Welcome link
Welcome to DragonRuby Game Toolkit!
The information contained here is all available in your the zip file at ./docs/docs.html
. You can browse the docs in a local website by starting up DragonRuby and going to http://localhost:9001
.
Tips for Learning DragonRuby Game Toolkit link
The following tips will help you learn the DragonRuby quickly.
Tip #1: Join the Community link
Our Discord server is extremely supportive and helpful. It's the best place to get answers to your questions. The developers of DragonRuby are also on this server if you have any feedback or bug reports.
The Link to Our Discord Server is: http://discord.dragonruby.org.
The News Letter will keep you in the loop with regards to current DragonRuby Events: http://dragonrubydispatch.com.
Tip #2: Read the Book link
Brett Chalupa (one of our community members) has written a book to help you get started: https://book.dragonriders.community/
Tip #3: Watch the Tutorial Video link
Here are some videos to help you get the lay of the land.
- Building Tetris - Part 1: https://youtu.be/xZMwRSbC4rY
- Building Tetris - Part 2: https://youtu.be/C3LLzDUDgz4
Tip #4: Go Through the Sample Apps in Order link
The sample apps are located in the ./samples
directory. The samples are ordered by increasing difficulty and cover all aspects of the game engine.
Getting Started Tutorial link
This is a tutorial written by Ryan C Gordon (a Juggernaut in the industry who has contracted to Valve, Epic, Activision, and EA... check out his Wikipedia page: https://en.wikipedia.org/wiki/Ryan_C._Gordon).
Introduction link
Welcome!
Here's just a little push to get you started if you're new to programming or game development.
If you want to write a game, it's no different than writing any other program for any other framework: there are a few simple rules that might be new to you, but more or less programming is programming no matter what you are building.
Did you not know that? Did you think you couldn't write a game because you're a "web guy" or you're writing Java at a desk job? Stop letting people tell you that you can't, because you already have everything you need.
Here, we're going to be programming in a language called "Ruby." In the interest of full disclosure, I (Ryan Gordon) wrote the C parts of this toolkit and Ruby looks a little strange to me (Amir Rajan wrote the Ruby parts, discounting the parts I mangled), but I'm going to walk you through the basics because we're all learning together, and if you mostly think of yourself as someone that writes C (or C++, C#, Objective-C), PHP, or Java, then you're only a step behind me right now.
Prerequisites link
Here's the most important thing you should know: Ruby lets you do some complicated things really easily, and you can learn that stuff later. I'm going to show you one or two cool tricks, but that's all.
Do you know what an if statement is? A for-loop? An array? That's all you'll need to start.
The Game Loop link
Ok, here are few rules with regards to game development with GTK:
- Your game is all going to happen under one function ...
- that runs 60 times a second ...
- and has to tell the computer what to draw each time.
That's an entire video game in one run-on sentence.
Here's that function. You're going to want to put this in mygame/app/main.rb, because that's where we'll look for it by default. Load it up in your favorite text editor.
def tick args
args.outputs.labels << [580, 400, 'Hello World!']
end
Now run dragonruby
...did you get a window with "Hello World!" written in it? Good, you're officially a game developer!
Breakdown Of The tick
Method link
mygame/app/main.rb
, is where the Ruby source code is located. This looks a little strange, so I'll break it down line by line. In Ruby, a '#' character starts a single-line comment, so I'll talk about this inline.
# This "def"ines a function, named "tick," which takes a single argument
# named "args". DragonRuby looks for this function and calls it every
# frame, 60 times a second. "args" is a magic structure with lots of
# information in it. You can set variables in there for your own game state,
# and every frame it will updated if keys are pressed, joysticks moved,
# mice clicked, etc.
def tick args
# One of the things in "args" is the "outputs" object that your game uses
# to draw things. Afraid of rendering APIs? No problem. In DragonRuby,
# you use arrays to draw things and we figure out the details.
# If you want to draw text on the screen, you give it an array (the thing
# in the [ brackets ]), with an X and Y coordinate and the text to draw.
# The "<<" thing says "append this hash onto the list of them at
# args.outputs.labels)
args.outputs.labels << { x: 580, y: 400, text: 'Hello World!' }
end
Once your tick
function finishes, we look at all the arrays you made and figure out how to draw it. You don't need to know about graphics APIs. You're just setting up some arrays! DragonRuby clears out these arrays every frame, so you just need to add what you need _right now_ each time.
Rendering A Sprite link
Now let's spice this up a little.
We're going to add some graphics. Each 2D image in DragonRuby is called a "sprite," and to use them, you just make sure they exist in a reasonable file format (png, jpg, gif, bmp, etc) and specify them by filename. The first time you use one, DragonRuby will load it and keep it in video memory for fast access in the future. If you use a filename that doesn't exist, you get a fun checkerboard pattern!
There's a "dragonruby.png" file included, just to get you started. Let's have it draw every frame with our text:
def tick args
args.outputs.labels << { x: 580, y: 400, text: 'Hello World!' }
args.outputs.sprites << { x: 576, y: 100, w: 128, h: 101, path: 'dragonruby.png' }
end
(Pro Tip: you don't have to restart DragonRuby to test your changes; when you save main.rb, DragonRuby will notice and reload your program.)
That .sprites
line says "add a sprite to the list of sprites we're drawing, and draw it at position (576, 100) at a size of 128x101 pixels". You can find the image to draw at dragonruby.png.
Coordinate System and Virtual Canvas link
Quick note about coordinates: (0, 0) is the bottom left corner of the screen, and positive numbers go up and to the right. This is more "geometrically correct," even if it's not how you remember doing 2D graphics, but we chose this for a simpler reason: when you're making Super Mario Brothers and you want Mario to jump, you should be able to add to Mario's y position as he goes up and subtract as he falls. It makes things easier to understand.
Also: your game screen is _always_ 1280x720 pixels. If you resize the window, we will scale and letterbox everything appropriately, so you never have to worry about different resolutions.
Ok, now we have an image on the screen, let's animate it:
def tick args
args.state.rotation ||= 0
args.state.rotation -= 1
args.outputs.labels << { x: 580, y: 400, text: 'Hello World!' }
args.outputs.sprites << { x: 576,
y: 100,
w: 128,
h: 101,
path: 'dragonruby.png',
angle: args.state.rotation }
end
Now you can see that this function is getting called a lot!
Game State link
Here's a fun Ruby thing: args.state.rotation ||= 0
is shorthand for "if args.state.rotation isn't initialized, set it to zero." It's a nice way to embed your initialization code right next to where you need the variable.
args.state
is a place you can hang your own data. It's an open data structure that allows you to define properties that are arbitrarily nested. You don't need to define any kind of class.
In this case, the current rotation of our sprite, which is happily spinning at 60 frames per second. If you don't specify rotation (or alpha, or color modulation, or a source rectangle, etc), DragonRuby picks a reasonable default, and the array is ordered by the most likely things you need to tell us: position, size, name.
There Is No Delta Time link
One thing we decided to do in DragonRuby is not make you worry about delta time: your function runs at 60 frames per second (about 16 milliseconds) and that's that. Having to worry about framerate is something massive triple-AAA games do, but for fun little 2D games? You'd have to work really hard to not hit 60fps. All your drawing is happening on a GPU designed to run Fortnite quickly; it can definitely handle this.
Since we didn't make you worry about delta time, you can just move the rotation by 1 every time and it works without you having to keep track of time and math. Want it to move faster? Subtract 2.
Handling User Input link
Now, let's move that image around.
def tick args
args.state.rotation ||= 0
args.state.x ||= 576
args.state.y ||= 100
if args.inputs.mouse.click
args.state.x = args.inputs.mouse.x - 64
args.state.y = args.inputs.mouse.y - 50
end
args.outputs.labels << { x: 580, y: 400, text: 'Hello World!' }
args.outputs.sprites << { x: args.state.x,
y: args.state.y,
w: 128,
h: 101,
path: 'dragonruby.png',
angle: args.state.rotation }
args.state.rotation -= 1
end
Everywhere you click your mouse, the image moves there. We set a default location for it with args.state.x ||= 576
, and then we change those variables when we see the mouse button in action. You can get at the keyboard and game controllers in similar ways.
Coding On A Raspberry Pi link
We have only tested DragonRuby on a Raspberry Pi 3, Models B and B+, but we believe it _should_ work on any model with comparable specs.
If you're running DragonRuby Game Toolkit on a Raspberry Pi, or trying to run a game made with the Toolkit on a Raspberry Pi, and it's really really slow-- like one frame every few seconds--then there's likely a simple fix.
You're probably running a desktop environment: menus, apps, web browsers, etc. This is okay! Launch the terminal app and type:
sudo raspi-config
It'll ask you for your password (if you don't know, try "raspberry"), and then give you a menu of options. Find your way to "Advanced Options", then "GL Driver", and change this to "GL (Full KMS)" ... not "fake KMS," which is also listed there. Save and reboot. In theory, this should fix the problem.
If you're _still_ having problems and have a Raspberry Pi 2 or better, go back to raspi-config and head over to "Advanced Options", "Memory split," and give the GPU 256 megabytes. You might be able to avoid this for simple games, as this takes RAM away from the system and reserves it for graphics. You can also try 128 megabytes as a gentler option.
Note that you can also run DragonRuby without X11 at all: if you run it from a virtual terminal it will render fullscreen and won't need the "Full KMS" option. This might be attractive if you want to use it as a game console sort of thing, or develop over ssh, or launch it from RetroPie, etc.
Conclusion link
There is a lot more you can do with DragonRuby, but now you've already got just about everything you need to make a simple game. After all, even the most fancy games are just creating objects and moving them around. Experiment a little. Add a few more things and have them interact in small ways. Want something to go away? Just don't add it to args.output
anymore.
Starting a New DragonRuby Project link
The DragonRuby zip that contains the engine is a complete, self contained project structure. To create a new project, unzip the zip file again in its entirety and use that as a starting point for another game. This is the recommended approach to starting a new project.
Considerations For Public Git Repositories link
You can open source your game's code given the following options.
Option 1 (Recommended) link
Your public repository needs only to contain the contents of ./mygame
. This approach is the cleanest and doesn't require your .gitignore
to be polluted with DragonRuby specific files.
Option 2 (Restrictions Apply) link
IMPORTANT: Do NOT commit dragonruby-publish(.exe)
, or dragonruby-bind(.exe)
.
dragonruby
dragonruby.exe
dragonruby-publish
dragonruby-publish.exe
dragonruby-bind
dragonruby-bind.exe
/tmp/
/builds/
/logs/
/samples/
/docs/
/.dragonruby/
If you'd like people who do not own a DragonRuby license to run your game, you may include the dragonruby(.exe)
binary within the repo. This permission is granted in good-faith and can be revoked if abused.
Considerations For Private Git Repos link
The following .gitignore
should be used for private repositories (commercial games).
/tmp/
/logs/
You'll notice that everything else is committed to source control (even the ./samples
, ./docs
, and ./builds
directory).
The DragonRuby binary/package is designed to be committed in its entirety with your source code (it’s why we keep it small). This protects the “shelf life” for commercial games. 3 years from now, we might be on a vastly different version of the engine. But you know that the code you’ve written will definitely work with the version that was committed to source control. For private repositories, it's strongly recommended that you do NOT keep DragonRuby Game Toolkit in a shared location and instead unzip a clean copy for every game (and commit everything to source control).
IMPORTANT: File access functions are sandoxed and assume that the dragonruby
binary lives alongside the game you are building. Do not expect file access functions to return correct values if you are attempting to run the dragonruby
binary from a shared location. It's recommended that the directory structure contained in the zip is not altered and games are built using that starter template.
Deploying To Itch.io link
Once you've built your game, you're all set to deploy! Good luck in your game dev journey and if you get stuck, come to the Discord channel!
Creating Your Game Landing Page link
Log into Itch.io and go to https://itch.io/game/new.
- Title: Give your game a Title. This value represents your `gametitle`.
- Project URL: Set your project url. This value represents your `gameid`.
- Classification: Keep this as Game.
- Kind of Project: Select HTML from the drop down list. Don't worry, the HTML project type _also supports binary downloads_.
- Uploads: Skip this section for now.
You can fill out all the other options later.
Update Your Game's Metadata link
Point your text editor at mygame/metadata/game_metadata.txt and make it look like this:
NOTE: Remove the #
at the beginning of each line.
devid=bob
devtitle=Bob The Game Developer
gameid=mygame
gametitle=My Game
version=0.1
The devid
property is the username you use to log into Itch.io. The devtitle
is your name or company name (it can contain spaces). The gameid
is the Project URL value. The gametitle
is the name of your game (it can contain spaces). The version
can be any major.minor
number format.
Building Your Game For Distribution link
Open up the terminal and run this from the command line:
./dragonruby-publish --only-package mygame
(if you're on Windows, don't put the "./" on the front. That's a Mac and Linux thing.)
A directory called ./build
will be created that contains your binaries. You can upload this to Itch.io manually.
Browser Game Settings link
For the HTML version of your game, the following configuration is required for your game to run correctly:
- Check the checkbox labeled
This file will be played in the browser
for the html version of your game (it's one of the zip files you'll upload). - Ensure that
Embed options -> SharedArrayBuffer support
is checked. - Be sure to set the
Viewport dimensions
to1280x720
for landscape games or your game will not be positioned correctly on your Itch.io page. - Be sure to set the
Viewport dimensions
to540x960
for portrait games or your game will not be positioned correctly on your Itch.io page.
For subsequent updates you can use an automated deployment to Itch.io:
./dragonruby-publish mygame
DragonRuby will package _and publish_ your game to itch.io! Tell your friends to go to your game's very own webpage and buy it!
If you make changes to your game, just re-run dragonruby-publish and it'll update the downloads for you.
Consider Adding Pause When Game is In Background link
It's a good idea to pause the game if it doesn't have focus. Here's an example of how to do that
def tick args
# if the keyboard doesn't have focus, and the game is in production mode, and it isn't the first tick
if !args.inputs.keyboard.has_focus && args.gtk.production && args.state.tick_count != 0
args.outputs.background_color = [0, 0, 0]
args.outputs.labels << { x: 640,
y: 360,
text: "Game Paused (click to resume).",
alignment_enum: 1,
r: 255, g: 255, b: 255 }
# consider setting all audio volume to 0.0
else
# perform your regular tick function
end
end
If you want your game to run at full speed even when it's in the background, add the following line to mygame/metadata/cvars.txt
:
renderer.background_sleep=0
Consider Adding a Request to Review Your Game In-Game link
Getting reviews of your game are extremely important and it's recommended that you put an option to review within the game itself. You can use args.gtk.open_url
plus a review URL. Here's an example:
def tick args
# render the review button
args.state.review_button ||= { x: 640 - 50,
y: 360 - 25,
w: 100,
h: 50,
path: :pixel,
r: 0,
g: 0,
b: 0 }
args.outputs.sprites << args.state.review_button
args.outputs.labels << { x: 640, y: 360, anchor_x: 0.5, anchor_y: 0.5, text: "Review" }
# check to see if the review button was clicked
if args.inputs.mouse.intersect_rect? args.state.review_button
# open platform specific review urls
if args.gtk.platform? :ios
# your app id is provided at Apple's Developer Portal (numeric value)
args.gtk.openurl "itms-apps://itunes.apple.com/app/idYOURGAMEID?action=write-review"
elsif args.gtk.platform? :android
# your app id is the name of your android package
args.gtk.openurl "https://play.google.com/store/apps/details?id=YOURGAMEID"
elsif args.gtk.platform? :web
# if they are playing the web version of the game, take them to the purchase page on itch
args.gtk.openurl "https://amirrajan.itch.io/YOURGAMEID/purchase"
else
# if they are playing the desktop version of the game, take them to itch's rating page
args.gtk.openurl "https://amirrajan.itch.io/YOURGAMEID/rate?source=game"
end
end
end
Deploying To Mobile Devices link
If you have a Pro subscription, you also have the capability to deploy to mobile devices.
Deploying to iOS link
To deploy to iOS, you need to have a Mac running MacOS Catalina, an iOS device, and an active/paid Developer Account with Apple. From the Console type: $wizards.ios.start
and you will be guided through the deployment process.
$wizards.ios.start env: :dev
will deploy to an iOS device connected via USB.$wizards.ios.start env: :hotload
will deploy to an iOS device connected via USB with hotload enabled.$wizards.ios.start env: :sim
will deploy to the iOS simulator.$wizards.ios.start env: :prod
will package your game for distribution via Apple's AppStore.
Deploying to Android link
To deploy to Android, you need to have an Android emulator/device, and an environment that is able to run Android SDK. dragonruby-publish
will create an APK for you. From there, you can sign the APK and install it to your device. The signing and installation procedure varies from OS to OS. Here's an example of what the command might look like:
# generating a keystore
keytool -genkey -v -keystore APP.keystore -alias mygame -keyalg RSA -keysize 2048 -validity 10000
# deploying to a local device/emulator
apksigner sign --ks mygame.keystore mygame-android.apk
adb install mygame-android.apk
# read logs of device
adb logcat -e mygame
# signing for Google Play
apksigner sign --min-sdk-version 21 --ks ./profiles/APP.keystore ./builds/APP-googleplay.aab
Deploying To Steam link
If you have a Indie or Pro subscription, you also get streamlined deployment to Steam via dragonruby-publish
. Please note that games developed using the Standard license can deploy to Steam using the Steamworks toolchain https://partner.steamgames.com/doc/store/releasing.
Testing on Your Steam Deck link
Easy Setup link
- Run
dragonruby-publish --only-package
. - Find the Linux build of your game under the
./builds
directory and load it onto an SD Card. - Restart the Steam Deck in Desktop Mode.
- Copy your game binary onto an SD card.
- Find the game on the SD card and double click binary.
Advanced Setup link
- Restart the Steam Deck in Desktop Mode.
- Open up Konsole and set an admin password via
passwd
. - Disable readonly mode:
sudo steamos-readonly disable
. - Update pacman
sudo pacman-key --populate archlinux
. - Update sshd_config
sudo vim /etc/ssh/sshd_config
and uncomment thePubkeyAuthentication yes
line. - Enable ssh:
sudo systemctl enable sshd
. - Start ssh:
sudo systemctl start sshd
. - Run
dragonruby-publish --only-package
. - Use
scp
to copy the game over from your dev machine without needing an SD Card:scp -R ./builds/SOURCE.bin deck@IP_ADDRESS:/home/deck/Downloads
Note: Steps 2 through 7 need only be done once.
Note: scp
comes pre-installed on Mac and Linux. You can download the tool for Windows from https://winscp.net/eng/index.php
Setting up the game on the Partner Site link
Getting your App ID link
You'll need to create a product on Steam. This is unfortunately manual and requires identity verification for taxation purposes. Valve offers pretty robust documentation on all this, though. Eventually, you'll have an App ID for your game.
Go to https://partner.steamgames.com/apps/view/$APPID, where $APPID is your game's App ID.
Specifing Supported Operating Systems for your game link
Find the "Supported Operating Systems" section and make sure these things are checked:
- Windows: 64 Bit Only
- macOS: 64 Bit (Intel) and Apple Silicon
- Linux: Including SteamOS
Click the "Save" button below it.
Setting up SteamPipe Depots link
Click the "SteamPipe" tab at the top of the page, click on "depots"
Click the "Add a new depot" button. Give it a name like "My Game Name Linux Depot" and take whatever depot ID it offers you.
You'll see this new depot is listed on the page now. Fix its settings:
- Language: All Languages
- For DLC: Base App
- Operating System: Linux + SteamOS
- Architecture: 64-bit OS only
- Platform: All
Do this again, make a "My Game Name Windows Depot", set it to the same things, except "Operating System," which should be "Windows," of course.
Do this again, make a "My Game Name Mac Depot", set it to the same things, except "Operating System," which should be "macOS," of course.
Push the big green "Save" button on the page. Now we have a place to upload platform-specific builds of your game.
Setting up Launch Options link
Click on the "Installation" tab near the top of the page, then "General Installation".
Under "Launch Options," click the "Add new launch option" button, edit the new section that just popped up, and set it like this:
(Whenever you see "mygamename" in here, this should be whatever your game_metadata's "gameid" value is set to. If you see "My Game Name", it's whatever your game_metadata's "gametitle" value is set to, but you'll have to check in case we mangled it to work as a filename.)
- Executable: mygamename.exe
- Launch Type: Launch (Default)
- Operating System: Windows
- CPU Architecture: 64-bit only
- Everything else can be default/blank.
Click the "Update" button on that section.
Add another launch option, as before:
- Executable: My Game Name.app
- Launch Type: Launch (Default)
- Operating System: macOS
Add another launch option, as before:
- Executable: mygamename
- Launch Type: Launch (Default)
- Operating System: Linux + SteamOS
- CPU Architecture: 64-bit only
Publish Changes link
Go to the "Publish" tab at near the top of the page. Click the "View Diffs" button and make sure it looks sane (it should just be the things we've changed in here), then click "Prepare for Publishing", then "Publish to Steam" and follow the instructions to publish these changes.
Go to https://partner.steamgames.com/apps/associated/$APPID For each package, make sure all three depots are included.
Configuring dragonruby-publish
link
You only have to do this part once when first setting up your game. Note that this capability is only available for Indie and Pro license tiers. If you have a Standard DragonRuby License, you'll need to use the Steamworks toolchains directly.
Go add a text file to your game's metadata
directory called steam_metadata.txt
... note that this file will be filtered out dragonruby-publish
packages the game and will not be distributed with the published game.
steam.publish=true
steam.branch=public
steam.username=AAA
steam.appid=BBB
steam.linux_depotid=CCC
steam.windows_depotid=DDD
steam.mac_depotid=EEE
If steam.publish is set to false
then dragonruby-publish will not attempt to upload to Steam. false
is the default if this file, or this setting, is missing.
Where "AAA" is the login name on the Steamworks Partner Site to use for publishing builds, "BBB" is your game-specific AppID provided by Steam, "CCC", "DDD", and "EEE" are the DepotIDs you created for Linux, Windows, and macOS builds, respectively.
Setting a branch live link
Once your build is uploaded, you can assign it to a specific branch through the interface on the Partner site. You can make arbitrary branches here, like "beta" or "nightly" or "fixing-weird-bug" or whatever. The one that goes to the end users without them switching branches, is "default" and you should assume this is where paying customers live, so be careful before you set a build live there.
You can have dragonruby-publish set the builds it publishes live on a branch immediately, if you prefer. Simply add...
steam.branch=XXX
...to steam_metadata.txt, where "XXX" is the branch name from the partner website. If this is blank or unspecified, it will _not_ set the build live on _any_ branch. Setting the value to public
will push to production.
A reasonable strategy is to create a (possibly passworded) branch called "staging" and have dragonruby-publish always push to there automatically. Then you can test from a Steam install, pushing as often as you like, and when you are satisfied, manually set the latest build live on default for the general public to download.
If you are feeling brave, you can always just set all published builds live on default, too. After all, if you break it, you can always just push a fix right away. :) (or use the Partner Site to roll back to a known-good build, you know.)
Publishing Build link
Run dragonuby-publish as you normally would. When it is time to publish to Steam, it will set up any tools it needs, attempt to log you into Steam, and upload the latest version of your game.
Steam login is handled by Valve's steamcmd
command line program, not dragonruby-publish
. DragonRuby does not ever have access to your login credentials. You may need to take steps to get an authorization token in place if necessary, so you don't have to deal with Steam Guard in automated build processes (documentation on how to do this is forthcoming, or read Valve's SteamCMD manual for details).
You (currently) have to set the new build live on the partner site before users will receive it. Optionally automating this step is coming soon!
Questions/Need Help? link
You probably have several. Please come visit the Discord and ask questions, and we'll do our best to help, and update this document.
DragonRuby's Philosophy link
The following tenants of DragonRuby are what set us apart from other game engines. Given that Game Toolkit is a relatively new engine, there are definitely features that are missing. So having a big check list of "all the cool things" is not this engine's forte. This is compensated with a strong commitment to the following principles.
Challenge The Status Quo link
Game engines of today are in a local maximum and don't take into consideration the challenges of this day and age. Unity and GameMaker specifically rot your brain. It's not sufficient to say:
But that's how we've always done it.
It's a hard pill to swallow, but forget blindly accepted best practices and try to figure out the underlying motivation for a specific approach to game development. Collaborate with us.
Continuity of Design link
There is a programming idiom in software called "The Pit of Success". The term normalizes upfront pain as a necessity/requirement in the hopes that the investment will yield dividends "when you become successful" or "when the code becomes more complicated". This approach to development is strongly discouraged by us. It leads to over-architected and unnecessary code; creates barriers to rapid prototyping and shipping a game; and overwhelms beginners who are new to the engine or programming in general.
DragonRuby's philosophy is to provide multiple options across the "make it fast" vs "make it right" spectrum, with incremental/intuitive transitions between the options provided. A concrete example of this philosophy would be render primitives: the spectrum of options allows renderable constructs that take the form of tuples/arrays (easy to pickup, simple, and fast to code/prototype with), hashes (a little more work, but gives you the ability to add additional properties), open and strict entities (more work than hashes, but yields cleaner apis), and finally - if you really need full power/flexibility in rendering - classes (which take the most amount of code and programming knowledge to create).
Release Early and Often link
The biggest mistake game devs make is spending too much time in isolation building their game. Release something, however small, and release it soon.
