rubygame 2.1.0
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- data/CREDITS +50 -0
- data/Changelog +162 -0
- data/LICENSE +504 -0
- data/README +122 -0
- data/Rakefile +380 -0
- data/TODO +45 -0
- data/doc/extended_readme.rdoc +49 -0
- data/doc/getting_started.rdoc +47 -0
- data/doc/macosx_install.rdoc +74 -0
- data/doc/windows_install.rdoc +124 -0
- data/ext/rubygame/MANIFEST +25 -0
- data/ext/rubygame/rubygame_event.c +644 -0
- data/ext/rubygame/rubygame_event.h +48 -0
- data/ext/rubygame/rubygame_gfx.c +951 -0
- data/ext/rubygame/rubygame_gfx.h +102 -0
- data/ext/rubygame/rubygame_gl.c +154 -0
- data/ext/rubygame/rubygame_gl.h +32 -0
- data/ext/rubygame/rubygame_image.c +108 -0
- data/ext/rubygame/rubygame_image.h +41 -0
- data/ext/rubygame/rubygame_joystick.c +247 -0
- data/ext/rubygame/rubygame_joystick.h +41 -0
- data/ext/rubygame/rubygame_main.c +155 -0
- data/ext/rubygame/rubygame_main.h +33 -0
- data/ext/rubygame/rubygame_mixer.c +764 -0
- data/ext/rubygame/rubygame_mixer.h +62 -0
- data/ext/rubygame/rubygame_screen.c +420 -0
- data/ext/rubygame/rubygame_screen.h +41 -0
- data/ext/rubygame/rubygame_shared.c +152 -0
- data/ext/rubygame/rubygame_shared.h +54 -0
- data/ext/rubygame/rubygame_surface.c +1107 -0
- data/ext/rubygame/rubygame_surface.h +62 -0
- data/ext/rubygame/rubygame_time.c +183 -0
- data/ext/rubygame/rubygame_time.h +32 -0
- data/ext/rubygame/rubygame_ttf.c +600 -0
- data/ext/rubygame/rubygame_ttf.h +69 -0
- data/lib/rubygame.rb +40 -0
- data/lib/rubygame/MANIFEST +12 -0
- data/lib/rubygame/clock.rb +128 -0
- data/lib/rubygame/constants.rb +238 -0
- data/lib/rubygame/event.rb +313 -0
- data/lib/rubygame/ftor.rb +370 -0
- data/lib/rubygame/hotspot.rb +265 -0
- data/lib/rubygame/keyconstants.rb +237 -0
- data/lib/rubygame/mediabag.rb +94 -0
- data/lib/rubygame/queue.rb +288 -0
- data/lib/rubygame/rect.rb +614 -0
- data/lib/rubygame/sfont.rb +223 -0
- data/lib/rubygame/sprite.rb +477 -0
- data/samples/FreeSans.ttf +0 -0
- data/samples/GPL.txt +340 -0
- data/samples/README +40 -0
- data/samples/chimp.bmp +0 -0
- data/samples/chimp.rb +313 -0
- data/samples/demo_gl.rb +151 -0
- data/samples/demo_gl_tex.rb +197 -0
- data/samples/demo_music.rb +75 -0
- data/samples/demo_rubygame.rb +279 -0
- data/samples/demo_sfont.rb +52 -0
- data/samples/demo_ttf.rb +193 -0
- data/samples/demo_utf8.rb +53 -0
- data/samples/fist.bmp +0 -0
- data/samples/load_and_blit.rb +22 -0
- data/samples/panda.png +0 -0
- data/samples/punch.wav +0 -0
- data/samples/ruby.png +0 -0
- data/samples/term16.png +0 -0
- data/samples/whiff.wav +0 -0
- metadata +123 -0
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#--
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# Rubygame -- Ruby code and bindings to SDL to facilitate game creation
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# Copyright (C) 2004-2007 John Croisant
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#
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# This library is free software; you can redistribute it and/or
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# modify it under the terms of the GNU Lesser General Public
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# License as published by the Free Software Foundation; either
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# version 2.1 of the License, or (at your option) any later version.
