shoes 3.0.1

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Files changed (275) hide show
  1. data/.gitignore +12 -0
  2. data/CHANGELOG +29 -0
  3. data/COPYING +30 -0
  4. data/README.md +76 -0
  5. data/README.old +117 -0
  6. data/Rakefile +130 -0
  7. data/Rakefile.bk +651 -0
  8. data/app.yaml +7 -0
  9. data/bin/main.skel +104 -0
  10. data/bugs/issue-012e9468ddc7b0cb7e1503413a8a11c4f8707b67.yaml +21 -0
  11. data/bugs/issue-0711ff8b67baa63586f11d0096fee9dd4436bf58.yaml +23 -0
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  39. data/bugs/issue-bd9856b3788dd429c998a5af1b2aae8221cb80b7.yaml +28 -0
  40. data/bugs/issue-be22aef5c564fb7b5e9938343136a9cd6a2edb7b.yaml +22 -0
  41. data/bugs/issue-bf8697523c77c326e7e35fc82cf3dd739ae92310.yaml +27 -0
  42. data/bugs/issue-cdd4b4795f34d6ff46e56ece10f8216a4a5456b2.yaml +25 -0
  43. data/bugs/issue-d9bfb5581d745ef9deb3b9b2e08ef74d1cd43082.yaml +20 -0
  44. data/bugs/issue-e0ce2f687cc096f35715d28b0af88589f4ab6cc6.yaml +18 -0
  45. data/bugs/issue-e4b0aca4a10a574b333aeaecaaf221dbc5ed22c6.yaml +38 -0
  46. data/bugs/issue-f263746594b95ba778455730478ee8df60ee639d.yaml +22 -0
  47. data/bugs/project.yaml +72 -0
  48. data/builddeps.sh +102 -0
  49. data/fonts/Coolvetica.ttf +0 -0
  50. data/fonts/Lacuna.ttf +0 -0
  51. data/gemlib/shoes.rb +1 -0
  52. data/lib/shoes.rb +548 -0
  53. data/lib/shoes/cache.rb +54 -0
  54. data/lib/shoes/chipmunk.rb +35 -0
  55. data/lib/shoes/data.rb +39 -0
  56. data/lib/shoes/help.rb +468 -0
  57. data/lib/shoes/image.rb +25 -0
  58. data/lib/shoes/inspect.rb +128 -0
  59. data/lib/shoes/log.rb +48 -0
  60. data/lib/shoes/minitar.rb +986 -0
  61. data/lib/shoes/override.rb +38 -0
  62. data/lib/shoes/pack.rb +543 -0
  63. data/lib/shoes/search.rb +46 -0
  64. data/lib/shoes/setup.rb +329 -0
  65. data/lib/shoes/shy.rb +131 -0
  66. data/lib/shoes/shybuilder.rb +44 -0
  67. data/lib/shoes/version.rb +3 -0
  68. data/make/darwin/deps.vlc +12 -0
  69. data/make/darwin/dylibs.shoes +22 -0
  70. data/make/darwin/dylibs.video +11 -0
  71. data/make/darwin/env.rb +81 -0
  72. data/make/darwin/tasks.rb +105 -0
  73. data/make/linux/env.rb +65 -0
  74. data/make/linux/tasks.rb +61 -0
  75. data/make/make.rb +85 -0
  76. data/make/mingw/dlls +19 -0
  77. data/make/mingw/env.rb +69 -0
  78. data/make/mingw/tasks.rb +70 -0
  79. data/make/rakefile_common.rb +8 -0
  80. data/manual-snapshots/class-book.png +0 -0
  81. data/manual-snapshots/expert-definr.png +0 -0
  82. data/manual-snapshots/expert-funnies.png +0 -0
  83. data/manual-snapshots/expert-irb.png +0 -0
  84. data/manual-snapshots/expert-minesweeper.png +0 -0
  85. data/manual-snapshots/expert-othello.png +0 -0
  86. data/manual-snapshots/expert-pong.png +0 -0
  87. data/manual-snapshots/expert-tankspank.png +0 -0
  88. data/manual-snapshots/good-arc.png +0 -0
  89. data/manual-snapshots/good-clock.png +0 -0
  90. data/manual-snapshots/good-follow.png +0 -0
  91. data/manual-snapshots/good-reminder.png +0 -0
  92. data/manual-snapshots/good-vjot.png +0 -0
  93. data/manual-snapshots/simple-accordion.png +0 -0
  94. data/manual-snapshots/simple-anim-shapes.png +0 -0
  95. data/manual-snapshots/simple-anim-text.png +0 -0
  96. data/manual-snapshots/simple-arc.png +0 -0
  97. data/manual-snapshots/simple-bounce.png +0 -0
  98. data/manual-snapshots/simple-calc.png +0 -0
  99. data/manual-snapshots/simple-chipmunk.png +0 -0
  100. data/manual-snapshots/simple-control-sizes.png +0 -0
  101. data/manual-snapshots/simple-curve.png +0 -0
  102. data/manual-snapshots/simple-dialogs.png +0 -0
  103. data/manual-snapshots/simple-downloader.png +0 -0
  104. data/manual-snapshots/simple-draw.png +0 -0
  105. data/manual-snapshots/simple-editor.png +0 -0
  106. data/manual-snapshots/simple-form.png +0 -0
  107. data/manual-snapshots/simple-mask.png +0 -0
  108. data/manual-snapshots/simple-menu.png +0 -0
  109. data/manual-snapshots/simple-menu1.png +0 -0
  110. data/manual-snapshots/simple-rubygems.png +0 -0
  111. data/manual-snapshots/simple-slide.png +0 -0
  112. data/manual-snapshots/simple-sphere.png +0 -0
  113. data/manual-snapshots/simple-sqlite3.png +0 -0
  114. data/manual-snapshots/simple-timer.png +0 -0
  115. data/manual-snapshots/simple-video.png +0 -0
  116. data/platform/mac/Info.plist +55 -0
  117. data/platform/mac/build-deps.sh +658 -0
  118. data/platform/mac/command-manual.rb +1 -0
  119. data/platform/mac/deps-osx.patch +159 -0
  120. data/platform/mac/dmg_ds_store +0 -0
  121. data/platform/mac/pangorc +2 -0
  122. data/platform/mac/pkg-dmg +1447 -0
  123. data/platform/mac/shoes +31 -0
  124. data/platform/mac/shoes-launch +7 -0
  125. data/platform/mac/stub.m +178 -0
  126. data/platform/mac/version.plist +14 -0
  127. data/platform/msw/base.nsi +644 -0