Stop worrying about everything being pixel perfect. Don't wait until your game is 100% complete. Build your game publicly and iterate. Post in the #show-and-tell channel in the community Discord. You'll find a lot of support and encouragement there.
Real artists ship. Remember that.
Sustainable And Ethical Monetization link
We all aspire to put food on the table doing what we love. Whether it is building games, writing tools to support game development, or anything in between.
Charge a fair amount of money for the things you create. It's expected and encouraged within the community. Give what you create away for free to those that can't afford it.
If you are gainfully employed, pay full price for the things you use. If you do end up getting something at a discount, pay the difference "forward" to someone else.
Sustainable And Ethical Open Source link
This goes hand in hand with sustainable and ethical monetization. The current state of open source is not sustainable. There is an immense amount of contributor burnout. Users of open source expect everything to be free, and few give back. This is a problem we want to fix (we're still trying to figure out the best solution).
So, don't be "that guy" in the Discord that says "DragonRuby should be free and open source!" You will be personally flogged by Amir.
People Over Entities link
We prioritize the endorsement of real people over faceless entities. This game engine, and other products we create, are not insignificant line items of a large company. And you aren't a generic "commodity" or "corporate resource". So be active in the community Discord and you'll reap the benefits as more devs use DragonRuby.
Building A Game Should Be Fun And Bring Happiness link
We will prioritize the removal of pain. The aesthetics of Ruby make it such a joy to work with, and we want to capture that within the engine.
Real World Application Drives Features link
We are bombarded by marketing speak day in and day out. We don't do that here. There are things that are really great in the engine, and things that need a lot of work. Collaborate with us so we can help you reach your goals. Ask for features you actually need as opposed to anything speculative.
We want DragonRuby to *actually* help you build the game you want to build (as opposed to sell you something piece of demoware that doesn't work).
Frequently Asked Questions, Comments, and Concerns link
Here are questions, comments, and concerns that frequently come up.
Frequently Asked Questions link
What is DragonRuby LLP? link
DragonRuby LLP is a partnership of four devs who came together with the goal of bringing the aesthetics and joy of Ruby, everywhere possible.
Under DragonRuby LLP, we offer a number of products (with more on the way):
- Game Toolkit (GTK): A 2D game engine that is compatible with modern gaming platforms.
- RubyMotion (RM): A compiler toolchain that allows you to build native, cross-platform mobile apps. http://rubymotion.com
All of the products above leverage a shared core called DragonRuby.
NOTE: From an official branding standpoint each one of the products is suffixed with "A DragonRuby LLP Product" tagline. Also, DragonRuby is _one word, title cased_.
NOTE: We leave the "A DragonRuby LLP Product" off of this one because that just sounds really weird.
NOTE: Devs who use DragonRuby are "Dragon Riders/Riders of Dragons". That's a bad ass identifier huh?
What is DragonRuby? link
The response to this question requires a few subparts. First we need to clarify some terms. Specifically _language specification_ vs _runtime_.
Okay... so what is the difference between a language specification and a runtime?
A runtime is an _implementation_ of a language specification. When people say "Ruby," they are usually referring to "the Ruby 3.0+ language specification implemented via the CRuby/MRI Runtime."
But, there are many Ruby Runtimes: CRuby/MRI, JRuby, Truffle, Rubinius, Artichoke, and (last but certainly not least) DragonRuby.
Okay... what language specification does DragonRuby use then?
DragonRuby's goal is to be compliant with the ISO/IEC 30170:2012 standard. It's syntax is Ruby 2.x compatible, but also contains semantic changes that help it natively interface with platform specific libraries.
So... why another runtime?
The elevator pitch is:
DragonRuby is a Multilevel Cross-platform Runtime. The "multiple levels" within the runtime allows us to target platforms no other Ruby can target: PC, Mac, Linux, Raspberry Pi, WASM, iOS, Android, Nintendo Switch, PS4, Xbox, and Stadia.
What does Multilevel Cross-platform mean?
There are complexities associated with targeting all the platforms we support. Because of this, the runtime had to be architected in such a way that new platforms could be easily added (which lead to us partitioning the runtime internally):
- Level 1 we leverage a good portion of mRuby.
- Level 2 consists of optimizations to mRuby we've made given that our target platforms are well known.
- Level 3 consists of portable C libraries and their Ruby C-Extensions.
Levels 1 through 3 are fairly commonplace in many runtime implementations (with level 1 being the most portable, and level 3 being the fastest). But the DragonRuby Runtime has taken things a bit further:
- Level 4 consists of shared abstractions around hardware I/O and operating system resources. This level leverages open source and proprietary components within Simple DirectMedia Layer (a low level multimedia component library that has been in active development for 22 years and counting).
- Level 5 is a code generation layer which creates metadata that allows for native interoperability with host runtime libraries. It also includes OS specific message pump orchestrations.
- Level 6 is a Ahead of Time/Just in Time Ruby compiler built with LLVM. This compiler outputs _very_ fast platform specific bitcode, but only supports a subset of the Ruby language specification.
These levels allow us to stay up to date with open source implementations of Ruby; provide fast, native code execution on proprietary platforms; ensure good separation between these two worlds; and provides a means to add new platforms without going insane.
Cool cool. So given that I understand everything to this point, can we answer the original question? What is DragonRuby?
DragonRuby is a Ruby runtime implementation that takes all the lessons we've learned from MRI/CRuby, and merges it with the latest and greatest compiler and OSS technologies.
How is DragonRuby different than MRI? link
DragonRuby supports a subset of MRI apis. Our target is to support all of mRuby's standard lib. There are challenges to this given the number of platforms we are trying to support (specifically console).
Does DragonRuby support Gems?
DragonRuby does not support gems because that requires the installation of MRI Ruby on the developer's machine (which is a non-starter given that we want DragonRuby to be a zero dependency runtime). While this seems easy for Mac and Linux, it is much harder on Windows and Raspberry Pi. mRuby has taken the approach of having a git repository for compatible gems and we will most likely follow suite: https://github.com/mruby/mgem-list.
Does DragonRuby have a REPL/IRB?
You can use DragonRuby's Console within the game to inspect object and execute small pieces of code. For more complex pieces of code create a file called repl.rb
and put it in mygame/app/repl.rb
:
- Any code you write in there will be executed when you change the file. You can organize different pieces of code using the
repl
method:
repl do
puts "hello world"
puts 1 + 1
end
- If you use the `repl` method, the code will be executed and the DragonRuby Console will automatically open so you can see the results (on Mac and Linux, the results will also be printed to the terminal).
- All
puts
statements will also be saved tologs/puts.txt
. So if you want to stay in your editor and not look at the terminal, or the DragonRuby Console, you cantail
this file.
4. To ignore code in repl.rb
, instead of commenting it out, prefix repl
with the letter x
and it'll be ignored.
xrepl do # <------- line is prefixed with an "x"
puts "hello world"
puts 1 + 1
end
# This code will be executed when you save the file.
repl do
puts "Hello"
end
repl do
puts "This code will also be executed."
end
# use xrepl to "comment out" code
xrepl do
puts "This code will not be executed because of the x in front of repl".
end
Does DragonRuby support pry
or have any other debugging facilities?
pry
is a gem that assumes you are using the MRI Runtime (which is incompatible with DragonRuby). Eventually DragonRuby will have a pry based experience that is compatible with a debugging infrastructure called LLDB. Take the time to read about LLDB as it shows the challenges in creating something that is compatible.
You can use DragonRuby's replay capabilities to troubleshoot:
- DragonRuby is hot loaded which gives you a very fast feedback loop (if the game throws an exception, it's because of the code you just added).
- Use
./dragonruby mygame --record
to create a game play recording that you can use to find the exception (you can replay a recording by executing./dragonruby mygame --replay last_replay.txt
or through the DragonRuby Console using$gtk.recording.start_replay "last_replay.txt"
. - DragonRuby also ships with a unit testing facility. You can invoke the following command to run a test:
./dragonruby mygame --test tests/some_ruby_file.rb
. - Get into the habit of adding debugging facilities within the game itself. You can add drawing primitives to
args.outputs.debug
that will render on top of your game but will be ignored in a production release. - Debugging something that runs at 60fps is (imo) not that helpful. The exception you are seeing could have been because of a change that occurred many frames ago.
Frequent Comments About Ruby as a Language Choice link
But Ruby is dead. link
Let's check the official source for the answer to this question: isrubydead.com: https://isrubydead.com/.
On a more serious note, Ruby's _quantity_ levels aren't what they used to be. And that's totally fine. Everyone chases the new and shiny.
What really matters is _quality/maturity_. Here's a StackOverflow Survey sorted by highest paid developers: https://insights.stackoverflow.com/survey/2021#section-top-paying-technologies-top-paying-technologies.
Let's stop making this comment shall we?
But Ruby is slow. link
That doesn't make any sense. A language specification can't be slow... it's a language spec. Sure, an _implementation/runtime_ can be slow though, but then we'd have to talk about which runtime.
Here's a some quick demonstrations of how well DragonRuby Game Toolkit Performs:
- DragonRuby vs Unity: https://youtu.be/MFR-dvsllA4
- DragonRuby vs PyGame: https://youtu.be/fuRGs6j6fPQ
Dynamic languages are slow. link
They are certainly slower than statically compiled languages. With the processing power and compiler optimizations we have today, dynamic languages like Ruby are _fast enough_.
Unless you are writing in some form of intermediate representation by hand, your language of choice also suffers this same fallacy of slow. Like, nothing is faster than a low level assembly-like language. So unless you're writing in that, let's stop making this comment.
NOTE: If you _are_ hand writing LLVM IR, we are always open to bringing on new partners with such a skill set. Email us ^_^.
Frequent Concerns link
DragonRuby is not open source. That's not right. link
The current state of open source is unsustainable. Contributors work for free, most all open source repositories are severely under-staffed, and burnout from core members is rampant.
We believe in open source very strongly. Parts of DragonRuby are in fact, open source. Just not all of it (for legal reasons, and because the IP we've created has value). And we promise that we are looking for (or creating) ways to _sustainably_ open source everything we do.
If you have ideas on how we can do this, email us!
If the reason above isn't sufficient, then definitely use something else.
All this being said, we do have parts of the engine open sourced on GitHub: https://github.com/dragonruby/dragonruby-game-toolkit-contrib/
DragonRuby is for pay. You should offer a free version. link
If you can afford to pay for DragonRuby, you should (and will). We don't tell authors that they should give us their books for free, and only require payment if we read the entire thing. It's time we stop asking that of software products.
That being said, we will _never_ put someone out financially. We have income assistance for anyone that can't afford a license to any one of our products.
You qualify for a free, unrestricted license to DragonRuby products if any of the following items pertain to you:
- Your income is below $2,000.00 (USD) per month.
- You are under 18 years of age.
- You are a student of any type: traditional public school, home schooling, college, bootcamp, or online.
- You are a teacher, mentor, or parent who wants to teach a kid how to code.
- You work/worked in public service or at a charitable organization: for example public office, army, or any 501(c)(3) organization.
Just contact Amir at [email protected] with a short explanation of your current situation and he'll set you up. No questions asked.
But still, you should offer a free version. So I can try it out and see if I like it. link
You can try our web-based sandbox environment at http://fiddle.dragonruby.org. But it won't do the runtime justice. Or just come to our Discord Channel at http://discord.dragonruby.org and ask questions. We'd be happy to have a one on one video chat with you and show off all the cool stuff we're doing.
Seriously just buy it. Get a refund if you don't like it. We make it stupid easy to do so.
I still think you should do a free version. Think of all people who would give it a shot. link
Free isn't a sustainable financial model. We don't want to spam your email. We don't want to collect usage data off of you either. We just want to provide quality toolchains to quality developers (as opposed to a large quantity of developers).
The people that pay for DragonRuby and make an effort to understand it are the ones we want to build a community around, partner with, and collaborate with. So having that small monetary wall deters entitled individuals that don't value the same things we do.
What if I build something with DragonRuby, but DragonRuby LLP becomes insolvent. link
We want to be able to work on the stuff we love, every day of our lives. And we'll go to great lengths to make that continues.
But, in the event that sad day comes, our partnership bylaws state that _all_ DragonRuby IP that can be legally open sourced, will be released under a permissive license.
RECIPIES: link
How To Determine What Frame You Are On link
There is a property on state
called tick_count
that is incremented by DragonRuby every time the tick
method is called. The following code renders a label that displays the current tick_count
.
def tick args
args.outputs.labels << [10, 670, "#{args.state.tick_count}"]
end
How To Get Current Framerate link
Current framerate is a top level property on the Game Toolkit Runtime and is accessible via args.gtk.current_framerate
.
def tick args
args.outputs.labels << [10, 710, "framerate: #{args.gtk.current_framerate.round}"]
end
How To Render A Sprite Using An Array link
All file paths should use the forward slash /
*not* backslash . Game Toolkit includes a number of sprites in the
sprites
folder (everything about your game is located in the mygame
directory).
The following code renders a sprite with a width
and height
of 100
in the center of the screen.
args.outputs.sprites
is used to render a sprite.
NOTE: Rendering using an Array
is "quick and dirty". It's generally recommended that you render using Hashes
long term.
def tick args
args.outputs.sprites << [
640 - 50, # X
360 - 50, # Y
100, # W
100, # H
'sprites/square-blue.png' # PATH
]
end
Rendering a Sprite Using a Hash
link
Using ordinal positioning can get a little unruly given so many properties you have control over.
You can represent a sprite as a Hash
:
def tick args
args.outputs.sprites << {
x: 640 - 50,
y: 360 - 50,
w: 100,
h: 100,
path: 'sprites/square-blue.png',
angle: 0,
a: 255,
r: 255,
g: 255,
b: 255,
# source_ properties have origin of bottom left
source_x: 0,
source_y: 0,
source_w: -1,
source_h: -1,
# tile_ properties have origin of top left
tile_x: 0,
tile_y: 0,
tile_w: -1,
tile_h: -1,
flip_vertically: false,
flip_horizontally: false,
angle_anchor_x: 0.5,
angle_anchor_y: 1.0,
blendmode_enum: 1
# labels anchor/alignment (default is nil)
anchor_x: 0.5,
anchor_y: 0.5
}
end
The blendmode_enum
value can be set to 0
(no blending), 1
(alpha blending), 2
(additive blending), 3
(modulo blending), 4
(multiply blending).
How To Render A Label link
args.outputs.labels
is used to render labels.
Labels are how you display text. This code will go directly inside of the def tick args
method.
NOTE: Rendering using an Array
is "quick and dirty". It's generally recommended that you render using Hashes
long term.
Here is the minimum code:
def tick args
# X Y TEXT
args.outputs.labels << [640, 360, "I am a black label."]
end
A Colored Label link
def tick args
# A colored label
# X Y TEXT, RED GREEN BLUE ALPHA
args.outputs.labels << [640, 360, "I am a redish label.", 255, 128, 128, 255]
end
Extended Label Properties link
def tick args
# A colored label
# X Y TEXT SIZE ALIGNMENT RED GREEN BLUE ALPHA FONT FILE
args.outputs.labels << [
640, # X
360, # Y
"Hello world", # TEXT
0, # SIZE_ENUM
1, # ALIGNMENT_ENUM
0, # RED
0, # GREEN
0, # BLUE
255, # ALPHA
"fonts/coolfont.ttf" # FONT
]
end
A SIZE_ENUM
of 0
represents "default size". A negative
value will decrease the label size. A positive
value will increase the label's size.
An ALIGNMENT_ENUM
of 0
represents "left aligned". 1
represents "center aligned". 2
represents "right aligned".
Rendering A Label As A Hash
link
You can add additional metadata about your game within a label, which requires you to use a `Hash` instead.
If you use a Hash
to render a label, you can set the label's size using either SIZE_ENUM
or SIZE_PX
. If both options are provided, SIZE_PX
will be used.
def tick args
args.outputs.labels << {
x: 200,
y: 550,
text: "dragonruby",
# size specification can be either size_enum or size_px
size_enum: 2,
size_px: 22,
alignment_enum: 1,
r: 155,
g: 50,
b: 50,
a: 255,
font: "fonts/manaspc.ttf",
vertical_alignment_enum: 0, # 0 is bottom, 1 is middle, 2 is top
anchor_x: 0.5,
anchor_y: 0.5
# You can add any properties you like (this will be ignored/won't cause errors)
game_data_one: "Something",
game_data_two: {
value_1: "value",
value_2: "value two",
a_number: 15
}
}
end
Getting The Size Of A Piece Of Text link
You can get the render size of any string using args.gtk.calcstringbox
.
def tick args
# TEXT SIZE_ENUM FONT
w, h = args.gtk.calcstringbox("some string", 0, "font.ttf")
# NOTE: The SIZE_ENUM and FONT are optional arguments.
# Render a label showing the w and h of the text:
args.outputs.labels << [
10,
710,
# This string uses Ruby's string interpolation literal: #{}
"'some string' has width: #{w}, and height: #{h}."
]
end
Rendering Labels With New Line Characters And Wrapping link
You can use a strategy like the following to create multiple labels from a String.
def tick args
long_string = "Lorem ipsum dolor sit amet, consectetur adipiscing elitteger dolor velit, ultricies vitae libero vel, aliquam imperdiet enim."
max_character_length = 30
long_strings_split = args.string.wrapped_lines long_string, max_character_length
args.outputs.labels << long_strings_split.map_with_index do |s, i|
{ x: 10, y: 600 - (i * 20), text: s }
end
end
How To Play A Sound link
Sounds that end .wav
will play once:
def tick args
# Play a sound every second
if (args.state.tick_count % 60) == 0
args.outputs.sounds << 'something.wav'
end
end
Sounds that end .ogg
is considered background music and will loop:
def tick args
# Start a sound loop at the beginning of the game
if args.state.tick_count == 0
args.outputs.sounds << 'background_music.ogg'
end
end
If you want to play a .ogg
once as if it were a sound effect, you can do:
def tick args
# Play a sound every second
if (args.state.tick_count % 60) == 0
args.gtk.queue_sound 'some-ogg.ogg'
end
end
Using args.state
To Store Your Game State link
args.state
is a open data structure that allows you to define properties that are arbitrarily nested. You don't need to define any kind of class
.
To initialize your game state, use the ||=
operator. Any value on the right side of ||=
will only be assigned _once_.
To assign a value every frame, just use the =
operator, but _make sure_ you've initialized a default value.
def tick args
# initialize your game state ONCE
args.state.player.x ||= 0
args.state.player.y ||= 0
args.state.player.hp ||= 100
# increment the x position of the character by one every frame
args.state.player.x += 1
# Render a sprite with a label above the sprite
args.outputs.sprites << [
args.state.player.x,
args.state.player.y,
32, 32,
"player.png"
]
args.outputs.labels << [
args.state.player.x,
args.state.player.y - 50,
args.state.player.hp
]
end
Accessing files link
DragonRuby uses a sandboxed filesystem which will automatically read from and write to a location appropriate for your platform so you don't have to worry about theses details in your code. You can just use gtk.read_file
, gtk.write_file
, and gtk.append_file
with a relative path and the engine will take care of the rest.
The data directories that will be written to in a production build are:
- Windows:
C:\Users\[username]\AppData\Roaming\[devtitle]\[gametitle]
- MacOS:
$HOME/Library/Application Support/[gametitle]
- Linux:
$HOME/.local/share/[gametitle]
- HTML5: The data will be written to the browser's IndexedDB.
The values in square brackets are the values you set in your app/metadata/game_metadata.txt
file.
When reading files, the engine will first look in the game's data directory and then in the game directory itself. This means that if you write a file to the data directory that already exists in your game directory, the file in the data directory will be used instead of the one that is in your game.
When running a development build you will directly write to your game directory (and thus overwrite existing files). This can be useful for built-in development tools like level editors.
For more details on the implementation of the sandboxed filesystem, see Ryan C. Gordon's PhysicsFS documentation: https://icculus.org/physfs/
IMPORTANT: File access functions are sandoxed and assume that the dragonruby
binary lives alongside the game you are building. Do not expect file access functions to return correct values if you are attempting to run the dragonruby
binary from a shared location. It's recommended that the directory structure contained in the zip is not altered and games are built using that starter template.
Troubleshoot Performance link
- If you're using
Array
s for your primitives (args.outputs.sprites << []
), useHash
instead (args.outputs.sprites << { x: ... }
). - If you're using
Entity
for your primitives (args.outputs.sprites << args.state.new_entity
), useStrictEntity
instead (args.outputs.sprites << args.state.new_entity_strict
). - Use
.each
instead of.map
if you don't care about the return value. - When concatenating primitives to outputs, do them in bulk. Instead of:
args.state.bullets.each do |bullet|
args.outputs.sprites << bullet.sprite
end
do
args.outputs.sprites << args.state.bullets.map do |b|
b.sprite
end
- Use
args.outputs.static_
variant for things that don't change often (take a look at the Basic Gorillas sample app and Dueling Starships sample app to see howstatic_
is leveraged. - Consider using a
render_target
if you're doing some form of a camera that moves a lot of primitives (take a look at the Render Target sample apps for more info). - Avoid deleting or adding to an array during iteration. Instead of:
args.state.fx_queue |fx|
fx.count_down ||= 255
fx.countdown -= 5
if fx.countdown < 0
args.state.fx_queue.delete fx
end
end
Do:
args.state.fx_queue |fx|
fx.count_down ||= 255
fx.countdown -= 5
end
args.state.fx_queue.reject! { |fx| fx.countdown < 0 }
Outputs (args.outputs
) link
Outputs is how you render primitives to the screen. The minimal setup for rendering something to the screen is via a tick
method defined in mygame/app/main.rb
def tick args
args.outputs.solids << { x: 0, y: 0, w: 100, h: 100 }
args.outputs.sprites << { x: 100, y: 100, w: 100, h: 100, path: "sprites/square/blue.png" }
args.outputs.labels << { x: 200, y: 200, text: "Hello World" }
args.outputs.borders << { x: 0, y: 0, w: 100, h: 100 }
args.outputs.lines << { x: 300, y: 300, x2: 400, y2: 400 }
end
Render Order link
Primitives are rendered first-in, first-out. The rendering order (sorted by bottom-most to top-most):
solids
sprites
primitives
: Accepts all render primitives. Useful when you want to bypass the default rendering orders for rendering (eg. rendering solids on top of sprites).labels
lines
borders
debug
: Accepts all render primitives. Use this to render primitives for debugging (production builds of your game will not render this layer).
solids
link
Add primitives to this collection to render a solid to the screen.
Rendering a solid using an Array link
Creates a solid black rectangle located at 100, 100. 160 pixels wide and 90 pixels tall.
def tick args
# X Y WIDTH HEIGHT
args.outputs.solids << [100, 100, 160, 90]
end
Rendering a solid using an Array with colors and alpha link
The value for the color and alpha is a number between 0
and 255
. The alpha property is optional and will be set to 255
if not specified.
Creates a green solid rectangle with an opacity of 50%.
def tick args
# X Y WIDTH HEIGHT RED GREEN BLUE ALPHA
args.outputs.solids << [100, 100, 160, 90, 0, 255, 0, 128]
end
Rendering a solid using a Hash link
If you want a more readable invocation. You can use the following hash to create a solid. Any parameters that are not specified will be given a default value. The keys of the hash can be provided in any order.
def tick args
args.outputs.solids << {
x: 0,
y: 0,
w: 100,
h: 100,
r: 0,
g: 255,
b: 0,
a: 255,
anchor_x: 0,
anchor_y: 0,
blendmode_enum: 1
}
end
Rendering a solid using a Class link
You can also create a class with solid properties and render it as a primitive. ALL properties must be on the class. *Additionally*, a method called primitive_marker
must be defined on the class.
Here is an example:
# Create type with ALL solid properties AND primitive_marker
class Solid
attr_accessor :x, :y, :w, :h, :r, :g, :b, :a, :anchor_x, :anchor_y, :blendmode_enum
def primitive_marker
:solid # or :border
end
end
# Inherit from type
class Square < Solid
# constructor
def initialize x, y, size
self.x = x
self.y = y
self.w = size
self.h = size
end
end
def tick args
# render solid/border
args.outputs.solids << Square.new(10, 10, 32)
end
borders
link
Add primitives to this collection to render an unfilled solid to the screen. Take a look at the documentation for Outputs#solids.
The only difference between the two primitives is where they are added.
Instead of using args.outputs.solids
:
def tick args
# X Y WIDTH HEIGHT
args.outputs.solids << [100, 100, 160, 90]
end
You have to use args.outputs.borders
:
def tick args
# X Y WIDTH HEIGHT
args.outputs.borders << [100, 100, 160, 90]
end
sprites
link
Add primitives to this collection to render a sprite to the screen.
Rendering a sprite using an Array link
Creates a sprite of a white circle located at 100, 100. 160 pixels wide and 90 pixels tall.
def tick args
# X Y WIDTH HEIGHT PATH
args.outputs.sprites << [100, 100, 160, 90, "sprites/circle/white.png"]
end
Rendering a sprite using a Hash link
If you want a more readable (and faster) invocation, you can use the following hash to create a sprite. Any parameters that are not specified will be given a default value. The keys of the hash can be provided in any order.
def tick args
args.outputs.sprites << {
x: 0,
y: 0,
w: 100,
h: 100,
path: "sprites/circle/white.png",
angle: 0,
a: 255,
r: 0,
g: 255,
b: 0
}
end
Here are all the properties that you can set on a sprite. The only required ones are x
, y
, w
, h
, and path
.
