rubygame 2.2.0-i586-linux
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- data/CREDITS +60 -0
- data/LICENSE +504 -0
- data/NEWS +201 -0
- data/README +139 -0
- data/ROADMAP +43 -0
- data/Rakefile +409 -0
- data/doc/extended_readme.rdoc +49 -0
- data/doc/getting_started.rdoc +47 -0
- data/doc/macosx_install.rdoc +70 -0
- data/doc/windows_install.rdoc +123 -0
- data/ext/rubygame/MANIFEST +25 -0
- data/ext/rubygame/rubygame_core.so +0 -0
- data/ext/rubygame/rubygame_event.c +644 -0
- data/ext/rubygame/rubygame_event.h +48 -0
- data/ext/rubygame/rubygame_event.o +0 -0
- data/ext/rubygame/rubygame_gfx.c +942 -0
- data/ext/rubygame/rubygame_gfx.h +101 -0
- data/ext/rubygame/rubygame_gfx.o +0 -0
- data/ext/rubygame/rubygame_gfx.so +0 -0
- data/ext/rubygame/rubygame_gl.c +154 -0
- data/ext/rubygame/rubygame_gl.h +32 -0
- data/ext/rubygame/rubygame_gl.o +0 -0
- data/ext/rubygame/rubygame_image.c +108 -0
- data/ext/rubygame/rubygame_image.h +41 -0
- data/ext/rubygame/rubygame_image.o +0 -0
- data/ext/rubygame/rubygame_image.so +0 -0
- data/ext/rubygame/rubygame_joystick.c +247 -0
- data/ext/rubygame/rubygame_joystick.h +41 -0
- data/ext/rubygame/rubygame_joystick.o +0 -0
- data/ext/rubygame/rubygame_main.c +155 -0
- data/ext/rubygame/rubygame_main.h +33 -0
- data/ext/rubygame/rubygame_main.o +0 -0
- data/ext/rubygame/rubygame_mixer.c +764 -0
- data/ext/rubygame/rubygame_mixer.h +62 -0
- data/ext/rubygame/rubygame_mixer.o +0 -0
- data/ext/rubygame/rubygame_mixer.so +0 -0
- data/ext/rubygame/rubygame_screen.c +448 -0
- data/ext/rubygame/rubygame_screen.h +43 -0
- data/ext/rubygame/rubygame_screen.o +0 -0
- data/ext/rubygame/rubygame_shared.c +209 -0
- data/ext/rubygame/rubygame_shared.h +60 -0
- data/ext/rubygame/rubygame_shared.o +0 -0
- data/ext/rubygame/rubygame_surface.c +1147 -0
- data/ext/rubygame/rubygame_surface.h +62 -0
- data/ext/rubygame/rubygame_surface.o +0 -0
- data/ext/rubygame/rubygame_time.c +183 -0
- data/ext/rubygame/rubygame_time.h +32 -0
- data/ext/rubygame/rubygame_time.o +0 -0
- data/ext/rubygame/rubygame_ttf.c +599 -0
- data/ext/rubygame/rubygame_ttf.h +69 -0
- data/ext/rubygame/rubygame_ttf.o +0 -0
- data/ext/rubygame/rubygame_ttf.so +0 -0
- data/lib/rubygame/MANIFEST +12 -0
- data/lib/rubygame/clock.rb +128 -0
- data/lib/rubygame/color/models/base.rb +106 -0
- data/lib/rubygame/color/models/hsl.rb +153 -0
- data/lib/rubygame/color/models/hsv.rb +149 -0
- data/lib/rubygame/color/models/rgb.rb +78 -0
- data/lib/rubygame/color/palettes/css.rb +49 -0
- data/lib/rubygame/color/palettes/palette.rb +100 -0
- data/lib/rubygame/color/palettes/x11.rb +177 -0
- data/lib/rubygame/color.rb +79 -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 +612 -0
- data/lib/rubygame/sfont.rb +223 -0
- data/lib/rubygame/sprite.rb +511 -0
- data/lib/rubygame.rb +41 -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 +284 -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/song.ogg +0 -0
- data/samples/term16.png +0 -0
- data/samples/whiff.wav +0 -0
- metadata +152 -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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# The Sprites module provides classes and mix-in modules for managing
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# sprites. A Sprite is, fundamentally, a Surface with an associated
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# Rect which defines the position of that Surface on the Screen.