  128. data/platform/msw/installer-1.bmp +0 -0
  129. data/platform/msw/installer-2.bmp +0 -0
  130. data/platform/msw/shoes.exe.manifest +17 -0
  131. data/platform/msw/shoes.ico +0 -0
  132. data/platform/msw/stub-inject.c +59 -0
  133. data/platform/msw/stub.c +271 -0
  134. data/platform/msw/stub32.h +14 -0
  135. data/platform/msw/stub32.rc +16 -0
  136. data/platform/nix/INSTALL +56 -0
  137. data/platform/nix/Makefile +144 -0
  138. data/platform/nix/shoes.launch +20 -0
  139. data/platform/skel.rb +27 -0
  140. data/rakefile_darwin.rb +7 -0
  141. data/rakefile_linux.rb +3 -0
  142. data/rakefile_mingw.rb +7 -0
  143. data/samples/class-book.rb +43 -0
  144. data/samples/class-book.yaml +387 -0
  145. data/samples/expert-definr.rb +23 -0
  146. data/samples/expert-funnies.rb +51 -0
  147. data/samples/expert-irb.rb +112 -0
  148. data/samples/expert-minesweeper.rb +267 -0
  149. data/samples/expert-othello.rb +319 -0
  150. data/samples/expert-pong.rb +62 -0
  151. data/samples/expert-tankspank.rb +385 -0
  152. data/samples/good-arc.rb +37 -0
  153. data/samples/good-clock.rb +51 -0
  154. data/samples/good-follow.rb +26 -0
  155. data/samples/good-reminder.rb +174 -0
  156. data/samples/good-vjot.rb +56 -0
  157. data/samples/simple-accordion.rb +75 -0
  158. data/samples/simple-anim-shapes.rb +17 -0
  159. data/samples/simple-anim-text.rb +13 -0
  160. data/samples/simple-arc.rb +23 -0
  161. data/samples/simple-bounce.rb +24 -0
  162. data/samples/simple-calc.rb +70 -0
  163. data/samples/simple-chipmunk.rb +26 -0
  164. data/samples/simple-control-sizes.rb +24 -0
  165. data/samples/simple-curve.rb +26 -0
  166. data/samples/simple-dialogs.rb +29 -0
  167. data/samples/simple-downloader.rb +27 -0
  168. data/samples/simple-draw.rb +13 -0
  169. data/samples/simple-editor.rb +28 -0
  170. data/samples/simple-form.rb +28 -0
  171. data/samples/simple-form.shy +0 -0
  172. data/samples/simple-mask.rb +21 -0
  173. data/samples/simple-menu.rb +31 -0
  174. data/samples/simple-menu1.rb +35 -0
  175. data/samples/simple-rubygems.rb +29 -0
  176. data/samples/simple-slide.rb +45 -0
  177. data/samples/simple-sphere.rb +28 -0
  178. data/samples/simple-sqlite3.rb +13 -0
  179. data/samples/simple-timer.rb +13 -0
  180. data/samples/simple-video.rb +13 -0
  181. data/shoes.gemspec +21 -0
  182. data/shoes/app.c +591 -0
  183. data/shoes/app.h +110 -0
  184. data/shoes/appwin32.h +13 -0
  185. data/shoes/appwin32.rc +28 -0
  186. data/shoes/canvas.c +2202 -0
  187. data/shoes/canvas.h +682 -0
  188. data/shoes/code.h +14 -0
  189. data/shoes/config.h +232 -0
  190. data/shoes/effects.c +243 -0
  191. data/shoes/effects.h +7 -0
  192. data/shoes/http.h +44 -0
  193. data/shoes/http/common.h +86 -0
  194. data/shoes/http/curl.c +259 -0
  195. data/shoes/http/nsurl.m +274 -0
  196. data/shoes/http/windownload.c +114 -0
  197. data/shoes/http/winhttp.c +216 -0
  198. data/shoes/http/winhttp.h +19 -0
  199. data/shoes/image.c +1020 -0
  200. data/shoes/internal.c +46 -0
  201. data/shoes/internal.h +63 -0
  202. data/shoes/native.h +110 -0
  203. data/shoes/native/cocoa.h +105 -0
  204. data/shoes/native/cocoa.m +1557 -0
  205. data/shoes/native/gtk.c +1257 -0
  206. data/shoes/native/windows.c +2392 -0
  207. data/shoes/ruby.c +5221 -0
  208. data/shoes/ruby.h +299 -0
  209. data/shoes/world.c +243 -0
  210. data/shoes/world.h +63 -0
  211. data/static/Shoes.icns +0 -0
  212. data/static/avatar.png +0 -0
  213. data/static/code_highlighter.js +188 -0
  214. data/static/code_highlighter_ruby.js +26 -0
  215. data/static/icon-debug.png +0 -0
  216. data/static/icon-error.png +0 -0
  217. data/static/icon-info.png +0 -0
  218. data/static/icon-warn.png +0 -0
  219. data/static/listbox_button1.png +0 -0
  220. data/static/listbox_button2.png +0 -0
  221. data/static/man-app.png +0 -0
  222. data/static/man-builds.png +0 -0
  223. data/static/man-builds1.png +0 -0
  224. data/static/man-editor-notepad.png +0 -0
  225. data/static/man-editor-osx.png +0 -0
  226. data/static/man-ele-background.png +0 -0
  227. data/static/man-ele-border.png +0 -0
  228. data/static/man-ele-button.png +0 -0
  229. data/static/man-ele-check.png +0 -0
  230. data/static/man-ele-editbox.png +0 -0
  231. data/static/man-ele-editline.png +0 -0
  232. data/static/man-ele-image.png +0 -0
  233. data/static/man-ele-listbox.png +0 -0
  234. data/static/man-ele-progress.png +0 -0
  235. data/static/man-ele-radio.png +0 -0
  236. data/static/man-ele-shape.png +0 -0
  237. data/static/man-ele-textblock.png +0 -0
  238. data/static/man-ele-video.png +0 -0
  239. data/static/man-intro-dmg.png +0 -0
  240. data/static/man-intro-exe.png +0 -0
  241. data/static/man-look-tiger.png +0 -0
  242. data/static/man-look-ubuntu.png +0 -0