Required properties
x
: X position of the sprite. Note: the botton left corner of the sprite is used for positioning (this can be changed usinganchor_x
, andanchor_y
).y
: Y position of the sprite. Note: The origin 0,0 is at the bottom left corner. Settingy
to a higher value will move the sprite upwards.w
: The render width.h
: The render height.path
: The path of the sprite relative to the game folder.
Anchors and Rotations
flip_horizonally
: This value can be eithertrue
orfalse
and controls if the sprite will be flipped horizontally (default value is false).flip_vertically
: This value can be eithertrue
orfalse
and controls if the sprite will be flipped horizontally (default value is false).anchor_x
: Used to determine anchor point of the sprite's X position (relative to the render width).anchor_y
: Used to determine anchor point of the sprite's Y position (relative to the render height).angle
: Rotation of the sprite in degrees (default value is 0). Rotation occurs around the center of the sprite. The point of rotation can be changed usingangle_anchor_x
andangle_anchor_y
.angle_anchor_x
: Controls the point of rotation for the sprite (relative to the render width).angle_anchor_y
: Controls the point of rotation for the sprite (relative to the render height).
Here's an example of rendering a 80x80 pixel sprite in the center of the screen:
def tick args
args.outputs.sprites << {
x: 640 - 40, # the logical center of the screen horizontally is 640, minus half the width of the sprite
y: 360 - 40, # the logical center of the screen vertically is 360, minus half the height of the sprite
w: 80,
h: 80,
path: "sprites/square/blue.png"
}
end
Instead of computing the offset, you can use anchor_x
, and anchor_y
to center the sprite. The following is equivalent to the code above:
def tick args
args.outputs.sprites << {
x: 640,
y: 360,
w: 80,
h: 80,
path: "sprites/square/blue.png",
anchor_x: 0.5, # position horizontally at 0.5 of the sprite's width
anchor_y: 0.5 # position vertically at 0.5 of the sprite's height
}
end
Cropping Properties
tile_(x|y|w|h)
: Defines the crop area to use for a sprite. The origin fortile_
properties uses the TOP LEFT as its origin (useful for cropping tiles from a sprite sheet).source_(x|y|w|h)
: Defines the crop area to use for a sprite. The origin fortile_
properties uses the BOTTOM LEFT as its origin.
See the sample apps under ./samples/03_rendering_sprites
for examples of how to use this properties non-trivially.
Blending Options
a
: Alpha/transparency of the sprite from 0 to 255 (default value is 255).r
: Level of red saturation for the sprite (default value is 255). Example: Setting the value to zero will remove all red coloration from the sprite.g
: Level of green saturation for the sprite (default value is 255).b
: Level of blue saturation for the sprite (default value is 255).blendmode_enum
: Valid options are0
: no blending,1
: default/alpha blending,2
: addative blending,3
: modulo blending,4
: multiply blending.
The following sample apps show how blendmode_enum
can be leveraged to create coloring and lighting effects:
./samples/07_advanced_rendering/11_blend_modes
./samples/07_advanced_rendering/13_lighting
Triagles (Indie, Pro Feature)
Sprites can be rendered as triangles at the Indie and Pro License Tiers. To rendering using triangles, instead of providing a w
, h
property, provide x2
, y2
, x3
, y3
. This applies for positioning and cropping.
Here is an example:
def tick args
args.outputs.sprites << {
x: 0,
y: 0,
x2: 80,
y2: 0,
x3: 0,
y3: 80,
source_x: 0,
source_y: 0,
source_x2: 80,
source_y2: 0,
source_x3: 0,
source_y3: 80,
path: "sprites/square/blue.png"
}
end
For more example of rendering using triangles see:
./samples/07_advanced_rendering/14_triangles
./samples/07_advanced_rendering/15_triangles_trapezoid
./samples/07_advanced_rendering/16_matrix_and_triangles_2d
./samples/07_advanced_rendering/16_matrix_and_triangles_3d
./samples/07_advanced_rendering/16_matrix_cubeworld
Rendering a sprite using a Class link
You can also create a class with solid/border properties and render it as a primitive. ALL properties must be on the class. *Additionally*, a method called primitive_marker
must be defined on the class.
Here is an example:
# Create type with ALL sprite properties AND primitive_marker
class Sprite
attr_accessor :x, :y, :w, :h, :path, :angle, :a, :r, :g, :b, :tile_x,
:tile_y, :tile_w, :tile_h, :flip_horizontally,
:flip_vertically, :angle_anchor_x, :angle_anchor_y, :id,
:angle_x, :angle_y, :z,
:source_x, :source_y, :source_w, :source_h, :blendmode_enum,
:source_x2, :source_y2, :source_x3, :source_y3, :x2, :y2, :x3, :y3,
:anchor_x, :anchor_y
def primitive_marker
:sprite
end
end
# Inherit from type
class Circle < Sprite
# constructor
def initialize x, y, size, path
self.x = x
self.y = y
self.w = size
self.h = size
self.path = path
end
def serialize
{x:self.x, y:self.y, w:self.w, h:self.h, path:self.path}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
def tick args
# render circle sprite
args.outputs.sprites << Circle.new(10, 10, 32,"sprites/circle/white.png")
end
attr_sprite
link
The attr_sprite
class macro adds all properties needed to render a sprite to a class. This removes the need to manually define all sprites properties that DragonRuby offers for rendering.
Instead of manually defining the properties, you can represent a sprite using the attr_sprite
class macro:
class BlueSquare
# invoke the helper function at the class level for
# anything you want to represent as a sprite
attr_sprite
def initialize(x: 0, y: 0, w: 0, h: 0k
@x = x
@y = y
@w = w
@h = h
@path = 'sprites/square-blue.png'
end
end
def tick args
args.outputs.sprites << BlueSquare.new(x: 640 - 50,
y: 360 - 50,
w: 50,
h: 50)
end
labels
link
Add primitives to this collection to render a label.
Rendering a label using an Array link
Labels represented as Arrays/Tuples:
def tick args
# X Y TEXT SIZE_ENUM
args.outputs.labels << [175 + 150, 610 - 50, "Smaller label.", 0]
end
Here are all the properties that you can set with a label represented as an Array. It's recommended to move over to using Hashes once you've specified a lot of properties.
def tick args
args.outputs.labels << [
640, # X
360, # Y
"Hello world", # TEXT
0, # SIZE_ENUM
1, # ALIGNMENT_ENUM
0, # RED
0, # GREEN
0, # BLUE
255, # ALPHA
"fonts/coolfont.ttf" # FONT
]
end
d
Rendering a label using a Hash link
def tick args
args.outputs.labels << {
x: 200,
y: 550,
text: "dragonruby",
size_enum: 2,
alignment_enum: 1, # 0 = left, 1 = center, 2 = right
r: 155,
g: 50,
b: 50,
a: 255,
font: "fonts/manaspc.ttf",
vertical_alignment_enum: 0 # 0 = bottom, 1 = center, 2 = top
}
end
Screenshots
link
Add a hash to this collection to take a screenshot and save as png file. The keys of the hash can be provided in any order.
def tick args
args.outputs.screenshots << {
x: 0, y: 0, w: 100, h: 100, # Which portion of the screen should be captured
path: 'screenshot.png', # Output path of PNG file (inside game directory)
r: 255, g: 255, b: 255, a: 0 # Optional chroma key
}
end
Chroma key (Making a color transparent) link
By specifying the r, g, b and a keys of the hash you change the transparency of a color in the resulting PNG file. This can be useful if you want to create files with transparent background like spritesheets. The transparency of the color specified by r
, g
, b
will be set to the transparency specified by a
.
The example above sets the color white (255, 255, 255) as transparent.
Inputs (args.inputs
) link
Access using input using args.inputs
.
last_active
link
This function returns the last active input which will be set to either :keyboard
, :mouse
, or :controller
. The function is helpful when you need to present on screen instructions based on the input the player chose to play with.
def tick args
if args.inputs.last_active == :controller
args.outputs.labels << { x: 60, y: 60, text: "Use the D-Pad to move around." }
else
args.outputs.labels << { x: 60, y: 60, text: "Use the arrow keys to move around." }
end
end
:mouse
, or :controller
. The function is helpful when you need to present on screen instructions based on the input the player chose to play with.
locale
link
Returns the ISO 639-1 two-letter langauge code based on OS preferences. Refer to the following link for locale strings: https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes).
Defaults to "en" if locale can't be retrieved (args.inputs.locale_raw
will be nil in this case).
up
link
Returns true
if: the up
arrow or w
key is pressed or held on the keyboard
; or if up
is pressed or held on controller_one
; or if the left_analog
on controller_one
is tilted upwards.
down
link
Returns true
if: the down
arrow or s
key is pressed or held on the keyboard
; or if down
is pressed or held on controller_one
; or if the left_analog
on controller_one
is tilted downwards.
left
link
Returns true
if: the left
arrow or a
key is pressed or held on the keyboard
; or if left
is pressed or held on controller_one
; or if the left_analog
on controller_one
is tilted to the left.
right
link
Returns true
if: the right
arrow or d
key is pressed or held on the keyboard
; or if right
is pressed or held on controller_one
; or if the left_analog
on controller_one
is tilted to the right.
left_right
link
Returns -1
(left), 0
(neutral), or +1
(right) depending on results of args.inputs.left
and args.inputs.right
.
args.state.player[:x] += args.inputs.left_right * args.state.speed
up_down
link
Returns -1
(down), 0
(neutral), or +1
(up) depending on results of args.inputs.down
and args.inputs.up
.
args.state.player[:y] += args.inputs.up_down * args.state.speed
text
link
Returns a string that represents the last key that was pressed on the keyboard.
Mouse (args.inputs.mouse
) link
Represents the user's mouse.
has_focus
link
Return's true if the game has mouse focus.
x
link
Returns the current x
location of the mouse.
y
link
Returns the current y
location of the mouse.
inside_rect? rect
link
Return. args.inputs.mouse.inside_rect?
takes in any primitive that responds to x, y, w, h
:
inside_circle? center_point, radius
link
Returns true
if the mouse is inside of a specified circle. args.inputs.mouse.inside_circle?
takes in any primitive that responds to x, y
(which represents the circle's center), and takes in a radius
:
moved
link
Returns true
if the mouse has moved on the current frame.
button_left
link
Returns true
if the left mouse button is down.
button_middle
link
Returns true
if the middle mouse button is down.
button_right
link
Returns true
if the right mouse button is down.
button_bits
link
Returns a bitmask for all buttons on the mouse: 1
for a button in the down
state, 0
for a button in the up
state.
wheel
link
Represents the mouse wheel. Returns nil
if no mouse wheel actions occurred. Otherwise args.inputs.mouse.wheel
will return a Hash
with x
, and y
(representing movement on each axis).
click
OR down
, previous_click
, up
link
The properties args.inputs.mouse.(click|down|previous_click|up)
each return nil
if the mouse button event didn't occur. And return an Entity that has an x
, y
properties along with helper functions to determine collision: inside_rect?
, inside_circle
. This value will be true if any of the mouse's buttons caused these events. To scope to a specific button use .button_left
, .button_middle
, .button_right
, or .button_bits
.
Touch link
The following touch apis are available on touch devices (iOS, Android, Mobile Web, Surface).
args.inputs.touch
link
Returns a Hash
representing all touch points on a touch device.
args.inputs.finger_left
link
Returns a Hash
with x
and y
denoting a touch point that is on the left side of the screen.
args.inputs.finger_right
link
Returns a Hash
with x
and y
denoting a touch point that is on the right side of the screen.
Controller (args.inputs.controller_(one-four)
) link
Represents controllers connected to the usb ports.
active
link
Returns true if any of the controller's buttons were used.
up
link
Returns true
if up
is pressed or held on the directional or left analog.
down
link
Returns true
if down
is pressed or held on the directional or left analog.
left
link
Returns true
if left
is pressed or held on the directional or left analog.
right
link
Returns true
if right
is pressed or held on the directional or left analog.
left_right
link
Returns -1
(left), 0
(neutral), or +1
(right) depending on results of args.inputs.controller_(one-four).left
and args.inputs.controller_(one-four).right
.
up_down
link
Returns -1
(down), 0
(neutral), or +1
(up) depending on results of args.inputs.controller_(one-four).up
and args.inputs.controller_(one-four).down
.
(left|right)_analog_x_raw
link
Returns the raw integer value for the analog's horizontal movement (-32,000 to +32,000
).
(left|right)_analog_y_raw
link
Returns the raw integer value for the analog's vertical movement (-32,000 to +32,000
).
(left|right)_analog_x_perc
link
Returns a number between -1
and 1
which represents the percentage the analog is moved horizontally as a ratio of the maximum horizontal movement.
(left|right)_analog_y_perc
link
Returns a number between -1
and 1
which represents the percentage the analog is moved vertically as a ratio of the maximum vertical movement.
directional_up
link
Returns true
if up
is pressed or held on the directional.
directional_down
link
Returns true
if down
is pressed or held on the directional.
directional_left
link
Returns true
if left
is pressed or held on the directional.
directional_right
link
Returns true
if right
is pressed or held on the directional.
(a|b|x|y|l1|r1|l2|r2|l3|r3|start|select)
link
Returns true
if the specific button is pressed or held.
truthy_keys
link
Returns a collection of Symbol
s that represent all keys that are in the pressed or held state.
key_down
link
Returns true
if the specific button was pressed on this frame. args.inputs.controller_(one-four).key_down.BUTTON
will only be true on the frame it was pressed.
key_held
link
Returns true
if the specific button is being held. args.inputs.controller_(one-four).key_held.BUTTON
will be true for all frames after key_down
(until released).
key_up
link
Returns true
if the specific button was released. args.inputs.controller_(one-four).key_up.BUTTON
will be true only on the frame the button was released.
Keyboard (args.inputs.keyboard
) link
Represents the user's keyboard.
active
link
Returns Kernel.tick_count
(args.state.tick_count
) if any keys on the keyboard were pressed.
has_focus
link
Returns true
if the game has keyboard focus.
up
link
Returns true
if up
or w
is pressed or held on the keyboard.
down
link
Returns true
if down
or s
is pressed or held on the keyboard.
left
link
Returns true
if left
or a
is pressed or held on the keyboard.
right
link
Returns true
if right
or d
is pressed or held on the keyboard.
left_right
link
Returns -1
(left), 0
(neutral), or +1
(right) depending on results of args.inputs.keyboard.left
and args.inputs.keyboard.right
.
up_down
link
Returns -1
(left), 0
(neutral), or +1
(right) depending on results of args.inputs.keyboard.up
and args.inputs.keyboard.up
.
keyboard properties link
The following properties represent keys on the keyboard and are available on args.inputs.keyboard.KEY
, args.inputs.keyboard.key_down.KEY
, args.inputs.keyboard.key_held.KEY
, and args.inputs.keyboard.key_up.KEY
:
alt
meta
control
shift
ctrl_KEY
(dynamic method, egargs.inputs.keyboard.ctrl_a
)exclamation_point
zero
-nine
backspace
delete
escape
enter
tab
(open|close)_round_brace
(open|close)_curly_brace
(open|close)_square_brace
colon
semicolon
equal_sign
hyphen
space
dollar_sign
double_quotation_mark
single_quotation_mark
backtick
tilde
period
comma
pipe
underscore
a
-z
shift
control
alt
meta
left
right
up
down
pageup
pagedown
plus
at
forward_slash
back_slash
asterisk
less_than
greater_than
carat
ampersand
superscript_two
circumflex
question_mark
section_sign
ordinal_indicator
raw_key
(unique numeric identifier for key)left_right
up_down
directional_vector
truthy_keys
(array ofSymbols
)
char
link
Method is available under inputs.key_down
, inputs.key_held
, and inputs.key_up
. Take note that
args.inputs.keyboard.key_held.char
will only return the ascii value of the last key that was held. Use args.inputs.keyboard.key_held.truthy_keys
to get an Array
of Symbols
representing all keys being held.
To get a picture of all key states args.inputs.keyboard.keys
returns a Hash
with the following keys: :down
, :held
, :down_or_held
, :up
.
NOTE: args.inputs.keyboard.key_down.char
will be set in line with key repeat behavior of your OS.
This is a demonstration of the behavior (see ./samples/02_input_basics/01_keyboard
for a more detailed example):
def tick args
# uncomment the line below to see the value changes at a slower rate
# $gtk.slowmo! 30
keyboard = args.inputs.keyboard
args.outputs.labels << { x: 30,
y: 720,
text: "use the J key to test" }
args.outputs.labels << { x: 30,
y: 720 - 30,
text: "key_down.char: #{keyboard.key_down.char.inspect}" }
args.outputs.labels << { x: 30,
y: 720 - 60,
text: "key_down.j: #{keyboard.key_down.j}" }
args.outputs.labels << { x: 30,
y: 720 - 30,
text: "key_held.char: #{keyboard.key_held.char.inspect}" }
args.outputs.labels << { x: 30,
y: 720 - 60,
text: "key_held.j: #{keyboard.key_held.j}" }
args.outputs.labels << { x: 30,
y: 720 - 30,
text: "key_up.char: #{keyboard.key_up.char.inspect}" }
args.outputs.labels << { x: 30,
y: 720 - 60,
text: "key_up.j: #{keyboard.key_up.j}" }
end
keys
link
Returns a Hash
with all keys on the keyboard in their respective state. The Hash
contains the following keys
:down
:held
:down_or_held
:up
Runtime
(args.gtk
) link
The GTK::Runtime
class is the core of DragonRuby. It is globally accessible via $gtk
or inside of the tick
method through args
.
def tick args
args.gtk # accessible like this
$gtk # or like this
end
Class Macros link
The following class macros are available within DragonRuby.
attr
link
The attr
class macro is an alias to attr_accessor
.
Instead of:
class Player
attr_accessor :hp, :armor
end
You can do:
class Player
attr :hp, :armor
end
attr_gtk
link
As the size/complexity of your game increases. You may want to create classes to organize everything. The attr_gtk
class macro adds DragonRuby's environment methods (such as args.state
, args.inputs
, args.outputs
, args.audio
, etc) to your class so you don't have to pass args
around everwhere.
Instead of:
class Game
def tick args
defaults args
calc args
render args
end
def defaults args
args.state.space_pressed_at ||= 0
end
def calc args
if args.inputs.keyboard.key_down.space
args.state.space_pressed_at = args.state.tick_count
end
end
def render args
if args.state.space_pressed_at == 0
args.outputs.labels << { x: 100, y: 100,
text: "press space" }
else
args.outputs.labels << { x: 100, y: 100,
text: "space was pressed at: #{args.state.space_pressed_at}" }
end
end
end
def tick args
$game ||= Game.new
$game.tick args
end
You can do:
class Game
attr_gtk # attr_gtk class macro
def tick
defaults
calc
render
end
def defaults
state.space_pressed_at ||= 0
end
def calc
if inputs.keyboard.key_down.space
state.space_pressed_at = state.tick_count
end
end
def render
if state.space_pressed_at == 0
outputs.labels << { x: 100, y: 100,
text: "press space" }
else
outputs.labels << { x: 100, y: 100,
text: "space was pressed at: #{state.space_pressed_at}" }
end
end
end
def tick args
$game ||= Game.new
$game.args = args # set args property on game
$game.tick # call tick without passing in args
end
$game = nil
Indie and Pro Functions link
The following functions are only available at the Indie and Pro License tiers.
get_pixels
link
Given a file_path
to a sprite, this function returns a one dimensional array of hexadecimal values representing the ARGB of each pixel in a sprite.
See the following sample app for a full demonstration of how to use this function: ./samples/07_advanced_rendering/06_pixel_arrays_from_file
dlopen
link
Loads a precompiled C Extension into your game.
See the sample apps at ./samples/12_c_extensions
for detailed walkthroughs of creating C extensions.
Environment and Utility Functions link
The following functions will help in interacting with the OS and rendering pipeline.
calcstringbox
link
Returns the render width and render height as a tuple for a piece of text. The parameters this method takes are:
text
: the text you want to get the width and height of.size_enum
: number representing the render size for the text. This parameter is optional and defaults to0
which represents a baseline font size in units specific to DragonRuby (a negative value denotes a size smaller than what would be comfortable to read on a handheld device postive values above0
represent larger font sizes).font
: path to a font file that the width and height will be based off of. This field is optional and defaults to the DragonRuby's default font.
def tick args
text = "a piece of text"
size_enum = 5 # "large font size"
# path is relative to your game directory (eg mygame/fonts/courier-new.ttf)
font = "fonts/courier-new.ttf"
# get the render width and height
string_w, string_h = args.gtk.calcstringbox text, size_enum, font
# render the label
args.outputs.labels << {
x: 100,
y: 100,
text: text,
size_enum: size_enum,
font: font
}
# render a border around the label based on the results from calcstringbox
args.outputs.borders << {
x: 100,
y: 100,
w: string_w,
h: string_h,
r: 0,
g: 0,
b: 0
}
end
request_quit
link
Call this function to exit your game. You will be given one additional tick if you need to perform any housekeeping before that game closes.
def tick args
# exit the game after 600 frames (10 seconds)
if args.state.tick_count == 600
args.gtk.request_quit
end
end
quit_requested?
link
This function will return true
if the game is about to exit (either from the user closing the game or if request_quit
was invoked).
set_window_fullscreen
link
This function takes in a single boolean parameter. true
to make the game fullscreen, false
to return the game back to windowed mode.
def tick args
# make the game full screen after 600 frames (10 seconds)
if args.state.tick_count == 600
args.gtk.set_window_fullscreen true
end
# return the game to windowed mode after 20 seconds
if args.state.tick_count == 1200
args.gtk.set_window_fullscreen false
end
end
window_fullscreen?
link
Returns true if the window is currently in fullscreen mode.
set_window_scale
link
This function takes in a float value and uses that to resize the game window to a percentage of 1280x720 (or 720x1280 in portrait mode). The valid scale options are 0.1, 0.25, 0.5, 0.75, 1.25, 1.5, 2.0, 2.5, 3.0, and 4.0. The float value you pass in will be floored to the nearest valid scale option.
platform?
link
You can ask DragonRuby which platform your game is currently being run on. This can be useful if you want to perform different pieces of logic based on where the game is running.
The raw platform string value is available via args.gtk.platform
which takes in a symbol
representing the platform's categorization/mapping.
You can see all available platform categorizations via the args.gtk.platform_mappings
function.
Here's an example of how to use args.gtk.platform? category_symbol
:
def tick args
label_style = { x: 640, y: 360, anchor_x: 0.5, anchor_y: 0.5 }
if args.gtk.platform? :macos
args.outputs.labels << { text: "I am running on MacOS.", **label_style }
elsif args.gtk.platform? :win
args.outputs.labels << { text: "I am running on Windows.", **label_style }
elsif args.gtk.platform? :linux
args.outputs.labels << { text: "I am running on Linux.", **label_style }
elsif args.gtk.platform? :web
args.outputs.labels << { text: "I am running on a web page.", **label_style }
elsif args.gtk.platform? :android
args.outputs.labels << { text: "I am running on Android.", **label_style }
elsif args.gtk.platform? :ios
args.outputs.labels << { text: "I am running on iOS.", **label_style }
elsif args.gtk.platform? :touch
args.outputs.labels << { text: "I am running on a device that supports touch (either iOS/Android native or mobile web).", **label_style }
elsif args.gtk.platform? :steam
args.outputs.labels << { text: "I am running via steam (covers both desktop and steamdeck).", **label_style }
elsif args.gtk.platform? :steam_deck
args.outputs.labels << { text: "I am running via steam on the Steam Deck (not steam desktop).", **label_style }
elsif args.gtk.platform? :steam_desktop
args.outputs.labels << { text: "I am running via steam on desktop (not steam deck).", **label_style }
end
end
production?
link
Returns true if the game is being run in a released/shipped state.
If you want to simulate a production build. Add an empty file called DRAGONRUBY_PRODUCTION_BUILD
inside of the metadata
folder. This will turn of all logging and all creation of temp files used for development purposes.
platform_mappings
link
These are the current platform categorizations (args.gtk.platform_mappings
):
{
"Mac OS X" => [:desktop, :macos, :osx, :mac, :macosx], # may also include :steam and :steam_desktop run via steam
"Windows" => [:desktop, :windows, :win], # may also include :steam and :steam_desktop run via steam
"Linux" => [:desktop, :linux, :nix], # may also include :steam and :steam_desktop run via steam
"Emscripten" => [:web, :wasm, :html, :emscripten], # may also include :touch if running in the web browser on mobile
"iOS" => [:mobile, :ios, :touch],
"Android" => [:mobile, :android, :touch],
"Steam Deck" => [:steamdeck, :steam_deck, :steam],
}
Given the mappings above, args.gtk.platform? :desktop
would return true
if the game is running on a player's computer irrespective of OS (MacOS, Linux, and Windows are all categorized as :desktop
platforms).
open_url
link
Given a uri represented as a string. This fuction will open the uri in the user's default browser.
def tick args
# open a url after 600 frames (10 seconds)
if args.state.tick_count == 600
args.gtk.open_url "http://dragonruby.org"
end
end
system
link
Given an OS dependent cli command represented as a string, this function executes the command and puts
the results to the DragonRuby Console (returns nil
).
def tick args
# execute ls on the current directory in 10 seconds
if args.state.tick_count == 600
args.gtk.system "ls ."
end
end
exec
link
Given an OS dependent cli command represented as a string, this function executes the command and returns a string
representing the results.
def tick args
# execute ls on the current directory in 10 seconds
if args.state.tick_count == 600
results = args.gtk.exec "ls ."
puts "The results of the command are:"
puts results
end
end
show_cursor
link
Shows the mouse cursor.
hide_cursor
link
Hides the mouse cursor.
cursor_shown?
link
Returns true
if the mouse cursor is visible.
set_mouse_grab
link
Takes in a numeric parameter representing the mouse grab mode.
