rubygame 2.3.0-x86-linux

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Files changed (109) hide show
  1. data/CREDITS +60 -0
  2. data/LICENSE +504 -0
  3. data/NEWS +252 -0
  4. data/README +123 -0
  5. data/ROADMAP +109 -0
  6. data/Rakefile +438 -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 +123 -0
  11. data/ext/rubygame/rubygame_core.so +0 -0
  12. data/ext/rubygame/rubygame_event.c +644 -0
  13. data/ext/rubygame/rubygame_event.h +48 -0
  14. data/ext/rubygame/rubygame_event.o +0 -0
  15. data/ext/rubygame/rubygame_gfx.c +942 -0
  16. data/ext/rubygame/rubygame_gfx.h +101 -0
  17. data/ext/rubygame/rubygame_gfx.o +0 -0
  18. data/ext/rubygame/rubygame_gfx.so +0 -0
  19. data/ext/rubygame/rubygame_gl.c +154 -0
  20. data/ext/rubygame/rubygame_gl.h +32 -0
  21. data/ext/rubygame/rubygame_gl.o +0 -0
  22. data/ext/rubygame/rubygame_image.c +252 -0
  23. data/ext/rubygame/rubygame_image.h +41 -0
  24. data/ext/rubygame/rubygame_image.o +0 -0
  25. data/ext/rubygame/rubygame_image.so +0 -0
  26. data/ext/rubygame/rubygame_joystick.c +247 -0
  27. data/ext/rubygame/rubygame_joystick.h +41 -0
  28. data/ext/rubygame/rubygame_joystick.o +0 -0
  29. data/ext/rubygame/rubygame_main.c +155 -0
  30. data/ext/rubygame/rubygame_main.h +36 -0
  31. data/ext/rubygame/rubygame_main.o +0 -0
  32. data/ext/rubygame/rubygame_mixer.c +1024 -0
  33. data/ext/rubygame/rubygame_mixer.h +36 -0
  34. data/ext/rubygame/rubygame_mixer.o +0 -0
  35. data/ext/rubygame/rubygame_mixer.so +0 -0
  36. data/ext/rubygame/rubygame_music.c +1017 -0
  37. data/ext/rubygame/rubygame_music.h +29 -0
  38. data/ext/rubygame/rubygame_music.o +0 -0
  39. data/ext/rubygame/rubygame_screen.c +448 -0
  40. data/ext/rubygame/rubygame_screen.h +43 -0
  41. data/ext/rubygame/rubygame_screen.o +0 -0
  42. data/ext/rubygame/rubygame_shared.c +272 -0
  43. data/ext/rubygame/rubygame_shared.h +68 -0
  44. data/ext/rubygame/rubygame_shared.o +0 -0
  45. data/ext/rubygame/rubygame_sound.c +863 -0
  46. data/ext/rubygame/rubygame_sound.h +29 -0
  47. data/ext/rubygame/rubygame_sound.o +0 -0
  48. data/ext/rubygame/rubygame_surface.c +1151 -0
  49. data/ext/rubygame/rubygame_surface.h +62 -0
  50. data/ext/rubygame/rubygame_surface.o +0 -0
  51. data/ext/rubygame/rubygame_time.c +183 -0
  52. data/ext/rubygame/rubygame_time.h +32 -0
  53. data/ext/rubygame/rubygame_time.o +0 -0
  54. data/ext/rubygame/rubygame_ttf.c +599 -0
  55. data/ext/rubygame/rubygame_ttf.h +69 -0
  56. data/ext/rubygame/rubygame_ttf.o +0 -0
  57. data/ext/rubygame/rubygame_ttf.so +0 -0
  58. data/lib/rubygame.rb +41 -0
  59. data/lib/rubygame/clock.rb +128 -0
  60. data/lib/rubygame/color.rb +79 -0
  61. data/lib/rubygame/color/models/base.rb +111 -0
  62. data/lib/rubygame/color/models/hsl.rb +153 -0
  63. data/lib/rubygame/color/models/hsv.rb +149 -0
  64. data/lib/rubygame/color/models/rgb.rb +78 -0
  65. data/lib/rubygame/color/palettes/css.rb +49 -0
  66. data/lib/rubygame/color/palettes/palette.rb +100 -0
  67. data/lib/rubygame/color/palettes/x11.rb +177 -0
  68. data/lib/rubygame/constants.rb +238 -0
  69. data/lib/rubygame/event.rb +313 -0
  70. data/lib/rubygame/ftor.rb +370 -0
  71. data/lib/rubygame/hotspot.rb +265 -0
  72. data/lib/rubygame/keyconstants.rb +237 -0
  73. data/lib/rubygame/mediabag.rb +94 -0
  74. data/lib/rubygame/named_resource.rb +254 -0
  75. data/lib/rubygame/queue.rb +288 -0
  76. data/lib/rubygame/rect.rb +612 -0
  77. data/lib/rubygame/sfont.rb +223 -0
  78. data/lib/rubygame/sprite.rb +511 -0
  79. data/samples/FreeSans.ttf +0 -0
  80. data/samples/GPL.txt +340 -0
  81. data/samples/README +40 -0
  82. data/samples/chimp.bmp +0 -0
  83. data/samples/chimp.rb +302 -0
  84. data/samples/demo_gl.rb +151 -0
  85. data/samples/demo_gl_tex.rb +197 -0
  86. data/samples/demo_music.rb +77 -0
  87. data/samples/demo_rubygame.rb +296 -0
  88. data/samples/demo_sfont.rb +52 -0
  89. data/samples/demo_ttf.rb +193 -0
  90. data/samples/demo_utf8.rb +53 -0
  91. data/samples/fist.bmp +0 -0
  92. data/samples/load_and_blit.rb +22 -0
  93. data/samples/panda.png +0 -0
  94. data/samples/punch.wav +0 -0
  95. data/samples/ruby.png +0 -0
  96. data/samples/song.ogg +0 -0
  97. data/samples/term16.png +0 -0
  98. data/samples/whiff.wav +0 -0
  99. data/test/audio_spec.rb +236 -0
  100. data/test/color_spec.rb +544 -0
  101. data/test/image.png +0 -0
  102. data/test/music_spec.rb +727 -0
  103. data/test/named_resource_spec.rb +211 -0
  104. data/test/short.ogg +0 -0
  105. data/test/sound_spec.rb +564 -0
  106. data/test/surface_spec.rb +219 -0
  107. data/test/test_crop.rb +45 -0
  108. data/test/test_rect.rb +841 -0
  109. metadata +174 -0
@@ -0,0 +1,151 @@
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+ #!/usr/bin/env ruby
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+
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+ # This demonstrates the use of ruby-opengl alongside rubygame to produce
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+ # hardware-accelerated three-dimensional graphics.
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+ #