  243. data/static/man-look-vista.png +0 -0
  244. data/static/man-run-osx.png +0 -0
  245. data/static/man-run-vista.png +0 -0
  246. data/static/man-run-xp.png +0 -0
  247. data/static/man-shot1.png +0 -0
  248. data/static/manual-en.txt +3531 -0
  249. data/static/manual-ja.txt +2825 -0
  250. data/static/manual.css +167 -0
  251. data/static/menu-corner1.png +0 -0
  252. data/static/menu-corner2.png +0 -0
  253. data/static/menu-gray.png +0 -0
  254. data/static/menu-left.png +0 -0
  255. data/static/menu-right.png +0 -0
  256. data/static/menu-top.png +0 -0
  257. data/static/shoes-dmg.jpg +0 -0
  258. data/static/shoes-icon-blue.png +0 -0
  259. data/static/shoes-icon.png +0 -0
  260. data/static/shoes-manual-apps.gif +0 -0
  261. data/static/shoes_main_window.png +0 -0
  262. data/static/stripe.png +0 -0
  263. data/static/stubs/blank.exe +0 -0
  264. data/static/stubs/blank.hfz +0 -0
  265. data/static/stubs/blank.run +375 -0
  266. data/static/stubs/cocoa-install +0 -0
  267. data/static/stubs/sh-install +49 -0
  268. data/static/stubs/shoes-stub-inject.exe +0 -0
  269. data/static/stubs/shoes-stub.exe +0 -0
  270. data/static/tutor-back.png +0 -0
  271. data/test/shoes_test.rb +8 -0
  272. data/test/test_helper.rb +25 -0
  273. data/use-deps +12 -0
  274. data/use-tmp-dep +8 -0
  275. metadata +509 -0
@@ -0,0 +1,319 @@
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+ # Othello
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+ # by tieg
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+ # 1/13/08
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+ # with help: DeeJay, Ryan M. from mailing list
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+ #
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+ # FIXME bug if it memorizes it but it's not a valid move
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+ #
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+ module Othello
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+
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+ PIECE_WIDTH = 62
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+ PIECE_HEIGHT = 62
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+ TOP_OFFSET = 47
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+ LEFT_OFFSET = 12
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+
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+ class Game
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+ BOARD_SIZE = [8,8]
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+
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+ attr_accessor :p1, :p2, :board, :board_history
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+
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+ def initialize
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+ @board_history = []
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+ @p1 = Player.new(:black, pieces_per_player)
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+ @p2 = Player.new(:white, pieces_per_player)
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+ @board = new_board
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+ lay_initial_pieces
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+ end
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+
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+ def next_turn(check_available_moves=true)
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+ @current_player = next_player
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+ if check_available_moves && skip_turn?
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+ # FIXME Possible infinite loop if neither player has a good move?
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+ next_turn
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+ raise "Player #{@current_player.piece} (#{@current_player.color}) has no available moves. Player #{next_player.piece}'s (#{next_player.color}) turn."
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+ end
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+ end
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+
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+ def current_player
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+ @current_player ||= @p1
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+ end
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+
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+ def next_player
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+ current_player == @p1 ? @p2 : @p1
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+ end
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+
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+ # Build the array for the board, with zero-based arrays.