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# Additionally, sprites can have some behavior associated with them
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# via the Sprite#update method, including movement and collision detection;
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# because of this, sprites can be the foundation of most on-screen objects,
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# such as characters, items, missiles, and even user-interface elements.
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#
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# There are several classes/modules under the Sprites module:
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# Sprite:: mix-in module to turn an individual object or class into
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# a Sprite.
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# Group:: class for containing and manipulating many Sprite objects.
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# UpdateGroup:: mix-in module for Group to allow undrawing/redrawing of
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# member Sprite objects.
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# LimitGroup:: mix-in module for Group to limit the number of Sprite objects
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# the Group can hold at once.
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#
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# More mix-in modules to extend the functionality of Group or Sprite are
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# planned for the future. Do not hesitate to change either (or both) Group
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# or Sprite within your application to fit your needs! That's what they are
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# here for!
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#
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module Sprites
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# The Sprite mix-in module (not to be confused with its parent module,
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# Sprites) can be used to extend a class or object to behave as a
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# sprite. Specifically, a sprite can:
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# - #draw (blit) itself onto a Surface in its proper position
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# - detect bounding-box collision with Groups (#collide_group) and/or other
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# sprites (#collide_sprite).
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# - #update its own state based on arbitrary rules.
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#
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# A Sprite is, fundamentally, a Surface with an associated
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# Rect which defines the position of that Surface on the Screen.
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# Additionally, sprites can have some behavior associated with them
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# via the #update method, including movement and collision detection;
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# because of this, sprites can be the foundation of most on-screen objects,
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# such as characters, items, missiles, and even user-interface elements.
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#
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# In order to work properly as a Sprite, the extended object or class must
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# have two methods defined (by default, these are defined as accessors to
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# attributes of the same names):
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# image:: return a Surface with the sprite's image.
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# rect:: returns a Rect with the position and dimensions of the sprite.
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#
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# Normally, the value returned by rect is used to draw the sprite
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# onto a Surface as well as to detect collision between sprites. However,
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# if @col_rect will be used for collision detection instead, if it is
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# defined. See also #col_rect.
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#
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# Additionally, if you are extending an already-existing instance (rather
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# than a class), that instance must have an attribute @groups, which is
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# an Array containing all Groups to which the sprite belongs.
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#
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#
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module Sprite
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attr_reader :groups
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attr_accessor :image, :rect, :depth
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# Initialize the Sprite, defining @groups and @depth.
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def initialize
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@groups = []
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@depth = 0
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end
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# Add the Sprite to each given Group.
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def add(*groups)
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groups.each { |group|
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unless @groups.include? group
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@groups.push(group)
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group.push(self)
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end
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}
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end
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# call-seq: alive? -> true or false
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#
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# True if the Sprite belongs to at least one Group.
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def alive?
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return @groups.length > 0
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end
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# Set an alternative Rect to use for collision detection. If undefined or
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# set to nil, the Sprite's #rect is used instead.
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attr_writer :col_rect
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# call-seq: col_rect -> Rect
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#
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# Returns @col_rect if it is defined, otherwise calls #rect.
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# This method is used by #collide, #collide_group, and #collide_sprite
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# to get the bounding box for collision detection.
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def col_rect
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if defined? @col_rect
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return (@col_rect or rect)
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else
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return rect
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end
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end
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# call-seq: collide(other) -> Array
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#
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# Check collision between the caller and a Group or another Sprite. See
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# also #collide_group and #collide_sprite. This method uses the value
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# of #col_rect as the bounding box when detecting collision.
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#
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# If +other+ is a Group, returns an Array of every Sprite in that
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# Group that collides with the caller. If +other+ is a Sprite, returns
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# an Array containing +other+ if it collides with the caller. Otherwise,
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# returns an empty Array.
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def collide(other)
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if other.class.is_a? Group
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return collide_group(other)
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elsif collide_sprite?(other)
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return [other]
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else
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return []
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end
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end
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# call-seq: collide_group(group) -> Array
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#
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# Check collision between the caller and all members of a Group. This
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# method uses the value of #col_rect as the bounding box when detecting
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# collision.
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#
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# Returns an Array of every Sprite in +group+ that collides with the
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# caller. If none collide, returns an empty Array.
