rubygame 2.2.0-mswin32

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Files changed (94) hide show
  1. data/CREDITS +60 -0
  2. data/LICENSE +504 -0
  3. data/NEWS +201 -0
  4. data/README +139 -0
  5. data/ROADMAP +43 -0
  6. data/Rakefile +409 -0
  7. data/doc/extended_readme.rdoc +49 -0
  8. data/doc/getting_started.rdoc +47 -0
  9. data/doc/macosx_install.rdoc +70 -0
  10. data/doc/windows_install.rdoc +127 -0
  11. data/ext/rubygame/MANIFEST +25 -0
  12. data/ext/rubygame/rubygame_core.so +0 -0
  13. data/ext/rubygame/rubygame_event.c +644 -0
  14. data/ext/rubygame/rubygame_event.h +48 -0
  15. data/ext/rubygame/rubygame_event.obj +0 -0
  16. data/ext/rubygame/rubygame_gfx.c +942 -0
  17. data/ext/rubygame/rubygame_gfx.h +101 -0
  18. data/ext/rubygame/rubygame_gfx.obj +0 -0
  19. data/ext/rubygame/rubygame_gfx.so +0 -0
  20. data/ext/rubygame/rubygame_gl.c +154 -0
  21. data/ext/rubygame/rubygame_gl.h +32 -0
  22. data/ext/rubygame/rubygame_gl.obj +0 -0
  23. data/ext/rubygame/rubygame_image.c +108 -0
  24. data/ext/rubygame/rubygame_image.h +41 -0
  25. data/ext/rubygame/rubygame_image.obj +0 -0
  26. data/ext/rubygame/rubygame_image.so +0 -0
  27. data/ext/rubygame/rubygame_joystick.c +247 -0
  28. data/ext/rubygame/rubygame_joystick.h +41 -0
  29. data/ext/rubygame/rubygame_joystick.obj +0 -0
  30. data/ext/rubygame/rubygame_main.c +155 -0
  31. data/ext/rubygame/rubygame_main.h +33 -0
  32. data/ext/rubygame/rubygame_main.obj +0 -0
  33. data/ext/rubygame/rubygame_mixer.c +764 -0
  34. data/ext/rubygame/rubygame_mixer.h +62 -0
  35. data/ext/rubygame/rubygame_mixer.obj +0 -0
  36. data/ext/rubygame/rubygame_mixer.so +0 -0
  37. data/ext/rubygame/rubygame_screen.c +448 -0
  38. data/ext/rubygame/rubygame_screen.h +43 -0
  39. data/ext/rubygame/rubygame_screen.obj +0 -0
  40. data/ext/rubygame/rubygame_shared.c +209 -0
  41. data/ext/rubygame/rubygame_shared.h +60 -0
  42. data/ext/rubygame/rubygame_shared.obj +0 -0
  43. data/ext/rubygame/rubygame_surface.c +1147 -0
  44. data/ext/rubygame/rubygame_surface.h +62 -0
  45. data/ext/rubygame/rubygame_surface.obj +0 -0
  46. data/ext/rubygame/rubygame_time.c +183 -0
  47. data/ext/rubygame/rubygame_time.h +32 -0
  48. data/ext/rubygame/rubygame_time.obj +0 -0
  49. data/ext/rubygame/rubygame_ttf.c +599 -0
  50. data/ext/rubygame/rubygame_ttf.h +69 -0
  51. data/ext/rubygame/rubygame_ttf.obj +0 -0
  52. data/ext/rubygame/rubygame_ttf.so +0 -0
  53. data/lib/rubygame.rb +41 -0
  54. data/lib/rubygame/MANIFEST +12 -0
  55. data/lib/rubygame/clock.rb +128 -0
  56. data/lib/rubygame/color.rb +79 -0
  57. data/lib/rubygame/color/models/base.rb +106 -0
  58. data/lib/rubygame/color/models/hsl.rb +153 -0
  59. data/lib/rubygame/color/models/hsv.rb +149 -0
  60. data/lib/rubygame/color/models/rgb.rb +78 -0
  61. data/lib/rubygame/color/palettes/css.rb +49 -0
  62. data/lib/rubygame/color/palettes/palette.rb +100 -0
  63. data/lib/rubygame/color/palettes/x11.rb +177 -0
  64. data/lib/rubygame/constants.rb +238 -0
  65. data/lib/rubygame/event.rb +313 -0
  66. data/lib/rubygame/ftor.rb +370 -0
  67. data/lib/rubygame/hotspot.rb +265 -0
  68. data/lib/rubygame/keyconstants.rb +237 -0
  69. data/lib/rubygame/mediabag.rb +94 -0
  70. data/lib/rubygame/queue.rb +288 -0
  71. data/lib/rubygame/rect.rb +612 -0
  72. data/lib/rubygame/sfont.rb +223 -0
  73. data/lib/rubygame/sprite.rb +511 -0
  74. data/samples/FreeSans.ttf +0 -0
  75. data/samples/GPL.txt +340 -0
  76. data/samples/README +40 -0
  77. data/samples/chimp.bmp +0 -0
  78. data/samples/chimp.rb +313 -0
  79. data/samples/demo_gl.rb +151 -0
  80. data/samples/demo_gl_tex.rb +197 -0
  81. data/samples/demo_music.rb +75 -0
  82. data/samples/demo_rubygame.rb +284 -0
  83. data/samples/demo_sfont.rb +52 -0
  84. data/samples/demo_ttf.rb +193 -0
  85. data/samples/demo_utf8.rb +53 -0
  86. data/samples/fist.bmp +0 -0
  87. data/samples/load_and_blit.rb +22 -0
  88. data/samples/panda.png +0 -0
  89. data/samples/punch.wav +0 -0
  90. data/samples/ruby.png +0 -0
  91. data/samples/song.ogg +0 -0
  92. data/samples/term16.png +0 -0
  93. data/samples/whiff.wav +0 -0
  94. metadata +152 -0
Binary file
data/samples/GPL.txt ADDED
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+ GNU GENERAL PUBLIC LICENSE
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+ Version 2, June 1991
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+ Copyright (C) 1989, 1991 Free Software Foundation, Inc.
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+ The licenses for most software are designed to take away your
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+ NO WARRANTY
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+ 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
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+ FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