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+ def new_board
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+ Array.new(BOARD_SIZE[0]) do # build each cols L to R
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+ Array.new(BOARD_SIZE[1]) do # insert cells in each col
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+ 0
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+ end
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+ end
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+ end
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+
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+ # Lay the initial 4 pieces in the middle
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+ def lay_initial_pieces
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+ lay_piece([4, 3], false)
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+ next_turn(false)
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+ lay_piece([3, 3], false)
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+ next_turn(false)
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+ lay_piece([3, 4], false)
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+ next_turn(false)
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+ lay_piece([4, 4], false)
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+ next_turn(false)
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+ end
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+
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+ def lay_piece(c=[0,0], check_adjacent_pieces=true)
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+ memorize_board
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+ piece = current_player.piece
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+ opp_piece = current_player.opp_piece
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+ raise "Spot already taken." if board_at(c) != 0
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+ if check_adjacent_pieces
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+ pieces_to_change = []
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+ pieces_to_change << check_direction(c, [ 0, 1], piece, opp_piece) # N
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+ pieces_to_change << check_direction(c, [ 1, 1], piece, opp_piece) # NE
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+ pieces_to_change << check_direction(c, [ 1, 0], piece, opp_piece) # E
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+ pieces_to_change << check_direction(c, [ 1,-1], piece, opp_piece) # SE
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+ pieces_to_change << check_direction(c, [ 0,-1], piece, opp_piece) # S
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+ pieces_to_change << check_direction(c, [-1,-1], piece, opp_piece) # SW
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+ pieces_to_change << check_direction(c, [-1, 0], piece, opp_piece) # W
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+ pieces_to_change << check_direction(c, [-1, 1], piece, opp_piece) # NW
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+ raise "You must move to a spot that will turn your opponent's piece." if pieces_to_change.compact.all? { |a| a.empty? }
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+ pieces_to_change.compact.each { |direction| direction.each { |i| @board[i[0]][i[1]] = piece } }
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+ end
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+ current_player.pieces -= 1
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+ @board[c[0]][c[1]] = piece
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+ current_winner = calculate_current_winner
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+ raise "Game over. Player #{current_winner.piece} wins with #{current_winner.pieces_on_board} pieces!" if @p1.pieces + @p2.pieces == 0
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+ end
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+
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+ def skip_turn?
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+ possibles = []
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+ @board.each_with_index { |col,col_index|
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+ col.each_with_index { |cell,row_index|
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+ return false if possible_move?([col_index,row_index])
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+ }
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+ }
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+ true
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+ end
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+
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+ def possible_move?(c=[0,0])
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+ return nil if board_at(c) != 0
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+ possible_moves = []
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+ piece = current_player.piece
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+ opp_piece = current_player.opp_piece
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+ pieces_to_change = []
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+ pieces_to_change << check_direction(c, [ 0, 1], piece, opp_piece) # N
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+ pieces_to_change << check_direction(c, [ 1, 1], piece, opp_piece) # NE
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+ pieces_to_change << check_direction(c, [ 1, 0], piece, opp_piece) # E
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+ pieces_to_change << check_direction(c, [ 1,-1], piece, opp_piece) # SE
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+ pieces_to_change << check_direction(c, [ 0,-1], piece, opp_piece) # S
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+ pieces_to_change << check_direction(c, [-1,-1], piece, opp_piece) # SW
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+ pieces_to_change << check_direction(c, [-1, 0], piece, opp_piece) # W
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+ pieces_to_change << check_direction(c, [-1, 1], piece, opp_piece) # NW
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+ return nil if pieces_to_change.compact.all? { |a| a.empty? }
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+ true
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+ end
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+
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+ def memorize_board
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+ dup_board = new_board
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+ dup_board = []
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+ @board.each do |col|
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+ dup_board << col.dup
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+ end
124
+ @board_history << { :player => current_player, :board => dup_board }
125
+ end
126
+
127
+ def undo!
128
+ last_move = @board_history.pop
129
+ @board = last_move[:board]
130
+ @current_player = last_move[:player]
131
+ @current_player.pieces += 1
132
+ end
133
+
134
+ def calculate_current_winner
135
+ @p1.pieces_on_board, @p2.pieces_on_board = 0, 0
136
+ @board.each { |row|
137
+ row.each { |cell|
138
+ if cell == 1
139
+ @p1.pieces_on_board += 1
140
+ else
141
+ @p2.pieces_on_board += 1
142
+ end
143
+ }
144
+ }
145
+ @p1.pieces_on_board > @p2.pieces_on_board ? @p1 : @p2
146
+ end
147
+
148
+ def check_direction(c, dir, piece, opp_piece)
149
+ c_adjacent = next_in_direction(c.dup, dir)
150
+ c_last = nil
151
+ pieces_in_between = []
152
+ # Find the last piece if there is one.
153
+ while(valid_location?(c_adjacent))
154
+ if board_at(c_adjacent) == opp_piece
155
+ pieces_in_between << c_adjacent.dup
156
+ elsif board_at(c_adjacent) == piece && pieces_in_between.size > 0
157
+ c_last = c_adjacent
158
+ break
159
+ else
160
+ break
161
+ end
162
+ c_adjacent = next_in_direction(c_adjacent, dir)
163
+ end
164
+
165
+ pieces_in_between.empty? || c_last.nil? ? nil : pieces_in_between
166
+ end
167
+
168
+ # Find the value of the board at the given coordinate.
169
+ def board_at(c)
170
+ @board[c[0]][c[1]]
171
+ end
172
+
173
+ # Is this a valid location on board?