0
: Ungrabs the mouse.1
: Grabs the mouse.2
: Hides the cursor, grabs the mouse and puts it in relative position mode accessible viaargs.inputs.mouse.relative_(x|y)
.
set_system_cursor
link
Takes in a string value of "arrow"
, "ibeam"
, "wait"
, or "hand"
and sets the mouse curosor to the corresponding system cursor (if available on the OS).
set_cursor
link
Replaces the mouse cursor with a sprite. Takes in a path
to the sprite, and optionally an x
and y
value representing the realtive positioning the sprite will have to the mouse cursor.
def tick args
if args.state.tick_count == 0
# assumes a sprite of size 80x80 and centers the sprite
# relative to the cursor position.
args.gtk.set_cursor "sprites/square/blue.png", 40, 40
end
end
File IO Functions link
The following functions give you the ability to interact with the file system.
IMPORTANT: File access functions are sandoxed and assume that the dragonruby
binary lives alongside the game you are building. Do not expect these functions to return correct values if you are attempting to run the dragonruby
binary from a shared location. It's recommended that the directory structure contained in the zip is not altered and games are built using that starter template.
list_files
link
This function takes in one parameter. The parameter is the directory path and assumes the the game directory is the root. The method returns an Array
of String
representing all files within the directory. Use stat_file
to determine whether a specific path is a file or a directory.
stat_file
link
This function takes in one parameter. The parameter is the file path and assumes the the game directory is the root. The method returns nil
if the file doesn't exist otherwise it returns a Hash
with the following information:
# {
# path: String,
# file_size: Int,
# mod_time: Int,
# create_time: Int,
# access_time: Int,
# readonly: Boolean,
# file_type: Symbol (:regular, :directory, :symlink, :other),
# }
def tick args
if args.inputs.mouse.click
args.gtk.write_file "last-mouse-click.txt", "Mouse was clicked at #{args.state.tick_count}."
end
file_info = args.gtk.stat_file "last-mouse-click.txt"
if file_info
args.outputs.labels << {
x: 30,
y: 30.from_top,
text: file_info.to_s,
size_enum: -3
}
else
args.outputs.labels << {
x: 30,
y: 30.from_top,
text: "file does not exist, click to create file",
size_enum: -3
}
end
end
read_file
link
Given a file path, a string will be returned representing the contents of the file. nil
will be returned if the file does not exist. You can use stat_file
to get additional information of a file.
write_file
link
This function takes in two parameters. The first parameter is the file path and assumes the the game directory is the root. The second parameter is the string that will be written. The method **overwrites** whatever is currently in the file. Use append_file
to append to the file as opposed to overwriting.
def tick args
if args.inputs.mouse.click
args.gtk.write_file "last-mouse-click.txt", "Mouse was clicked at #{args.state.tick_count}."
end
end
append_file
link
This function takes in two parameters. The first parameter is the file path and assumes the the game directory is the root. The second parameter is the string that will be written. The method appends to whatever is currently in the file (a new file is created if one does not alread exist). Use write_file
to overwrite the file's contents as opposed to appending.
def tick args
if args.inputs.mouse.click
args.gtk.write_file "last-mouse-click.txt", "Mouse was clicked at #{args.state.tick_count}."
end
end
delete_file
link
This function takes in a single parameters. The parameter is the file path that should be deleted. This function will raise an exception if the path requesting to be deleted does not exist.
Notes:
- Use
delete_if_exist
to only delete the file if it exists. - Use
stat_file
to determine if a path exists. - Use
list_files
to determine if a directory is empty. - You cannot delete files outside of your sandboxed game environment.
Here is a list of reasons an exception could be raised:
- If the path is not found. - If the path is still open (for reading or writing). - If the path is not a file or directory. - If the path is a circular symlink. - If you do not have permissions to delete the path. - If the directory attempting to be deleted is not empty.
def tick args
if args.inputs.mouse.click
args.gtk.write_file "last-mouse-click.txt", "Mouse was clicked at #{args.state.tick_count}."
end
end
delete_file_if_exist
link
Has the same behavior as delete_file
except this function does not throw an exception.
XML and JSON link
The following functions help with parsing xml and json.
parse_json
link
Given a json string, this function returns a hash representing the json data.
hash = args.gtk.parse_json '{ "name": "John Doe", "aliases": ["JD"] }'
# structure of hash: { "name"=>"John Doe", "aliases"=>["JD"] }
parse_json_file
link
Same behavior as parse_json_file
except a file path is read for the json string.
parse_xml
link
Given xml data as a string, this function will return a hash that represents the xml data in the following recursive structure:
type: :element,
name: "Person",
children: [...]
parse_xml_file
link
Function has the same behavior as parse_xml
except that the parameter must be a file path that contains xml contents.
Network IO Functions link
The following functions help with interacting with the network.
http_get
link
Returns an object that represents an http response which will eventually have a value. This http_get method is invoked asynchronously. Check for completion before attempting to read results.
def tick args
# perform an http get and print the response when available
args.state.result ||= args.gtk.http_get "https://httpbin.org/html"
if args.state.result && args.state.result[:complete] && !args.state.printed
if args.state.result[:http_response_code] == 200
puts "The response was successful. The body is:"
puts args.state.result[:response_data]
else
puts "The response failed. Status code:"
puts args.state.result[:http_response_code]
end
# set a flag denoting that the response has been printed
args.state.printed = true
# show the console
args.gtk.show_console
end
end
http_post
link
Returns an object that represents an http response which will eventually have a value. This http_post method is invoked asynchronously. Check for completion before attempting to read results.
- First parameter: The url to send the request to.
- Second parameter: Hash that represents form fields to send.
- Third parameter: Headers. Note: Content-Type must be form encoded flavor. If you are unsure of what to pass in, set the content type to application/x-www-form-urlencoded
def tick args
# perform an http get and print the response when available
args.state.form_fields ||= { "userId" => "1701999309" }
args.state.result ||= args.gtk.http_post "http://httpbin.org/post",
args.state.form_fields,
["Content-Type: application/x-www-form-urlencoded"]
if args.state.result && args.state.result[:complete] && !args.state.printed
if args.state.result[:http_response_code] == 200
puts "The response was successful. The body is:"
puts args.state.result[:response_data]
else
puts "The response failed. Status code:"
puts args.state.result[:http_response_code]
end
# set a flag denoting that the response has been printed
args.state.printed = true
# show the console
args.gtk.show_console
end
end
http_post_body
link
Returns an object that represents an http response which will eventually have a value. This http_post_body method is invoked asynchronously. Check for completion before attempting to read results.
- First parameter: The url to send the request to.
- Second parameter: String that represents the body that will be sent
- Third parameter: Headers. Be sure to populate the Content-Type that matches the data you are sending.
def tick args
# perform an http get and print the response when available
args.state.json ||= "{ "userId": "#{Time.now.to_i}"}"
args.state.result ||= args.gtk.http_post_body "http://httpbin.org/post",
args.state.json,
["Content-Type: application/json", "Content-Length: #{args.state.json.length}"]
if args.state.result && args.state.result[:complete] && !args.state.printed
if args.state.result[:http_response_code] == 200
puts "The response was successful. The body is:"
puts args.state.result[:response_data]
else
puts "The response failed. Status code:"
puts args.state.result[:http_response_code]
end
# set a flag denoting that the response has been printed
args.state.printed = true
# show the console
args.gtk.show_console
end
end
start_server!
link
Starts a in-game http server that can be process http requests. When your game is running in development mode. A dev server is started at http://localhost:9001
You can start an in-game http server in production via:
def tick args
# server explicitly enabled in production
args.gtk.start_server! port: 9001, enable_in_prod: true
end
Here's how you would responde to http requests:
def tick args
# server explicitly enabled in production
args.gtk.start_server! port: 9001, enable_in_prod: true
# loop through pending requests and respond to them
args.inputs.http_requests.each do |request|
puts "#{request}"
request.respond 200, "ok"
end
end
Developer Support Functions link
The following functions help support the development process. It is not recommended to use this functions in "production" game logic.
version
link
Returns a string representing the version of DragonRuby you are running.
version_pro?
link
Returns true
if the version of DragonRuby is NOT Standard Edition.
reset
link
Resets DragonRuby's internal state as if it were just started. args.state.tick_count
is set to 0
and args.state
is cleared of any values. This function is helpful when you are developing your game and want to reset everything as if the game just booted up.
def tick args
end
# reset the game if this file is hotloaded/required
# (removes the need to press "r" when I file is updated)
$gtk.reset
Resetting iVars (advanced)
NOTE: args.gtk.reset
does not reset global variables or instance of classes you have have constructed. If you want to also reset global variables or instances of classes when $gtk.reset is called. Define a reset
method. Here's an example:
class Game
def initialize
puts "Game initialize called"
end
end
def tick args
$game ||= Game.new
if args.state.tick_count == 0
puts "tick_count is 0"
end
# if r is pressed on the keyboard, reset the game
if args.inputs.keyboard.key_down.r
args.gtk.reset
end
end
# custom reset function
def reset
puts "Custom reset function was called."
$game = nil
end
seed
and RNG (advanced)
Optionally, $gtk.reset
(args.gtk.reset
) can take in a named parameter for RNG called seed:
. Passing in seed:
will reset RNG so that rand
returns a repeatable set of random numbers. This seed
value is initialized with the start time of your game ($gtk.started_at
). Having this option is is helpful for replays and unit tests.
Don't worry about this capability if you aren't using DragonRuby's unit testing, or replay capabilities.
Here is the behavior of $gtk.reset
when given a seed:
- RNG is seeded initially with the
Time
value of the launch of your game (retrievable via$gtk.started_at
). - Calling $gtk.reset will reset your game and re-initialize your RNG with this initial seed value.
- Calling $gtk.reset with a
:seed
parameter will update the seed value for the current and subsequent resets. - You can get the value used to seed RNG via
$gtk.seed
. - You can set your RNG seed back to its original value by using
$gtk.started_at
.
def tick args
if args.state.tick_count == 0
puts rand
puts rand
puts rand
puts rand
end
end
puts "Started at (RNG seed inital value)"
puts $gtk.started_at # Time as an integer that your game was started at
puts "Seed value that will be used on reset"
puts $gtk.seed # current value that RNG was seeded with
# reset the game and use the last seed to reset RNG
$gtk.reset
# === OR ===
# sets the seed value to predefined value
# subsequent resets will use the new predefined value
# $gtk.reset seed: 100
# (or shorthand)
# $gtk.reset 100
# sets the seed back to its original value
# $gtk.reset seed: $gtk.started_at
If you want to set RNG without resetting your game state, you can use $gtk.set_rng VALUE
.
reset_next_tick
link
Has the same behavior as reset
except the reset occurs before tick
is executed again. reset
resets the environment immediately (while the tick
method is inflight). It's recommended that reset
should be called outside of the tick method (invoked when a file is saved/hotloaded), and reset_next_tick
be used inside of the tick
method so you don't accidentally blow away state the your game depends on to complete the current tick
without exceptions.
def tick args
# reset the game if "r" is pressed on the keyboard
if args.inputs.keyboard.key_down.r
args.gtk.reset_next_tick # use reset_next_tick instead of reset
end
end
# reset the game if this file is hotloaded/required
# (removes the need to press "r" when I file is updated)
$gtk.reset
reset_sprite
link
Sprites when loaded are cached. Given a string parameter, this method invalidates the cache record of a sprite so that updates on from the disk can be loaded.
reset_sprites
link
Sprites when loaded are cached. This method invalidates the cache record of all sprites so that updates on from the disk can be loaded. This function is automatically called when args.gtk.reset
($gtk.reset
) is invoked.
calcspritebox
link
Given a path to a sprite, this method returns the width
and height
of a sprite as a tuple.
NOTE: This method should be used for development purposes only and is expensive to call every frame. Do not use this method to set the size of sprite when rendering (hard code those values since you know what they are beforehand).
current_framerate
link
Returns a float value representing the framerate of your game. This is an approximation/moving average of your framerate and should eventually settle to 60fps.
def tick args
# render a label to the screen that shows the current framerate
# formatted as a floating point number with two decimal places
args.outputs.labels << { x: 30, y: 30.from_top, text: "#{args.gtk.current_framerate.to_sf}" }
end
framerate_diagnostics_primitives
link
Returns a set of primitives that can be rendered to the screen which provide more detailed information about the speed of your simulation (framerate, draw call count, mouse position, etc).
def tick args
args.outputs.primitives << args.gtk.framerate_diagnostics_primitives
end
warn_array_primitives!
link
This function helps you audit your game of usages of array-based primitives. While array-based primitives are simple to create and use, they are slower to process than Hash
or Class
based primitives.
def tick args
# enable array based primitives warnings
args.gtk.warn_array_primitives!
# array-based primitive elsewhere in code
# an log message will be posted giving the location of the array
# based primitive usage
args.outputs.sprites << [100, 100, 200, 200, "sprites/square/blue.png"]
# instead of using array based primitives, migrate to hashes as needed
args.outputs.sprites << {
x: 100,
y: 100,
w: 200,
h: 200, path:
"sprites/square/blue.png"
}
end
benchmark
link
You can use this function to compare the relative performance of blocks of code.
def tick args
# press r to run benchmark
if args.inputs.keyboard.key_down.r
args.gtk.console.show
args.gtk.benchmark iterations: 1000, # number of iterations
# label for experiment
using_numeric_map: -> () {
# experiment body
v = 100.map_with_index do |i|
i * 100
end
},
# label for experiment
using_numeric_times: -> () {
# experiment body
v = []
100.times do |i|
v << i * 100
end
}
end
end
notify!
link
Given a string, this function will present a message at the bottom of your game. This method is only invoked in dev mode and is useful for debugging.
An optional parameter of duration (number value representing ticks) can also be passed in. The default value if 300
ticks (5 seconds).
def tick args
if args.inputs.mouse.click
args.gtk.notify! "Mouse was clicked!"
end
if args.inputs.keyboard.key_down.r
# optional duration parameter
args.gtk.notify! "R key was pressed!", 600 # present message for 10 seconds/600 frames
end
end
notify_extended!
link
Has similar behavior as notify! except you have additional options to show messages in a production environment.
def tick args
if args.inputs.mouse.click
args.gtk.notify_extended! message: "message",
duration: 300,
env: :prod
end
end
slowmo!
link
Given a numeric value representing the factor of 60fps. This function will bring your simulation loop down to slower rate. This method is intended to be used for debugging purposes.
def tick args
# set your simulation speed to (15 fps): args.gtk.slowmo! 4
# set your simulation speed to (1 fps): args.gtk.slowmo! 60
# set your simulation speed to (30 fps):
args.gtk.slowmo! 2
end
Remove this line from your tick method will automatically set your simulation speed back to 60 fps.
show_console
link
Shows the DragonRuby console. Useful when debugging/customizing an in-game dev workflow.
hide_console
link
Shows the DragonRuby console. Useful when debugging/customizing an in-game dev workflow.
enable_console
link
Enables the DragonRuby Console so that it can be presented by pressing the tilde key (the key next to the number 1 key).
disable_console
link
Disables the DragonRuby Console so that it won't show up even if you press the tilde key or call args.gtk.show_console
.
start_recording
link
Resets the game to tick 0
and starts recording gameplay. Useful for visual regression tests/verification.
stop_recording
link
Function takes in a destination file for the currently recording gameplay. This file can be used to replay a recording.
cancel_recording
link
Function cancels a gameplay recording session and discards the replay.
start_replay
link
Given a file that represents a recording, this method will run the recording against the current codebase.
You can start a replay from the command line also:
# first argument: the game directory
# --replay switch is the file path relative to the game directory
# --speed switch is optional. a value of 4 will run the replay and game at 4x speed
# cli command example is in the context of Linux and Mac, for Windows the binary would be ./dragonruby.exe
./dragonruby ./mygame --replay ./replay.txt --speed 4
stop_replay
link
Function stops a replay that is currently executing.
get_base_dir
link
Returns the path to the location of the dragonruby binary. In production mode, this value will be the same as the value returned by get_game_dir
. Function should only be used for debugging/development workflows.
get_game_dir
link
Returns the location within sandbox storage that the game is running. When developing your game, this value will be your mygame
directory. In production, it'll return a value that is OS specific (eg the Roaming directory on Windows or the Application Support directory on Mac).
Invocations of ~(write|append)_file will write to this sandboxed directory.
get_game_dir_url
link
Returns a url encoded string representing the sandbox location for game data.
open_game_dir
link
Opens the game directory in the OS's file explorer. This should be used for debugging purposes only.
write_file_root
link
Given a file path and contents, the contents will be written to a directory outside of the game directory. This method should be used for development purposes only. In production this method will write to the same sandboxed location as write_file
.
append_file_root
link
Has the same behavior as write_file_root
except that it appends the contents as opposed to overwriting them.
argv
link
Returns a string representing the command line arguments passed to the DragonRuby binary. This should be used for development/debugging purposes only.
cli_arguments
link
Returns a Hash
for command line arguments in the format of --switch value
(two hyphens preceding the switch flag with the value seperated by a space). This should be used for development/debugging purposes only.
download_stb_rb(_raw)
link
These two functions can help facilitate the integration of external code files. OSS contributors are encouraged to create libraries that all fit in one file (lowering the barrier to entry for adoption).
Examples:
def tick args
end
# option 1:
# source code will be downloaded from the specified GitHub url, and saved locally with a
# predefined folder convension.
$gtk.download_stb_rb "https://github.com/xenobrain/ruby_vectormath/blob/main/vectormath_2d.rb"
# option 2:
# source code will be downloaded from the specified GitHub username, repository, and file.
# code will be saved locally with a predefined folder convension.
$gtk.download_stb_rb "xenobrain", "ruby_vectormath", "vectormath_2d.rb"
# option 3:
# source code will be downloaded from a direct/raw url and saved to a direct/raw local path.
$gtk.download_stb_rb_raw "https://raw.githubusercontent.com/xenobrain/ruby_vectormath/main/vectormath_2d.rb",
"lib/xenobrain/ruby_vectionmath/vectormath_2d.rb"
reload_history
link
Returns a Hash
representing the code files that have be loaded for your game along with timings for the events. This should be used for development/debugging purposes only.
reload_history_pending
link
Returns a Hash
for files that have been queued for reload, but haven't been processed yet. This should be used for development/debugging purposes only.
reload_if_needed
link
Given a file name, this function will queue the file for reload if it's been modified. An optional second parameter can be passed in to signify if the file should be forced loaded regardless of modified time (true
means to force load, false
means to load only if the file has been modified). This function should be used for development/debugging purposes only.
State (args.state
) link
Store your game state inside of this state
. Properties with arbitrary nesting is allowed and a backing Entity will be created on your behalf.
def tick args
args.state.player.x ||= 0
args.state.player.y ||= 0
end
entity_id
link
Entities automatically receive an entity_id
of type Fixnum
.
entity_type
link
Entities can have an entity_type
which is represented as a Symbol
.
created_at
link
Entities have created_at
set to args.state.tick_count
when they are created.
created_at_elapsed
link
Returns the elapsed number of ticks since creation.
global_created_at
link
Entities have global_created_at
set to Kernel.global_tick_count
when they are created.
global_created_at_elapsed
link
Returns the elapsed number of global ticks since creation.
as_hash
link
Entity cast to a Hash
so you can update values as if you were updating a Hash
.
new_entity
link
Creates a new Entity with a type
, and initial properties. An option block can be passed to change the newly created entity:
def tick args
args.state.player ||= args.state.new_entity :player, x: 0, y: 0 do |e|
e.max_hp = 100
e.hp = e.max_hp * rand
end
end
new_entity_strict
link
Creates a new Strict Entity. While Entities created via args.state.new_entity
can have new properties added later on, Entities created using args.state.new_entity_strict
must define all properties that are allowed during its initialization. Attempting to add new properties after initialization will result in an exception.
args.state.tick_count
link
Returns the current tick of the game. args.state.tick_count
is 0
when the game is first started or if the game is reset via $gtk.reset
.
Geometry (args.geometry
) link
The Geometry module
contains methods for calculations that are frequently used in game development.
The following functions of Geometry
are mixed into Hash
, Array
, and DragonRuby's Entity
class:
intersect_rect?
inside_rect?
scale_rect
angle_to
angle_from
point_inside_circle?
center_inside_rect
center_inside_rect_x
center_inside_rect_y
anchor_rect
rect_center_point
You can invoke the functions above using either the mixin variant or the module variant. Example:
def tick args
# define to rectangles
rect_1 = { x: 0, y: 0, w: 100, h: 100 }
rect_2 = { x: 50, y: 50, w: 100, h: 100 }
# mixin variant
# call geometry method function from instance of a Hash class
puts rect_1.intersect_rect?(rect_2)
# OR
# module variants
puts args.geometry.intersect_rect?(rect_1, rect_2)
puts Geometry.intersect_rect?(rect_1, rect_2)
end
intersect_rect?
link
Invocation variants:
instance.intersect_rect?(other, tolerance)
args.geometry.intersect_rect?(rect_1, rect_2, tolerance)
args.inputs.mouse.intersect_rect?(other, tolerance)
Given two rectangle primitives this function will return true
or false
depending on if the two rectangles intersect or not. An optional final parameter can be passed in representing the tolerence
of overlap needed to be considered a true intersection. The default value of tolerance
is 0.1
which keeps the function from returning true if only the edges of the rectangles overlap.
:anchor_x
, and anchor_y
is taken into consideration if the objects respond to these methods.
Here is an example where one rectangle is stationary, and another rectangle is controlled using directional input. The rectangles change color from blue to read if they intersect.
def tick args
# define a rectangle in state and position it
# at the center of the screen with a color of blue
args.state.box_1 ||= {
x: 640 - 20,
y: 360 - 20,
w: 40,
h: 40,
r: 0,
g: 0,
b: 255
}
# create another rectangle in state and position it
# at the far left center
args.state.box_2 ||= {
x: 0,
y: 360 - 20,
w: 40,
h: 40,
r: 0,
g: 0,
b: 255
}
# take the directional input and use that to move the second rectangle around
# increase or decrease the x value based on if left or right is held
args.state.box_2.x += args.inputs.left_right * 5
# increase or decrease the y value based on if up or down is held
args.state.box_2.y += args.inputs.up_down * 5
# change the colors of the rectangles based on whether they
# intersect or not
if args.state.box_1.intersect_rect? args.state.box_2
args.state.box_1.r = 255
args.state.box_1.g = 0
args.state.box_1.b = 0
args.state.box_2.r = 255
args.state.box_2.g = 0
args.state.box_2.b = 0
else
args.state.box_1.r = 0
args.state.box_1.g = 0
args.state.box_1.b = 255
args.state.box_2.r = 0
args.state.box_2.g = 0
args.state.box_2.b = 255
end
# render the rectangles as border primitives on the screen
args.outputs.borders << args.state.box_1
args.outputs.borders << args.state.box_2
end
inside_rect?
link
Invocation variants:
instance.inside_rect?(other)
args.geometry.inside_rect?(rect_1, rect_2)
Given two rectangle primitives this function will return true
or false
depending on if the first rectangle (or self
) is inside of the second rectangle.
Here is an example where one rectangle is stationary, and another rectangle is controlled using directional input. The rectangles change color from blue to read if the movable rectangle is entirely inside the stationary rectangle.
