
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+ m.x = color_x.call(sel) + (COLOR_W - m.width) / 2
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+ m.y = MARKER_BASE + row * MARKER_ROW
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+ m.show
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+ end
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+ end
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+
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+ refresh_hint = lambda do
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+ hint.content = case state
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+ when :select
160
+ joined = players.size
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+ ready = players.values.count { |p| p[:ready] }
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+ if joined.zero?
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+ 'Connect a controller to join'
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+ elsif ready < joined
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+ "#{ready}/#{joined} locked in · DPAD move · SOUTH lock · EAST undo"
166
+ else
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+ 'All locked in · press START to launch'
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+ end
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+ when :playing
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+ 'STICK / DPAD move · FACE BUTTON pop · R pick again'
171
+ end
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+ # Re-center under the color row now that the content's width is known.
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+ hint.x = (WIDTH - hint.width) / 2
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+ end
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+
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+ show_select = lambda do
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+ title.show
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+ color_squares.each(&:show)
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+ update_rings.call
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+ update_all_markers.call
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+ play_squares.each(&:hide)
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+ end
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+
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+ show_play = lambda do
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+ title.hide
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+ color_squares.each(&:hide)
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+ rings.each(&:hide)
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+ markers.each(&:hide)
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+
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+ visible_count = slots.compact.size
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+ step = WIDTH / (visible_count + 1)
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+ shown = 0
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+ slots.each_with_index do |pad, i|
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+ next if pad.nil?
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+ shown += 1
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+ centers[i] = [step * shown, HEIGHT / 2]
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+ pops[i] = 0.0
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+ sq = play_squares[i]
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+ sq.color = COLORS[players[pad][:sel]]
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+ sq.size = SQ_SIZE
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+ sq.x = centers[i][0] - SQ_SIZE / 2
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+ sq.y = centers[i][1] - SQ_SIZE / 2
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+ sq.show
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+ end
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+ end
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+
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+ reset = lambda do
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+ players.each_value { |p| p[:ready] = false } # return to the picker unlocked
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+ state = :select
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+ show_select.call
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+ refresh_hint.call
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+ end
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+
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+ reset.call
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+
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+ # === Input handlers ===
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+
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+ on :gamepad_connect do |pad|
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+ next unless state == :select
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+ i = slots.index(nil) or next
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+ slots[i] = pad
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+ players[pad] = { sel: i % COLORS.size, ready: false, seq: (arrivals += 1) }
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+ update_all_markers.call
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+ update_rings.call
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+ refresh_hint.call
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+ end
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+
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+ on :gamepad_disconnect do |pad|
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+ i = slots.index(pad) or next
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+ slots[i] = nil
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+ players.delete(pad)
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+ case state
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+ when :select
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+ # A leaver frees its color and shifts everyone stacked below it up a row,
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+ # so repaint the whole board.
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+ update_all_markers.call
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+ update_rings.call
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+ when :playing
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+ play_squares[i].hide
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+ end
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+ refresh_hint.call
242
+ end
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+
244
+ on :gamepad_button_down do |pad, button|
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+ case state
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+ when :select
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+ player = players[pad] or next
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+
249
+ case button
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+ when :dpad_left
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+ next if player[:ready]
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+ player[:sel] = (player[:sel] - 1) % COLORS.size
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+ player[:seq] = (arrivals += 1) # re-arrive: append to the new column
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+ update_all_markers.call
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+ update_rings.call
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+ when :dpad_right
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+ next if player[:ready]
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+ player[:sel] = (player[:sel] + 1) % COLORS.size
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+ player[:seq] = (arrivals += 1) # re-arrive: append to the new column
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+ update_all_markers.call
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+ update_rings.call
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+ when :south
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+ next if player[:ready]
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+ next if locked_by_other.call(pad, player[:sel]) # lock refused
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+ player[:ready] = true
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+ update_all_markers.call # other hoverers of this color now show ×
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+ update_rings.call # this color's ring drops if no non-ready hoverer remains
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+ refresh_hint.call
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+ when :east
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+ next unless player[:ready]
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+ player[:ready] = false
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+ update_all_markers.call # color is free again — others previously × may unblock
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+ update_rings.call
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+ refresh_hint.call
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+ when :start
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+ next if players.empty?
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+ next unless players.values.all? { |p| p[:ready] }
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+ state = :playing
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+ show_play.call
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+ refresh_hint.call
281
+ end
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+
283
+ when :playing
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+ # Any face button pops the mover's square and rumbles the pad — a quick
285
+ # taste of pairing a visual reaction with haptic feedback.
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+ next unless FACE_BUTTONS.include?(button)
287
+ i = slots.index(pad) or next
288
+ pops[i] = elapsed + POP_S
289
+ pad.rumble(strength: RUMBLE_STR, duration: RUMBLE_S)
290
+ end
291
+ end
292
+
293
+ on key_down: 'r' do
294
+ reset.call
295
+ end
296
+
297
+ # === Update ===
298
+
299
+ update do |dt|
300
+ next unless state == :playing
301
+ now = elapsed
302
+ slots.each_with_index do |pad, i|
303
+ next if pad.nil?
304
+
305
+ # Stick or dpad — whichever is pressed harder per axis. Lets pads
306
+ # without sticks (or with drift) still steer.
307
+ sx, sy = pad.axis(:left_x), pad.axis(:left_y)
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+ dx = (pad.held?(:dpad_right) ? 1.0 : 0.0) - (pad.held?(:dpad_left) ? 1.0 : 0.0)
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+ dy = (pad.held?(:dpad_down) ? 1.0 : 0.0) - (pad.held?(:dpad_up) ? 1.0 : 0.0)
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+ vx = sx.abs > dx.abs ? sx : dx
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+ vy = sy.abs > dy.abs ? sy : dy
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+
313
+ cx, cy = centers[i]
314
+ cx = (cx + vx * SPEED * dt).clamp(SQ_SIZE / 2, WIDTH - SQ_SIZE / 2)
315
+ cy = (cy + vy * SPEED * dt).clamp(SQ_SIZE / 2, HEIGHT - SQ_SIZE / 2)
316
+ centers[i] = [cx, cy]
317
+
318
+ # A button press pops the square; the size eases from POP_SCALE back to 1
319
+ # over POP_S. Center-anchored so the square grows in place.
320
+ size = SQ_SIZE
321
+ if now < pops[i]
322
+ k = (pops[i] - now) / POP_S # 1 → 0 across the pop's life
323
+ size = SQ_SIZE * (1 + (POP_SCALE - 1) * k)
324
+ end
325
+
326
+ sq = play_squares[i]
327
+ sq.size = size
328
+ sq.x = cx - size / 2
329
+ sq.y = cy - size / 2
330
+ end
331
+ end
332
+
333
+ show