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+ # Please note that rubygame itself does not perform any OpenGL functions,
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+ # it only allows ruby-opengl to use the Screen as its viewport. You MUST
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+ # have ruby-opengl installed to run this demo!
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+
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+ require 'rubygame'
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+
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+ begin
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+ require 'opengl'
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+ rescue LoadError
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+ puts "ATTENTION: This demo requires the opengl extension for ruby."
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+ raise
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+ end
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+
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+ WIDE = 640
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+ HIGH = 480
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+
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+ Rubygame.init
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+
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+ Rubygame::GL.set_attrib(Rubygame::GL::RED_SIZE, 5)
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+ Rubygame::GL.set_attrib(Rubygame::GL::GREEN_SIZE, 5)
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+ Rubygame::GL.set_attrib(Rubygame::GL::BLUE_SIZE, 5)
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+ Rubygame::GL.set_attrib(Rubygame::GL::DEPTH_SIZE, 16)
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+ Rubygame::GL.set_attrib(Rubygame::GL::DOUBLEBUFFER, 1)
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+
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+ Rubygame::Screen.set_mode([WIDE,HIGH], 16, [Rubygame::OPENGL])
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+ queue = Rubygame::EventQueue.new()
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+ clock = Rubygame::Clock.new { |c| c.target_framerate = 60 }
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+
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+ ObjectSpace.garbage_collect
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+ GL::Viewport( 0, 0, WIDE, HIGH )
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+
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+ GL::MatrixMode( GL::PROJECTION )
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+ GL::LoadIdentity( )
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+ GLU::Perspective( 35, WIDE/(HIGH.to_f), 3, 10)
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+
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+ GL::MatrixMode( GL::MODELVIEW )
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+ GL::LoadIdentity( )
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+
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+ GL::Enable(GL::DEPTH_TEST)
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+ GL::DepthFunc(GL::LESS)
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+
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+ GL::ShadeModel(GL::FLAT)
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+
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+ color =
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+ [[ 1.0, 1.0, 0.0],
51
+ [ 1.0, 0.0, 0.0],
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+ [ 0.0, 0.0, 0.0],
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+ [ 0.0, 1.0, 0.0],
54
+ [ 0.0, 1.0, 1.0],
55
+ [ 1.0, 1.0, 1.0],
56
+ [ 1.0, 0.0, 1.0],
57
+ [ 0.0, 0.0, 1.0]]
58
+
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+ cube =
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+ [[ 0.5, 0.5, -0.5],
61
+ [ 0.5, -0.5, -0.5],
62
+ [-0.5, -0.5, -0.5],
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+ [-0.5, 0.5, -0.5],
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+ [-0.5, 0.5, 0.5],
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+ [ 0.5, 0.5, 0.5],
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+ [ 0.5, -0.5, 0.5],
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+ [-0.5, -0.5, 0.5]]
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+
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+ cube_list = 1
70
+
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+ GL::NewList(cube_list,GL::COMPILE_AND_EXECUTE)
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+ GL::PushMatrix()
73
+ GL::Begin(GL::QUADS)
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+ GL::Color(1.0, 0.0, 0.0);
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+ GL::Vertex(cube[0]);
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+ GL::Vertex(cube[1]);
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+ GL::Vertex(cube[2]);
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+ GL::Vertex(cube[3]);