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#
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# This library is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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# Lesser General Public License for more details.
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#
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# You should have received a copy of the GNU Lesser General Public
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# License along with this library; if not, write to the Free Software
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# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#++
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module Rubygame
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# List of all Rubygame hardware event classes. *Do not modify!*
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SDL_EVENTS = [ActiveEvent, KeyDownEvent, KeyUpEvent,\
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MouseMotionEvent,MouseDownEvent,MouseUpEvent,JoyAxisEvent,\
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JoyBallEvent, JoyHatEvent,JoyDownEvent, JoyUpEvent,\
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ResizeEvent, QuitEvent]
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# Converts a keyboard symbol (keysym) into a human-readable text string.
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# If either Shift key was being pressed, alphanumeric or punctuation keys
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# will be made uppercase or alternate, based on U.S. keyboard layout.
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# E.g. "a" becomes "A", "1" becomes "!", and "/" becomes "?".
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def Rubygame.key2str( sym, mods )
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if (mods.include? K_LSHIFT) or (mods.include? K_RSHIFT)
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return (Rubygame::Key::KEY2UPPER[sym]\
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or Rubygame::Key::KEY2ASCII[sym] or "")
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else
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return (Rubygame::Key::KEY2LOWER[sym]\
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or Rubygame::Key::KEY2ASCII[sym] or "")
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end
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end
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# The parent class for all event classes. You can make custom event classes,
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# if desired; inheriting this class is not necessary, but makes it easier
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# to check if an object is an event or not.
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class Event
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end
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# Indicates that the Rubygame window has gained or lost focus from the
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# window manager.
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#
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# This event has these attributes:
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# gain:: true if the window gained focus, and false if it lost focus.
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# state:: string indicating what type of focus was gained or lost:
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# "mouse":: the mouse entered/exited the window
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# "keyboard":: the window gained or lost input focus
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# "active":: the window was minimized/iconified.
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class ActiveEvent < Event
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attr_accessor :gain, :state
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def initialize(gain,state)
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@gain = gain
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@state = state
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end
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end
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# Indicates that a keyboard key was pressed.
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#
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# This event has these attributes:
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# string:: a human-readable string telling what key was pressed, or nil.
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# See #key2str.
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# key:: the integer keysym for the key. These can be compared with the
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# K_* constants in the Rubygame module, e.g. Rubygame::K_A.
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# mods:: an Array of zero or more keysyms indicating which modifier keys
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# were being pressed when the key was pressed. You can compare
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# with these constants in the Rubygame module:
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# K_RSHIFT:: shift key (right side)
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# K_LSHIFT:: shift key (left side)
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# K_RCTRL:: ctrl key (right side)
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# K_LCTRL:: ctrl key (left side)
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# K_RALT:: alt key (right side)
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# K_LALT:: alt key (left side)
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# K_RMETA:: meta key (right side)
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# K_LMETA:: meta key (left side)
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# K_RSUPER:: super key, aka. Windows key (right side)
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# K_LSUPER:: super key, aka. Windows key (left side)
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# K_RALT:: alt key (right side)
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# K_NUMLOCK:: num lock
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# K_CAPSLOCK:: caps lock
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# K_MODE:: mode key
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#
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#
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class KeyDownEvent < Event
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attr_accessor :string,:key,:mods
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# Create a new KeyDownEvent.
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#
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# key:: either an integer keysym (e.g. Rubygame::K_A) or string (e.g. "a")
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# mods:: array of modifier keysyms
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def initialize(key,mods)
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if key.kind_of? Integer
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@key = key
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@string = Rubygame.key2str(key, mods) #a string or nil
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elsif key.kind_of? String
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@key = Rubygame::Key::ASCII2KEY[key]
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if @key != nil
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@string = key
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else
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raise(ArgumentError,"First argument of KeyDownEvent.new() must be an Integer KeySym (like K_A) or a ASCII-like String (like \"a\" or \"A\"). Got %s (%s)"%[key,key.class])
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end
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end
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@mods = mods
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end
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end
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# Indicates that a keyboard key was released.