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+ OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
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+ PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
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+ OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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+ MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
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+ PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
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+ REPAIR OR CORRECTION.
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+ REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
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+ END OF TERMS AND CONDITIONS
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+ How to Apply These Terms to Your New Programs
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+ If you develop a new program, and you want it to be of the greatest
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+ the "copyright" line and a pointer to where the full notice is found.
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+ <one line to give the program's name and a brief idea of what it does.>
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+ Copyright (C) <year> <name of author>
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+ This program is free software; you can redistribute it and/or modify
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+ This program 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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+ You should have received a copy of the GNU General Public License
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+ along with this program; 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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+ Also add information on how to contact you by electronic and paper mail.
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+ If the program is interactive, make it output a short notice like this
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+ when it starts in an interactive mode:
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+
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+ Gnomovision version 69, Copyright (C) year name of author
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+ Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
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+ The hypothetical commands `show w' and `show c' should show the appropriate
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+ be called something other than `show w' and `show c'; they could even be
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+ mouse-clicks or menu items--whatever suits your program.
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+ You should also get your employer (if you work as a programmer) or your
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+ necessary. Here is a sample; alter the names:
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+
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+ Yoyodyne, Inc., hereby disclaims all copyright interest in the program
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+ `Gnomovision' (which makes passes at compilers) written by James Hacker.
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+
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+ <signature of Ty Coon>, 1 April 1989
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+ Ty Coon, President of Vice
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+
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+ This General Public License does not permit incorporating your program into
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+ proprietary programs. If your program is a subroutine library, you may
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+ consider it more useful to permit linking proprietary applications with the
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+ library. If this is what you want to do, use the GNU Library General
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+ Public License instead of this License.
data/samples/README ADDED
@@ -0,0 +1,40 @@
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+ Certain items in this directory are copyrighted works, but the nature
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+ of their media makes inclusion of copyright and licensing information
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+ impossible or inconvenient.
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+
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+ Copyright and licensing information for those items is included herein
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+ for your convenience.