174
+ def valid_location?(c=[1,1])
175
+ c[0] >= 0 && c[1] >= 0 && c[0] < BOARD_SIZE[0] && c[1] < BOARD_SIZE[1]
176
+ end
177
+
178
+ # Perform the operations to get the next spot in the appropriate direction
179
+ def next_in_direction(c, dir)
180
+ c[0] += dir[0]
181
+ c[1] += dir[1]
182
+ c
183
+ end
184
+
185
+ private
186
+ def pieces_per_player
187
+ total_squares / 2
188
+ end
189
+
190
+ # The total number of squares
191
+ def total_squares
192
+ BOARD_SIZE[0] * BOARD_SIZE[1]
193
+ end
194
+
195
+ class Player
196
+ attr_accessor :pieces, :color, :pieces_on_board
197
+
198
+ def initialize(color=:black,pieces=0)
199
+ @pieces = pieces
200
+ @pieces_on_board = 0 # used only in calculating winner
201
+ @color = color
202
+ end
203
+
204
+ def piece
205
+ color == :black ? 1 : 2
206
+ end
207
+
208
+ def opp_piece
209
+ color == :black ? 2 : 1
210
+ end
211
+ end
212
+ end
213
+
214
+ def draw_player_1(first_turn=false)
215
+ stack :margin => 10 do
216
+ if GAME.current_player==GAME.p1
217
+ background yellow
218
+ para span("Player 1 (#{GAME.current_player.color}) turn", :stroke => black, :font => "Trebuchet 20px bold"), :margin => 4
219
+ else
220
+ background white
221
+ para span("Player 1", :stroke => black, :font => "Trebuchet 10px bold"), :margin => 4
222
+
223
+ button("Undo last move", :top => 0, :left => -150) { GAME.undo!; draw_board } unless GAME.board_history.empty?
224
+ end
225
+ end
226
+ end
227
+
228
+ def draw_player_2(first_turn=false)
229
+ stack :top => 550, :left => 0, :margin => 10 do
230
+ if GAME.current_player==GAME.p2
231
+ background yellow
232
+ para span("Player 2's (#{GAME.current_player.color}) turn", :stroke => black, :font => "Trebuchet 20px bold"), :margin => 4
233
+ else
234
+ background white
235
+ para span("Player 2", :stroke => black, :font => "Trebuchet 10px bold"), :margin => 4
236
+
237
+ button("Undo last move", :top => 0, :left => -150) { GAME.undo!; draw_board } unless GAME.board_history.empty?
238
+ end
239
+ end
240
+ end
241
+
242
+
243
+ def draw_board
244
+ clear do
245
+ background black
246
+ draw_player_1
247
+ stack :margin => 10 do
248
+ fill rgb(0, 190, 0)
249
+ rect :left => 0, :top => 0, :width => 495, :height => 495
250
+
251
+ GAME.board.each_with_index do |col, col_index|
252
+ col.each_with_index do |cell, row_index|
253
+ left, top = left_top_corner_of_piece(col_index, row_index)
254
+ left = left - LEFT_OFFSET
255
+ top = top - TOP_OFFSET
256
+ fill rgb(0, 440, 0, 90)
257
+ strokewidth 1
258
+ stroke rgb(0, 100, 0)
259
+ rect :left => left, :top => top, :width => PIECE_WIDTH, :height => PIECE_HEIGHT
260
+
261
+ if cell != 0
262
+ strokewidth 0
263
+ fill (cell == 1 ? rgb(100,100,100) : rgb(155,155,155))
264
+ oval(left+3, top+4, PIECE_WIDTH-10, PIECE_HEIGHT-10)
265
+
266
+ fill (cell == 1 ? black : white)
267
+ oval(left+5, top+5, PIECE_WIDTH-10, PIECE_HEIGHT-10)
268
+ end
269
+ end
270
+ end
271
+ end
272
+ draw_player_2
273
+ end
274
+ end
275
+
276
+ def left_top_corner_of_piece(a,b)
277
+ [(a*PIECE_WIDTH+LEFT_OFFSET), (b*PIECE_HEIGHT+TOP_OFFSET)]
278
+ end
279
+
280
+ def right_bottom_corner_of_piece(a,b)
281
+ left_top_corner_of_piece(a,b).map { |coord| coord + PIECE_WIDTH }
282
+ end
283
+
284
+ def find_piece(x,y)
285
+ GAME.board.each_with_index { |row_array, row|
286
+ row_array.each_with_index { |col_array, col|
287
+ left, top = left_top_corner_of_piece(col, row).map { |i| i - 5}
288
+ right, bottom = right_bottom_corner_of_piece(col, row).map { |i| i -5 }
289
+ return [col, row] if x >= left && x <= right && y >= top && y <= bottom
290
+ }
291
+ }
292
+ return false
293
+ end
294
+
295
+ GAME = Othello::Game.new
296
+ end
297
+
298
+
299
+ Shoes.app :width => 520, :height => 600 do
300
+ extend Othello
301
+
302
+ draw_board
303
+
304
+ click { |button, x, y|
305
+ if coords = find_piece(x,y)
306
+ begin
307
+ GAME.lay_piece(coords)
308
+ GAME.next_turn
309
+ draw_board
310
+ rescue => e
311
+ draw_board
312
+ alert(e.message)
313
+ end
314
+ else
315
+ # alert("Not a piece.")
316
+ end
317
+ }
318
+ end
319
+
@@ -0,0 +1,62 @@
1
+ #
2
+ # Pong in Shoes
3
+ # a clone of http://billmill.org/pong.html
4
+ # and shoes is at http://shoooes.net
5
+ #
6
+ # This is just for kicks -- I'm very fond of NodeBox as well.
7
+ #
8
+ # There's a slightly different approach in Shoes: rather than
9
+ # redrawing the shapes, you can move the shapes around as objects.
10
+ # Yeah, see, notice how @you, @comp and @ball are used.