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#
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# See KeyDownEvent.
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class KeyUpEvent < Event
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attr_accessor :string,:key,:mods
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def initialize(key,mods)
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if key.kind_of? Integer
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@key = key
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@string = Rubygame.key2str(key, mods) #a string or nil
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elsif key.kind_of? String
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@key = Rubygame::Key::ASCII2KEY[key]
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if @key != nil
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@string = key
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else
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raise(ArgumentError,"First argument of KeyUpEvent.new() must be an Integer KeySym (like K_A) or a ASCII-like String (like \"a\" or \"A\"). Got %s (%s)"%[key,key.class])
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end
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end
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@mods = mods
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end
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end
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# Indicates that the mouse cursor moved.
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#
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# This event has these attributes:
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# pos:: the new position of the cursor, in the form [x,y].
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# rel:: the relative movement of the cursor since the last update, [x,y].
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# buttons:: the mouse buttons that were being held during the movement,
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# an Array of zero or more of these constants in module Rubygame
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# (or the corresponding button number):
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# MOUSE_LEFT:: 1; left mouse button
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# MOUSE_MIDDLE:: 2; middle mouse button
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# MOUSE_RIGHT:: 3; right mouse button
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class MouseMotionEvent < Event
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attr_accessor :pos,:rel,:buttons
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def initialize(pos,rel,buttons)
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@pos, @rel, @buttons = pos, rel, buttons
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end
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end
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# Indicates that a mouse button was pressed.
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#
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# This event has these attributes:
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# string:: string indicating the button that was pressed ("left","middle", or
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# "right").
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# pos:: the position of the mouse cursor when the button was pressed,
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# in the form [x,y].
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# button:: the mouse button that was pressed; one of these constants in
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# module Rubygame (or the corresponding button number):
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# MOUSE_LEFT:: 1; left mouse button
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# MOUSE_MIDDLE:: 2; middle mouse button
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# MOUSE_RIGHT:: 3; right mouse button
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class MouseDownEvent < Event
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attr_accessor :string,:pos,:button
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def initialize(pos,button)
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@pos = pos
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if button.kind_of? Integer
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@button = button
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@string = Rubygame::Mouse::MOUSE2STR[button] #a string or nil
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elsif key.kind_of? String
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@button = Rubygame::Mouse::STR2MOUSE[key]
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if @button != nil
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@string = button
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else
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raise(ArgumentError,"First argument of MouseDownEvent.new() must be an Integer Mouse button indentifier (like MOUSE_LEFT) or a String (like \"left\"). Got %s (%s)"%[button,button.class])
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end
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end
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end
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end
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# Indicates that a mouse button was released.
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#
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# See MouseDownEvent.
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class MouseUpEvent < Event
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attr_accessor :string,:pos,:button
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def initialize(pos,button)
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@pos = pos
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if button.kind_of? Integer
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@button = button
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@string = Rubygame::Mouse::MOUSE2STR[button] #a string or nil
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elsif key.kind_of? String
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@button = Rubygame::Mouse::STR2MOUSE[key]
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if @button != nil
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@string = button
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else
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raise(ArgumentError,"First argument of MouseUpEvent.new() must be an Integer Mouse button indentifier (like MOUSE_LEFT) or a String (like \"left\"). Got %s (%s)"%[button,button.class])
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end
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end
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end
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end
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# Indicates that a Joystick axis was moved.
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#
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# This event has these attributes:
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# joynum:: the identifier number of the affected Joystick.
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# axis:: the identifier number of the axis.
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# value:: the new value of the axis, between -32768 and 32767
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class JoyAxisEvent < Event
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attr_accessor :joynum,:axis,:value
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def initialize(joy,axis,value)
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# eventually, joy could be int OR a Rubygame::Joystick instance,
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# which would be stored as joy or maybe joyinstance?
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@joynum = joy
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@axis, @value = axis, value
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end
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end
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# Indicates that a Joystick trackball was moved.
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#
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# This event has these attributes:
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# joynum:: the identifier number of the affected Joystick.
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# ball:: the identifier number of the trackball.