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def collide_group(group)
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sprites = []
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group.each { |sprite|
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if self.collide_sprite?(sprite) and (not sprites.include?(sprite))
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sprites.push(sprite)
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end
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}
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return sprites
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end
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# call-seq: collide_sprite?(sprite) -> true or false or nil
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#
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# Check collision between the caller and another Sprite. This method uses
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# the value of #col_rect as the bounding box when detecting collision.
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# Returns true if +sprite+ collides with the caller, false if they do
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# not, or nil if +sprite+ does not respond to either :col_rect or :rect
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# (meaning it was not possible to detect collision).
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def collide_sprite?(sprite)
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if sprite.respond_to?(:col_rect)
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return self.col_rect.collide_rect?(sprite.col_rect)
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elsif sprite.respond_to?(:rect)
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return self.col_rect.collide_rect?(sprite.rect)
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else
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return nil
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end
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end
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# call-seq: draw(surface) -> Rect
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#
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# Blit the Surface returned by #image onto +surface+ at the position
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# given by the Rect returned by #rect. Returns a Rect representing
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# the area of +surface+ which was affected by the draw.
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def draw(destination)
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self.image.blit(destination, self.rect)
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end
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# Remove the caller from every Group that it belongs to.
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def kill
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@groups.each { |group| group.delete(self) }
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@groups = []
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end
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# Remove the caller from each given Group.
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def remove(*groups)
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groups.each { |group|
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if @groups.include? group
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@groups.delete(group)
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group.delete(self)
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end
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}
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end
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# call-seq: undraw(surface, background) -> Rect
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#
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# 'Erase' the sprite from +surface+ by drawing over it with part of
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# +background+. For best results, +background+ should be the same size
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# as +surface+.
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#
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# Returns a Rect representing the area of +surface+ which was affected.
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#
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def undraw(dest, background)
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background.blit(dest, @rect, @rect)
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end
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# This method is meant to be overwritten by Sprite-based classes to
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# define meaningful behavior. It can take any number of arguments you
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# want, be called however often you want, and do whatever you want.
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# It may return something, but Group#update will not (by default) use,
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# or even collect, return values from this method.
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#
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# An example definition might take the amount of time that has passed
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# since the last update; the Sprite could then update its position
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# accordingly. Game logic, collision detection, and animation would also
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# fit in here, if appropriate to your class.
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def update( *args )
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super
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end
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end # module Sprite
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# The Group class is a special container, based on Array, with supplemental
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# methods for handling multiple Sprite objects. Group can draw, update,
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# and check collision for all its member sprites with one call.
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#
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# All members of a Group must be unique (duplicates will be refused), and
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# should be a Sprite (or functionally equivalent).
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class Group < Array
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# Add +sprite+ to the Group. +sprite+ is notified so that it can
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# add this Group to its list of parent Groups. See also #push.
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def <<(sprite)
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unless self.include? sprite
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super(sprite)
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sprite.add(self)
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end
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return self
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end
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+
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# Call the method represented by +symbol+ for every member sprite,
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# giving +args+ as the arguments to the method. This method uses
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# Object#send, which does not hesitate to call private methods, so
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# use this wisely! See also #draw and #update.
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def call(symbol,*args)
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self.each { |sprite|
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sprite.send(symbol,*args)
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}
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end
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+
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# Remove every member sprite from the Group. Each sprite is notified
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# so that it can remove this Group from its list of parent Groups.
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# See also #delete.
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def clear
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self.dup.each { |sprite| sprite.remove(self) }
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end
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# call-seq: collide_sprite(sprite) -> Array
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#
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# Check collision between each member of the Group and +sprite+. Returns
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# an Array of all member sprites that collided with +sprite+. If none
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# collided, returns an empty Array.
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def collide_sprite(sprite)
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sprite.collide_group(self)
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end
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# call-seq:
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# collide_group(group, &block) -> Hash
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# collide_group(group, killa=false, killb=false) -> Hash # deprecated
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#
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# Check collision between each member of the calling Group and each
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# member of +group+. Returns a Hash table with each member of the calling
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# Group as a key, and as a value an Array of all members of +group+ that
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# it collided with.