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+
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+ GL::Color(0.0, 1.0, 0.0);
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+ GL::Vertex(cube[3]);
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+ GL::Vertex(cube[4]);
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+ GL::Vertex(cube[7]);
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+ GL::Vertex(cube[2]);
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+
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+ GL::Color(0.0, 0.0, 1.0);
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+ GL::Vertex(cube[0]);
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+ GL::Vertex(cube[5]);
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+ GL::Vertex(cube[6]);
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+ GL::Vertex(cube[1]);
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+
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+ GL::Color(0.0, 1.0, 1.0);
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+ GL::Vertex(cube[5]);
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+ GL::Vertex(cube[4]);
95
+ GL::Vertex(cube[7]);
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+ GL::Vertex(cube[6]);
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+
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+ GL::Color(1.0, 1.0, 0.0);
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+ GL::Vertex(cube[5]);
100
+ GL::Vertex(cube[0]);
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+ GL::Vertex(cube[3]);
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+ GL::Vertex(cube[4]);
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+
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+ GL::Color(1.0, 0.0, 1.0);
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+ GL::Vertex(cube[6]);
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+ GL::Vertex(cube[1]);
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+ GL::Vertex(cube[2]);
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+ GL::Vertex(cube[7]);
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+ GL::PopMatrix()
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+ GL::End()
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+ GL::EndList()
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+
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+ angle = 0
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+
115
+ catch(:rubygame_quit) do
116
+ loop do
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+ queue.each do |event|
118
+ case event
119
+ when Rubygame::KeyDownEvent
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+ case event.key
121
+ when Rubygame::K_ESCAPE
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+ throw :rubygame_quit
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+ when Rubygame::K_Q
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+ throw :rubygame_quit
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+ end
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+ when Rubygame::QuitEvent
127
+ throw :rubygame_quit
128
+ end
129
+ end
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+
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+ GL.ClearColor(0.0, 0.0, 0.0, 1.0);
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+ GL.Clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
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+
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+ GL::MatrixMode(GL::MODELVIEW);
135
+ GL::LoadIdentity( )
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+ GL::Translate(0, 0, -4)
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+ GL::Rotate(45, 0, 1, 0)
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+ GL::Rotate(45, 1, 0, 0)
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+ GL::Rotate(angle, 0.0, 0.0, 1.0)
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+ GL::Rotate(angle*2, 0.0, 1.0, 0.0)
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+
142
+ GL::CallList(cube_list)
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+
144
+ Rubygame::GL.swap_buffers()
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+ ObjectSpace.garbage_collect
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+
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+ angle += clock.tick()/50.0
148
+ angle -= 360 if angle >= 360
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+
150
+ end
151
+ end
@@ -0,0 +1,197 @@
1
+ #!/usr/bin/env ruby
2
+
3
+ # This demonstrates the use of ruby-opengl alongside rubygame to produce
4
+ # hardware-accelerated three-dimensional graphics. Additionally, it
5
+ # demonstrates the use of rubygame Surfaces as OpenGL textures.
6
+ #
7
+ # Please note that rubygame itself does not perform any OpenGL functions,
8
+ # it only allows ruby-opengl to use the Screen as its viewport. You MUST
9
+ # have ruby-opengl installed to run this demo!
10
+
11
+ require 'rubygame'
12
+
13
+ begin
14
+ require 'opengl'
15
+ rescue LoadError
16
+ puts "ATTENTION: This demo requires the opengl extension for ruby."