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# rel:: the relative movement of the trackball, [x,y].
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class JoyBallEvent < Event
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attr_accessor :joynum,:ball,:rel
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def initialize(joy,ball,rel)
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# eventually, joy could be int OR a Rubygame::Joystick instance,
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# which would be stored as joy or maybe joyinstance?
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@joynum = joy
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@ball, @rel = ball, rel
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end
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end
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# Indicates that a Joystick POV hat was moved.
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#
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# This event has these attributes:
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# joynum:: the identifier number of the affected Joystick.
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# hat:: the identifier number of the hat.
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# value:: the new direction of the hat, one of these constants in module
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# Rubygame (or the corresponding number):
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# HAT_CENTERED:: 0
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# HAT_UP:: 1
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# HAT_RIGHT:: 2
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# HAT_DOWN:: 4
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# HAT_LEFT:: 8
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# HAT_RIGHTUP:: 3
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# HAT_RIGHTDOWN:: 6
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# HAT_LEFTUP:: 9
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# HAT_LEFTDOWN:: 12
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class JoyHatEvent < Event
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attr_accessor :joynum,:hat,:value
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def initialize(joy,hat,value)
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# eventually, joy could be int OR a Rubygame::Joystick instance,
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# which would be stored as joy or maybe joyinstance?
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@joynum = joy
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@hat, @value = hat, value
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end
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end
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# Indicates that a Joystick button was pressed.
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#
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# This event has these attributes:
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# joynum:: the identifier number of the affected Joystick.
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# hat:: the identifier number of the button.
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class JoyDownEvent < Event
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attr_accessor :joynum, :button
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def initialize(joy,button)
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# eventually, joy could be int OR a Rubygame::Joystick instance,
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# which would be stored as joy or maybe joyinstance?
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@joynum = joy
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@button = button
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end
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end
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# Indicates that a Joystick button was released.
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#
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# See JoyDownEvent.
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class JoyUpEvent < Event
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attr_accessor :joynum, :button
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def initialize(joy,button)
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# eventually, joy could be int OR a Rubygame::Joystick instance,
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# which would be stored as joy or maybe joyinstance?
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@joynum = joy
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@button = button
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end
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end
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# Indicates that the application window was resized. (After this event
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# occurs, you should use Screen#set_mode to change the display surface to
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# the new size.)
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#
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# This event has these attributes:
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# size:: the new size of the window, in pixels [w,h].
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class ResizeEvent < Event
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attr_accessor :size
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def initialize(new_size)
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@size = new_size
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end
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end
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# Indicates that part of the application window was exposed or otherwise
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# changed, and perhaps the window needs to be refreshed. This event occurs,
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# for example, when an OpenGL display should be updated.
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class ExposeEvent < Event
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end
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# Indicates that the application has been signaled to quit. (E.g. the user
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# pressed the close button.)
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class QuitEvent < Event
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end
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end # module Rubygame
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# Ftor ("Fake vecTOR"), a vector-like class for 2D position/movement.
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#--
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# Rubygame -- Ruby code and bindings to SDL to facilitate game creation
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# Copyright (C) 2004-2007 John Croisant
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#
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# This library is free software; you can redistribute it and/or
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# modify it under the terms of the GNU Lesser General Public
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# License as published by the Free Software Foundation; either
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# version 2.1 of the License, or (at your option) any later version.
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#
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# This library is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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# Lesser General Public License for more details.
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#
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# You should have received a copy of the GNU Lesser General Public
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# License along with this library; if not, write to the Free Software
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# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#++
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module Rubygame
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# *NOTE*: you must require 'rubygame/ftor' manually to gain access to
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# Rubygame::Ftor. It is not imported with Rubygame by default!
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#
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# Ftor ("Fake vecTOR"), a vector-like class for 2D position/movement.
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#
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# (NB: See #angle for an important note about why angles appear to be the
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# opposite of what you may expect.)