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#
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# If a block is given, that block is executed for every pair of colliding
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284
|
+
# sprites. For example, if a1 collides with b1 and b2, the block will
|
285
|
+
# be called twice: once with [ a1, b1 ] and once with [ a1, b2 ].
|
286
|
+
#
|
287
|
+
# Example:
|
288
|
+
#
|
289
|
+
# # 'kills' both sprites when they collide
|
290
|
+
#
|
291
|
+
# groupA,collide_group(groupB) do |a, b|
|
292
|
+
# a.kill
|
293
|
+
# b.kill
|
294
|
+
# end
|
295
|
+
#
|
296
|
+
# *NOTE*: +killa+ and +killb+ are deprecated and will be removed in the future.
|
297
|
+
# It is highly recommended that you use the block argument instead.
|
298
|
+
#
|
299
|
+
# *IMPORTANT*: +killa+ and +killb+ will be ignored if a block is given!
|
300
|
+
#
|
301
|
+
# If +killa+ is true and a sprite in group A collides with a sprite in group B,
|
302
|
+
# the sprite in group A will have its #kill method called; the same goes for
|
303
|
+
# +killb+ and group B.
|
304
|
+
#
|
305
|
+
def collide_group(group, killa=false, killb=false, &block)
|
306
|
+
sprites = {}
|
307
|
+
self.each { |sprite|
|
308
|
+
col = sprite.collide_group(group)
|
309
|
+
sprites[sprite] = col if col.length > 0
|
310
|
+
}
|
311
|
+
|
312
|
+
if block_given?
|
313
|
+
sprites.each_pair do |a, bs|
|
314
|
+
bs.each { |b| yield(a, b) }
|
315
|
+
end
|
316
|
+
else
|
317
|
+
# killa and killb only work if no block is given
|
318
|
+
if killa
|
319
|
+
sprites.each_key { |sprite| sprite.kill }
|
320
|
+
end
|
321
|
+
if killb
|
322
|
+
sprites.each_value do |array|
|
323
|
+
array.each { |sprite| sprite.kill }
|
324
|
+
end
|
325
|
+
end
|
326
|
+
end
|
327
|
+
|
328
|
+
return sprites
|
329
|
+
end
|
330
|
+
|
331
|
+
# Remove each sprite in +sprites+ from the Group. Each sprite is notified
|
332
|
+
# so that it can remove this Group from its list of parent Groups.
|
333
|
+
# Note that this will not work correctly if fed a list of its
|
334
|
+
# own sprites (use Array.dup if you want correct behavior)
|
335
|
+
def delete(*sprites)
|
336
|
+
sprites.each { |sprite|
|
337
|
+
if self.include? sprite
|
338
|
+
super(sprite)
|
339
|
+
sprite.remove(self)
|
340
|
+
end
|
341
|
+
}
|
342
|
+
return self
|
343
|
+
end
|
344
|
+
|
345
|
+
# Draw every sprite on Surface +dest+. Calls Sprite#draw for every member
|
346
|
+
# sprite, passing +dest+ as the argument. See also #call and #update.
|
347
|
+
def draw(dest)
|
348
|
+
self.each { |sprite| sprite.draw(dest) }
|
349
|
+
end
|
350
|
+
|
351
|
+
# Add each sprite in +sprites+ to the Group. Each sprite is notified so
|
352
|
+
# that it can add this Group to its list of parent Groups. See also #<<.
|
353
|
+
def push(*sprites)
|
354
|
+
sprites.each { |sprite|
|
355
|
+
self << sprite
|
356
|
+
}
|
357
|
+
return self
|
358
|
+
end
|
359
|
+
|
360
|
+
# Update every member sprite. Calls Sprite#update for every member
|
361
|
+
# sprite, passing on all arguments. See also #call and #draw.
|
362
|
+
def update(*args)
|
363
|
+
self.each { |sprite|
|
364
|
+
sprite.update(*args)