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+
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+
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+
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+ "ruby.png" copyright (C) 2006 John Croisant
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+ "term16.png" copyright (C) 2005 John Croisant
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+ "panda.png" copyright (C) 2004 John Croisant
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+ "song.ogg" copyright (C) 1999 Bjorn De Meyer
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+
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+
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+ "ruby.png", "term16.png", "panda.png", and "song.ogg"
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+ are licensed under the Creative Commons Attribution-ShareAlike 2.5 License.
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+
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+ To view a copy of this license, visit
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+ http://creativecommons.org/licenses/by-sa/2.5/
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+
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+ or send a letter to:
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+ Creative Commons,
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+ 543 Howard Street, 5th Floor,
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+ San Francisco, California, 94105, USA.
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+
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+ "FreeSans.ttf" copyright (C) 2002-2003 Free Software Foundation
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+
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+ "FreeSans.ttf" is licensed under the GNU General Public License.
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+
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+ You should have received a copy of the GNU General Public License along with
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+ this program; if not, write to:
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+
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+ Free Software Foundation, Inc.,
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+ 59 Temple Place, Suite 330,
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+ Boston, MA 02111-1307 USA
data/samples/chimp.bmp ADDED
Binary file
data/samples/chimp.rb ADDED
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+ #!/usr/bin/env ruby
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+
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+ # This program is released to the PUBLIC DOMAIN.
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+ # It 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.
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+
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+ # This is a translation of an example application from
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+ # pygame (http://www.pygame.org), translated to Rubygame.
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+ # The original application had this to say:
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+ #
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+ # This simple example is used for the line-by-line tutorial
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+ # that comes with pygame. It is based on a 'popular' web banner.
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+ # Note there are comments here, but for the full explanation,
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+ # follow along in the tutorial.
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+ #
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+ # The original tutorial could be found at this location as of 2005-04-17:
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+ #
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+ # http://pygame.org/docs/tut/chimp/ChimpLineByLine.html
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+ #
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+ # As much as possible, this is a straight port of the pygame example,
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+ # without any real improvements in style. Significant deviations are
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+ # noted by comments. As such, this might serve as something of a
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+ # Rosetta Stone for a pygame user switching to Rubygame.
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+
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+ require "rubygame"
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+
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+ puts 'Warning, images disabled' unless
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+ ($image_ok = (Rubygame::VERSIONS[:sdl_image] != nil))
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+ puts 'Warning, font disabled' unless
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+ ($font_ok = (Rubygame::VERSIONS[:sdl_ttf] != nil))
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+ puts 'Warning, sound disabled' unless
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+ ($sound_ok = (Rubygame::VERSIONS[:sdl_mixer] != nil))
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+
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+ # Functions to create our resources:
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+ def load_image(name, colorkey=nil)
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+ # Rubygame::Image.load has been replaced with Surface
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+ image = Rubygame::Surface.load_image(name)
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+ if colorkey != nil
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+ if colorkey == -1
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+ colorkey = image.get_at([0,0])
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+ end
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+ image.set_colorkey(colorkey)
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+ end
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+ return image, Rubygame::Rect.new(0,0,*image.size)
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+ end
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+
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+ def load_sound(name)
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+ return nil unless $sound_ok
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+ begin
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+ sound = Rubygame::Mixer::Sample.load_audio(name)
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+ return sound
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+ rescue Rubygame::SDLError => e
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+ warn "Cannot load sound #{name}. (#{e})\nContinuing anyway..."
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+ return nil
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+ end
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+ end
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+
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+ # Classes for our game objects:
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+
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+ # The fist object, which follows the mouse and punches on mouseclick
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+ class Fist
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+ # It's a sprite (an image with location data).
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+ include Rubygame::Sprites::Sprite
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+
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+ # Create and set up a new Fist object
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+ def initialize
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+ super # initialize sprite
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+ @image, @rect = load_image('fist.bmp', -1)
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+ @punching = false # whether the fist is punching
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+ @mpos = [0,0] # mouse curson position
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+ end
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+
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+ # This is a small departure from the pygame example. Instead
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+ # of polling the mouse for cursor position etc. (which Rubygame
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+ # doesn't do, as of February 2006), we receive notification
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+ # of mouse movements from a global event queue and store it
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+ # in @mpos for later use in Fist#update().