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#
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# Ftor is useful for storing 2D coordinates (x,y) as well as
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# vector quantities such as velocity and acceleration (representationally,
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# points and vectors are equivalent.) Although Ftors are always represented
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# internally as Cartesian coordinates (x, y), it is possible to deal with an
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# Ftor as polar coordinates (#angle, #magnitude) instead.
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# See #new_am and #set_am!, for example.
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#
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# Ftor is a "fake" vector because it has certain convenient properties which
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# differ from "true" vectors (i.e. vectors in a strict mathematical sense).
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#
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# Unlike vectors, Ftors may be multiplied or divided to another Ftor. This is
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# equivalent to multiplying or dividing each component by the corresponding
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# component in the second Ftor. If you like, you can think of this feature as
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# scaling each component of the Ftor by a separate factor:
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#
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# Ftor(a,b) * Ftor(c,d) = Ftor(a*c, b*d)
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#
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# Of course, Ftors also have the usual vector behavior for addition/subraction
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# between two Ftors, and multiplication/division of an Ftor by a scalar:
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#
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# Ftor(a,b) + Ftor(c,d) = Ftor(a+c, b+d)
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# Ftor(a,b) * n = Ftor(a*n, b*n)
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#
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# Additionally, Ftor contains functions for manipulating itself.
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# You can both get and set such properties as #angle, #magnitude, #unit,
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# and #normal, and the Ftor will change in-place as needed. For example,
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# if you set #angle=, the vector will change to have the new angle,
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# but keeps the same magnitude as before.
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#
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# Ftor attempts to save processing time (at the expense of memory) by
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# storing secondary properties (angle, magnitude, etc.) whenever they are
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# calculated,so that they need not be calculated repeatedly. If the vector
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# changes, the properties will be calculated again the next time they
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# are needed.
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# (In future versions, it may be possible to disable this feature for
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# certain Ftors, for example if they will change very often, to save memory.)
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#
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class Ftor
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PI = Math::PI
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HALF_PI = PI*0.5
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THREE_HALF_PI = PI*1.5
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TWO_PI = PI*2
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+
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# Create a new Ftor by specifying its x and y components. See also #new_am
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# and #new_from_to.
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def initialize(x,y)
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@x, @y = x, y
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end
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+
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# Create a new Ftor by specifying its #angle (in radians) and #magnitude.
|
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# See also #new.
|
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+
def self.new_am(a,m)
|
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+
v = Ftor.new(1,0)
|
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v.a, v.m = a, m
|
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return v
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end
|
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+
|
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# Returns a new Ftor which represents the difference in position of two
|
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# points +p1+ and +p2+. (+p1+ and +p2+ can be Ftors, size-2 Arrays, or
|
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# anything else which has two numerical components and responds to #[].)
|
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#
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# In other words, assuming +v+ is the Ftor returned by this function:
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# p1 + v = p2
|
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def self.new_from_to(p1,p2)
|
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return self.class.new(p2[0]-p1[0],p2[1]-p1[1])
|
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+
end
|
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+
|
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attr_reader :x # The x component of the Ftor.
|
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# Set the x component of the Ftor.
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+
def x=(value)
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@x = value
|
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_clear()
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end
|
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+
|
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attr_reader :y # The y component of the Ftor.
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# Set the y component of the Ftor.
|
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+
def y=(value)
|
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@y = value
|
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+
_clear()
|
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+
end
|
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+
|
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+
# Modify the x and y components of the Ftor in-place
|
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+
def set!(x,y)
|
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+
@x, @y = x,y
|
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+
_clear()
|
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+
end
|
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+
|
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+
# Modify the #angle (in radians) and #magnitude of the Ftor in-place
|
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+
def set_am!(a,m)
|
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+
self.angle, self.magnitude = a, m
|
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+
end
|
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+
|
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+
# Same as #to_s, but this Ftor's #object_id is also displayed.
|
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+
def inspect
|
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"#<#{self.class}:#{object_id}: %f, %f>"%[@x,@y]
|
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+
end
|
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+
|
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+
# Display this Ftor in the format: "#<Ftor: [x, y]>". x and y are displayed
|
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# as floats at full precision. See also #pp.
