shattered_pack 0.3.3

Sign up to get free protection for your applications and to get access to all the features.
@@ -0,0 +1,3 @@
1
+ %w(runner base state mock_camera).each do |dependency|
2
+ require "shattered_controller/#{dependency}"
3
+ end
@@ -0,0 +1,107 @@
1
+ module ShatteredController
2
+ module Actor #:nodoc:
3
+ def self.append_features(base)
4
+ super
5
+ base.extend(ClassMethods)
6
+ base.send(:include, InstanceMethods)
7
+ end
8
+ module ClassMethods
9
+
10
+ # An actor is the MVC encapsulated into one object.
11
+ #
12
+ # Here is how it works: You specify a actor in a game state with some starting
13
+ # attributes:
14
+ # class BattleState
15
+ # actor :player
16
+ # actor :bullet, :target => :player
17
+ # end
18
+ #
19
+ # With a model BulletModel defined as:
20
+ # class BulletModel
21
+ # attr_writer :target
22
+ # end
23
+ #
24
+ # And our BulletModel will be created, with the target set to the player object.
25
+ #
26
+ # Setting values for the actors is done prior to initialization, so:
27
+ #
28
+ # class BulletModel
29
+ # attr_writer :target
30
+ # def initialize
31
+ # target.run_away_from(self)
32
+ # end
33
+ # end
34
+ #
35
+ # Works fine.
36
+ #
37
+ # Actors delegate to ShatteredController::Base objects, and controllers delegate to Model and View.
38
+ #
39
+ # See ShatteredController::Base for more detail.
40
+ def actor( name, options = {} )
41
+ before_init_call( :actor, name, options )
42
+ end
43
+
44
+ end
45
+ module InstanceMethods
46
+
47
+ # This returns all of the actors created by this controller.
48
+ def actors
49
+ return @actors || []
50
+ end
51
+
52
+ # Same as ShatteredController::Actor::ClassMethods#actor
53
+ #
54
+ # Returns a newly created actor
55
+ def actor(name=nil, options={})
56
+ raise Error, "actor needs a name" if name.nil?
57
+ actor = Actor.new(name,load_actor_classes(name))
58
+
59
+ attr_reader(name.to_sym, actor)
60
+ call_object_function_for_each_key( name.to_sym, options )
61
+
62
+ @actors ||= []
63
+ @actors << actor
64
+ return actor
65
+ end
66
+
67
+ private
68
+
69
+ def load_actor_classes(name)
70
+ actor_options={}
71
+ ['model', 'view', 'controller'].each do |type|
72
+ evaled_class = nil
73
+ begin
74
+ evaled_class = eval("#{name.to_s.camelize}#{type.camelize}")
75
+ rescue NameError
76
+ next
77
+ end
78
+ actor_options[type.to_sym] = evaled_class.new
79
+ end
80
+ raise Error, "No Model, View, or Controller defined for Actor #{name}." if actor_options.empty?
81
+ return actor_options
82
+ end
83
+
84
+ end
85
+
86
+ # An actor is a delegator to a controller game object.
87
+ class Actor #:nodoc:all
88
+ attr_reader :controller
89
+ def initialize( name, options = {} )
90
+ @actor_name = name
91
+ @controller = (options[:controller] || ShatteredController::Base.new)
92
+ @controller.model = options[:model]
93
+ @controller.view = options[:view]
94
+ @controller.view.model = options[:model] unless @controller.view.nil?
95
+
96
+ if options[:view].nil? && options[:model].nil? && @controller.nil? && !options[:testing]
97
+ raise NameError, "No model view or controller found for actor #{name}"
98
+ end
99
+ end
100
+
101
+ # Delegate to controller
102
+ def method_missing(name, *args, &block)
103
+ @controller.send(name, *args, &block)
104
+ end
105
+ end
106
+ end
107
+ end
@@ -0,0 +1,108 @@
1
+
2
+ $:.unshift(File.dirname(__FILE__)) unless
3
+ $:.include?(File.dirname(__FILE__)) || $:.include?(File.expand_path(File.dirname(__FILE__)))
4
+
5
+ require 'keyboard_input/keyboard_input'
6
+ require 'actor/actor'
7
+
8
+ module ShatteredController #:nodoc:
9
+
10
+ # Controllers tie together the Model and View. They are the only objects that know
11
+ # about both the model and the view, and as such have the responsibility of events.