17
+ raise
18
+ end
19
+
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+ WIDE = 640
21
+ HIGH = 480
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+ SCALE = 500.0
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+ shadedCube=true
24
+ TEXTURE = "ruby.png"
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+
26
+ Rubygame.init
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+
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+ Rubygame::GL.set_attrib(Rubygame::GL::RED_SIZE, 5)
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+ Rubygame::GL.set_attrib(Rubygame::GL::GREEN_SIZE, 5)
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+ Rubygame::GL.set_attrib(Rubygame::GL::BLUE_SIZE, 5)
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+ Rubygame::GL.set_attrib(Rubygame::GL::DEPTH_SIZE, 16)
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+ Rubygame::GL.set_attrib(Rubygame::GL::DOUBLEBUFFER, 1)
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+
34
+ Rubygame::Screen.set_mode([WIDE,HIGH], 16, [Rubygame::OPENGL])
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+ queue = Rubygame::EventQueue.new()
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+ clock = Rubygame::Clock.new { |c| c.target_framerate = 60 }
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+
38
+ ObjectSpace.garbage_collect
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+ GL::Viewport( 0, 0, WIDE, HIGH )
40
+
41
+ GL::MatrixMode( GL::PROJECTION )
42
+ GL::LoadIdentity( )
43
+ GLU::Perspective( 35, WIDE/(HIGH.to_f), 3, 10)
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+
45
+ GL::MatrixMode( GL::MODELVIEW )
46
+ GL::LoadIdentity( )
47
+
48
+ GL::Enable(GL::DEPTH_TEST)
49
+ GL::DepthFunc(GL::LESS)
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+
51
+ GL::ShadeModel(GL::FLAT)
52
+
53
+ surface = Rubygame::Surface.load_image(TEXTURE)
54
+
55
+ tex_id = GL::GenTextures(1)
56
+ GL::BindTexture(GL::TEXTURE_2D, tex_id[0])
57
+ GL::TexImage2D(GL::TEXTURE_2D, 0, GL::RGB, surface.w, surface.h, 0, GL::RGB,
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+ GL::UNSIGNED_BYTE, surface.pixels)
59
+ GL::TexParameter(GL::TEXTURE_2D,GL::TEXTURE_MIN_FILTER,GL::NEAREST);
60
+ GL::TexParameter(GL::TEXTURE_2D,GL::TEXTURE_MAG_FILTER,GL::LINEAR);
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+
62
+ color =
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+ [[ 1.0, 1.0, 0.0],
64
+ [ 1.0, 0.0, 0.0],
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+ [ 0.0, 0.0, 0.0],
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+ [ 0.0, 1.0, 0.0],
67
+ [ 0.0, 1.0, 1.0],
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+ [ 1.0, 1.0, 1.0],
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+ [ 1.0, 0.0, 1.0],
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+ [ 0.0, 0.0, 1.0]]
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+
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+ cube =
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+ [[ 0.5, 0.5, -0.5],
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+ [ 0.5, -0.5, -0.5],
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+ [-0.5, -0.5, -0.5],
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+ [-0.5, 0.5, -0.5],
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+ [-0.5, 0.5, 0.5],
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+ [ 0.5, 0.5, 0.5],
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+ [ 0.5, -0.5, 0.5],
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+ [-0.5, -0.5, 0.5]]
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+
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+ cube_st =
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+ [[[ 1, 1], [ 1, 0], [ 0, 0], [ 0, 1]],
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+ [[ 1, 1], [ 1, 0], [ 0, 0], [ 0, 1]],
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+ [[ 1, 1], [ 1, 0], [ 0, 0], [ 0, 1]],
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+ [[ 1, 1], [ 1, 0], [ 0, 0], [ 0, 1]],
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+ [[ 1, 1], [ 1, 0], [ 0, 0], [ 0, 1]],
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+ [[ 1, 1], [ 1, 0], [ 0, 0], [ 0, 1]],
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+ [[ 1, 1], [ 1, 0], [ 0, 0], [ 0, 1]],
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+ [[ 1, 1], [ 1, 0], [ 0, 0], [ 0, 1]]]
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+
92
+ cube_list = 1
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+
94
+ GL::NewList(cube_list,GL::COMPILE_AND_EXECUTE)
95
+ GL::PushMatrix()
96
+ GL::Enable(GL::TEXTURE_2D)
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+ GL::BindTexture(GL::TEXTURE_2D, tex_id[0])
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+
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+ GL::Begin(GL::QUADS)
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+
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+ GL::TexCoord(cube_st[0][0]);
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+ GL::Vertex(cube[0]);
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+ GL::TexCoord(cube_st[0][1]);