:anchor_x
, and anchor_y
is taken into consideration if the objects respond to these methods.
def tick args
# define a rectangle in state and position it
# at the center of the screen with a color of blue
args.state.box_1 ||= {
x: 640 - 40,
y: 360 - 40,
w: 80,
h: 80,
r: 0,
g: 0,
b: 255
}
# create another rectangle in state and position it
# at the far left center
args.state.box_2 ||= {
x: 0,
y: 360 - 10,
w: 20,
h: 20,
r: 0,
g: 0,
b: 255
}
# take the directional input and use that to move the second rectangle around
# increase or decrease the x value based on if left or right is held
args.state.box_2.x += args.inputs.left_right * 5
# increase or decrease the y value based on if up or down is held
args.state.box_2.y += args.inputs.up_down * 5
# change the colors of the rectangles based on whether they
# intersect or not
if args.state.box_2.inside_rect? args.state.box_1
args.state.box_1.r = 255
args.state.box_1.g = 0
args.state.box_1.b = 0
args.state.box_2.r = 255
args.state.box_2.g = 0
args.state.box_2.b = 0
else
args.state.box_1.r = 0
args.state.box_1.g = 0
args.state.box_1.b = 255
args.state.box_2.r = 0
args.state.box_2.g = 0
args.state.box_2.b = 255
end
# render the rectangles as border primitives on the screen
args.outputs.borders << args.state.box_1
args.outputs.borders << args.state.box_2
end
scale_rect
link
Given a Rectangle
this function returns a new rectangle with a scaled size.
ratio
: the ratio by which to scale the rect. A ratio of 2 will double the dimensions of the rect while a ratio of 0.5 will halve its dimensions.anchor_x
andanchor_y
specify the point within the rect from which to resize it. Setting both to 0 will affect the width and height of the rect, leaving x and y unchanged. Setting both to 0.5 will scale all sides of the rect proportionally from the center.
def tick args
# a rect at the center of the screen
args.state.rect_1 ||= { x: 640 - 20, y: 360 - 20, w: 40, h: 40 }
# render the rect
args.outputs.borders << args.state.rect_1
# the rect half the size with the x and y position unchanged
args.outputs.borders << args.state.rect_1.scale_rect(0.5)
# the rect double the size, repositioned in the center given anchor optional arguments
args.outputs.borders << args.state.rect_1.scale_rect(2, 0.5, 0.5)
end
scale_rect_extended
link
The behavior is similar to scale_rect
except that you can independently control the scale of each axis. The parameters are all named:
percentage_x
: percentage to change the width (default value of 1.0)percentage_y
: percentage to change the height (default value of 1.0)anchor_x
: anchor repositioning of x (default value of 0.0)anchor_y
: anchor repositioning of y (default value of 0.0)
def tick args
baseline_rect = { x: 640 - 20, y: 360 - 20, w: 40, h: 40 }
args.state.rect_1 ||= baseline_rect
args.state.rect_2 ||= baseline_rect.scale_rect_extended(percentage_x: 2,
percentage_y: 0.5,
anchor_x: 0.5,
anchor_y: 1.0)
args.outputs.borders << args.state.rect_1
args.outputs.borders << args.state.rect_2
end
anchor_rect
link
Returns a new rect that is anchored by an anchor_x
and anchor_y
value. The width and height of the rectangle is taken into consideration when determining the anchor position:
def tick args
args.state.rect ||= {
x: 640,
y: 360,
w: 100,
h: 100
}
# rect's center: 640 + 50, 360 + 50
args.outputs.borders << args.state.rect.anchor_rect(0, 0)
# rect's center: 640, 360
args.outputs.borders << args.state.rect.anchor_rect(0.5, 0.5)
# rect's center: 640, 360
args.outputs.borders << args.state.rect.anchor_rect(0.5, 0)
end
angle_from
link
Invocation variants:
args.geometry.angle_from start_point, end_point
start_point.angle_from end_point
Returns an angle in degrees from the end_point
to the start_point
(if you want the value in radians, you can call .to_radians
on the value returned):
def tick args
rect_1 ||= {
x: 0,
y: 0,
}
rect_2 ||= {
x: 100,
y: 100,
}
angle = rect_1.angle_from rect_2 # returns 225 degrees
angle_radians = angle.to_radians
args.outputs.labels << { x: 30, y: 30.from_top, text: "#{angle}, #{angle_radians}" }
angle = args.geometry.angle_from rect_1, rect_2 # returns 225 degrees
angle_radians = angle.to_radians
args.outputs.labels << { x: 30, y: 60.from_top, text: "#{angle}, #{angle_radians}" }
end
angle_to
link
Invocation variants:
args.geometry.angle_to start_point, end_point
start_point.angle_to end_point
Returns an angle in degrees to the end_point
from the start_point
(if you want the value in radians, you can call .to_radians
on the value returned):
def tick args
rect_1 ||= {
x: 0,
y: 0,
}
rect_2 ||= {
x: 100,
y: 100,
}
angle = rect_1.angle_to rect_2 # returns 45 degrees
angle_radians = angle.to_radians
args.outputs.labels << { x: 30, y: 30.from_top, text: "#{angle}, #{angle_radians}" }
angle = args.geometry.angle_to rect_1, rect_2 # returns 45 degrees
angle_radians = angle.to_radians
args.outputs.labels << { x: 30, y: 60.from_top, text: "#{angle}, #{angle_radians}" }
end
distance
link
Returns the distance between two points;
def tick args
rect_1 ||= {
x: 0,
y: 0,
}
rect_2 ||= {
x: 100,
y: 100,
}
distance = args.geometry.distance rect_1, rect_2
args.outputs.labels << {
x: 30,
y: 30.from_top,
text: "#{distance}"
}
args.outputs.lines << {
x: rect_1.x,
y: rect_1.y,
x2: rect_2.x,
y2: rect_2.y
}
end
point_inside_circle?
link
Invocation variants:
point_1.point_inside_circle? circle_center, circle_radius
args.geometry.point_inside_circle? point_1, circle_center, circle_radius
Returns true
if a point is inside of a circle defined as a center point and radius.
def tick args
# define circle center
args.state.circle_center ||= {
x: 640,
y: 360
}
# define circle radius
args.state.circle_radius ||= 100
# define point
args.state.point_1 ||= {
x: 100,
y: 100
}
# allow point to be moved using keyboard
args.state.point_1.x += args.inputs.left_right * 5
args.state.point_1.y += args.inputs.up_down * 5
# determine if point is inside of circle
intersection = args.geometry.point_inside_circle? args.state.point_1,
args.state.circle_center,
args.state.circle_radius
# render point as a square
args.outputs.sprites << {
x: args.state.point_1.x - 20,
y: args.state.point_1.y - 20,
w: 40,
h: 40,
path: "sprites/square/blue.png"
}
# if there is an intersection, render a red circle
# otherwise render a blue circle
if intersection
args.outputs.sprites << {
x: args.state.circle_center.x - args.state.circle_radius,
y: args.state.circle_center.y - args.state.circle_radius,
w: args.state.circle_radius * 2,
h: args.state.circle_radius * 2,
path: "sprites/circle/red.png",
a: 128
}
else
args.outputs.sprites << {
x: args.state.circle_center.x - args.state.circle_radius,
y: args.state.circle_center.y - args.state.circle_radius,
w: args.state.circle_radius * 2,
h: args.state.circle_radius * 2,
path: "sprites/circle/blue.png",
a: 128
}
end
end
center_inside_rect
link
Invocation variants:
target_rect.center_inside_rect reference_rect
args.geometry.center_inside_rect target_rect, reference_rect
Given a target rect and a reference rect, the target rect is centered inside the reference rect (a new rect is returned).
def tick args
rect_1 = {
x: 0,
y: 0,
w: 100,
h: 100
}
rect_2 = {
x: 640 - 100,
y: 360 - 100,
w: 200,
h: 200
}
centered_rect = args.geometry.center_inside_rect rect_1, rect_2
# OR
# centered_rect = rect_1.center_inside_rect rect_2
args.outputs.solids << rect_1.merge(r: 255)
args.outputs.solids << rect_2.merge(b: 255)
args.outputs.solids << centered_rect.merge(g: 255)
end
ray_test
link
Given a point and a line, ray_test
returns one of the following symbols based on the location of the point relative to the line: :left
, :right
, :on
def tick args
# create a point based off of the mouse location
point = {
x: args.inputs.mouse.x,
y: args.inputs.mouse.y
}
# draw a line from the bottom left to the top right
line = {
x: 0,
y: 0,
x2: 1280,
y2: 720
}
# perform ray_test on point and line
ray = args.geometry.ray_test point, line
# output the results of ray test at mouse location
args.outputs.labels << {
x: point.x,
y: point.y + 25,
text: "#{ray}",
alignment_enum: 1,
vertical_alignment_enum: 1,
}
# render line
args.outputs.lines << line
# render point
args.outputs.solids << {
x: point.x - 5,
y: point.y - 5,
w: 10,
h: 10
}
end
line_rise_run
link
Given a line, this function returns a Hash with x
and y
keys representing a normalized representation of the rise and run of the line.
def tick args
# draw a line from the bottom left to the top right
line = {
x: 0,
y: 0,
x2: 1280,
y2: 720
}
# get rise and run of line
rise_run = args.geometry.line_rise_run line
# output the rise and run of line
args.outputs.labels << {
x: 640,
y: 360,
text: "#{rise_run}",
alignment_enum: 1,
vertical_alignment_enum: 1,
}
# render the line
args.outputs.lines << line
end
rotate_point
link
Given a point and an angle in degrees, a new point is returned that is rotated around the origin by the degrees amount. An optional third argument can be provided to rotate the angle around a point other than the origin.
def tick args
args.state.rotate_amount ||= 0
args.state.rotate_amount += 1
if args.state.rotate_amount >= 360
args.state.rotate_amount = 0
end
point_1 = {
x: 100,
y: 100
}
# rotate point around 0, 0
rotated_point_1 = args.geometry.rotate_point point_1,
args.state.rotate_amount
args.outputs.solids << {
x: rotated_point_1.x - 5,
y: rotated_point_1.y - 5,
w: 10,
h: 10
}
point_2 = {
x: 640 + 100,
y: 360 + 100
}
# rotate point around center screen
rotated_point_2 = args.geometry.rotate_point point_2,
args.state.rotate_amount,
x: 640, y: 360
args.outputs.solids << {
x: rotated_point_2.x - 5,
y: rotated_point_2.y - 5,
w: 10,
h: 10
}
end
find_intersect_rect
link
Given a rect and a collection of rects, find_intersect_rect
returns the first rect that intersects with the the first parameter.
:anchor_x
, and anchor_y
is taken into consideration if the objects respond to these methods.
If you find yourself doing this:
collision = args.state.terrain.find { |t| t.intersect_rect? args.state.player }
Consider using find_intersect_rect
instead (it's more descriptive and faster):
collision = args.geometry.find_intersect_rect args.state.player, args.state.terrain
find_all_intersect_rect
link
Given a rect and a collection of rects, find_all_intersect_rect
returns all rects that intersects with the the first parameter.
:anchor_x
, and anchor_y
is taken into consideration if the objects respond to these methods.
If you find yourself doing this:
collisions = args.state.terrain.find_all { |t| t.intersect_rect? args.state.player }
Consider using find_all_intersect_rect
instead (it's more descriptive and faster):
collisions = args.geometry.find_all_intersect_rect args.state.player, args.state.terrain
find_intersect_rect_quad_tree
link
This is a faster collision algorithm for determining if a rectangle intersects any rectangle in an array. In order to use find_intersect_rect_quad_tree
, you must first generate a quad tree data structure using create_quad_tree
. Use this function if find_intersect_rect
isn't fast enough.
def tick args
# create a player
args.state.player ||= {
x: 640 - 10,
y: 360 - 10,
w: 20,
h: 20
}
# allow control of player movement using arrow keys
args.state.player.x += args.inputs.left_right * 5
args.state.player.y += args.inputs.up_down * 5
# generate 40 random rectangles
args.state.boxes ||= 40.map do
{
x: 1180 * rand + 50,
y: 620 * rand + 50,
w: 100,
h: 100
}
end
# generate a quad tree based off of rectangles.
# the quad tree should only be generated once for
# a given array of rectangles. if the rectangles
# change, then the quad tree must be regenerated
args.state.quad_tree ||= args.geometry.quad_tree_create args.state.boxes
# use quad tree and find_intersect_rect_quad_tree to determine collision with player
collision = args.geometry.find_intersect_rect_quad_tree args.state.player,
args.state.quad_tree
# if there is a collision render a red box
if collision
args.outputs.solids << collision.merge(r: 255)
end
# render player as green
args.outputs.solids << args.state.player.merge(g: 255)
# render boxes as borders
args.outputs.borders << args.state.boxes
end
find_all_intersect_rect_quad_tree
link
This is a faster collision algorithm for determining if a rectangle intersects other rectangles in an array. In order to use find_all_intersect_rect_quad_tree
, you must first generate a quad tree data structure using create_quad_tree
. Use this function if find_all_intersect_rect
isn't fast enough.
def tick args
# create a player
args.state.player ||= {
x: 640 - 10,
y: 360 - 10,
w: 20,
h: 20
}
# allow control of player movement using arrow keys
args.state.player.x += args.inputs.left_right * 5
args.state.player.y += args.inputs.up_down * 5
# generate 40 random rectangles
args.state.boxes ||= 40.map do
{
x: 1180 * rand + 50,
y: 620 * rand + 50,
w: 100,
h: 100
}
end
# generate a quad tree based off of rectangles.
# the quad tree should only be generated once for
# a given array of rectangles. if the rectangles
# change, then the quad tree must be regenerated
args.state.quad_tree ||= args.geometry.quad_tree_create args.state.boxes
# use quad tree and find_intersect_rect_quad_tree to determine collision with player
collisions = args.geometry.find_all_intersect_rect_quad_tree args.state.player,
args.state.quad_tree
# if there is a collision render a red box
args.outputs.solids << collisions.map { |c| c.merge(r: 255) }
# render player as green
args.outputs.solids << args.state.player.merge(g: 255)
# render boxes as borders
args.outputs.borders << args.state.boxes
end
create_quad_tree
link
Generates a quad tree from an array of rectangles. See find_intersect_rect_quad_tree
for usage.
Audio (args.audio
) link
Hash that contains audio sources that are playing.
Sounds that don't specify looping: true
will be removed automatically from the hash after the playback ends. Looping sounds or sounds that should stop early must be removed manually.
When you assign a hash to an audio output, a :length
key will be added to the hash on the following tick. This will tell you the duration of the audio file in seconds (float).
volume
link
You can globally control the volume for all audio using args.audio.volume
. Example:
def tick args
if args.inputs.down
args.audio.volume -= 0.01
elsif args.inputs.up
args.audio.volume += 0.01
end
end
One-Time Sounds link
Here's how to play audio one-time (does not loop).
def tick args
# play a one-time non-looping sound every second
if (args.state.tick_count % 60) == 0
args.audio[:coin] = { input: "sounds/coin.wav" }
# OR
args.outputs.sounds << "sounds/coin.wav"
end
end
Looping Audio link
Here's how to play audio that loops (eg background music), and how to stop the sound.
def tick args
if args.state.tick_count == 0
args.audio[:bg_music] = { input: "sounds/bg-music.ogg", looping: true }
end
# stop sound if space key is pressed
if args.inputs.keyboard.key_down.space
args.audio[:bg_music] = nil
# OR
args.audio.delete :bg_music
end
end
Setting Additional Audio Properties link
Here are additional properties that can be set.
def tick args
# The values below (except for input of course) are the default values that apply if you don't
# specify the value in the hash.
args.audio[:my_audio] ||= {
input: 'sound/boom.wav', # file path relative to mygame directory
gain: 1.0, # Volume (float value 0.0 to 1.0)
pitch: 1.0, # Pitch of the sound (1.0 = original pitch)
paused: false, # Set to true to pause the sound at the current playback position
looping: true, # Set to true to loop the sound/music until you stop it
foobar: :baz, # additional keys/values can be safely added to help with context/game logic (ie metadata)
x: 0.0, y: 0.0, z: 0.0 # Relative position to the listener, x, y, z from -1.0 to 1.0
}
end
IMPORTANT: Please take note that gain
and pitch
must be given float
values (eg gain: 1.0
, not gain: 1
or game: 0
).
Advanced Audio Manipulation (Crossfade) link
Take a look at the Audio Mixer sample app for a non-trival example of how to use these properties. The sample app is located within the DragonRuby zip file at ./samples/07_advanced_audio/01_audio_mixer
.
Here's an example of crossfading two bg music tracks.
def tick args
# start bg-1.ogg at the start
if args.state.tick_count == 0
args.audio[:bg_music] = { input: "sounds/bg-1.ogg", looping: true, gain: 0.0 }
end
# if space is pressed cross fade to new bg music
if args.inputs.keyboard.key_down.space
# get the current bg music and create a new audio entry that represents the crossfade
current_bg_music = args.audio[:bg_music]
# cross fade audio entry
args.audio[:bg_music_fade] = {
input: current_bg_music[:input],
looping: true,
gain: current_bg_music[:gain],
pitch: current_bg_music[:pitch],
paused: false,
playtime: current_bg_music[:playtime]
}
# replace the current playing background music (toggling between bg-1.ogg and bg-2.ogg)
# set the gain/volume to 0.0 (this will be increased to 1.0 accross ticks)
new_background_music = { looping: true, gain: 0.0 }
# determine track to play (swap between bg-1 and bg-2)
new_background_music[:input] = if current_bg_music.input == "sounds/bg-1.ogg"
"sounds/bg-2.ogg"
else
"sounds/bg-2.ogg"
end
# bg music audio entry
args.audio[:bg_music] = new_background_music
end
# process cross fade (happens every tick)
# increase the volume of bg_music every tick until it's at 100%
if args.audio[:bg_music] && args.audio[:bg_music].gain < 1.0
# increase the gain 1% every tick until we are at 100%
args.audio[:bg_music].gain += 0.01
# clamp value to 1.0 max value
args.audio[:bg_music].gain = 1.0 if args.audio[:bg_music].gain > 1.0
end
# decrease the volume of cross fade bg music until it's 0.0, then delete it
if args.audio[:bg_music_fade] && args.audio[:bg_music_fade].gain > 0.0
# decrease by 1% every frame
args.audio[:bg_music_fade].gain -= 0.01
# delete audio when it's at 0%
if args.audio[:bg_music_fade].gain <= 0.0
args.audio[:bg_music_fade] = nil
end
end
end
Audio encoding trouble shooting link
If audio doesn't seem to be working, try re-encoding it via ffmpeg
:
# re-encode ogg
ffmpeg -i ./mygame/sounds/SOUND.ogg -ac 2 -b:a 160k -ar 44100 -acodec libvorbis ./mygame/sounds/SOUND-converted.ogg
# convert wav to ogg
ffmpeg -i ./mygame/sounds/SOUND.wav -ac 2 -b:a 160k -ar 44100 -acodec libvorbis ./mygame/sounds/SOUND-converted.ogg
Audio synthesis link
Instead of a path to an audio file you can specify an array [channels, sample_rate, sound_source]
for input
to procedurally generate sound. You do this by providing an array of float values between -1.0 and 1.0 that describe the waveform you want to play.
channels
is the number of channels: 1 = mono, 2 = stereosample_rate
is the number of values per seconds you will provide to describe the audio wavesound_source
The source of your sound. See below
Sound source link
A sound source can be one of two things:
- A
Proc
object that is called on demand to generate the next samples to play. Every call should generate enough samples for at least 0.1 to 0.5 seconds to get continuous playback without audio skips. The audio will continue playing endlessly until removed, so thelooping
option will have no effect. - An array of sample values that will be played back once. This is useful for procedurally generated one-off SFX.
looping
will work as expected
When you specify 2 for channels
, then the generated sample array will be played back in an interleaved manner. The first element is the first sample for the left channel, the second element is the first sample for the right channel, the third element is the second sample for the left channel etc.
Example: link
def tick args
sample_rate = 48000
generate_sine_wave = lambda do
frequency = 440.0 # A5
samples_per_period = (sample_rate / frequency).ceil
one_period = samples_per_period.map_with_index { |i|
Math.sin((2 * Math::PI) * (i / samples_per_period))
}
one_period * frequency # Generate 1 second worth of sound
end
args.audio[:my_audio] ||= {
input: [1, sample_rate, generate_sine_wave]
}
end
Easing (args.easing
) link
A set of functions that allow you to determine the current progression of an easing function.
ease
link
This function will give you a float value between 0
and 1
that represents a percentage. You need to give the funcation a start_tick
, current_tick
, duration, and easing definitions
.
This YouTube video is a fantastic introduction to easing functions: https://www.youtube.com/watch?v=mr5xkf6zSzk
Examples link
This example shows how to fade in a label at frame 60 over two seconds (120 ticks). The :identity
definition implies a linear fade: f(x) -> x
.
def tick args
fade_in_at = 60
current_tick = args.state.tick_count
duration = 120
percentage = args.easing.ease fade_in_at,
current_tick,
duration,
:identity
alpha = 255 * percentage
args.outputs.labels << { x: 640,
y: 320, text: "#{percentage.to_sf}",
alignment_enum: 1,
a: alpha }
end
This example will move a box at a linear speed from 0 to 1280.
def tick args
start_time = 10
duration = 60
current_progress = args.easing.ease start_time,
args.state.tick_count,
duration,
:identity
args.outputs.solids << { x: 1280 * current_progress, y: 360, w: 10, h: 10 }
end
Easing Definitions link
There are a number of easing definitions availble to you:
:identity
The easing definition for :identity
is f(x) = x
. For example, if start_tick
is 0
, current_tick
is 50
, and duration
is 100
, then args.easing.ease 0, 50, 100, :identity
will return 0.5
(since tick 50
is half way between 0
and 100
).
:flip
The easing definition for :flip
is f(x) = 1 - x
. For example, if start_tick
is 0
, current_tick
is 10
, and duration
is 100
, then args.easing.ease 0, 10, 100, :flip
will return 0.9
(since tick 10
means 100% - 10%).
:quad
, :cube
, :quart
, :quint
These are the power easing definitions. :quad
is f(x) = x * x
(x
squared), :cube
is f(x) = x * x * x
(x
cubed), etc.
The power easing definitions represent Smooth Start easing (the percentage changes slow at first and speeds up at the end).
Example
Here is an example of Smooth Start (the percentage changes slow at first and speeds up at the end).
def tick args
start_tick = 60
current_tick = args.state.tick_count
duration = 120
percentage = args.easing.ease start_tick,
current_tick,
duration,
:quad
start_x = 100
end_x = 1180
distance_x = end_x - start_x
final_x = start_x + (distance_x * percentage)
start_y = 100
end_y = 620
distance_y = end_y - start_y
final_y = start_y + (distance_y * percentage)
args.outputs.labels << { x: final_x,
y: final_y,
text: "#{percentage.to_sf}",
alignment_enum: 1 }
end
Combining Easing Definitions
The base easing definitions can be combined to create common easing functions.
Example
Here is an example of Smooth Stop (the percentage changes fast at first and slows down at the end).
def tick args
start_tick = 60
current_tick = args.state.tick_count
duration = 120
# :flip, :quad, :flip is Smooth Stop
percentage = args.easing.ease start_tick,
current_tick,
duration,
:flip, :quad, :flip
start_x = 100
end_x = 1180
distance_x = end_x - start_x
final_x = start_x + (distance_x * percentage)
start_y = 100
end_y = 620
distance_y = end_y - start_y
final_y = start_y + (distance_y * percentage)
args.outputs.labels << { x: final_x,
y: final_y,
text: "#{percentage.to_sf}",
alignment_enum: 1 }
end
Custom Easing Functions
You can define your own easing functions by passing in a lambda
as a definition
or extending the Easing
module.
Example - Using Lambdas
This easing function goes from 0
to 1
for the first half of the ease, then 1
to 0
for the second half of the ease.
def tick args
fade_in_at = 60
current_tick = args.state.tick_count
duration = 600
easing_lambda = lambda do |percentage, start_tick, duration|
fx = percentage
if fx < 0.5
fx = percentage * 2
else
fx = 1 - (percentage - 0.5) * 2
end
fx
end
percentage = args.easing.ease fade_in_at,
current_tick,
duration,
easing_lambda
alpha = 255 * percentage
args.outputs.labels << { x: 640,
y: 320,
a: alpha,
text: "#{percentage.to_sf}",
alignment_enum: 1 }
end
Example - Extending Easing Definitions
If you don't want to create a lambda, you can register an easing definition like so:
# 1. Extend the Easing module
module Easing
def self.saw_tooth x
if x < 0.5
x * 2
else
1 - (x - 0.5) * 2
end
end
end
def tick args
fade_in_at = 60
current_tick = args.state.tick_count
duration = 600
# 2. Reference easing definition by name
percentage = args.easing.ease fade_in_at,
current_tick,
duration,
:saw_tooth
alpha = 255 * percentage
args.outputs.labels << { x: 640,
y: 320,
a: alpha,
text: "#{percentage.to_sf}",
alignment_enum: 1 }
end
Pixel Arrays (args.pixel_arrays
) link
A PixelArray
object with a width, height and an Array of pixels which are hexadecimal color values in ABGR format.
You can create a pixel array like this:
w = 200
h = 100
args.pixel_array(:my_pixel_array).w = w
args.pixel_array(:my_pixel_array).h = h
You'll also need to fill the pixels with values, if they are nil
, the array will render with the checkerboard texture. You can use #00000000 to fill with transparent pixels if desired.
args.pixel_array(:my_pixel_array).pixels.fill #FF00FF00, 0, w * h
Note: To convert from rgb hex (like skyblue #87CEEB) to abgr hex, you split it in pairs pair (eg 87
CE
EB
) and reverse the order (eg EB
CE
87
) add join them again: #EBCE87
. Then add the alpha component in front ie: FF
for full opacity: #FFEBCE87
.
You can draw it by using the symbol for :path
args.outputs.sprites << { x: 500, y: 300, w: 200, h: 100, path: :my_pixel_array) }
If you want access a specific x, y position, you can do it like this for a bottom-left coordinate system:
x = 150
y = 33
args.pixel_array(:my_pixel_array).pixels[(height - y) * width + x] = 0xFFFFFFFF
Related Sample Apps link
- Animation using pixel arrays:
./samples/07_advanced_rendering/06_pixel_arrays
- Load a pixel array from a png:
./samples/07_advanced_rendering/06_pixel_arrays_from_file/
CVars (args.cvars
) link
Hash contains metadata pulled from the files under the ./metadata
directory. To get the keys that are available type $args.cvars.keys
in the Console. Here is an example of how to retrieve the game version number:
def tick args
args.outputs.labels << {
x: 640,
y: 360,
text: args.cvars["game_metadata.version"].value.to_s
}
end
Each CVar has the following properties value
, name
, description
, type
, locked
.