|
365
|
+
}
|
366
|
+
end
|
367
|
+
|
368
|
+
end #class Group
|
369
|
+
|
370
|
+
# UpdateGroup is a mix-in module that extends Group to allow it to "erase"
|
371
|
+
# (i.e. draw over with a background Surface) and re-draw each sprite in its
|
372
|
+
# new position. This eliminates the "trail" of images that sprites would
|
373
|
+
# otherwise leave as they move around.
|
374
|
+
#
|
375
|
+
# UpdateGroup adds a new attribute, @dirty_rects, which is an Array storing
|
376
|
+
# all Rects which need to be updated, including the old positions of the
|
377
|
+
# sprites. This attribute is returned when UpdateGroup#draw is called,
|
378
|
+
# so that it can be used to update the parts of the Screen that have
|
379
|
+
# changed.
|
380
|
+
#
|
381
|
+
# The general order of calls each frame should be:
|
382
|
+
# 1. #undraw; clear the old positions of the sprites.
|
383
|
+
# 2. #update; update the sprites to their new positions.
|
384
|
+
# 3. #draw; draw the sprites in their new positions.
|
385
|
+
#
|
386
|
+
# This module can extend either a class or an already-existing Group
|
387
|
+
# instance (either empty or with members) without any special preparation.
|
388
|
+
module UpdateGroup
|
389
|
+
attr_accessor :dirty_rects
|
390
|
+
|
391
|
+
# Defines @dirty_rects when an existing object is extended.
|
392
|
+
def UpdateGroup.extend_object(obj)
|
393
|
+
super
|
394
|
+
obj.dirty_rects = []
|
395
|
+
end
|
396
|
+
|
397
|
+
# Initialize the Group, calling +super+ and defining @dirty_rects.
|
398
|
+
def initialize
|
399
|
+
super
|
400
|
+
@dirty_rects = []
|
401
|
+
end
|
402
|
+
|
403
|
+
# call-seq: draw(dest) -> Array
|
404
|
+
#
|
405
|
+
# Draw every sprite on Surface +dest+. See Group#draw.
|
406
|
+
# Returns an Array of Rects representing the portions of +dest+ which
|
407
|
+
# were affected by the last #undraw and this #draw.
|
408
|
+
def draw(dest)
|
409
|
+
self.each { |sprite|
|
410
|
+
@dirty_rects.push( sprite.draw(dest) )
|
411
|
+
}
|
412
|
+
rects = @dirty_rects
|
413
|
+
@dirty_rects = []
|
414
|
+
return rects
|
415
|
+
end
|
416
|
+
|
417
|
+
# Draw over part of +dest+ with image data from the corresponding part
|
418
|
+
# of +background+. For best results, +background+ should be at least as
|
419
|
+
# big as +dest+ (or, rather, the part of +dest+ that will ever be drawn
|
420
|
+
# over).
|
421
|
+
def undraw(dest,background)
|
422
|
+
self.each { |sprite|
|
423
|
+
@dirty_rects.push( sprite.undraw(dest, background) )
|
424
|
+
}
|
425
|
+
end
|
426
|
+
end # module UpdateGroup
|
427
|
+
|
428
|
+
|
429
|
+
# LimitGroup is a mix-in module that extends Group to limit the number
|
430
|
+
# of sprites it can contain. If the limit has been reached, each new sprite
|
431
|
+
# will "push out" the oldest sprite, on a First-In-First-Out basis.
|
432
|
+
#
|
433
|
+
# The limit can be set either when the LimitGroup is created, or
|
434
|
+
# at any time during execution. However, if you reduce the limit,
|
435
|
+
# excess sprites will not be removed until the next time a sprite is
|
436
|
+
# added. (You can work around this by pushing the last sprite in the
|
437
|
+
# group again; the duplicate will be removed.)
|
438
|
+
#
|
439
|
+
# Please note that, because Group#push is defined in terms of Group#<<,
|
440
|
+
# both LimitGroup#<< and LimitGroup#push work properly, even though only
|
441
|
+
# LimitGroup#<< is defined.
|
442
|
+
module LimitGroup
|
443
|
+
attr_accessor :limit
|
444
|
+
|
445
|
+
# Defines and sets @limit = 1 when an existing object is extended.
|
446
|
+
def LimitGroup.extend_object(obj)
|
447
|
+
super
|
448
|
+
obj.limit = 1
|
449
|
+
end
|
450
|
+
|
451
|
+
# Initialize the LimitGroup and define @limit (as 1, by default).
|
452
|
+
def initialize(limit=1)