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+ GL::Vertex(cube[1]);
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+ GL::TexCoord(cube_st[0][2]);
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+ GL::Vertex(cube[2]);
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+ GL::TexCoord(cube_st[0][3]);
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+ GL::Vertex(cube[3]);
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+
110
+ GL::TexCoord(cube_st[1][0]);
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+ GL::Vertex(cube[3]);
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+ GL::TexCoord(cube_st[1][1]);
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+ GL::Vertex(cube[4]);
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+ GL::TexCoord(cube_st[1][2]);
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+ GL::Vertex(cube[7]);
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+ GL::TexCoord(cube_st[1][3]);
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+ GL::Vertex(cube[2]);
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+
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+ GL::TexCoord(cube_st[2][0]);
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+ GL::Vertex(cube[0]);
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+ GL::TexCoord(cube_st[2][1]);
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+ GL::Vertex(cube[5]);
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+ GL::TexCoord(cube_st[2][2]);
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+ GL::Vertex(cube[6]);
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+ GL::TexCoord(cube_st[2][3]);
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+ GL::Vertex(cube[1]);
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+
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+ GL::TexCoord(cube_st[3][0]);
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+ GL::Vertex(cube[5]);
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+ GL::TexCoord(cube_st[3][1]);
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+ GL::Vertex(cube[4]);
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+ GL::TexCoord(cube_st[3][2]);
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+ GL::Vertex(cube[7]);
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+ GL::TexCoord(cube_st[3][3]);
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+ GL::Vertex(cube[6]);
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+
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+ GL::TexCoord(cube_st[4][0]);
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+ GL::Vertex(cube[5]);
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+ GL::TexCoord(cube_st[4][1]);
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+ GL::Vertex(cube[0]);
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+ GL::TexCoord(cube_st[4][2]);
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+ GL::Vertex(cube[3]);
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+ GL::TexCoord(cube_st[4][3]);
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+ GL::Vertex(cube[4]);
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+
146
+ GL::TexCoord(cube_st[5][0]);
147
+ GL::Vertex(cube[6]);
148
+ GL::TexCoord(cube_st[5][1]);
149
+ GL::Vertex(cube[1]);
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+ GL::TexCoord(cube_st[5][2]);
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+ GL::Vertex(cube[2]);
152
+ GL::TexCoord(cube_st[5][3]);
153
+ GL::Vertex(cube[7]);
154
+ GL::PopMatrix()
155
+ GL::End()
156
+ GL::EndList()
157
+
158
+ angle = 0
159
+
160
+ catch(:rubygame_quit) do
161
+ loop do
162
+ queue.each do |event|
163
+ case event
164
+ when Rubygame::KeyDownEvent
165
+ case event.key
166
+ when Rubygame::K_ESCAPE
167
+ throw :rubygame_quit
168
+ when Rubygame::K_Q
169
+ throw :rubygame_quit
170
+ end
171
+ when Rubygame::QuitEvent
172
+ throw :rubygame_quit
173
+ end
174
+ end
175
+
176
+
177
+ GL.ClearColor(0.0, 0.0, 0.0, 1.0);
178
+ GL.Clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
179
+
180
+ GL::MatrixMode(GL::MODELVIEW);
181
+ GL::LoadIdentity( )
182
+ GL::Translate(0, 0, -4)
183
+ GL::Rotate(45, 0, 1, 0)
184
+ GL::Rotate(45, 1, 0, 0)
185
+ GL::Rotate(angle, 0.0, 0.0, 1.0)
186
+ GL::Rotate(angle*2, 0.0, 1.0, 0.0)
187
+
188
+ GL::CallList(cube_list)
189
+
190
+ Rubygame::GL.swap_buffers()
191
+ ObjectSpace.garbage_collect
192
+
193
+ angle += clock.tick()/50.0
194
+ angle -= 360 if angle >= 360
195
+
196
+ end
197
+ end
@@ -0,0 +1,77 @@
1
+ #!/usr/bin/env ruby
2
+
3
+ require 'rubygame'
4
+
5
+ include Rubygame
6
+ Rubygame.init()
7
+
8
+ def test_music()
9
+
10
+ # Use the lines below to get rid of artsd and contact ALSA directly on Linux.
11
+ # ARTSD happens to be buggy on my old, old linux distro.
12
+ if false
13
+ if RUBY_PLATFORM =~ /linux/
14
+ `killall artsd`
15
+ ENV['SDL_AUDIODRIVER'] = "alsa"
16
+ end
17
+ end
18
+
19
+ puts "Using audio driver:" + Rubygame.audio_driver
20
+
21
+ if ARGV[0]
22
+ file = ARGV[0]
23
+ else
24
+ file = "song.ogg"
25
+ puts "If you want, you could give a filename as an argument to this script."