Layout (args.layout
) link
Layout provides apis for placing primitives on a virtual grid that's within the "safe area" accross all platforms. This virtual grid is useful for rendering static controls (buttons, menu items, configuration screens, etc).
For reference implementations, take a look at the following sample apps:
./samples/07_advanced_rendering/18_layouts
./samples/07_advanced_rendering_hd/04_layouts_and_portrait_mode
./samples/99_genre_rpg_turn_based/turn_based_battle
The following example creates two menu items and updates a label with the button that was clicked:
def tick args
# render debug_primitives of args.layout for help with placement
# args.outputs.primitives << args.layout.debug_primitives
# capture the location for a label centered at the top
args.state.label_rect ||= args.layout.rect(row: 0, col: 10, w: 4, h: 1)
# state variable to hold the current click status
args.state.label_message ||= "click a menu item"
# capture the location of two menu items positioned in the center
# with a cell width of 4 and cell height of 2
args.state.menu_item_1_rect ||= args.layout.rect(row: 1, col: 10, w: 4, h: 2)
args.state.menu_item_2_rect ||= args.layout.rect(row: 3, col: 10, w: 4, h: 2)
# render the label at the center of the label_rect
args.outputs.labels << args.state.label_rect.center.merge(text: args.state.label_message,
anchor_x: 0.5,
anchor_y: 0.5)
# render menu items
args.outputs.sprites << args.state.menu_item_1_rect.merge(path: :solid,
r: 100,
g: 100,
b: 200)
args.outputs.labels << args.state.menu_item_1_rect.center.merge(text: "item 1",
r: 255,
g: 255,
b: 255,
anchor_x: 0.5,
anchor_y: 0.5)
args.outputs.sprites << args.state.menu_item_2_rect.merge(path: :solid,
r: 100,
g: 100,
b: 200)
args.outputs.labels << args.state.menu_item_2_rect.center.merge(text: "item 2",
r: 255,
g: 255,
b: 255,
anchor_x: 0.5,
anchor_y: 0.5)
# if click occurs, then determine which menu item was clicked
if args.inputs.mouse.click
if args.inputs.mouse.intersect_rect?(args.state.menu_item_1_rect)
args.state.label_message = "menu item 1 clicked"
elsif args.inputs.mouse.intersect_rect?(args.state.menu_item_2_rect)
args.state.label_message = "menu item 2 clicked"
else
args.state.label_message = "click a menu item"
end
end
end
rect
link
Given a row:
, col:
, w:
, h:
, returns a Hash
with properties x
, y
, w
, h
, and center
(which contains a Hash
with x
, y
). The virtual grid is 12 rows by 24 columns (or 24 columns by 12 rows in portrait mode).
debug_primitives
link
Function returns an array of primities that can be rendered to the screen to help you place items within the grid.
Example:
def tick args
args.outputs.primitives << args.layout.debug_primitives
end
Array
link
The Array class has been extend to provide methods that will help in common game development tasks. Array is one of the most powerful classes in Ruby and a very fundamental component of Game Toolkit.
map_2d
link
Assuming the array is an array of arrays, Given a block, each 2D array index invoked against the block. A 2D array is a common way to store data/layout for a stage.
repl do
stage = [
[:enemy, :empty, :player],
[:empty, :empty, :empty],
[:enemy, :empty, :enemy],
]
occupied_tiles = stage.map_2d do |row, col, tile|
if tile == :empty
nil
else
[row, col, tile]
end
end.reject_nil
puts "Stage:"
puts stage
puts "Occupied Tiles"
puts occupied_tiles
end
include_any?
link
Given a collection of items, the function will return true
if any of self
's items exists in the collection of items passed in:
any_intersect_rect?
link
Assuming the array contains objects that respond to left
, right
, top
, bottom
, this method returns true
if any of the elements within the array intersect the object being passed in. You are given an optional parameter called tolerance
which informs how close to the other rectangles the elements need to be for it to be considered intersecting.
The default tolerance is set to 0.1
, which means that the primitives are not considered intersecting unless they are overlapping by more than 0.1
.
repl do
# Here is a player class that has position and implement
# the ~attr_rect~ contract.
class Player
attr_rect
attr_accessor :x, :y, :w, :h
def initialize x, y, w, h
@x = x
@y = y
@w = w
@h = h
end
def serialize
{ x: @x, y: @y, w: @w, h: @h }
end
def inspect
"#{serialize}"
end
def to_s
"#{serialize}"
end
end
# Here is a definition of two walls.
walls = [
[10, 10, 10, 10],
{ x: 20, y: 20, w: 10, h: 10 },
]
# Display the walls.
puts "Walls."
puts walls
puts ""
# Check any_intersect_rect? on player
player = Player.new 30, 20, 10, 10
puts "Is Player #{player} touching wall?"
puts (walls.any_intersect_rect? player)
# => false
# The value is false because of the default tolerance is 0.1.
# The overlap of the player rect and any of the wall rects is
# less than 0.1 (for those that intersect).
puts ""
player = Player.new 9, 10, 10, 10
puts "Is Player #{player} touching wall?"
puts (walls.any_intersect_rect? player)
# => true
puts ""
end
map
link
The function given a block returns a new Enumerable
of values.
Example of using Array#map
in conjunction with args.state
and args.outputs.sprites
to render sprites to the screen.
def tick args
# define the colors of the rainbow in ~args.state~
# as an ~Array~ of ~Hash~es with :order and :name.
# :order will be used to determine render location
# and :name will be used to determine sprite path.
args.state.rainbow_colors ||= [
{ order: 0, name: :red },
{ order: 1, name: :orange },
{ order: 2, name: :yellow },
{ order: 3, name: :green },
{ order: 4, name: :blue },
{ order: 5, name: :indigo },
{ order: 6, name: :violet },
]
# render sprites diagonally to the screen
# with a width and height of 50.
args.outputs
.sprites << args.state
.rainbow_colors
.map do |color| # <-- ~Array#map~ usage
[
color[:order] * 50,
color[:order] * 50,
50,
50,
"sprites/square-#{color[:name]}.png"
]
end
end
each
link
The function, given a block, invokes the block for each item in the Array
. Array#each
is synonymous to foreach constructs in other languages.
Example of using Array#each
in conjunction with args.state
and args.outputs.sprites
to render sprites to the screen:
def tick args
# define the colors of the rainbow in ~args.state~
# as an ~Array~ of ~Hash~es with :order and :name.
# :order will be used to determine render location
# and :name will be used to determine sprite path.
args.state.rainbow_colors ||= [
{ order: 0, name: :red },
{ order: 1, name: :orange },
{ order: 2, name: :yellow },
{ order: 3, name: :green },
{ order: 4, name: :blue },
{ order: 5, name: :indigo },
{ order: 6, name: :violet },
]
# render sprites diagonally to the screen
# with a width and height of 50.
args.state
.rainbow_colors
.map do |color| # <-- ~Array#each~ usage
args.outputs.sprites << [
color[:order] * 50,
color[:order] * 50,
50,
50,
"sprites/square-#{color[:name]}.png"
]
end
end
reject_nil
link
Returns an Enumerable
rejecting items that are nil
, this is an alias for Array#compact
:
repl do
a = [1, nil, 4, false, :a]
puts a.reject_nil
# => [1, 4, false, :a]
puts a.compact
# => [1, 4, false, :a]
end
reject_false
link
Returns an `Enumerable` rejecting items that are `nil` or `false`.
repl do
a = [1, nil, 4, false, :a]
puts a.reject_false
# => [1, 4, :a]
end
product
link
Returns all combinations of values between two arrays.
Here are some examples of using product
. Paste the following code at the bottom of main.rb and save the file to see the results:
repl do
a = [0, 1]
puts a.product
# => [[0, 0], [0, 1], [1, 0], [1, 1]]
end
repl do
a = [ 0, 1]
b = [:a, :b]
puts a.product b
# => [[0, :a], [0, :b], [1, :a], [1, :b]]
end
Numeric
link
The Numeric
class has been extend to provide methods that will help in common game development tasks.
frame_index
link
This function is helpful for determining the index of frame-by-frame sprite animation. The numeric value self
represents the moment the animation started.
frame_index
takes three additional parameters:
- How many frames exist in the sprite animation.
- How long to hold each animation for.
- Whether the animation should repeat.
frame_index
will return nil
if the time for the animation is out of bounds of the parameter specification.
Example using variables:
def tick args
start_looping_at = 0
number_of_sprites = 6
number_of_frames_to_show_each_sprite = 4
does_sprite_loop = true
sprite_index =
start_looping_at.frame_index number_of_sprites,
number_of_frames_to_show_each_sprite,
does_sprite_loop
sprite_index ||= 0
args.outputs.sprites << [
640 - 50,
360 - 50,
100,
100,
"sprites/dragon-#{sprite_index}.png"
]
end
Example using named parameters. The named parameters version allows you to also specify a repeat_index
which is useful if your animation has starting frames that shouldn't be considered when looped:
def tick args
start_looping_at = 0
sprite_index =
start_looping_at.frame_index count: 6,
hold_for: 4,
repeat: true,
repeat_index: 0,
tick_count_override: args.state.tick_count
sprite_index ||= 0
args.outputs.sprites << [
640 - 50,
360 - 50,
100,
100,
"sprites/dragon-#{sprite_index}.png"
]
end
The named parameter variant of frame_index
is also available on Numeric
:
def tick args
sprite_index =
Numeric.frame_index start_at: 0,
count: 6,
hold_for: 4,
repeat: true,
repeat_index: 0,
tick_count_override: args.state.tick_count
sprite_index ||= 0
args.outputs.sprites << [
640 - 50,
360 - 50,
100,
100,
"sprites/dragon-#{sprite_index}.png"
]
end
elapsed_time
link
For a given number, the elapsed frames since that number is returned. `Kernel.tick_count` is used to determine how many frames have elapsed. An optional numeric argument can be passed in which will be used instead of `Kernel.tick_count`.
Here is an example of how elapsed_time can be used.
def tick args
args.state.last_click_at ||= 0
# record when a mouse click occurs
if args.inputs.mouse.click
args.state.last_click_at = args.state.tick_count
end
# Use Numeric#elapsed_time to determine how long it's been
if args.state.last_click_at.elapsed_time > 120
args.outputs.labels << [10, 710, "It has been over 2 seconds since the mouse was clicked."]
end
end
And here is an example where the override parameter is passed in:
def tick args
args.state.last_click_at ||= 0
# create a state variable that tracks time at half the speed of args.state.tick_count
args.state.simulation_tick = args.state.tick_count.idiv 2
# record when a mouse click occurs
if args.inputs.mouse.click
args.state.last_click_at = args.state.simulation_tick
end
# Use Numeric#elapsed_time to determine how long it's been
if (args.state.last_click_at.elapsed_time args.state.simulation_tick) > 120
args.outputs.labels << [10, 710, "It has been over 4 seconds since the mouse was clicked."]
end
end
elapsed?
link
Returns true if Numeric#elapsed_time
is greater than the number. An optional parameter can be passed into elapsed?
which is added to the number before evaluating whether elapsed?
is true.
Example usage (no optional parameter):
def tick args
args.state.box_queue ||= []
if args.state.box_queue.empty?
args.state.box_queue << { name: :red,
destroy_at: args.state.tick_count + 60 }
args.state.box_queue << { name: :green,
destroy_at: args.state.tick_count + 60 }
args.state.box_queue << { name: :blue,
destroy_at: args.state.tick_count + 120 }
end
boxes_to_destroy = args.state
.box_queue
.find_all { |b| b[:destroy_at].elapsed? }
if !boxes_to_destroy.empty?
puts "boxes to destroy count: #{boxes_to_destroy.length}"
end
boxes_to_destroy.each { |b| puts "box #{b} was elapsed? on #{args.state.tick_count}." }
args.state.box_queue -= boxes_to_destroy
end
Example usage (with optional parameter):
def tick args
args.state.box_queue ||= []
if args.state.box_queue.empty?
args.state.box_queue << { name: :red,
create_at: args.state.tick_count + 120,
lifespan: 60 }
args.state.box_queue << { name: :green,
create_at: args.state.tick_count + 120,
lifespan: 60 }
args.state.box_queue << { name: :blue,
create_at: args.state.tick_count + 120,
lifespan: 120 }
end
# lifespan is passed in as a parameter to ~elapsed?~
boxes_to_destroy = args.state
.box_queue
.find_all { |b| b[:create_at].elapsed? b[:lifespan] }
if !boxes_to_destroy.empty?
puts "boxes to destroy count: #{boxes_to_destroy.length}"
end
boxes_to_destroy.each { |b| puts "box #{b} was elapsed? on #{args.state.tick_count}." }
args.state.box_queue -= boxes_to_destroy
end
new?
link
Returns true if Numeric#elapsed_time == 0
. Essentially communicating that number is equal to the current frame.
Example usage:
def tick args
args.state.box_queue ||= []
if args.state.box_queue.empty?
args.state.box_queue << { name: :red,
create_at: args.state.tick_count + 60 }
end
boxes_to_spawn_this_frame = args.state
.box_queue
.find_all { |b| b[:create_at].new? }
boxes_to_spawn_this_frame.each { |b| puts "box #{b} was new? on #{args.state.tick_count}." }
args.state.box_queue -= boxes_to_spawn_this_frame
end
Kernel
link
Kernel in the DragonRuby Runtime has patches for how standard out is handled and also contains a unit of time in games called a tick.
tick_count
link
Returns the current tick of the game. This value is reset if you call $gtk.reset.
global_tick_count
link
Returns the current tick of the application from the point it was started. This value is never reset.
Grid (args.grid
) link
Returns the virtual grid for the game.
name
link
Returns either :origin_bottom_left
or :origin_center
.
bottom
link
Returns the y
value that represents the bottom of the grid.
top
link
Returns the y
value that represents the top of the grid.
left
link
Returns the x
value that represents the left of the grid.
right
link
Returns the x
value that represents the right of the grid.
rect
link
Returns a rectangle Primitive that represents the grid.
origin_bottom_left!
link
Change the grids coordinate system to 0, 0 at the bottom left corner.
origin_center!
link
Change the grids coordinate system to 0, 0 at the center of the screen.
orientation
link
Returns either :portrait
or :landscape
. The orientation of your game is set within ./mygame/metadata/game_metadata.txt
.
w
link
Returns the grid's width (value is 1280 if orientation :landscape
, and 720 if orientation is :portrait
).
h
link
Returns the grid's width (value is 720 if orientation :landscape
, and 1280 if orientation is :portrait
).
Grid HD Properties link
The following properties are available to Pro license holders. Setting hd=true
and hd=true
in ./mygame/metadata/game_metadata.txt
will enable All Screen Mode.
Please review the sample app located at ./samples/07_advanced_rendering_hd/03_allscreen_properties
.
When All Screen mode is enabled, you can render outside of the 1280x720 safe area. The 1280x720 logical canvas will be centered within the screen and scaled to one of the following closest/bess-fit resolutions.
- 720p: 1280x720
- HD+: 1600x900
- 1080p: 1920x1080
- 1440p: 2560x1440
- 1880p: 3200x1800
- 4k: 3840x2160
- 5k: 6400x2880
Regardless of the rendering resolution, your logical canvas will always be 1280x720 and all hd_*
values will be at this same logical scale.
hd_left
link
Returns the position of the left edge of the screen at the logical scale of 1280x720. For example, if the window's width is 1290x720, then hd_left
will be -5.
hd_right
link
Returns the position of the right edge of the screen at the logical scale of 1280x720. For example, if the window's width is 1290x720, then hd_right
will be 1285.
hd_bottom
link
Returns the position of the bottom edge of the screen at the logical scale of 1280x720. For example, if the window's width is 1280x730, then hd_bottom
will be -5.
hd_top
link
Returns the position of the top edge of the screen at the logical scale of 1280x720. For example, if the window's width is 1280x730, then hd_top
will be 725.
hd_offset_x
link
Returns the number of pixels that the 1280x720 canvas is offset from the left so that it's centered in the screen.
hd_offset_y
link
Returns the number of pixels that the 1280x720 canvas is offset from the bottom so that it's centered in the screen.
window_width
link
Returns the true width of the window. High DPI settings are not taken into consideration.
window_height
link
Returns the true height of the window. High DPI settings are not taken into consideration.
native_width
link
Returns the true width of the window. High DPI settings (macOS, iOS, Android) are taken into consideration.
native_height
link
Returns the true height of the window. High DPI settings (macOS, iOS, Android) are taken into consideration.
native_scale
link
Returns a decimal value representing the rendering scale of the game.
- 720p: 1.0
- HD+: 1.25
- 1080p, Full HD: 1.5
- Full HD+: 1.75
- 1440p: 2.0
- 1880p: 2.5
- 4k: 3.0
- 5k: 4.0
native_scale_enum
link
Returns an integer value representing the rendering scale of the game.
- 720p: 100
- HD+: 125
- 1080p, Full HD: 150
- Full HD+: 175
- 1440p: 200
- 1880p: 250
- 4k: 300
- 5k: 400
The enum value is taken into consideration when rendering a sprite through texture atlases.
Given the following code:
def tick args
args.outputs.sprites << { x: 0, y: 0, w: 100, h: 100, path: "sprites/player.png" }
end
The sprite path of sprites/player.png
will be replaced according to the following naming conventions (fallback to a lower resolution is automatically handled if a sprite with naming convention isn't found):
- 720p:
sprites/player.png
(100x100) - HD+:
sprites/[email protected]
(125x125) - 1080p:
sprites/[email protected]
(150x150) - 1440p:
sprites/[email protected]
(200x200) - 1880p:
sprites/[email protected]
(250x250) - 4k:
sprites/[email protected]
(300x300) - 5k:
sprites/[email protected]
(400x400)
Samples link
Follows is a source code listing for all files that have been open sourced. This code can be found in the ./samples
directory.
Learn Ruby Optional link
Beginner Ruby Primer - automation.rb link
# ./samples/00_learn_ruby_optional/00_beginner_ruby_primer/app/automation.rb
# ==========================================================================
# _ _ ________ __ _ _____ _____ _______ ______ _ _ _ _ _ _
# | | | | ____\ \ / / | | |_ _|/ ____|__ __| ____| \ | | | | | |
# | |__| | |__ \ \_/ / | | | | | (___ | | | |__ | \| | | | | |
# | __ | __| \ / | | | | \___ \ | | | __| | . ` | | | | |
# | | | | |____ | | | |____ _| |_ ____) | | | | |____| |\ |_|_|_|_|
# |_| |_|______| |_| |______|_____|_____/ |_| |______|_| \_(_|_|_|_)
#
#
# |
# |
# |
# |
# |
# |
# |
# |
# |
# |
# \ | /
# \ | /
# +
#
# If you are new to the programming language Ruby, then you may find the
# following code a bit overwhelming. Come back to this file when you have
# a better grasp of Ruby and Game Toolkit.
#
# What follows is an automations script # that can be run via terminal:
# ./samples/00_beginner_ruby_primer $ ../../dragonruby . --eval app/automation.rb
# ==========================================================================
$gtk.reset
$gtk.scheduled_callbacks.clear
$gtk.schedule_callback 10 do
$gtk.console.set_command 'puts "Hello DragonRuby!"'
end
$gtk.schedule_callback 20 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 30 do
$gtk.console.set_command 'outputs.solids << [910, 200, 100, 100, 255, 0, 0]'
end
$gtk.schedule_callback 40 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 50 do
$gtk.console.set_command 'outputs.solids << [1010, 200, 100, 100, 0, 0, 255]'
end
$gtk.schedule_callback 60 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 70 do
$gtk.console.set_command 'outputs.sprites << [1110, 200, 100, 100, "sprites/dragon_fly_0.png"]'
end
$gtk.schedule_callback 80 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 90 do
$gtk.console.set_command "outputs.labels << [1210, 200, state.tick_count, 0, 255, 0]"
end
$gtk.schedule_callback 100 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 110 do
$gtk.console.set_command "state.sprite_frame = state.tick_count.idiv(4).mod(6)"
end
$gtk.schedule_callback 120 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 130 do
$gtk.console.set_command "outputs.labels << [1210, 170, state.sprite_frame, 0, 255, 0]"
end
$gtk.schedule_callback 140 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 150 do
$gtk.console.set_command "state.sprite_path = \"sprites/dragon_fly_\#{state.sprite_frame}.png\""
end
$gtk.schedule_callback 160 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 170 do
$gtk.console.set_command "outputs.labels << [910, 330, \"path: \#{state.sprite_path}\", 0, 255, 0]"
end
$gtk.schedule_callback 180 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 190 do
$gtk.console.set_command "outputs.sprites << [910, 330, 370, 370, state.sprite_path]"
end
$gtk.schedule_callback 200 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 300 do
$gtk.console.set_command ":wq"
end
$gtk.schedule_callback 400 do
$gtk.console.eval_the_set_command
end
Beginner Ruby Primer - main.rb link
# ./samples/00_learn_ruby_optional/00_beginner_ruby_primer/app/main.rb
# ==========================================================================
# _ _ ________ __ _ _____ _____ _______ ______ _ _ _ _ _ _
# | | | | ____\ \ / / | | |_ _|/ ____|__ __| ____| \ | | | | | |
# | |__| | |__ \ \_/ / | | | | | (___ | | | |__ | \| | | | | |
# | __ | __| \ / | | | | \___ \ | | | __| | . ` | | | | |
# | | | | |____ | | | |____ _| |_ ____) | | | | |____| |\ |_|_|_|_|
# |_| |_|______| |_| |______|_____|_____/ |_| |______|_| \_(_|_|_|_)
#
#
# |
# |
# |
# |
# |
# |
# |
# |
# |
# |
# \ | /
# \ | /
# +
#
# If you are new to the programming language Ruby, then you may find the
# following code a bit overwhelming. This sample is only designed to be
# run interactively (as opposed to being manipulated via source code).
#
# Start up this sample and follow along by visiting:
# https://s3.amazonaws.com/s3.dragonruby.org/dragonruby-gtk-primer.mp4
#
# It is STRONGLY recommended that you work through all the samples before
# looking at the code in this file.
# ==========================================================================
class TutorialOutputs
attr_accessor :solids, :sprites, :labels, :lines, :borders
def initialize
@solids = []
@sprites = []
@labels = []
@lines = []
@borders = []
end
def tick
@solids ||= []
@sprites ||= []
@labels ||= []
@lines ||= []
@borders ||= []
@solids.each { |p| $gtk.args.outputs.reserved << p.solid }
@sprites.each { |p| $gtk.args.outputs.reserved << p.sprite }
@labels.each { |p| $gtk.args.outputs.reserved << p.label }
@lines.each { |p| $gtk.args.outputs.reserved << p.line }
@borders.each { |p| $gtk.args.outputs.reserved << p.border }
end
def clear
@solids.clear
@sprites.clear
@labels.clear
@borders.clear
end
end
def defaults
state.reset_button ||=
state.new_entity(
:button,
label: [1190, 68, "RESTART", -2, 0, 0, 0, 0].label,
background: [1160, 38, 120, 50, 255, 255, 255].solid
)
$gtk.log_level = :off
end
def tick_reset_button
return unless state.hello_dragonruby_confirmed
$gtk.args.outputs.reserved << state.reset_button.background
$gtk.args.outputs.reserved << state.reset_button.label
if inputs.mouse.click && inputs.mouse.click.point.inside_rect?(state.reset_button.background)
restart_tutorial
end
end
def seperator
@seperator = "=" * 80
end
def tick_intro
queue_message "Welcome to the DragonRuby GTK primer! Try typing the
code below and press ENTER:
puts \"Hello DragonRuby!\"
"
end
def tick_hello_dragonruby
return unless console_has? "Hello DragonRuby!", "puts "
$gtk.args.state.hello_dragonruby_confirmed = true
queue_message "Well HELLO to you too!
If you ever want to RESTART the tutorial, just click the \"RESTART\"
button in the bottom right-hand corner.
Let's continue shall we? Type the code below and press ENTER:
outputs.solids << [910, 200, 100, 100, 255, 0, 0]
"
end
def tick_explain_solid
return unless $tutorial_outputs.solids.any? {|s| s == [910, 200, 100, 100, 255, 0, 0]}
queue_message "Sweet!
The code: outputs.solids << [910, 200, 100, 100, 255, 0, 0]
Does the following:
1. GET the place where SOLIDS go: outputs.solids
2. Request that a new SOLID be ADDED: <<
3. The DEFINITION of a SOLID is the ARRAY:
[910, 200, 100, 100, 255, 0, 0]
GET ADD X Y WIDTH HEIGHT RED GREEN BLUE
| | | | | | | | |
| | | | | | | | |
outputs.solids << [910, 200, 100, 100, 255, 0, 0]
|_________________________________________|
|
|
ARRAY
Now let's create a blue SOLID. Type:
outputs.solids << [1010, 200, 100, 100, 0, 0, 255]
"
state.explain_solid_confirmed = true
end
def tick_explain_solid_blue
return unless state.explain_solid_confirmed
return unless $tutorial_outputs.solids.any? {|s| s == [1010, 200, 100, 100, 0, 0, 255]}
state.explain_solid_blue_confirmed = true
queue_message "And there is our blue SOLID!