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+ def tell(ev)
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+ case ev
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+ when Rubygame::MouseMotionEvent
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+ # mouse cursor moved, remember its last location for #update()
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+ @mpos = ev.pos
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+ end
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+ end
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+
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+ # Update the fist position
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+ def update
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+ # move the rect to the remembered position
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+ @rect.midtop = @mpos
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+ # apply offset (right and down) if we are punching
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+ if @punching
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+ @rect.move!(5,10)
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+ end
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+ end
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+
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+ # Attempt to punch a target. Returns true if it hit or false if not.
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+ def punch(target)
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+ @punching = true
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+ # use a smaller rect to check if we collided with the target
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+ return @rect.inflate(-5, -5).collide_rect?(target.rect)
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+ end
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+
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+ # Stop punching.
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+ def unpunch
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+ @punching = false
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+ end
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+ end
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+
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+ # A chimpanzee which moves across the screen and spins when punched.
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+ class Chimp
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+ # It's a sprite (an image with location data).
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+ include Rubygame::Sprites::Sprite
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+
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+ # Create and set up a new Chimp object
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+ def initialize
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+ super # initialize sprite
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+ @original, @rect = load_image('chimp.bmp', -1)
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+ @image = @original # store original image during rotation
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+ @rect.topleft = 10,10
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+ # @area is the area of the screen, which the chimp will walk across
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+ @area = Rubygame::Rect.new(0,0,
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+ *Rubygame::Screen.get_surface().size())
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+ @xvel = 9 # called self.move in the pygame example
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+
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+ # In python, the integer 0 signifies false, while in ruby it does not.
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+ # The pygame example used self.dizzy to mean the angle
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+ # in degrees the monkey has rotated, and also as a boolean.
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+ #
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+ # Our example will do the same, but a conditional must be introduced
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+ # to #update() where in the pygame example, 0 was condition enough.
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+ @dizzy = 0
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+ end
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+
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+ # Walk or spin, depending on the monkey's state
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+ def update
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+ # This (!= 0) is the added conditional referred to above.
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+ if @dizzy != 0
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+ spin()
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+ else
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+ walk()
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+ end
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+ end
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+
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+ # Move the chimp across the screen, and turn at the left and right edges.
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+ def walk
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+ newpos = @rect.move(@xvel,0) # calculate chimp position for next frame
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+
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+ # If the chimp starts to walk off the screen
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+ if (@rect.left < @area.left) or (@rect.right > @area.right)
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+ @xvel = -@xvel # reverse direction of movement
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+ newpos = @rect.move(@xvel,0) # recalculate with changed velocity
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+ @image = @image.flip(true, false) # flip x
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+ end
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+ @rect = newpos
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+ end
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+
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+ # spin the monkey image
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+ def spin
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+ center = @rect.center
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+ @dizzy += 12 # increment angle
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+ if @dizzy >= 360 # if we have spun full-circle, stop spinning.
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+ @dizzy = 0
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+ @image = @original
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+ else # otherwise, spin some more!
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+ # Note that we rotate with @original, not the current @image.
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+ # This reduces cumulative blurring from the rotation process,
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+ # and is just as efficient as incremental rotations.
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+ @image = @original.rotozoom(@dizzy,1,true)
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+ end
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+ @rect = Rubygame::Rect.new(0,0,*@image.size)
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+ @rect.center = center # re-center
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+ end
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+
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+ # The pygame example used the mangled function names _walk and _spin
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+ # to indicate that they were privately used (as is python tradition).
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+ # We'll use a more explicit declaration (as is ruby tradition).
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+ private :walk, :spin
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+
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+ # This will cause the chimp to start spinning
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+ def punched
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+ if (@dizzy == 0)
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+ @dizzy = 1
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+ @original = @image
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+ end
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+ end
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+ end
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+
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+ # This function is called when the program starts.It initializes
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+ # everything it needs, then runs in a loop until the user closes
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+ # the window or presses ESCAPE.
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+ def main
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+
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+ # Initialize Everything
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+ Rubygame.init()
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+ screen = Rubygame::Screen.set_mode([468, 60])
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+ screen.title = 'Monkey Fever'
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+ screen.show_cursor = false;
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+ # In Rubygame, you make an EventQueue object; pygame just uses functions
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+ queue = Rubygame::EventQueue.new()
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+
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+ begin
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+ # Not in the pygame version - for Rubygame, we need to
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+ # open the audio device. The default values are fine.