26
+ end
27
+
28
+ Music.autoload_dirs = [ File.dirname(__FILE__) ]
29
+ mus = Music[file];
30
+
31
+ unless mus
32
+ puts "ERROR: Couldn't find audio file '#{file}'."
33
+ end
34
+
35
+ puts "Testing fading in over 3 seconds, repeating forever."
36
+ mus.play( :fade_in => 3, :repeats => -1 );
37
+ puts('ERROR: Music not fading in') unless mus.fading?(:in)
38
+ sleep 3
39
+
40
+ puts "Playing for 2 seconds."
41
+ sleep 2
42
+
43
+ puts "Lowering volume to half for 3 seconds."
44
+ mus.volume = 0.5;
45
+ puts "ERROR: Volume wasn't adjusted" unless mus.volume == 0.5
46
+ sleep 3
47
+
48
+ puts "Restoring volume to full."
49
+ mus.volume = 1.0;
50
+ sleep 2
51
+
52
+ puts "Pausing for 1 seconds."
53
+ mus.pause
54
+ puts "ERROR: Music not paused." unless mus.paused?
55
+ sleep 1
56
+
57
+ puts "Resuming."
58
+ mus.unpause
59
+ puts "ERROR: Music not resumed" unless mus.playing?
60
+
61
+ puts "Playing for 2 seconds."
62
+ sleep 2
63
+
64
+ puts "Fading out over 2 seconds."
65
+ mus.fade_out(2);
66
+ puts "ERROR: Music not fading out " unless mus.fading?(:out)
67
+
68
+ while mus.playing? or mus.fading? == :out do Thread.pass end
69
+ # Test playing of music to the end
70
+
71
+ puts "ERROR: Music not ended" if mus.playing?
72
+ end
73
+
74
+ music_thread = Thread.new do test_music() end
75
+ music_thread.join
76
+ Rubygame.quit()
77
+
@@ -0,0 +1,296 @@
1
+ #!/usr/bin/env ruby
2
+
3
+ # This program is released to the PUBLIC DOMAIN.
4
+ # It is distributed in the hope that it will be useful,
5
+ # but WITHOUT ANY WARRANTY; without even the implied warranty of
6
+ # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7
+
8
+ # This script is messy, but it demonstrates almost all of
9
+ # Rubygame's features, so it acts as a test program to see
10
+ # whether your installation of Rubygame is working.
11
+
12
+ require "rubygame"
13
+ include Rubygame
14
+
15
+ $stdout.sync = true
16
+
17
+ # Use smooth scaling/rotating? You can toggle this with S key
18
+ $smooth = false
19
+
20
+ Rubygame.init()
21
+
22
+ queue = EventQueue.new() # new EventQueue with autofetch
23
+ queue.ignore = [MouseMotionEvent]
24
+ clock = Clock.new()
25
+ clock.target_framerate = 50
26
+
27
+ unless ($gfx_ok = (VERSIONS[:sdl_gfx] != nil))
28
+ raise "SDL_gfx is not available. Bailing out."
29
+ end
30
+
31
+
32
+ # Set up autoloading for Surfaces. Surfaces will be loaded automatically
33
+ # the first time you use Surface["filename"]. Check out the docs for
34
+ # Rubygame::NamedResource for more info about that.
35
+ #
36
+ Surface.autoload_dirs = [ File.dirname(__FILE__) ]
37
+
38
+
39
+ class Panda
40
+ include Sprites::Sprite
41
+
42
+ # Autoload the "panda.png" image and set its colorkey
43
+ @@pandapic = Surface["panda.png"]
44
+ @@pandapic.set_colorkey(@@pandapic.get_at(0,0))
45
+
46
+ attr_accessor :vx, :vy, :speed
47
+ def initialize(x,y)
48
+ super()
49
+ @vx, @vy = 0,0
50
+ @speed = 40
51
+ @image = @@pandapic
52
+ @rect = Rect.new(x,y,*@@pandapic.size)
53
+ end
54
+
55
+ def update_image(time)
56
+ # do nothing in base class, rotate/zoom image in subs
57
+ end
58
+
59
+ def update(time)
60
+ x,y = @rect.center
61
+ self.update_image(time)
62
+ @rect.size = @image.size
63
+
64
+ base = @speed * time/1000.0
65
+ @rect.centerx = x + @vx * base
66
+ @rect.centery = y + @vy * base
67
+ end
68
+
69
+ end
70
+
71
+ class SpinnyPanda < Panda
72
+ attr_accessor :rate
73
+ def initialize(x,y,rate=0.1)
74
+ super(x,y)
75
+ @rate = rate
76
+ @angle = 0
77
+ end
78
+
79