The ARRAY is the MOST important thing in DragonRuby GTK.
Let's create a SPRITE using an ARRAY:
outputs.sprites << [1110, 200, 100, 100, 'sprites/dragon_fly_0.png']
"
end
def tick_explain_tick_count
return unless $tutorial_outputs.sprites.any? {|s| s == [1110, 200, 100, 100, 'sprites/dragon_fly_0.png']}
return if $tutorial_outputs.labels.any? {|l| l == [1210, 200, state.tick_count, 255, 255, 255]}
state.explain_tick_count_confirmed = true
queue_message "Look at the cute little dragon!
We can create a LABEL with ARRAYS too. Let's create a LABEL showing
THE PASSAGE OF TIME, which is called TICK_COUNT.
outputs.labels << [1210, 200, state.tick_count, 0, 255, 0]
"
end
def tick_explain_mod
return unless $tutorial_outputs.labels.any? {|l| l == [1210, 200, state.tick_count, 0, 255, 0]}
state.explain_mod_confirmed = true
queue_message "
The code: outputs.labels << [1210, 200, state.tick_count, 0, 255, 0]
Does the following:
1. GET the place where labels go: outputs.labels
2. Request that a new label be ADDED: <<
3. The DEFINITION of a LABEL is the ARRAY:
[1210, 200, state.tick_count, 0, 255, 0]
GET ADD X Y TEXT RED GREEN BLUE
| | | | | | | |
| | | | | | | |
outputs.labels << [1210, 200, state.tick_count, 0, 255, 0]
|______________________________________________|
|
|
ARRAY
Now let's do some MATH, save the result to STATE, and create a LABEL:
state.sprite_frame = state.tick_count.idiv(4).mod(6)
outputs.labels << [1210, 170, state.sprite_frame, 0, 255, 0]
Type the lines above (pressing ENTER after each line).
"
end
def tick_explain_string_interpolation
return unless state.explain_mod_confirmed
return unless state.sprite_frame == state.tick_count.idiv(4).mod(6)
return unless $tutorial_outputs.labels.any? {|l| l == [1210, 170, state.sprite_frame, 0, 255, 0]}
queue_message "Here is what the mathematical computation you just typed does:
1. Create an item of STATE named SPRITE_FRAME: state.sprite_frame =
2. Set this SPRITE_FRAME to the PASSAGE OF TIME (tick_count),
DIVIDED EVENLY (idiv) into 4,
and then compute the REMAINDER (mod) of 6.
STATE SPRITE_FRAME PASSAGE OF HOW LONG HOW MANY
| | TIME TO SHOW IMAGES
| | | AN IMAGE TO FLIP THROUGH
| | | | |
state.sprite_frame = state.tick_count.idiv(4).mod(6)
| |
| +- REMAINDER OF DIVIDE
DIVIDE EVENLY
(NO DECIMALS)
With the information above, we can animate a SPRITE
using STRING INTERPOLATION: \#{}
which creates a unique SPRITE_PATH:
state.sprite_path = \"sprites/dragon_fly_\#{state.sprite_frame}.png\"
outputs.labels << [910, 330, \"path: \#{state.sprite_path}\", 0, 255, 0]
outputs.sprites << [910, 330, 370, 370, state.sprite_path]
Type the lines above (pressing ENTER after each line).
"
end
def tick_reprint_on_error
return unless console.last_command_errored
puts $gtk.state.messages.last
puts "\nWhoops! Try again."
console.last_command_errored = false
end
def tick_evals
state.evals ||= []
if console.last_command && (console.last_command.start_with?("outputs.") || console.last_command.start_with?("state."))
state.evals << console.last_command
console.last_command = nil
end
state.evals.each do |l|
Kernel.eval l
end
rescue Exception => e
state.evals = state.evals[0..-2]
end
$tutorial_outputs ||= TutorialOutputs.new
def tick args
$gtk.log_level = :off
defaults
console.show
$tutorial_outputs.clear
$tutorial_outputs.solids << [900, 37, 480, 700, 0, 0, 0, 255]
$tutorial_outputs.borders << [900, 37, 380, 683, 255, 255, 255]
tick_evals
$tutorial_outputs.tick
tick_intro
tick_hello_dragonruby
tick_reset_button
tick_explain_solid
tick_explain_solid_blue
tick_reprint_on_error
tick_explain_tick_count
tick_explain_mod
tick_explain_string_interpolation
end
def console
$gtk.console
end
def queue_message message
$gtk.args.state.messages ||= []
return if $gtk.args.state.messages.include? message
$gtk.args.state.messages << message
last_three = [$gtk.console.log[-3], $gtk.console.log[-2], $gtk.console.log[-1]].reject_nil
$gtk.console.log.clear
puts seperator
$gtk.console.log += last_three
puts seperator
puts message
puts seperator
end
def console_has? message, not_message = nil
console.log
.map(&:upcase)
.reject { |s| not_message && s.include?(not_message.upcase) }
.any? { |s| s.include?("#{message.upcase}") }
end
def restart_tutorial
$tutorial_outputs.clear
$gtk.console.log.clear
$gtk.reset
puts "Starting the tutorial over!"
end
def state
$gtk.args.state
end
def inputs
$gtk.args.inputs
end
def outputs
$tutorial_outputs
end
Intermediate Ruby Primer - printing.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/01_printing.txt
# ====================================================================================
# Commenting Code
# ====================================================================================
#
# Prefixing text with a pound sign (#) is how you comment code in Ruby. Example:
#
# I am commented code. And so are the lines above.
#
# I you want more than a quick primer on Ruby, check out https://poignant.guide/. It's
# an entertaining read. Otherwise, go to the next txt file.
#
# Follow along by visiting:
# https://s3.amazonaws.com/s3.dragonruby.org/dragonruby-gtk-intermediate.mp4
# ====================================================================================
# Printing to the Console:
# ====================================================================================
#
# Every time you save repl.rb file, DragonRuby runs the code within it. Copy this text
# to repl.rb and save to see Hello World printed to the console.
repl do
puts '* RUBY PRIMER: Printing to the console using the ~puts~ function.'
puts '===='
puts '======'
puts '================================'
puts 'Hello World'
puts '================================'
puts '======'
puts '===='
end
Intermediate Ruby Primer - strings.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/02_strings.txt
# ====================================================================================
# Strings
# ====================================================================================
#
# Here is how you work with strings in Ruby. Take the text
# in this file and paste it into repl.rb and save:
repl do
puts '* RUBY PRIMER: strings'
message = "Hello World"
puts "The value of message is: " + message
puts "Any value can be interpolated within a string using \#{}."
puts "Interpolated message: #{message}."
puts 'This #{message} is not interpolated because the string uses single quotes.'
end
Intermediate Ruby Primer - numbers.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/03_numbers.txt
# ====================================================================================
# Numerics
# ====================================================================================
#
# Here is how you work with numbers in Ruby. Take the text
# in this file and paste it into repl.rb and save:
repl do
puts '* RUBY PRIMER: Fixnum and Floats'
a = 10
puts "The value of a is: #{a}"
puts "a + 1 is: #{a + 1}"
puts "a / 3 is: #{a / 3}"
puts ''
b = 10.12
puts "The value of b is: #{b}"
puts "b + 1 is: #{b + 1}"
puts "b as an integer is: #{b.to_i}"
puts ''
end
Intermediate Ruby Primer - booleans.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/04_booleans.txt
# ====================================================================================
# Booleans
# ====================================================================================
#
# Here is how you work with numbers in Ruby. Take the text
# in this file and paste it into repl.rb and save:
repl do
puts '* RUBY PRIMER: TrueClass, FalseClass, NilClass (truthy / falsey values)'
puts "Anything that *isn't* false or nil is true."
c = 30
puts "The value of c is #{c}."
if c
puts "This if statement ran because c is truthy."
end
d = false
puts "The value if d is #{d}. The type for d is #{d.class}."
if !d
puts "This if statement ran because d is falsey, using the not operator (!)."
end
e = nil
puts "Nil is also considered falsey. The value of e is: #{e} (a blank string when printed). Which is of type #{e.class}."
if !e
puts "This if statement ran because e is nil and the if statement applied the NOT operator. !e yields a type of #{(!e).class}."
end
end
Intermediate Ruby Primer - conditionals.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/05_conditionals.txt
# ====================================================================================
# Conditionals
# ====================================================================================
#
# Here is how you create conditionals in Ruby. Take the text
# in this file and paste it into repl.rb and save:
repl do
puts "* RUBY PRIMER: Conditionals"
end
# ====================================================================================
# if
# ====================================================================================
repl do
puts "** INFO: if statement"
i_am_one = 1
if i_am_one
puts "This was printed because i_am_one is truthy."
end
end
# ====================================================================================
# if/else
# ====================================================================================
repl do
puts "** INFO: if/else statement"
i_am_false = false
if i_am_false
puts "This will NOT get printed because i_am_false is false."
else
puts "This was printed because i_am_false is false."
end
end
# ====================================================================================
# if/elsif/else
# ====================================================================================
repl do
puts "** INFO: if/elsif/else statement"
i_am_false = false
i_am_true = true
if i_am_false
puts "This will NOT get printed because i_am_false is false."
elsif i_am_true
puts "This was printed because i_am_true is true."
else
puts "This will NOT get printed i_am_true was true."
end
end
# ====================================================================================
# case
# ====================================================================================
repl do
puts "** INFO case statement"
i_am_one = 1 # change this value to see different results
case i_am_one
when 10
puts "the value of i_am_one is 10"
when 9
puts "the value of i_am_one is 9"
when 5
puts "the value of i_am_one is 5"
when 1
puts "the value of i_am_one is 1"
else
puts "Value wasn't cased."
end
end
# ====================================================================================
# comparison operators
# ====================================================================================
repl do
puts "** INFO: Different types of comparisons"
if 4 == 4
puts "4 equals 4 (==)"
end
if 4 != 3
puts "4 does not equal 3 (!=)"
end
if 3 < 4
puts "3 is less than 4 (<)"
end
if 4 > 3
puts "4 is greater than 3 (>)"
end
end
# ====================================================================================
# and/or conditionals
# ====================================================================================
repl do
puts "** INFO: AND, OR operator (&&, ||)"
if (4 > 3) || (3 < 4) || false
puts "print this if 4 is greater than 3 OR 3 is less than 4 OR false is true (||)"
end
if (4 > 3) && (3 < 4)
puts "print this if 4 is greater than 3 AND 3 is less than 4 (&&)"
end
end
Intermediate Ruby Primer - looping.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/06_looping.txt
# ====================================================================================
# Looping
# ====================================================================================
#
# Looping looks a whole lot different than other languages.
# But it's pretty awesome when you get used to it.
repl do
puts "* RUBY PRIMER: Loops"
end
# ====================================================================================
# times
# ====================================================================================
repl do
puts "** INFO: ~Numeric#times~ (for loop)"
3.times do |i|
puts i
end
end
# ====================================================================================
# foreach
# ====================================================================================
repl do
puts "** INFO: ~Array#each~ (for each loop)"
array = ["a", "b", "c", "d"]
array.each do |char|
puts char
end
puts "** INFO: ~Array#each_with_index~ (for each loop)"
array = ["a", "b", "c", "d"]
array.each do |char, i|
puts "index #{i}: #{char}"
end
end
# ====================================================================================
# ranges
# ====================================================================================
repl do
puts "** INFO: range block exclusive (three dots)"
(0...3).each do |i|
puts i
end
puts "** INFO: range block inclusive (two dots)"
(0..3).each do |i|
puts i
end
end
Intermediate Ruby Primer - functions.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/07_functions.txt
# ====================================================================================
# Functions
# ====================================================================================
# The last statement of a function is implictly returned. Parenthesis for functions
# are optional as long as the statement can be envaluated disambiguously.
repl do
puts "* RUBY PRIMER: Functions"
end
# ====================================================================================
# Functions single parameter
# ====================================================================================
repl do
puts "* INFO: Function with one parameter"
# function definition
def add_one_to n
n + 1
end
# Parenthesis are optional in Ruby as long as the
# parsing is disambiguous. Here are a couple of variations.
# Generally speaking, don't put parenthesis is you don't have to.
# Conventional Usage of Parenthesis.
puts add_one_to(3)
# DragonRuby's recommended use of parenthesis (inner function has parenthesis).
puts (add_one_to 3)
# Full parens.
puts(add_one_to(3))
# Outer function has parenthesis
puts(add_one_to 3)
end
# ====================================================================================
# Functions with default parameter values
# ====================================================================================
repl do
puts "* INFO: Function with default value"
def function_with_default_value v = 10
v * 10
end
puts "Passing the argument three yields: #{function_with_default_value 3}"
puts "Passing no argument yields: #{function_with_default_value}"
end
# ====================================================================================
# Nil default parameter value and ||= operator.
# ====================================================================================
repl do
puts "* INFO: Using the OR EQUAL operator (||=)"
def function_with_nil_default_with_local a = nil
result = a
result ||= "DEFAULT_VALUE_OF_A_IS_NIL_OR_FALSE"
"value is #{result}."
end
puts "Passing 'hi' as the argument yields: #{function_with_nil_default_with_local 'hi'}"
puts "Passing nil: #{function_with_nil_default_with_local}"
end
Intermediate Ruby Primer - arrays.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/08_arrays.txt
# ====================================================================================
# Arrays
# ====================================================================================
# Arrays are incredibly powerful in Ruby. Learn to use them well.
repl do
puts "* RUBY PRIMER: ARRAYS"
end
# ====================================================================================
# Enumerable ranges and .to_a
# ====================================================================================
repl do
puts "** INFO: Create an array with the numbers 1 to 10."
one_to_ten = (1..10).to_a
puts one_to_ten
end
# ====================================================================================
# Finding elements
# ====================================================================================
repl do
puts "** INFO: Finding elements in an array using ~Array#find_all~."
puts "Create a new array that only contains even numbers from the previous array."
one_to_ten = (1..10).to_a
evens = one_to_ten.find_all do |number|
number % 2 == 0
end
puts evens
end
# ====================================================================================
# Rejecting elements
# ====================================================================================
repl do
puts "** INFO: Removing elements in an array using ~Array#reject~."
puts "Create a new array that rejects odd numbers."
one_to_ten = (1..10).to_a
also_even = one_to_ten.reject do |number|
number % 2 != 0
end
puts also_even
end
# ====================================================================================
# Array transform using the map function.
# ====================================================================================
repl do
puts "** INFO: Creating new derived values from an array using ~Array#map~."
puts "Create an array that doubles every number."
one_to_ten = (1..10).to_a
doubled = one_to_ten.map do |number|
number * 2
end
puts doubled
end
# ====================================================================================
# Combining array functions.
# ====================================================================================
repl do
puts "** INFO: Combining ~Array#find_all~ along with ~Array#map~."
puts "Create an array that selects only odd numbers and then multiply those by 10."
one_to_ten = (1..10).to_a
odd_doubled = one_to_ten.find_all do |number|
number % 2 != 0
end.map do |odd_number|
odd_number * 10
end
puts odd_doubled
end
# ====================================================================================
# Product function.
# ====================================================================================
repl do
puts "** INFO: Create all combinations of array values using ~Array#product~."
puts "All two-item pairs of numbers 1 to 10."
one_to_ten = (1..10).to_a
all_combinations = one_to_ten.product(one_to_ten)
puts all_combinations
end
# ====================================================================================
# Uniq and sort function.
# ====================================================================================
repl do
puts "** INFO: Providing uniq values using ~Array#uniq~ and ~Array#sort~."
puts "All uniq combinations of numbers regardless of order."
puts "For example: [1, 2] is the same as [2, 1]."
one_to_ten = (1..10).to_a
uniq_combinations =
one_to_ten.product(one_to_ten)
.map do |unsorted_number|
unsorted_number.sort
end.uniq
puts uniq_combinations
end
# ====================================================================================
# Example of an advanced array transform.
# ====================================================================================
repl do
puts "** INFO: Advanced chaining. Combining ~Array's ~map~, ~find_all~, ~sort~, and ~sort_by~."
puts "All unique Pythagorean Triples between 1 and 100 sorted by area of the triangle."
one_to_hundred = (1..100).to_a
triples =
one_to_hundred.product(one_to_hundred).map do |width, height|
[width, height, Math.sqrt(width ** 2 + height ** 2)]
end.find_all do |_, _, hypotenuse|
hypotenuse.to_i == hypotenuse
end.map do |triangle|
triangle.map(&:to_i)
end.uniq do |triangle|
triangle.sort
end.map do |width, height, hypotenuse|
[width, height, hypotenuse, (width * height) / 2]
end.sort_by do |_, _, _, area|
area
end
triples.each do |width, height, hypotenuse, _|
puts "(#{width}, #{height}, #{hypotenuse})"
end
end
# ====================================================================================
# Example of an sorting.
# ====================================================================================
repl do
puts "** INFO: Implementing a custom sort function that operates on the ~Hash~ datatype."
things_to_sort = [
{ type: :background, order: 1 },
{ type: :foreground, order: 1 },
{ type: :foreground, order: 2 }
]
puts "*** Original array."
puts things_to_sort
puts "*** Simple sort using key."
# For a simple sort, you can use sort_by
results = things_to_sort.sort_by do |hash|
hash[:order]
end
puts results
puts "*** Custom sort."
puts "**** Sorting process."
# for a more complicated sort, you can provide a block that returns
# -1, 0, 1 for a left and right operand
results = things_to_sort.sort do |l, r|
sort_result = 0
puts "here is l: #{l}"
puts "here is r: #{r || "nil"}"
# if either value is nil/false return 0
if !l || !r
sort_result = 0
# if the type of "left" is background and the
# type of "right" is foreground, then return
# -1 (which means "left" is less than "right"
elsif l[:type] == :background && r[:type] == :foreground
sort_result = -1
# if the type of "left" is foreground and the
# type of "right" is background, then return
# 1 (which means "left" is greater than "right"
elsif l[:type] == :foreground && r[:type] == :background
sort_result = 1
# if "left" and "right"'s type are the same, then
# use the order as the tie breaker
elsif l[:order] < r[:order]
sort_result = -1
elsif l[:order] > r[:order]
sort_result = 1
# returning 0 means both values are equal
else
sort_result = 0
end
sort_result
end.to_a
puts "**** Sort result."
puts results
end
# ====================================================================================
# Api documention for Array that is worth commiting to memory because arrays are so
# awesome in Ruby: https://docs.ruby-lang.org/en/2.0.0/Array.html
# ====================================================================================
Intermediate Ruby Primer - main.rb link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/main.rb
def tick args
args.outputs.labels << [640, 380, "Open repl.rb in the text editor of your choice and follow the document.", 0, 1]
end
Intermediate Ruby Primer - repl.rb link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/repl.rb
# Copy and paste the code inside of the txt files here.
Rendering Basics link
Labels - main.rb link
# ./samples/01_rendering_basics/01_labels/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.labels: An array. Values in this array generate labels the screen.
=end
# Labels are used to represent text elements in DragonRuby
# An example of creating a label is:
# args.outputs.labels << [320, 640, "Example", 3, 1, 255, 0, 0, 200, manaspace.ttf]
# The code above does the following:
# 1. GET the place where labels go: args.outputs.labels
# 2. Request a new LABEL be ADDED: <<
# 3. The DEFINITION of a LABEL is the ARRAY:
# [320, 640, "Example", 3, 1, 255, 0, 0, 200, manaspace.ttf]
# [ X , Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
# 4. It's recommended to use hashes so that you're not reliant on positional values:
# { x: 320, y: 640, text: "Example", size_enum: 3, alignment_enum: 1, r: 255, g: 0, b: 0, a: 200, font: "manaspace.ttf" }
# The tick method is called by DragonRuby every frame
# args contains all the information regarding the game.
def tick args
# render the current frame to the screen centered vertically and horizontally at 640, 620
args.outputs.labels << { x: 640, y: 620, anchor_x: 0.5, anchor_y: 0.5, text: "frame: #{args.state.tick_count}" }
# Here are some examples of simple labels, with the minimum number of parameters
# Note that the default values for the other parameters are 0, except for Alpha which is 255 and Font Style which is the default font
args.outputs.labels << { x: 5, y: 720 - 5, text: "This is a label located at the top left." }
args.outputs.labels << { x: 5, y: 30, text: "This is a label located at the bottom left." }
args.outputs.labels << { x: 1280 - 420, y: 720 - 5, text: "This is a label located at the top right." }
args.outputs.labels << { x: 1280 - 440, y: 30, text: "This is a label located at the bottom right." }
# Demonstration of the Size Parameter
args.outputs.labels << { x: 175 + 150, y: 610 - 50, text: "Smaller label.", size_enum: -2 } # size_enum of -2 is equivalent to using size_px: 18
args.outputs.labels << { x: 175 + 150, y: 580 - 50, text: "Small label.", size_enum: -1 } # size_enum of -1 is equivalent to using size_px: 20
args.outputs.labels << { x: 175 + 150, y: 550 - 50, text: "Medium label.", size_enum: 0 } # size_enum of 0 is equivalent to using size_px: 22
args.outputs.labels << { x: 175 + 150, y: 520 - 50, text: "Large label.", size_enum: 1 } # size_enum of 0 is equivalent to using size_px: 24
args.outputs.labels << { x: 175 + 150, y: 490 - 50, text: "Larger label.", size_enum: 2 } # size_enum of 0 is equivalent to using size_px: 26
# Demonstration of the Align Parameter
args.outputs.lines << { x: 175 + 150, y: 0, h: 720 }
args.outputs.labels << { x: 175 + 150, y: 345 - 50, text: "Left aligned.", alignment_enum: 0 } # alignment_enum: 0 is equivalent to anchor_x: 0
args.outputs.labels << { x: 175 + 150, y: 325 - 50, text: "Center aligned.", alignment_enum: 1 } # alignment_enum: 1 is equivalent to anchor_x: 0.5
args.outputs.labels << { x: 175 + 150, y: 305 - 50, text: "Right aligned.", alignment_enum: 2 } # alignment_enum: 2 is equivalent to anchor_x: 1
# Demonstration of the RGBA parameters
args.outputs.labels << { x: 600 + 150, y: 590 - 50, text: "Red Label.", r: 255, g: 0, b: 0 }
args.outputs.labels << { x: 600 + 150, y: 570 - 50, text: "Green Label.", r: 0, g: 255, b: 0 }
args.outputs.labels << { x: 600 + 150, y: 550 - 50, text: "Blue Label.", r: 0, g: 0, b: 255 }
args.outputs.labels << { x: 600 + 150, y: 530 - 50, text: "Faded Label.", r: 0, g: 0, b: 0, a: 128 }
# Demonstration of the Font parameter
# In order to use a font of your choice, add its ttf file to the project folder, where the app folder is
# Again, it's recommended to use hashes so that you're not reliant on positional values.
args.outputs.labels << [690 + 150, # x
330 - 20, # y
"Custom font (Array)", # text
0, # size_enum
1, # alignment_enum
125, # r
0, # g
200, # b
255, # a
"manaspc.ttf" ] # font
args.outputs.labels << { x: 690 + 150,
y: 330 - 50,
text: "Custom font (Hash)",
size_enum: 0, # equivalent to size_px: 22
alignment_enum: 1, # equivalent to anchor_x: 0.5
vertical_alignment_enum: 2, # equivalent to anchor_y: 1
r: 125,
g: 0,
b: 200,
a: 255,
font: "manaspc.ttf" }
# Primitives can hold anything, and can be given a label in the following forms
args.outputs.primitives << { x: 690 + 150,
y: 330 - 80,
text: "Custom font (.primitives Hash)",
size_enum: 0,
alignment_enum: 1,
r: 125,
g: 0,
b: 200,
a: 255,
font: "manaspc.ttf" }
end
Labels Text Wrapping - main.rb link
# ./samples/01_rendering_basics/01_labels_text_wrapping/app/main.rb
def tick args
# create a really long string
args.state.really_long_string = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. In vulputate viverra metus et vehicula. Aenean quis accumsan dolor. Nulla tempus, ex et lacinia elementum, nisi felis ullamcorper sapien, sed sagittis sem justo eu lectus. Etiam ut vehicula lorem, nec placerat ligula. Duis varius ultrices magna non sagittis. Aliquam et sem vel risus viverra hendrerit. Maecenas dapibus congue lorem, a blandit mauris feugiat sit amet."
args.state.really_long_string += "\n"
args.state.really_long_string += "Sed quis metus lacinia mi dapibus fermentum nec id nunc. Donec tincidunt ante a sem bibendum, eget ultricies ex mollis. Quisque venenatis erat quis pretium bibendum. Pellentesque vel laoreet nibh. Cras gravida nisi nec elit pulvinar, in feugiat leo blandit. Quisque sodales quam sed congue consequat. Vivamus placerat risus vitae ex feugiat viverra. In lectus arcu, pellentesque vel ipsum ac, dictum finibus enim. Quisque consequat leo in urna dignissim, eu tristique ipsum accumsan. In eros sem, iaculis ac rhoncus eu, laoreet vitae ipsum. In sodales, ante eu tempus vehicula, mi nulla luctus turpis, eu egestas leo sapien et mi."