12
+ #
13
+ # By default, when an unknown method is invoked on a controller object, it is delegated
14
+ # to the model and the view. IE:
15
+ #
16
+ # class BulletController < ...
17
+ # def known_method
18
+ # puts "This will not be delegated to the " + model.inspect + " or the " + view.inspect
19
+ # end
20
+ # end
21
+ #
22
+ # class BattleState < ...
23
+ # actor :bullet
24
+ # def initialize
25
+ # bullet.known_method # This is not delegated
26
+ # bullet.unknown_method # This is delegated (and will throw an exception if unknown among the view/model)
27
+ # end
28
+ # end
29
+ #
30
+ # When obtaining a result from a delegated method, the result will be the a response in the following order
31
+ # - Model (first)
32
+ # - View (last)
33
+ #
34
+ # They are sorted so that you get the most useful response first.
35
+ class Base < ShatteredPack::Base
36
+ attr_accessor :model, :view
37
+
38
+ before_init_call :disable_event
39
+
40
+ def quit
41
+ end
42
+
43
+ # Controller delegates all unknown methods to the view and model.
44
+ def method_missing(method_name, *args, &block)
45
+ return if disabled?
46
+ raise_no_method_error = true
47
+ result = nil
48
+ [view, model].each do |delegate|
49
+ if delegate.class.method_defined?(method_name)
50
+ result = delegate.send(method_name, *args, &block)
51
+ raise_no_method_error = false
52
+ end
53
+ end
54
+
55
+ raise NoMethodError, "Model, View, and Controller have no method defined named '#{method_name}'" if raise_no_method_error
56
+ return result
57
+ end
58
+
59
+
60
+ def update_timer(time_elapsed)#:nodoc:
61
+ return if @timer == :unloaded
62
+ [self, model, view].each do |base|
63
+ next if base.nil?
64
+ base.time_elapsed = time_elapsed
65
+ base.timer.update(time_elapsed)
66
+ end
67
+ end
68
+
69
+ # This is called to the State every frame by the main game loop. All update events are now
70
+ # run through Timers.
71
+ def update_timers(time_elapsed) #:nodoc:
72
+ update_timer(time_elapsed)
73
+ actors.each { |actor| actor.update_timers(time_elapsed) }
74
+ end
75
+
76
+ # Unloading a controller will completely unload an object from the scene.
77
+ def unload!
78
+ super
79
+ end
80
+
81
+ # An object is disabled when it has been unloaded.
82
+ def disabled?
83
+ super
84
+ end
85
+
86
+ private
87
+
88
+ def disable_event
89
+ when_unloaded do
90
+ @disabled = true
91
+ @timer=:unloaded
92
+ @model.send(:unload!) if @model
93
+ @model = nil
94
+ @view.send(:unload!) if @view
95
+ @view = nil
96
+ end
97
+ end
98
+ end
99
+
100
+ class Error < StandardError #:nodoc:
101
+ end
102
+ end
103
+
104
+ ShatteredController::Base.class_eval do
105
+ include ShatteredController::KeyboardInput
106
+ include ShatteredController::Actor
107
+ end
108
+
@@ -0,0 +1,43 @@
1
+ module ShatteredController
2
+ # This is a wrapper around Ogre's input listener.
3
+ # It allows us to query the status of each device every frame.