|
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+
def to_s
|
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"#<#{self.class}: [%f, %f]>"%[@x,@y]
|
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+
end
|
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+
|
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+
# "Pretty print". Same as #to_s, but components are displayed as rounded
|
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+
# floats to 3 decimal places, for easy viewing.
|
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+
def pretty
|
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+
"#<#{self.class}: [%0.3f, %0.3f]>"%[@x,@y]
|
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+
end
|
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+
|
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+
# Same as #to_s_am, but this Ftor's #object_id is also displayed.
|
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+
def inspect_am
|
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+
"#<#{self.class}:AM:#{object_id}: %f, %f>"%[angle(),magnitude()]
|
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+
end
|
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+
|
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+
# Display this Ftor in the format: "#<Ftor:AM: [angle, magnitude]>".
|
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|
+
# angle and magnitude are displayed as floats at full precision.
|
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+
# See also #to_s and #pp_am.
|
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|
+
def to_s_am
|
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+
"#<#{self.class}:AM: [%f, %f]>"%[angle(),magnitude()]
|
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+
end
|
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+
|
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+
# "Pretty print" with angle and magnitude.
|
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+
# Same as #to_s_am, but components are displayed as rounded floats to 3
|
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+
# decimal places, for easy viewing.
|
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+
def pretty_am
|
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+
"#<#{self.class}:AM: [%0.3f, %0.3f]>"%[angle(),magnitude()]
|
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+
end
|
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+
|
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+
# Returns an Array of this Ftor's components, [x,y].
|
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+
def to_a
|
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+
[@x,@y]
|
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+
end
|
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+
alias :to_ary :to_a
|
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+
|
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|
+
# Return the +i+th component of this Ftor, as if it were the Array
|
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+
# returned by #to_a.
|
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|
+
def [](i)
|
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+
[@x,@y][i]
|
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+
end
|
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+
|
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+
# True if this Ftor is equal to +other+, when both have been converted to
|
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+
# Arrays via #to_a. In other words, a component-by-component equality check.
|
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|
+
def ==(other)
|
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+
to_a() == other.to_a
|
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+
end
|
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+
|
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|
+
# The reverse of this Ftor. I.e., all components are negated. See also
|
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+
# #reverse!.
|
179
|
+
def -@
|
180
|
+
self.class.new(-@x,-@y)
|
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|
+
end
|
182
|
+
|
183
|
+
# Like #-@, but reverses this Ftor in-place.
|
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|
+
def reverse!
|
185
|
+
set!(-@x,-@y)
|
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|
+
end
|
187
|
+
|
188
|
+
# Perform vector addition with this Ftor and +other+, adding them on a
|
189
|
+
# component-by-component basis, like so:
|
190
|
+
# Ftor(a,b) + Ftor(c,d) = Ftor(a+c, b+d)
|
191
|
+
def +(other)
|
192
|
+
return self.class.new(@x+other[0],@y+other[1])
|
193
|
+
end
|
194
|
+
|
195
|
+
# Like #+, but performs subtraction instead of addition.
|
196
|
+
def -(other)
|
197
|
+
return self.class.new(@x-other[0],@y-other[1])
|
198
|
+
end
|
199
|
+
|
200
|
+
# Perform multiplication of this Ftor by the scalar +other+, like so:
|
201
|
+
# Ftor(a,b) * n = Ftor(a*n, b*n)
|
202
|
+
#
|
203
|
+
# However, if this causes TypeError, attempt to extract indices 0 and 1
|
204
|
+
# with +other+'s #[] operator, and multiply them into the corresponding
|
205
|
+
# components of this Ftor, like so:
|
206
|
+
# Ftor(a,b) * Ftor(c,d) = Ftor(a*c, b*d)
|
207
|
+
# Ftor(a,b) * [c,d] = Ftor(a*c, b*d)
|
208
|
+
def *(other)
|
209
|
+
return self.class.new(@x*other,@y*other)
|
210
|
+
rescue TypeError
|
211
|
+
return self.class.new(@x*other[0],@y*other[1])