+ def update_image(time)
80
+ @angle += (@rate * time) % 360
81
+ @image = @@pandapic.rotozoom(@angle,1,$smooth)
82
+ end
83
+ end
84
+
85
+ class ExpandaPanda < Panda
86
+ attr_accessor :rate
87
+ def initialize(x,y,rate=0.1)
88
+ super(x,y)
89
+ @rate = rate
90
+ @delta = 0
91
+ end
92
+
93
+ def update_image(time)
94
+ @delta = (@delta + time*@rate/36) % (Math::PI*2)
95
+ zoom = 1 + Math.sin(@delta)/2
96
+ @image = @@pandapic.zoom(zoom,$smooth)
97
+ end
98
+ end
99
+
100
+ class WobblyPanda < Panda
101
+ attr_accessor :rate
102
+ def initialize(x,y,rate=0.1)
103
+ super(x,y)
104
+ @rate = rate
105
+ @delta = 0
106
+ end
107
+
108
+ def update_image(time)
109
+ @delta = (@delta + time*@rate/36) % (Math::PI*2)
110
+ zoomx = (1.5 + Math.sin(@delta)/6) * @@pandapic.width
111
+ zoomy = (1.5 + Math.cos(@delta)/5) * @@pandapic.height
112
+ @image = @@pandapic.zoom_to(zoomx,zoomy,$smooth)
113
+ end
114
+ end
115
+
116
+ pandas = Sprites::Group.new
117
+ pandas.extend(Sprites::UpdateGroup)
118
+ pandas.extend(Sprites::DepthSortGroup)
119
+
120
+ # Create the SDL window
121
+ screen = Screen.set_mode([320,240])
122
+ screen.title = "Rubygame test"
123
+ screen.show_cursor = false;
124
+
125
+ # Create the very cute panda objects!
126
+ panda1 = SpinnyPanda.new(100,50)
127
+ panda2 = ExpandaPanda.new(150,50)
128
+ panda3 = WobblyPanda.new(200,50,0.5)
129
+
130
+ panda1.depth = 0 # in between the others
131
+ panda2.depth = 10 # behind both of the others
132
+ panda3.depth = -10 # in front of both of the others
133
+
134
+ # Put the pandas in a sprite group
135
+ pandas.push(panda1,panda2,panda3)
136
+
137
+ # Make the background surface
138
+ background = Surface.new(screen.size)
139
+
140
+ # Filling with colors in a variety of ways
141
+ background.fill( Color::ColorRGB.new([0.1, 0.2, 0.35]) )
142
+ background.fill( :black, [70,120,80,80] )
143
+ background.fill( "dark red", [80,110,80,80] )
144
+
145
+ # Create and test a new surface
146
+ a = Surface.new([100,100])
147
+
148
+ # Draw a bunch of shapes on the new surface to try out the drawing module
149
+ a.fill([70,70,255])
150
+ rect1 = Rect.new([3,3,94,94])
151
+ a.fill([40,40,1500],rect1)
152
+ a.draw_box_s([30,30],[70,70],[0,0,0])
153
+ a.draw_box([31,31],[69,69],[255,255,255])
154
+ a.draw_circle_s([50,50],10,[100,150,200])
155
+ # Two diagonal white lines, the right anti-aliased, the left not.
156
+ a.draw_line([31,69],[49,31],[255,255,255])
157
+ a.draw_line_a([49,31],[69,69],[255,255,255])
158
+ # Finally, copy this interesting surface onto the background image
159
+ a.blit(background,[50,50],[0,0,90,80])
160
+
161
+ # Draw some shapes on the background for fun
162
+ # ... a filled pentagon with a lighter border
163
+ background.draw_polygon_s(\
164
+ [[50,150],[100,140],[150,160],[120,180],[60,170]],\
165
+ [100,100,100])
166
+ background.draw_polygon_a(\
167
+ [[50,150],[100,140],[150,160],[120,180],[60,170]],\
168
+ [200,200,200])
169
+ # ... a pepperoni pizza!! (if you use your imagination...)
170
+ background.draw_arc_s([250,200],34,[210,150],[180,130,50])
171
+ background.draw_arc_s([250,200],30,[210,150],[230,180,80])
172
+ background.draw_circle_s( [240,180], 4, :dark_red )
173
+ background.draw_circle_s( [265,185], 4, :dark_red )
174
+ background.draw_circle_s( [258,200], 4, :dark_red )
175
+ background.draw_circle_s( [240,215], 4, :dark_red )
176
+ background.draw_circle_s( [260,220], 4, :dark_red )
177
+
178
+ # _Try_ to make an anti-aliased, filled ellipse, but it doesn't work well.