4
+ class KeyConverter #:nodoc:
5
+
6
+ def initialize( ogre_input )
7
+ @ogre_input = ogre_input
8
+ end
9
+ def key_event?( type, key_symbol )
10
+ return @ogre_input.send(:"isKey#{type.to_s.capitalize}", self.class.convert(key_symbol))
11
+ end
12
+ def flush
13
+ @ogre_input.flush
14
+ end
15
+
16
+ def self.back_conversions
17
+ @@back_conversions ||= conversions.invert
18
+ end
19
+ def self.conversions
20
+ begin
21
+ return @@conversions
22
+ rescue NameError
23
+ end
24
+ @@conversions = {}
25
+ ShatteredOgre.constants.each do |constant|
26
+ kc_evaled = eval("ShatteredOgre::#{constant}")
27
+ @@conversions[kc_evaled] = symbolize(constant[3..-1].downcase) if constant.to_s =~ /^KC_/
28
+ end
29
+ return @@conversions
30
+ end
31
+ def self.convert( kc_character )
32
+ return self.conversions[kc_character] if kc_character.is_a? Fixnum
33
+ return self.back_conversions[kc_character]
34
+ end
35
+ private
36
+ def self.symbolize( name )
37
+ exceptions = { 'pgdown' => :page_down,
38
+ 'pgup' => :page_up }
39
+ return name.to_sym if exceptions[name] == nil
40
+ return exceptions[name]
41
+ end
42
+ end
43
+ end
@@ -0,0 +1,106 @@
1
+ $:.unshift(File.dirname(__FILE__)) unless
2
+ $:.include?(File.dirname(__FILE__)) || $:.include?(File.expand_path(File.dirname(__FILE__)))
3
+
4
+ require 'key_converter'
5
+
6
+ module ShatteredController
7
+ module KeyboardInput #:nodoc:
8
+ def self.append_features(base)
9
+ super
10
+ base.extend(ClassMethods)
11
+ base.send(:include, InstanceMethods)
12
+ end
13
+ module ClassMethods
14
+ # Key pressing can take any of the following forms:
15
+ # key :released => :up, :action => :clicked_up
16
+ # key :pressed => :left, :action => :left_pressed
17
+ # key :held => :down, :action => :move_down_fluidly
18
+ # where each of the actions correspond to an actor function:
19
+ #
20
+ # class ExampleView < ShatteredView::Base
21
+ # def clicked_up
22
+ # #called when up is released
23
+ # end
24
+ # def left_pressed
25
+ # #called when left is released
26
+ # end
27
+ # def move_down_fluidly(time_elapsed)
28
+ # #called when down is held
29
+ # end
30
+ # end
31
+ #
32
+ # Only key :pressed recieves the time_elapsed variable (as it is updated per frame)
33
+ def key(options = {})
34
+ before_init_call(:key, options)
35
+ end
36
+ end
37
+
38
+ module InstanceMethods
39
+ def pre_initialize
40
+ # update our keyboard input
41
+ timer.every(:frame) do |time_elapsed|
42
+ update_input(time_elapsed, ShatteredController::Runner.environment[:input])
43
+ end
44
+ super
45
+ end
46
+
47
+ def reaction_types
48
+ @reaction_types ||= [:pressed, :released, :held]
49
+ end
50
+ # Given an input of:
51
+ # key :held=>:up, :action => :key_action
52
+ # This will return [:held, [:up]]
53
+ def reaction_from(options) #:nodoc:
54
+ # Define the method to send the actions when the keys are pressed/clicked/released.
55
+ reaction_types.each do |reaction_type|
56
+ if options.has_key?(reaction_type)
57
+ return [reaction_type, options[reaction_type]] if options[reaction_type].is_a? Array
58
+ return [reaction_type, [options[reaction_type]]]
59
+ end
60
+ end
61
+ raise Error, "Reaction to key input must be #{reaction_types.join(',')}. #{options.inspect}" if options[:reaction].nil?
62
+ end
63
+
64
+ # Given an input of:
65
+ # 1) key :pressed => :up, :action => {:jump => :up}
66
+ # 2) key :pressed => :down, :action => :fall
67
+ # returns
68
+ # 1) [:jump, [:up]]
69
+ # 2) [:fall, []]
70
+ def action_from(params)
71
+ action = params[:action]
72
+ return [action, []] unless action.is_a? Hash
73
+ return [action.keys[0], action.values[0]]
74
+ end
75
+ # See KeyboardInput::key
76
+ def key(actions={})
77
+ reaction, keys = reaction_from(actions)
78
+ action, params = action_from(actions)
79
+ keys.each { |key| key_actions << [reaction, key.to_sym, action, params ] }
80
+ end
81
+ # Update_key will send each of the events to the actor object for whatever key options
82
+ # are defined.
83
+ def key_action(reaction, action, time_elapsed, params) #:nodoc:
84
+ send(action, *params)
85
+ end
86
+ def key_actions #:nodoc:
87
+ @key_actions ||= []
88
+ end
89
+ # update_input takes the input object, and sends the actor every key event this frame.