|
212
|
+
end
|
213
|
+
|
214
|
+
# Like #*, but performs division instead of multiplication.
|
215
|
+
def /(other)
|
216
|
+
x, y = @x.to_f, @y.to_f
|
217
|
+
return self.class.new(x/other,y/other)
|
218
|
+
rescue TypeError
|
219
|
+
return self.class.new(x/other[0],y/other[1])
|
220
|
+
end
|
221
|
+
|
222
|
+
# Return the angle (radians) this Ftor forms with the positive X axis.
|
223
|
+
# This is the same as the Ftor's angle in a polar coordinate system.
|
224
|
+
#
|
225
|
+
# *IMPORTANT*: Because the positive Y axis on the Rubygame::Screen points
|
226
|
+
# *downwards*, an angle in the range 0..PI will appear to point *downwards*,
|
227
|
+
# rather than upwards!
|
228
|
+
# This also means that positive rotation will appear *clockwise*, and
|
229
|
+
# negative rotation will appear *counterclockwise*!
|
230
|
+
# This is the opposite of what you would expect in geometry class!
|
231
|
+
def angle
|
232
|
+
@angle or @angle = Math.atan2(@y,@x)
|
233
|
+
end
|
234
|
+
|
235
|
+
# Set the angle (radians) of this Ftor from the positive X axis.
|
236
|
+
# Magnitude is preserved.
|
237
|
+
def angle=(a)
|
238
|
+
m = magnitude()
|
239
|
+
set!( Math.cos(a)*m, Math.sin(a)*m )
|
240
|
+
end
|
241
|
+
|
242
|
+
alias :a :angle
|
243
|
+
alias :a= :angle= ;
|
244
|
+
|
245
|
+
# Returns the magnitude of the Ftor, i.e. its length from tail to head.
|
246
|
+
# This is the same as the Ftor's magnitude in a polar coordinate system.
|
247
|
+
def magnitude
|
248
|
+
@magnitude or @magnitude = Math.hypot(@x,@y)
|
249
|
+
end
|
250
|
+
|
251
|
+
# Modifies the #magnitude of the Ftor, preserving its #angle.
|
252
|
+
#
|
253
|
+
# In other words, the Ftor will point in the same direction, but it will
|
254
|
+
# be a different length from tail to head.
|
255
|
+
def magnitude=(m)
|
256
|
+
new = unit() * m
|
257
|
+
set!(new.x, new.y)
|
258
|
+
end
|
259
|
+
|
260
|
+
alias :m :magnitude
|
261
|
+
alias :m= :magnitude= ;
|
262
|
+
|
263
|
+
# Return a new unit Ftor which is perpendicular to this Ftor (rotated by
|
264
|
+
# pi/2 radians, to be specific).
|
265
|
+
def normal
|
266
|
+
@normal or @normal = unit().rotate(HALF_PI)
|
267
|
+
end
|
268
|
+
|
269
|
+
# Rotate this Ftor in-place, so that it is perpendicular to +other+.
|
270
|
+
# This Ftor will be at an angle of -pi/2 to +other+.
|
271
|
+
def normal=(other)
|
272
|
+
set!( *(self.class.new(*other).unit().rotate(-HALF_PI) * magnitude()) )
|
273
|
+
end
|
274
|
+
|
275
|
+
alias :n :normal
|
276
|
+
alias :n= :normal= ;
|
277
|
+
|
278
|
+
# Return the unit vector of the Ftor, i.e. an Ftor with the same direction,
|
279
|
+
# but a #magnitude of 1. (This is sometimes called a "normalized" vector,
|
280
|
+
# not to be confused with a vector's #normal.)
|
281
|
+
def unit
|
282
|
+
m = magnitude().to_f
|
283
|
+
@unit or @unit = Ftor.new(@x/m, @y/m)