11
+ #
12
+ Shoes.app :width => 400, :height => 400, :resizable => false do
13
+ paddle_size = 75
14
+ ball_diameter = 20
15
+ vx, vy = [3, 4]
16
+ compuspeed = 10
17
+ bounce = 1.2
18
+
19
+ # set up the playing board
20
+ nostroke and background white
21
+ @ball = oval 0, 0, ball_diameter, :fill => "#9B7"
22
+ @you, @comp = [app.height-4, 0].map {|y| rect 0, y, paddle_size, 4, :curve => 2}
23
+
24
+ # animates at 40 frames per second
25
+ @anim = animate 40 do
26
+
27
+ # check for game over
28
+ if @ball.top + ball_diameter < 0 or @ball.top > app.height
29
+ para strong("GAME OVER", :size => 32), "\n",
30
+ @ball.top < 0 ? "You win!" : "Computer wins", :top => 140, :align => 'center'
31
+ @ball.hide and @anim.stop
32
+ end
33
+
34
+ # move the @you paddle, following the mouse
35
+ @you.left = mouse[1] - (paddle_size / 2)
36
+ nx, ny = (@ball.left + vx).to_i, (@ball.top + vy).to_i
37
+
38
+ # move the @comp paddle, speed based on `compuspeed` variable
39
+ @comp.left +=
40
+ if nx + (ball_diameter / 2) > @comp.left + paddle_size; compuspeed
41
+ elsif nx < @comp.left; -compuspeed
42
+ else 0 end
43
+
44
+ # if the @you paddle hits the ball
45
+ if ny + ball_diameter > app.height and vy > 0 and
46
+ (0..paddle_size).include? nx + (ball_diameter / 2) - @you.left
47
+ vx, vy = (nx - @you.left - (paddle_size / 2)) * 0.25, -vy * bounce
48
+ ny = app.height - ball_diameter
49
+ end
50
+
51
+ # if the @comp paddle hits the ball
52
+ if ny < 0 and vy < 0 and
53
+ (0..paddle_size).include? nx + (ball_diameter / 2) - @comp.left
54
+ vx, vy = (nx - @comp.left - (paddle_size / 2)) * 0.25, -vy * bounce
55
+ ny = 0
56
+ elsif nx + ball_diameter > app.width or nx < 0
57
+ vx = -vx
58
+ end
59
+
60
+ @ball.move nx, ny
61
+ end
62
+ end
@@ -0,0 +1,385 @@
1
+ # Tankspank
2
+ # kevin conner
3
+ # connerk@gmail.com
4
+ # version 3, 13 March 2008
5
+ # this code is free, do what you like with it!
6
+
7
+ $width, $height = 700, 500
8
+ $camera_tightness = 0.1
9
+
10
+ module Collisions
11
+ def contains? x, y
12
+ not (x < west or x > east or y < north or y > south)
13
+ end
14
+
15
+ def intersects? other
16
+ not (other.east < west or other.west > east or
17
+ other.south < north or other.north > south)
18
+ end
19
+ end
20
+
21
+ class Building
22
+ include Collisions
23
+
24
+ attr_reader :west, :east, :north, :south
25
+
26
+ def initialize(west, east, north, south)
27
+ @west, @east, @north, @south = west, east, north, south
28
+ @top, @bottom = 1.1 + rand(3) * 0.15, 1.0
29
+
30
+ color = (1..3).collect { 0.2 + 0.4 * rand }
31
+ color << 0.9
32
+ @stroke = $app.rgb *color
33
+ color[-1] = 0.3
34
+ @fill = $app.rgb *color
35
+ end
36
+
37
+ def draw
38
+ $app.stroke @stroke
39
+ $app.fill @fill
40
+ Opp.draw_opp_box(@west, @east, @north, @south, @top, @bottom)
41
+ end
42
+ end
43
+
44
+ module Guidance
45
+ def guidance_system x, y, dest_x, dest_y, angle
46
+ vx, vy = dest_x - x, dest_y - y
47
+ if vx.abs < 0.1 and vy.abs <= 0.1
48
+ yield 0, 0
49
+ else
50
+ length = Math.sqrt(vx * vx + vy * vy)
51
+ vx /= length
52
+ vy /= length
53
+ ax, ay = Math.cos(angle), Math.sin(angle)
54
+ cos_between = vx * ax + vy * ay
55
+ sin_between = vx * -ay + vy * ax
56
+ yield sin_between, cos_between
57
+ end
58
+ end
59
+ end
60
+
61
+ module Life
62
+ attr_reader :health
63
+ def dead?