90
+ def update_input(time_elapsed, input) #:nodoc:
91
+ key_actions.each do |reaction, key, action, params|
92
+ key_action( reaction, action, time_elapsed, params) if input.key_event?(reaction,key)
93
+ end
94
+ end
95
+
96
+ # Simulate a key press, release or hold event
97
+ def key_event(params = {})
98
+ lookup_reaction, keys = reaction_from(params)
99
+ lookup_key = keys[0]
100
+ key_actions.each do |reaction, key, action, params|
101
+ key_action(reaction, action, 0, params) if key == lookup_key && lookup_reaction == reaction
102
+ end
103
+ end
104
+ end
105
+ end
106
+ end
@@ -0,0 +1,9 @@
1
+
2
+ module ShatteredController
3
+ class MockCamera #:nodoc:
4
+ attr_reader :position
5
+ def position=(x,y,z)
6
+ @position=[x,y,z]
7
+ end
8
+ end
9
+ end
@@ -0,0 +1,33 @@
1
+
2
+ module ShatteredController
3
+ #The class Runner is present in model, view, and controller, and signifies the
4
+ #main entry point into the program. This is called by script/runner.rb
5
+ class Runner #:nodoc:
6
+ def initialize( options = {} )
7
+ @@environment ||= options
8
+ @@environment[:input] = ShatteredController::KeyConverter.new(@@environment[:input])
9
+ end
10
+ #Every time this exits, a game dies.
11
+ def start_game
12
+ each_frame do |time_elapsed|
13
+ @@environment[:state].update_timers(time_elapsed)
14
+ @@environment[:input].flush
15
+ end
16
+ end
17
+ def each_frame
18
+ yield @@environment[:renderer].timeSinceLastFrame while @@environment[:renderer].nextFrame
19
+ end
20
+ def self.environment
21
+ begin
22
+ return @@environment
23
+ rescue NameError
24
+ return mock_environment
25
+ end
26
+ end
27
+ def self.mock_environment
28
+ retv = {}
29
+ retv[:camera] = MockCamera.new
30
+ return retv
31
+ end
32
+ end
33
+ end
@@ -0,0 +1,59 @@
1
+ module ShatteredController
2
+ def self.append_features(base)
3
+ super
4
+ base.extend(ClassMethods)
5
+ end
6
+ module ClassMethods
7
+ # In order to set the initial position of the camera, and any other attributes you would like,
8
+ # use the following format.
9
+ # class CameraTestState < ShatteredController::Base
10
+ # camera :position => v(10,0,0), :orientation => [0.5, 0.5, 0.5, 0.5]
11
+ # end
12
+ #
13
+ # If you pass a symbol as a value, the symbol will be evaluated.
14
+ #
15
+ # This allows for things such as:
16
+ #
17
+ # class CameraTestState < ShatteredController::Base
18
+ # camera :position => :camera_position
19
+ # def camera_position
20
+ # return [rand*10,0,0]
21
+ # end
22
+ # end
23
+ #
24
+ # The valid options are any public functions within camera that ends in =
25
+ # (such as position=, looking_at=) See ShatteredView::Camera for more.
26
+ def camera(options = {})
27
+ before_init_call( 'camera', options )
28
+ end
29
+
30
+ # This blurs the lines between view and controller.
31
+ # Valid types are [:box]
32
+ def sky(type, options = {})
33
+ before_init_set( "self", { :"sky" => [type, options[:material]] })
34
+ end
35
+ end
36
+ # State is the entry point for your shattered game.
37
+ #
38
+ # States define the actors, communications between the actors, and control the camera.
39
+ # You can choose your starting state in config/environment.rb
40
+ class State < ShatteredController::Base
41
+ before_init_call :activate_state
42
+ def activate_state #:nodoc:
43
+ ShatteredPack::Configuration.environment[:state] = self
44
+ end
45
+
46
+ # Returns the camera used in the state. See ShatteredController::ClassMethods#camera
47
+ def camera(*args)
48
+ if args.length == 0
49
+ return @camera ||= Runner.environment[:camera]
50
+ end
51
+ call_object_function_for_each_key(:camera, args[0])
52
+ end
53
+
54
+ def sky=(type, material) #:nodoc:
55
+ Runner.environment[:scene].send("setSky#{type.to_s.capitalize}",material)
56
+ end
57
+ end
58
+ end
59
+