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+ Rubygame::Mixer::open_audio
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+ rescue Rubygame::SDLError => e
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+ warn e
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+ $sound_ok = false
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+ warn "Continuing without sound..."
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+ end
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+
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+ # Create The Background
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+ background = Rubygame::Surface.new(screen.size)
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+ background.fill([250,250,250])
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+
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+ # Put Text On The Background, Centered
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+ # $font_ok was set at the very top. It tells us if it's ok to use TTF.
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+ if $font_ok
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+ # We have to setup the TTF class before we can make TTF objects
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+ Rubygame::TTF.setup()
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+
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+ # Rubygame has no default font, so we must specify FreeSans.ttf
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+ #
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+ # 25 is more or less the actual font size in the pygame example,
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+ # based on scaling factor (0.6875) pygame applies to its default font.
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+ font = Rubygame::TTF.new("FreeSans.ttf",25)
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+ text = font.render("Pummel The Chimp, And Win $$$", true, [10,10,10])
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+ textpos = Rubygame::Rect.new(0,0,*text.size)
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+ textpos.centerx = background.width/2
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+ # ATTENTION: Note that the "actor" is reversed from the pygame usage.
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+ # In pygame, a surface "pulls" another surface's data onto itself.
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+ # In Rubygame, a surface "pushes" its own data onto another surface.
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+ text.blit(background,textpos)
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+ end
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+
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+ #Display The Background
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+ # Again, note the reversal of actors in the blit function
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+ background.blit(screen, [0,0])
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+ screen.update()
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+
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+ #Prepare Game Objects
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+
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+ # This also differs from pygame. Rather than pass the desired framerate
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+ # when you call clock.tick, you set the framerate for the clock, either
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+ # when you create it, or afterwards with the desired_fps accessors.
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+ clock = Rubygame::Clock.new { |clock| clock.target_framerate = 30 }
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+
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+ whiff_sound = load_sound('whiff.wav')
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+ punch_sound = load_sound('punch.wav')
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+ chimp = Chimp.new()
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+ fist = Fist.new()
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+ allsprites = Rubygame::Sprites::Group.new()
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+ allsprites.push(chimp, fist)
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+
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+ #Main Loop
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+ loop do
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+ clock.tick()
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+
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+ #Handle Input Events
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+ # Iterate through all the events the Queue has caught
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+ queue.each do |event|
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+ # Python doesn't have a case statement like Ruby does! :)
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+ # Here, we implicitly "switch" based on the event's class.
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+ # Unlike in pygame, each event is detected by class, not
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+ # by an integer type identifier.
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+ case(event)
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+ when Rubygame::QuitEvent
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+ return # break out of the main function
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+ when Rubygame::KeyDownEvent
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+ case event.key
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+ when Rubygame::K_ESCAPE
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+ return # break out of the main function
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+ end
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+ when Rubygame::MouseMotionEvent
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+ fist.tell(event)
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+ when Rubygame::MouseDownEvent
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+ if fist.punch(chimp)
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+ chimp.punched()
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+ # Only try to play the sound if it isn't nil
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+ Rubygame::Mixer::play(punch_sound,-1,0) if punch_sound
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+ else
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+ # Only try to play the sound if it isn't nil
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+ Rubygame::Mixer::play(whiff_sound,-1,0) if whiff_sound
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+ end
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+ when Rubygame::MouseUpEvent
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+ fist.unpunch()
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+ end
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+ end # end event handling
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+
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+ allsprites.update()
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+
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+
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+ #Draw Everything
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+ background.blit(screen, [0, 0])
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+ allsprites.draw(screen)
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+ screen.update()
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+
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+ screen.title = '%d'%clock.framerate
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+ end # end loop
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+
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+ #Game Over
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+ ensure
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+ # This ensures that we properly close and clean up everything at the end
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+ # of the game.
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+ Rubygame::Mixer.close_audio()
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+ Rubygame.quit()
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+ end # end main function
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+
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+
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+ #this calls the 'main' function when this script is executed
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+ if $0 == __FILE__
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+ main()
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+ end