|
453
|
+
@limit = limit
|
454
|
+
end
|
455
|
+
|
456
|
+
# Add +sprite+ to the LimitGroup, removing the oldest member if
|
457
|
+
# necessary to keep under the limit. If +sprite+ is already in
|
458
|
+
# the LimitGroup, it will be moved to the top of the queue.
|
459
|
+
def <<(sprite)
|
460
|
+
if not include? sprite
|
461
|
+
super(sprite)
|
462
|
+
while length > @limit
|
463
|
+
self.slice!(0)
|
464
|
+
end
|
465
|
+
else # move sprite to the back of the queue
|
466
|
+
self.delete(sprite)
|
467
|
+
super(sprite)
|
468
|
+
end
|
469
|
+
end
|
470
|
+
end # module LimitGroup
|
471
|
+
|
472
|
+
# DepthSortGroup is a mix-in module that extends Group to sort its
|
473
|
+
# sprites by their @depth attribute, so that sprites with low depths
|
474
|
+
# will appear on top of sprites with higher depths. A sprite's depth
|
475
|
+
# can be any Numeric, or nil (which will be counted as 0).
|
476
|
+
#
|
477
|
+
# If two sprites have exactly the same depth, there is no guarantee about
|
478
|
+
# which one will be drawn on top of the other. (But, whichever one is on
|
479
|
+
# top will stay on top, at least until the group is re-sorted.)
|
480
|
+
#
|
481
|
+
# If a sprite's depth changes after it has been added to the group, you
|
482
|
+
# must use the #sort_sprites method for the change to have any effect.
|
483
|
+
#
|
484
|
+
module DepthSortGroup
|
485
|
+
# Add a single sprite to the group. For efficiency reasons, this
|
486
|
+
# method doesn't re-sort sprites afterwards. You should use #sort_sprites
|
487
|
+
# after you're done adding sprites. Or, better yet, just use #push.
|
488
|
+
def <<(sprite)
|
489
|
+
super
|
490
|
+
end
|
491
|
+
|
492
|
+
# Add multiple sprites to the group, then re-sort all sprites.
|
493
|
+
def push(*sprites)
|
494
|
+
sprites.each { |sprite|
|
495
|
+
self << sprite
|
496
|
+
}
|
497
|
+
sort_sprites()
|
498
|
+
return self
|
499
|
+
end
|
500
|
+
|
501
|
+
# Sort sprites by depth, in descending order, so that sprites with low depths
|
502
|
+
# will be drawn on top of sprites with high depths.
|
503
|
+
#
|
504
|
+
# If a sprite has a depth of nil, it is sorted as if its depth were 0 (zero).
|
505
|
+
def sort_sprites
|
506
|
+
self.sort! { |a,b| (b.depth or 0) <=> (a.depth or 0) }
|
507
|
+
end
|
508
|
+
end
|
509
|
+
|
510
|
+
end #module Sprite
|
511
|
+
end # module Rubygame
|
data/lib/rubygame.rb
ADDED
@@ -0,0 +1,41 @@
|
|
1
|
+
#--
|
2
|
+
# Rubygame -- Ruby code and bindings to SDL to facilitate game creation
|
3
|
+
# Copyright (C) 2004-2007 John Croisant
|
4
|
+
#
|
5
|
+
# This library is free software; you can redistribute it and/or
|
6
|
+
# modify it under the terms of the GNU Lesser General Public
|
7
|
+
# License as published by the Free Software Foundation; either
|
8
|
+
# version 2.1 of the License, or (at your option) any later version.
|
9
|
+
#
|
10
|
+
# This library is distributed in the hope that it will be useful,
|
11
|
+
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
12
|
+
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
13
|
+
# Lesser General Public License for more details.
|
14
|
+
#
|
15
|
+
# You should have received a copy of the GNU Lesser General Public
|
16
|
+
# License along with this library; if not, write to the Free Software
|
17
|
+
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
18
|
+
#++
|
19
|
+
|
20
|
+
# This is the file that should be imported, it in turn imports rubygame.so
|
21
|
+
# (which has all of the C code for rubygame) and all the other rubygame modules
|
22
|
+
|
23
|
+
require "rbconfig"
|
24
|
+
|
25
|
+
require "rubygame_core"
|
26
|
+
|
27
|
+
%W{ rubygame_gfx rubygame_image rubygame_ttf rubygame_mixer }.each do |mod|
|
28
|
+
begin
|
29
|
+
require mod
|
30
|
+
rescue LoadError
|
31
|
+
warn( "Warning: Unable to require optional module: #{mod}.") if $VERBOSE
|
32
|
+
end
|
33
|
+
end
|
34
|
+
|
35
|
+
require "rubygame/color"
|
36
|
+
require "rubygame/constants"
|
37
|
+
require "rubygame/event"
|
38
|
+
require "rubygame/queue"
|
39
|
+
require "rubygame/rect"
|
40
|
+
require "rubygame/sprite"
|
41
|
+
require "rubygame/clock"
|
Binary file
|