64
+ @health == 0
65
+ end
66
+ def hurt damage
67
+ @health = [@health - damage, 0].max
68
+ end
69
+ end
70
+
71
+ class Tank
72
+ include Collisions
73
+ include Guidance
74
+ include Life
75
+ # ^ sounds like insurance
76
+
77
+ @@collide_size = 15
78
+ def west; @x - @@collide_size; end
79
+ def east; @x + @@collide_size; end
80
+ def north; @y - @@collide_size; end
81
+ def south; @y + @@collide_size; end
82
+
83
+ attr_reader :x, :y
84
+
85
+ def initialize
86
+ @x, @y = 0, -125
87
+ @last_x, @last_y = @x, @y
88
+ @tank_angle = 0.0
89
+ @dest_x, @dest_y = 0, 0
90
+ @acceleration = 0.0
91
+ @speed = 0.0
92
+ @moving = false
93
+
94
+ @aim_angle = 0.0
95
+ @target_x, @target_y = 0, 0
96
+ @aimed = false
97
+
98
+ @health = 100
99
+ end
100
+
101
+ def set_destination
102
+ @dest_x, @dest_y = @target_x, @target_y
103
+ @moving = true
104
+ end
105
+
106
+ def fire
107
+ Opp.add_shell Shell.new(@x + 30 * Math.cos(@aim_angle),
108
+ @y + 30 * Math.sin(@aim_angle), @aim_angle)
109
+ end
110
+
111
+ def update button, mouse_x, mouse_y
112
+ @target_x, @target_y = mouse_x, mouse_y
113
+
114
+ if @moving
115
+ guidance_system @x, @y, @dest_x, @dest_y, @tank_angle do |direction, on_target|
116
+ turn direction
117
+ @acceleration = on_target * 0.25
118
+ end
119
+
120
+ distance = Math.sqrt((@dest_x - @x) ** 2 + (@dest_y - @y) ** 2)
121
+ @moving = false if distance < 50
122
+ else
123
+ @acceleration = 0.0
124
+ end
125
+
126
+ guidance_system @x, @y, @target_x, @target_y, @aim_angle do |direction, on_target|
127
+ aim direction
128
+ @aimed = on_target > 0.98
129
+ end
130
+
131
+ integrity = @health / 100.0 # the more hurt you are, the slower you go
132
+ @speed = [[@speed + @acceleration, 5.0 * integrity].min, -3.0 * integrity].max
133
+ @speed *= 0.9 if !@moving
134
+
135
+ @last_x, @last_y = @x, @y
136
+ @x += @speed * Math.cos(@tank_angle)
137
+ @y += @speed * Math.sin(@tank_angle)
138
+ end
139
+
140
+ def collide_and_stop
141
+ @x, @y = @last_x, @last_y
142
+ hurt @speed.abs * 3 + 5
143
+ @speed = 0
144
+ @moving = false
145
+ end
146
+
147
+ def turn direction
148
+ @tank_angle += [[-0.03, direction].max, 0.03].min
149
+ end
150
+
151
+ def aim direction
152
+ @aim_angle += [[-0.1, direction].max, 0.1].min
153
+ end
154
+
155
+ def draw
156
+ $app.stroke $app.blue
157
+ $app.fill $app.blue(0.4)
158
+ Opp.draw_opp_rect @x - 20, @x + 20, @y - 15, @y + 15, 1.05, @tank_angle
159
+ #Opp.draw_opp_box @x - 20, @x + 20, @y - 20, @y + 20, 1.03, 1.0
160
+ Opp.draw_opp_rect @x - 10, @x + 10, @y - 7, @y + 7, 1.05, @aim_angle
161
+ x, unused1, y, unused2 = Opp.project(@x, 0, @y, 0, 1.05)
162
+ $app.line x, y, x + 25 * Math.cos(@aim_angle), y + 25 * Math.sin(@aim_angle)
163
+
164
+ $app.stroke $app.red
165
+ $app.fill $app.red(@aimed ? 0.4 : 0.1)
166
+ Opp.draw_opp_oval @target_x - 10, @target_x + 10, @target_y - 10, @target_y + 10, 1.00
167
+
168
+ if @moving
169
+ $app.stroke $app.green
170
+ $app.fill $app.green(0.2)
171
+ Opp.draw_opp_oval @dest_x - 20, @dest_x + 20, @dest_y - 20, @dest_y + 20, 1.00
172
+ end
173
+ end
174
+ end
175
+
176
+ class Shell
177
+ attr_reader :x, :y
178
+
179
+ def initialize x, y, angle
180
+ @x, @y, @angle = x, y, angle
181
+ @speed = 10.0
182
+ end
183
+
184
+ def update
185
+ @x += @speed * Math.cos(@angle)
186
+ @y += @speed * Math.sin(@angle)
187
+ end
188
+
189
+ def draw
190
+ $app.stroke $app.red
191
+ $app.fill $app.red(0.1)
192
+ Opp.draw_opp_box @x - 2, @x + 2, @y - 2, @y + 2, 1.05, 1.04
193
+ end
194
+ end
195
+
196
+ class Opp
197
+ def self.new_game
198
+ @offset_x, @offset_y = 0, 0
199
+ @buildings = [
200
+ [-1000, -750, -750, -250],
201
+ [-500, 250, -750, -250],
202
+ [500, 1000, -750, -500],
203
+ [750, 1250, -250, 0],
204
+ [750, 1250, 250, 750],
205
+ [250, 500, 0, 750],
206
+ [-250, 0, 0, 500],
207
+ [-500, 0, 750, 1000],
208
+ [-1000, -500, 0, 500],
209
+ [400, 600, -350, -150]
210
+ ].collect { |p| Building.new *p }
211
+ @shells = []
212
+ @boundary = [-1250, 1500, -1250, 1250]
213
+ @tank = Tank.new
214
+ @center_x, @center_y = $app.width / 2, $app.height / 2
215
+ end
216
+
217
+ def self.tank
218
+ @tank
219
+ end
220
+
221
+ def self.read_input
222
+ @input = $app.mouse
223
+ end
224
+
225
+ def self.update_scene
226
+ button, x, y = @input
227
+ x += @offset_x - @center_x
228
+ y += @offset_y - @center_y
229
+
230
+ @tank.update(button, x, y) if !@tank.dead?
231
+ @buildings.each do |b|
232
+ @tank.collide_and_stop if b.intersects? @tank
233
+ end
234
+
235
+ @shells.each { |s| s.update }
236
+ @buildings.each do |b|
237
+ @shells.reject! do |s|
238
+ b.contains?(s.x, s.y)
239
+ end
240
+ end
241
+ #collide shells with tanks -- don't need this until there are enemy tanks
242
+ #@shells.reject! do |s|
243
+ # @tank.contains?(s.x, s.y)
244
+ #end
245
+
246
+ $app.clear do
247
+ @offset_x += $camera_tightness * (@tank.x - @offset_x)
248
+ @offset_y += $camera_tightness * (@tank.y - @offset_y)
249
+
250
+ $app.background $app.black
251
+ @center_x, @center_y = $app.width / 2, $app.height / 2
252
+
253
+ $app.stroke $app.red(0.9)
254
+ $app.nofill
255
+ draw_opp_box *(@boundary + [1.1, 1.0, false])
256
+
257
+ @tank.draw
258
+ @shells.each { |s| s.draw }
259
+ @buildings.each { |b| b.draw }
260
+ end
261
+ end
262
+
263
+ def self.add_shell shell
264
+ @shells << shell
265
+ @shells.shift if @shells.size > 10
266
+ end
267
+
268
+ def self.project left, right, top, bottom, depth
269
+ [left, right].collect { |x| @center_x + depth * (x - @offset_x) } +
270
+ [top, bottom].collect { |y| @center_y + depth * (y - @offset_y) }
271
+ end
272
+
273
+ # here "front" and "back" push the rect into and out of the window.