179
+ # If you look closely at the white ellipse, you can see that it isn't
180
+ # AA on the left and right side, and there are some black specks on the top
181
+ # and bottom where the two ellipses don't quite match.
182
+ background.draw_ellipse_s([200,150],[30,25], :beige )
183
+ background.draw_ellipse_a([200,150],[30,25], :beige )
184
+
185
+ # Let's make some labels
186
+ require "rubygame/sfont"
187
+ sfont = SFont.new( Surface["term16.png"] )
188
+ sfont.render("Arrow keys move the spinning panda!").blit(background,[10,10])
189
+
190
+ TTF.setup()
191
+ ttfont_path = File.join(File.dirname(__FILE__),"FreeSans.ttf")
192
+ ttfont = TTF.new( ttfont_path, 20 )
193
+ ttfont.render("This is some TTF text!",true,[250,250,250]).blit(background,[20,200])
194
+
195
+
196
+ # Create another surface to test transparency blitting
197
+ b = Surface.new([200,50])
198
+ b.fill([150,20,40])
199
+ b.set_alpha(123)# approx. half transparent
200
+ b.blit(background,[20,40])
201
+ background.blit(screen,[0,0])
202
+
203
+ # Refresh the screen once. During the loop, we'll use 'dirty rect' updating
204
+ # to refresh only the parts of the screen that have changed.
205
+ screen.update()
206
+
207
+ if Joystick.num_joysticks > 0
208
+ Joystick.new(0) # So that joystick events will appear on the queue
209
+ end
210
+
211
+ update_time = 0
212
+ framerate = 0
213
+
214
+ catch(:rubygame_quit) do
215
+ loop do
216
+ queue.each do |event|
217
+ case event
218
+ when KeyDownEvent
219
+ case event.key
220
+ when K_ESCAPE
221
+ throw :rubygame_quit
222
+ when K_Q
223
+ throw :rubygame_quit
224
+ when K_UP
225
+ panda1.vy = -1
226
+ when K_DOWN
227
+ panda1.vy = 1
228
+ when K_LEFT
229
+ panda1.vx = -1
230
+ when K_RIGHT
231
+ panda1.vx = 1
232
+ when K_S
233
+ $smooth = !$smooth
234
+ puts "#{$smooth?'En':'Dis'}abling smooth scale/rotate."
235
+ else
236
+ print "%s"%[event.string]
237
+ end
238
+ when KeyUpEvent
239
+ case event.key
240
+ when K_UP
241
+ panda1.vy = 0
242
+ when K_DOWN
243
+ panda1.vy = 0
244
+ when K_LEFT
245
+ panda1.vx = 0
246
+ when K_RIGHT
247
+ panda1.vx = 0
248
+ end
249
+ when ActiveEvent
250
+ # ActiveEvent appears when the window gains or loses focus.
251
+ # This helps to ensure everything is refreshed after the Rubygame
252
+ # window has been covered up by a different window.
253
+ screen.update()
254
+ when QuitEvent
255
+ throw :rubygame_quit
256
+ when MouseDownEvent
257
+ puts "click: [%d,%d]"%event.pos
258
+ when JoyDownEvent
259
+ case event.button
260
+ when 4; panda1.speed = 80
261
+ when 5; panda2.speed = 80
262
+ end
263
+ #puts "jdown: %d"%[event.button]
264
+ when JoyUpEvent
265
+ case event.button
266
+ when 4; panda1.speed = 40
267
+ when 5; panda2.speed = 40
268
+ end
269
+ #puts "jup: %d"%[event.button]
270
+ when JoyAxisEvent
271
+ # max = 32767
272
+ case(event.axis)
273
+ when 0; panda1.vx = event.value / 32767.0
274
+ when 1; panda1.vy = event.value / 32767.0
275
+ when 2; panda2.vx = event.value / 32767.0
276
+ when 3; panda2.vy = event.value / 32767.0
277
+ end
278
+ #puts "jaxis: %d %d"%[event.axis,event.value]
279
+ end
280
+ end
281
+
282
+ pandas.undraw(screen,background)
283
+ pandas.update(update_time)
284
+ dirty_rects = pandas.draw(screen)
285
+ screen.update_rects(dirty_rects)
286
+
287
+ update_time = clock.tick()
288
+ unless framerate == clock.framerate
289
+ framerate = clock.framerate
290
+ screen.title = "Rubygame test [%d fps]"%framerate
291
+ end
292
+ end
293
+ end
294
+
295
+ puts "Quitting!"
296
+ Rubygame.quit()