|
284
|
+
end
|
285
|
+
|
286
|
+
# Rotates this Ftor in-place, so that its #unit vector matches the unit
|
287
|
+
# vector of the given Ftor.
|
288
|
+
#
|
289
|
+
# In other words, changes the #angle of this Ftor to be the same as the angle
|
290
|
+
# of the given Ftor, but this Ftor's #magnitude does not change.
|
291
|
+
#--
|
292
|
+
# TODO: investigate efficiency of using `self.angle = other.angle` instead
|
293
|
+
#++
|
294
|
+
def unit=(other)
|
295
|
+
set!( *(self.class.new(*other).unit() * magnitude()) )
|
296
|
+
end
|
297
|
+
|
298
|
+
alias :u :unit
|
299
|
+
alias :u= :unit=
|
300
|
+
alias :align! :unit=;
|
301
|
+
|
302
|
+
# Return the dot product (aka inner product) of this Ftor and +other+.
|
303
|
+
# The dot product of two vectors +v1+ and +v2+ is:
|
304
|
+
# v1.x * v2.x + v1.y * v2.y
|
305
|
+
def dot(other)
|
306
|
+
@x*other[0] + @y*other[1]
|
307
|
+
end
|
308
|
+
|
309
|
+
# Return the #dot product of #unit vectors of this Ftor and +other+.
|
310
|
+
def udot(other)
|
311
|
+
unit().dot(self.class.new(*other).unit)
|
312
|
+
end
|
313
|
+
|
314
|
+
#Return the difference in angles (radians) between this Ftor and +other+.
|
315
|
+
def angle_with(other)
|
316
|
+
Math.acos( self.udot(other) )
|
317
|
+
end
|
318
|
+
|
319
|
+
# Rotate this Ftor in-place by +angle+ (radians). This is the same as
|
320
|
+
# adding +angle+ to this Ftor's #angle.
|
321
|
+
#
|
322
|
+
#--
|
323
|
+
# , with one important difference:
|
324
|
+
# This method will be much more efficient when rotating at a right angle,
|
325
|
+
# i.e.rotating by any multiple of PI/2 radians from -2*PI to 2*PI radians.
|
326
|
+
#
|
327
|
+
# For convenience, and to ensure exactitude, several numerical constants
|
328
|
+
# have been defined for multiples of PI/2:
|
329
|
+
# * Ftor::PI:: (same as Math::PI)
|
330
|
+
# * Ftor::HALF_PI:: PI * 0.5 (or PI/2)
|
331
|
+
# * Ftor::THREE_HALF_PI:: PI * 1.5 (or 3*PI/2)
|
332
|
+
# * Ftor::TWO_PI:: PI * 2
|
333
|
+
#++
|
334
|
+
#
|
335
|
+
# *IMPORTANT*: Positive rotation will appear *clockwise*, and negative
|
336
|
+
# rotation will appear *counterclockwise*! See #angle for the reason.
|
337
|
+
def rotate!(angle)
|
338
|
+
# case(angle)
|
339
|
+
# when HALF_PI, -THREE_HALF_PI
|
340
|
+
# self.set!(@y,-@x)
|
341
|
+
# when THREE_HALF_PI, -HALF_PI
|
342
|
+
# self.set!(-@y,@x)
|
343
|
+
# when PI, -PI
|
344
|
+
# self.set!(@y,-@x)
|
345
|
+
# when 0, TWO_PI, -TWO_PI
|
346
|
+
# self.set!(@y,-@x)
|
347
|
+
# else
|
348
|
+
self.a += angle
|
349
|
+
# end
|
350
|
+
return self
|
351
|
+
end
|
352
|
+
|
353
|
+
# Like #rotate!, but returns a duplicate instead of rotating this Ftor
|
354
|
+
# in-place.
|
355
|
+
def rotate(radians)
|
356
|
+
self.dup.rotate!(radians)
|
357
|
+
end
|
358
|
+
|
359
|
+
# Clears stored values for #angle, #magnitude, #normal, and #unit,
|
360
|
+
# so that they will be recalculated the next time they are needed.
|
361
|
+
# Intended for internal use, but might be useful in other situations.
|
362
|
+
def _clear
|
363
|
+
@angle = nil
|
364
|
+
@magnitude = nil
|
365
|
+
@normal = nil
|
366
|
+
@unit = nil
|
367
|
+
return self
|
368
|
+
end
|
369
|
+
end
|
370
|
+
end
|