274
+ # 1.0 means your x and y units are pixels on the surface.
275
+ # greater than that brings the box closer. less pushes it back. 0.0 => infinity.
276
+ # the front will be filled but the rest is wireframe only.
277
+ def self.draw_opp_box left, right, top, bottom, front, back, occlude = true
278
+ near_left, near_right, near_top, near_bottom = project(left, right, top, bottom, front)
279
+ far_left, far_right, far_top, far_bottom = project(left, right, top, bottom, back)
280
+
281
+ # determine which sides of the box are visible
282
+ if occlude
283
+ draw_left = @center_x < near_left
284
+ draw_right = near_right < @center_x
285
+ draw_top = @center_y < near_top
286
+ draw_bottom = near_bottom < @center_y
287
+ else
288
+ draw_left, draw_right, draw_top, draw_bottom = [true] * 4
289
+ end
290
+
291
+ # draw lines for the back edges
292
+ $app.line far_left, far_top, far_right, far_top if draw_top
293
+ $app.line far_left, far_bottom, far_right, far_bottom if draw_bottom
294
+ $app.line far_left, far_top, far_left, far_bottom if draw_left
295
+ $app.line far_right, far_top, far_right, far_bottom if draw_right
296
+
297
+ # draw lines to connect the front and back
298
+ $app.line near_left, near_top, far_left, far_top if draw_left or draw_top
299
+ $app.line near_right, near_top, far_right, far_top if draw_right or draw_top
300
+ $app.line near_left, near_bottom, far_left, far_bottom if draw_left or draw_bottom
301
+ $app.line near_right, near_bottom, far_right, far_bottom if draw_right or draw_bottom
302
+
303
+ # draw the front, filled
304
+ $app.rect near_left, near_top, near_right - near_left, near_bottom - near_top
305
+ end
306
+
307
+ def self.draw_opp_rect left, right, top, bottom, depth, angle, with_x = false
308
+ pl, pr, pt, pb = project(left, right, top, bottom, depth)
309
+ cos = Math.cos(angle)
310
+ sin = Math.sin(angle)
311
+ cx, cy = (pr + pl) / 2.0, (pb + pt) / 2.0
312
+ points = [[pl, pt], [pr, pt], [pr, pb], [pl, pb]].collect do |x, y|
313
+ [cx + (x - cx) * cos - (y - cy) * sin,
314
+ cy + (x - cx) * sin + (y - cy) * cos]
315
+ end
316
+
317
+ $app.line *(points[0] + points[1])
318
+ $app.line *(points[1] + points[2])
319
+ $app.line *(points[2] + points[3])
320
+ $app.line *(points[3] + points[0])
321
+ end
322
+
323
+ def self.draw_opp_oval left, right, top, bottom, depth
324
+ pl, pr, pt, pb = project(left, right, top, bottom, depth)
325
+ $app.oval(pl, pt, pr - pl, pb - pt)
326
+ end
327
+
328
+ def self.draw_opp_plane x1, y1, x2, y2, front, back, stroke_color
329
+ near_x1, near_x2, near_y1, near_y2 = project(x1, x2, y1, y2, front)
330
+ far_x1, far_x2, far_y1, far_y2 = project(x1, x2, y1, y2, back)
331
+
332
+ $app.stroke stroke_color
333
+
334
+ $app.line far_x1, far_y1, far_x2, far_y2
335
+ $app.line far_x1, far_y1, near_x1, near_y1
336
+ $app.line far_x2, far_y2, near_x2, near_y2
337
+ $app.line near_x1, near_y1, near_x2, near_y2
338
+ end
339
+ end
340
+
341
+ Shoes.app :width => $width, :height => $height do
342
+ $app = self
343
+
344
+ Opp.new_game
345
+ @playing = true
346
+
347
+ keypress do |key|
348
+ if @playing
349
+ if key == "1" or key == "z"
350
+ Opp.tank.set_destination
351
+ elsif key == "2" or key == "x" or key == " "
352
+ Opp.tank.fire
353
+ end
354
+ else
355
+ if key == "n"
356
+ Opp.new_game
357
+ @playing = true
358
+ end
359
+ end
360
+ end
361
+
362
+ click do |button, x, y|
363
+ if @playing
364
+ if button == 1
365
+ Opp.tank.set_destination
366
+ else
367
+ Opp.tank.fire
368
+ end
369
+ end
370
+ end
371
+
372
+ game_over_count = -1
373
+ animate(60) do
374
+ Opp.read_input if @playing
375
+ Opp.update_scene
376
+
377
+ @playing = false if Opp.tank.dead?
378
+ if !@playing
379
+ stack do
380
+ banner "Game Over", :stroke => white, :margin => 10
381
+ caption "learn to drive!", :stroke => white, :margin => 20
382
+ end
383
+ end
384
+ end
385
+ end