# length of characters on line
max_character_length = 80
# line height
line_height = 25
long_string = args.state.really_long_string
# API: args.string.wrapped_lines string, max_character_length
long_strings_split = args.string.wrapped_lines long_string, max_character_length
# render a label for each line and offset by the line_height
args.outputs.labels << long_strings_split.map_with_index do |s, i|
{
x: 60,
y: 60.from_top - (i * line_height),
text: s
}
end
end
Lines - main.rb link
# ./samples/01_rendering_basics/02_lines/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.lines: An array. Values in this array generate lines on
the screen.
- args.state.tick_count: This property contains an integer value that
represents the current frame. GTK renders at 60 FPS. A value of 0
for args.state.tick_count represents the initial load of the game.
=end
# The parameters required for lines are:
# 1. The initial point (x, y)
# 2. The end point (x2, y2)
# 3. The rgba values for the color and transparency (r, g, b, a)
# An example of creating a line would be:
# args.outputs.lines << [100, 100, 300, 300, 255, 0, 255, 255]
# This would create a line from (100, 100) to (300, 300)
# The RGB code (255, 0, 255) would determine its color, a purple
# It would have an Alpha value of 255, making it completely opaque
def tick args
tick_instructions args, "Sample app shows how to create lines."
args.outputs.labels << [480, 620, "Lines (x, y, x2, y2, r, g, b, a)"]
# Some simple lines
args.outputs.lines << [380, 450, 675, 450]
args.outputs.lines << [380, 410, 875, 410]
# These examples utilize args.state.tick_count to change the length of the lines over time
# args.state.tick_count is the ticks that have occurred in the game
# This is accomplished by making either the starting or ending point based on the args.state.tick_count
args.outputs.lines << [380, 370, 875, 370, args.state.tick_count % 255, 0, 0, 255]
args.outputs.lines << [380, 330 - args.state.tick_count % 25, 875, 330, 0, 0, 0, 255]
args.outputs.lines << [380 + args.state.tick_count % 400, 290, 875, 290, 0, 0, 0, 255]
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Solids Borders - main.rb link
# ./samples/01_rendering_basics/03_solids_borders/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.solids: An array. Values in this array generate
solid/filled rectangles on the screen.
=end
# Rects are outputted in DragonRuby as rectangles
# If filled in, they are solids
# If hollow, they are borders
# Solids are added to args.outputs.solids
# Borders are added to args.outputs.borders
# The parameters required for rects are:
# 1. The upper right corner (x, y)
# 2. The width (w)
# 3. The height (h)
# 4. The rgba values for the color and transparency (r, g, b, a)
# Here is an example of a rect definition:
# [100, 100, 400, 500, 0, 255, 0, 180]
# The example would create a rect from (100, 100)
# Extending 400 pixels across the x axis
# and 500 pixels across the y axis
# The rect would be green (0, 255, 0)
# and mostly opaque with some transparency (180)
# Whether the rect would be filled or not depends on if
# it is added to args.outputs.solids or args.outputs.borders
def tick args
tick_instructions args, "Sample app shows how to create solid squares."
args.outputs.labels << [460, 600, "Solids (x, y, w, h, r, g, b, a)"]
args.outputs.solids << [470, 520, 50, 50]
args.outputs.solids << [530, 520, 50, 50, 0, 0, 0]
args.outputs.solids << [590, 520, 50, 50, 255, 0, 0]
args.outputs.solids << [650, 520, 50, 50, 255, 0, 0, 128]
args.outputs.solids << [710, 520, 50, 50, 0, 0, 0, 128 + args.state.tick_count % 128]
args.outputs.labels << [460, 400, "Borders (x, y, w, h, r, g, b, a)"]
args.outputs.borders << [470, 320, 50, 50]
args.outputs.borders << [530, 320, 50, 50, 0, 0, 0]
args.outputs.borders << [590, 320, 50, 50, 255, 0, 0]
args.outputs.borders << [650, 320, 50, 50, 255, 0, 0, 128]
args.outputs.borders << [710, 320, 50, 50, 0, 0, 0, 128 + args.state.tick_count % 128]
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Sprites - main.rb link
# ./samples/01_rendering_basics/04_sprites/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.sprites: An array. Values in this array generate
sprites on the screen. The location of the sprite is assumed to
be under the mygame/ directory (the exception being dragonruby.png).
=end
# For all other display outputs, Sprites are your solution
# Sprites import images and display them with a certain rectangular area
# The image can be of any usual format and should be located within the folder,
# similar to additional fonts.
# Sprites have the following parameters
# Rectangular area (x, y, width, height)
# The image (path)
# Rotation (angle)
# Alpha (a)
def tick args
tick_instructions args, "Sample app shows how to render a sprite. Set its alpha, and rotate it."
args.outputs.labels << [460, 600, "Sprites (x, y, w, h, path, angle, a)"]
args.outputs.sprites << [460, 470, 128, 101, 'dragonruby.png']
args.outputs.sprites << [610, 470, 128, 101, 'dragonruby.png', args.state.tick_count % 360]
args.outputs.sprites << [760, 470, 128, 101, 'dragonruby.png', 0, args.state.tick_count % 255]
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Sounds - main.rb link
# ./samples/01_rendering_basics/05_sounds/app/main.rb
=begin
APIs Listing that haven't been encountered in previous sample apps:
- sample: Chooses random element from array.
In this sample app, the target note is set by taking a sample from the collection
of available notes.
Reminders:
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
=end
# This sample app allows users to test their musical skills by matching the piano sound that plays in each
# level to the correct note.
# Runs all the methods necessary for the game to function properly.
def tick args
args.outputs.labels << [640, 360, "Click anywhere to play a random sound.", 0, 1]
args.state.notes ||= [:C3, :D3, :E3, :F3, :G3, :A3, :B3, :C4]
if args.inputs.mouse.click
# Play a sound by adding a string to args.outputs.sounds
args.outputs.sounds << "sounds/#{args.state.notes.sample}.wav" # sound of target note is output
end
end
Input Basics link
Keyboard - main.rb link
# ./samples/02_input_basics/01_keyboard/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.inputs.keyboard.key_up.KEY: The value of the properties will be set
to the frame that the key_up event occurred (the frame correlates
to args.state.tick_count). Otherwise the value will be nil. For a
full listing of keys, take a look at mygame/documentation/06-keyboard.md.
- args.state.PROPERTY: The state property on args is a dynamic
structure. You can define ANY property here with ANY type of
arbitrary nesting. Properties defined on args.state will be retained
across frames. If you attempt access a property that doesn't exist
on args.state, it will simply return nil (no exception will be thrown).
=end
# Along with outputs, inputs are also an essential part of video game development
# DragonRuby can take input from keyboards, mouse, and controllers.
# This sample app will cover keyboard input.
# args.inputs.keyboard.key_up.a will check to see if the a key has been pressed
# This will work with the other keys as well
def tick args
tick_instructions args, "Sample app shows how keyboard events are registered and accessed.", 360
args.outputs.labels << { x: 460, y: row_to_px(args, 0), text: "Current game time: #{args.state.tick_count}", size_enum: -1 }
args.outputs.labels << { x: 460, y: row_to_px(args, 2), text: "Keyboard input: args.inputs.keyboard.key_up.h", size_enum: -1 }
args.outputs.labels << { x: 460, y: row_to_px(args, 3), text: "Press \"h\" on the keyboard.", size_enum: -1 }
# Input on a specifc key can be found through args.inputs.keyboard.key_up followed by the key
if args.inputs.keyboard.key_up.h
args.state.h_pressed_at = args.state.tick_count
end
# This code simplifies to if args.state.h_pressed_at has not been initialized, set it to false
args.state.h_pressed_at ||= false
if args.state.h_pressed_at
args.outputs.labels << { x: 460, y: row_to_px(args, 4), text: "\"h\" was pressed at time: #{args.state.h_pressed_at}", size_enum: -1 }
else
args.outputs.labels << { x: 460, y: row_to_px(args, 4), text: "\"h\" has never been pressed.", size_enum: -1 }
end
tick_help_text args
end
def row_to_px args, row_number, y_offset = 20
# This takes a row_number and converts it to pixels DragonRuby understands.
# Row 0 starts 5 units below the top of the grid
# Each row afterward is 20 units lower
args.grid.top - 5 - (y_offset * row_number)
end
# Don't worry about understanding the code within this method just yet.
# This method shows you the help text within the game.
def tick_help_text args
return unless args.state.h_pressed_at
args.state.key_value_history ||= {}
args.state.key_down_value_history ||= {}
args.state.key_held_value_history ||= {}
args.state.key_up_value_history ||= {}
if (args.inputs.keyboard.key_down.truthy_keys.length > 0 ||
args.inputs.keyboard.key_held.truthy_keys.length > 0 ||
args.inputs.keyboard.key_up.truthy_keys.length > 0)
args.state.help_available = true
args.state.no_activity_debounce = nil
else
args.state.no_activity_debounce ||= 5.seconds
args.state.no_activity_debounce -= 1
if args.state.no_activity_debounce <= 0
args.state.help_available = false
args.state.key_value_history = {}
args.state.key_down_value_history = {}
args.state.key_held_value_history = {}
args.state.key_up_value_history = {}
end
end
args.outputs.labels << { x: 10, y: row_to_px(args, 6), text: "This is the api for the keys you've pressed:", size_enum: -1, r: 180 }
if !args.state.help_available
args.outputs.labels << [10, row_to_px(args, 7), "Press a key and I'll show code to access the key and what value will be returned if you used the code."]
return
end
args.outputs.labels << { x: 10 , y: row_to_px(args, 7), text: "args.inputs.keyboard", size_enum: -2 }
args.outputs.labels << { x: 330, y: row_to_px(args, 7), text: "args.inputs.keyboard.key_down", size_enum: -2 }
args.outputs.labels << { x: 650, y: row_to_px(args, 7), text: "args.inputs.keyboard.key_held", size_enum: -2 }
args.outputs.labels << { x: 990, y: row_to_px(args, 7), text: "args.inputs.keyboard.key_up", size_enum: -2 }
fill_history args, :key_value_history, :down_or_held, nil
fill_history args, :key_down_value_history, :down, :key_down
fill_history args, :key_held_value_history, :held, :key_held
fill_history args, :key_up_value_history, :up, :key_up
render_help_labels args, :key_value_history, :down_or_held, nil, 10
render_help_labels args, :key_down_value_history, :down, :key_down, 330
render_help_labels args, :key_held_value_history, :held, :key_held, 650
render_help_labels args, :key_up_value_history, :up, :key_up, 990
end
def fill_history args, history_key, state_key, keyboard_method
fill_single_history args, history_key, state_key, keyboard_method, :raw_key
fill_single_history args, history_key, state_key, keyboard_method, :char
args.inputs.keyboard.keys[state_key].each do |key_name|
fill_single_history args, history_key, state_key, keyboard_method, key_name
end
end
def fill_single_history args, history_key, state_key, keyboard_method, key_name
current_value = args.inputs.keyboard.send(key_name)
if keyboard_method
current_value = args.inputs.keyboard.send(keyboard_method).send(key_name)
end
args.state.as_hash[history_key][key_name] ||= []
args.state.as_hash[history_key][key_name] << current_value
args.state.as_hash[history_key][key_name] = args.state.as_hash[history_key][key_name].reverse.uniq.take(3).reverse
end
def render_help_labels args, history_key, state_key, keyboard_method, x
idx = 8
args.outputs.labels << args.state
.as_hash[history_key]
.keys
.reverse
.map
.with_index do |k, i|
v = args.state.as_hash[history_key][k]
current_value = args.inputs.keyboard.send(k)
if keyboard_method
current_value = args.inputs.keyboard.send(keyboard_method).send(k)
end
idx += 2
[
{ x: x, y: row_to_px(args, idx + 0, 16), text: " .#{k} is #{current_value || "nil"}", size_enum: -2 },
{ x: x, y: row_to_px(args, idx + 1, 16), text: " was #{v}", size_enum: -2 }
]
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << { x: 0, y: y - 50, w: 1280, h: 60 }.solid!
args.outputs.debug << { x: 640, y: y, text: text,
size_enum: 1, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
args.outputs.debug << { x: 640, y: y - 25, text: "(click to dismiss instructions)",
size_enum: -2, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
Moving A Sprite - main.rb link
# ./samples/02_input_basics/01_moving_a_sprite/app/main.rb
def tick args
# create a player and set default values
# for the player's x, y, w (width), and h (height)
args.state.player.x ||= 100
args.state.player.y ||= 100
args.state.player.w ||= 50
args.state.player.h ||= 50
# render the player to the screen
args.outputs.sprites << { x: args.state.player.x,
y: args.state.player.y,
w: args.state.player.w,
h: args.state.player.h,
path: 'sprites/square/green.png' }
# move the player around using the keyboard
if args.inputs.up
args.state.player.y += 10
elsif args.inputs.down
args.state.player.y -= 10
end
if args.inputs.left
args.state.player.x -= 10
elsif args.inputs.right
args.state.player.x += 10
end
end
$gtk.reset
Mouse - main.rb link
# ./samples/02_input_basics/02_mouse/app/main.rb
=begin
APIs that haven't been encountered in a previous sample apps:
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
- args.inputs.mouse.click.point.created_at: The frame the mouse click occurred in.
- args.inputs.mouse.click.point.created_at_elapsed: How many frames have passed
since the click event.
Reminder:
- args.state.PROPERTY: The state property on args is a dynamic
structure. You can define ANY property here with ANY type of
arbitrary nesting. Properties defined on args.state will be retained
across frames. If you attempt access a property that doesn't exist
on args.state, it will simply return nil (no exception will be thrown).
=end
# This code demonstrates DragonRuby mouse input
# To see if the a mouse click occurred
# Use args.inputs.mouse.click
# Which returns a boolean
# To see where a mouse click occurred
# Use args.inputs.mouse.click.point.x AND
# args.inputs.mouse.click.point.y
# To see which frame the click occurred
# Use args.inputs.mouse.click.created_at
# To see how many frames its been since the click occurred
# Use args.inputs.mouse.click.created_at_elapsed
# Saving the click in args.state can be quite useful
def tick args
tick_instructions args, "Sample app shows how mouse events are registered and how to measure elapsed time."
x = 460
args.outputs.labels << small_label(args, x, 11, "Mouse input: args.inputs.mouse")
if args.inputs.mouse.click
args.state.last_mouse_click = args.inputs.mouse.click
end
if args.state.last_mouse_click
click = args.state.last_mouse_click
args.outputs.labels << small_label(args, x, 12, "Mouse click happened at: #{click.created_at}")
args.outputs.labels << small_label(args, x, 13, "Mouse clicked #{click.created_at_elapsed} ticks ago")
args.outputs.labels << small_label(args, x, 14, "Mouse click location: #{click.point.x}, #{click.point.y}")
else
args.outputs.labels << small_label(args, x, 12, "Mouse click has not occurred yet.")
args.outputs.labels << small_label(args, x, 13, "Please click mouse.")
end
end
def small_label args, x, row, message
# This method effectively combines the row_to_px
# It changes the given row value to a DragonRuby pixel value
# and adds the customization parameters
{ x: x, y: row_to_px(args, row), text: message, alignment_enum: -2 }
end
def row_to_px args, row_number
args.grid.top.shift_down(5).shift_down(20 * row_number)
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << { x: 0, y: y - 50, w: 1280, h: 60 }.solid!
args.outputs.debug << { x: 640, y: y, text: text, size_enum: 1, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
args.outputs.debug << { x: 640, y: y - 25, text: "(click to dismiss instructions)", size_enum: -2, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
Mouse Point To Rect - main.rb link
# ./samples/02_input_basics/03_mouse_point_to_rect/app/main.rb
=begin
APIs that haven't been encountered in a previous sample apps:
- args.outputus.borders: An array. Values in this array will be rendered as
unfilled rectangles on the screen.
- ARRAY#inside_rect?: An array with at least two values is considered a point. An array
with at least four values is considered a rect. The inside_rect? function returns true
or false depending on if the point is inside the rect.
```
# Point: x: 100, y: 100
# Rect: x: 0, y: 0, w: 500, h: 500
# Result: true
[100, 100].inside_rect? [0, 0, 500, 500]
```
```
# Point: x: 100, y: 100
# Rect: x: 300, y: 300, w: 100, h: 100
# Result: false
[100, 100].inside_rect? [300, 300, 100, 100]
```
- args.inputs.mouse.click.point.created_at: The frame the mouse click occurred in.
- args.inputs.mouse.click.point.created_at_elapsed: How many frames have passed
since the click event.
=end
# To determine whether a point is in a rect
# Use point.inside_rect? rect
# This is useful to determine if a click occurred in a rect
def tick args
tick_instructions args, "Sample app shows how to determing if a click happened inside a rectangle."
x = 460
args.outputs.labels << small_label(args, x, 15, "Click inside the blue box maybe ---->")
box = { x: 785, y: 370, w: 50, h: 50, r: 0, g: 0, b: 170 }
args.outputs.borders << box
# Saves the most recent click into args.state
# Unlike the other components of args,
# args.state does not reset every tick.
if args.inputs.mouse.click
args.state.last_mouse_click = args.inputs.mouse.click
end
if args.state.last_mouse_click
if args.state.last_mouse_click.point.inside_rect? box
args.outputs.labels << small_label(args, x, 16, "Mouse click happened *inside* the box.")
else
args.outputs.labels << small_label(args, x, 16, "Mouse click happened *outside* the box.")
end
else
args.outputs.labels << small_label(args, x, 16, "Mouse click has not occurred yet.")
end
end
def small_label args, x, row, message
{ x: x, y: row_to_px(args, row), text: message, size_enum: -2 }
end
def row_to_px args, row_number
args.grid.top.shift_down(5).shift_down(20 * row_number)
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << { x: 0, y: y - 50, w: 1280, h: 60 }.solid!
args.outputs.debug << { x: 640, y: y, text: text, size_enum: 1, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
args.outputs.debug << { x: 640, y: y - 25, text: "(click to dismiss instructions)", size_enum: -2, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
Mouse Drag And Drop - main.rb link
# ./samples/02_input_basics/04_mouse_drag_and_drop/app/main.rb
def tick args
# create 10 random squares on the screen
if !args.state.squares
# the squares will be contained in lookup/Hash so that we can access via their id
args.state.squares = {}
10.times_with_index do |id|
# for each square, store it in the hash with
# the id (we're just using the index 0-9 as the index)
args.state.squares[id] = {
id: id,
x: 100 + (rand * 1080),
y: 100 + (520 * rand),
w: 100,
h: 100,
path: "sprites/square/blue.png"
}
end
end
# two key variables are set here
# - square_reference: this represents the square that is currently being dragged
# - square_under_mouse: this represents the square that the mouse is currently being hovered over
if args.state.currently_dragging_square_id
# if the currently_dragging_square_id is set, then set the "square_under_mouse" to
# the same square as square_reference
square_reference = args.state.squares[args.state.currently_dragging_square_id]
square_under_mouse = square_reference
else
# if currently_dragging_square_id isn't set, then see if there is a square that
# the mouse is currently hovering over (the square reference will be nil since
# we haven't selected a drag target yet)
square_under_mouse = args.geometry.find_intersect_rect args.inputs.mouse, args.state.squares.values
square_reference = nil
end
# if a click occurs, and there is a square under the mouse
if args.inputs.mouse.click && square_under_mouse
# capture the id of the square that the mouse is hovering over
args.state.currently_dragging_square_id = square_under_mouse.id
# also capture where in the square the mouse was clicked so that
# the movement of the square will smoothly transition with the mouse's
# location
args.state.mouse_point_inside_square = {
x: args.inputs.mouse.x - square_under_mouse.x,
y: args.inputs.mouse.y - square_under_mouse.y,
}
elsif args.inputs.mouse.held && args.state.currently_dragging_square_id
# if the mouse is currently being held and the currently_dragging_square_id was set,
# then update the x and y location of the referenced square (taking into consideration the
# relative position of the mouse when the square was clicked)
square_reference.x = args.inputs.mouse.x - args.state.mouse_point_inside_square.x
square_reference.y = args.inputs.mouse.y - args.state.mouse_point_inside_square.y
elsif args.inputs.mouse.up
# if the mouse is released, then clear out the currently_dragging_square_id
args.state.currently_dragging_square_id = nil
end
# render all the squares on the screen
args.outputs.sprites << args.state.squares.values
# if there was a square under the mouse, add an "overlay"
if square_under_mouse
args.outputs.sprites << square_under_mouse.merge(path: "sprites/square/red.png")
end
end
Mouse Rect To Rect - main.rb link
# ./samples/02_input_basics/04_mouse_rect_to_rect/app/main.rb
=begin
APIs that haven't been encountered in a previous sample apps:
- args.outputs.borders: An array. Values in this array will be rendered as
unfilled rectangles on the screen.
- ARRAY#intersect_rect?: An array with at least four values is
considered a rect. The intersect_rect? function returns true
or false depending on if the two rectangles intersect.
```
# Rect One: x: 100, y: 100, w: 100, h: 100
# Rect Two: x: 0, y: 0, w: 500, h: 500
# Result: true
[100, 100, 100, 100].intersect_rect? [0, 0, 500, 500]
```
```
# Rect One: x: 100, y: 100, w: 10, h: 10
# Rect Two: x: 500, y: 500, w: 10, h: 10
# Result: false
[100, 100, 10, 10].intersect_rect? [500, 500, 10, 10]
```
=end
# Similarly, whether rects intersect can be found through
# rect1.intersect_rect? rect2
def tick args
tick_instructions args, "Sample app shows how to determine if two rectangles intersect."
x = 460
args.outputs.labels << small_label(args, x, 3, "Click anywhere on the screen")
# red_box = [460, 250, 355, 90, 170, 0, 0]
# args.outputs.borders << red_box
# args.state.box_collision_one and args.state.box_collision_two
# Are given values of a solid when they should be rendered
# They are stored in game so that they do not get reset every tick
if args.inputs.mouse.click
if !args.state.box_collision_one
args.state.box_collision_one = { x: args.inputs.mouse.click.point.x - 25,
y: args.inputs.mouse.click.point.y - 25,
w: 125, h: 125,
r: 180, g: 0, b: 0, a: 180 }
elsif !args.state.box_collision_two
args.state.box_collision_two = { x: args.inputs.mouse.click.point.x - 25,
y: args.inputs.mouse.click.point.y - 25,
w: 125, h: 125,
r: 0, g: 0, b: 180, a: 180 }
else
args.state.box_collision_one = nil
args.state.box_collision_two = nil
end
end
if args.state.box_collision_one
args.outputs.solids << args.state.box_collision_one
end
if args.state.box_collision_two
args.outputs.solids << args.state.box_collision_two
end
if args.state.box_collision_one && args.state.box_collision_two
if args.state.box_collision_one.intersect_rect? args.state.box_collision_two
args.outputs.labels << small_label(args, x, 4, 'The boxes intersect.')
else
args.outputs.labels << small_label(args, x, 4, 'The boxes do not intersect.')
end
else
args.outputs.labels << small_label(args, x, 4, '--')
end
end
def small_label args, x, row, message
{ x: x, y: row_to_px(args, row), text: message, size_enum: -2 }
end
def row_to_px args, row_number
args.grid.top - 5 - (20 * row_number)
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Controller - main.rb link
# ./samples/02_input_basics/05_controller/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- args.current_controller.key_held.KEY: Will check to see if a specific key
is being held down on the controller.
If there is more than one controller being used, they can be differentiated by
using names like controller_one and controller_two.
For a full listing of buttons, take a look at mygame/documentation/08-controllers.md.
Reminder:
- args.state.PROPERTY: The state property on args is a dynamic
structure. You can define ANY property here with ANY type of
arbitrary nesting. Properties defined on args.state will be retained
across frames. If you attempt to access a property that doesn't exist
on args.state, it will simply return nil (no exception will be thrown).
In this sample app, args.state.BUTTONS is an array that stores the buttons of the controller.
The parameters of a button are:
1. the position (x, y)
2. the input key held on the controller
3. the text or name of the button
=end
# This sample app provides a visual demonstration of a standard controller, including
# the placement and function of all buttons.
class ControllerDemo
attr_accessor :inputs, :state, :outputs
# Calls the methods necessary for the app to run successfully.
def tick
process_inputs
render
end
# Starts with an empty collection of buttons.
# Adds buttons that are on the controller to the collection.
def process_inputs
state.target ||= :controller_one
state.buttons = []
if inputs.keyboard.key_down.tab
if state.target == :controller_one
state.target = :controller_two
elsif state.target == :controller_two
state.target = :controller_three
elsif state.target == :controller_three
state.target = :controller_four
elsif state.target == :controller_four
state.target = :controller_one
end
end
state.buttons << { x: 100, y: 500, active: current_controller.key_held.l1, text: "L1"}
state.buttons << { x: 100, y: 600, active: current_controller.key_held.l2, text: "L2"}
state.buttons << { x: 1100, y: 500, active: current_controller.key_held.r1, text: "R1"}
state.buttons << { x: 1100, y: 600, active: current_controller.key_held.r2, text: "R2"}
state.buttons << { x: 540, y: 450, active: current_controller.key_held.select, text: "Select"}
state.buttons << { x: 660, y: 450, active: current_controller.key_held.start, text: "Start"}
state.buttons << { x: 200, y: 300, active: current_controller.key_held.left, text: "Left"}
state.buttons << { x: 300, y: 400, active: current_controller.key_held.up, text: "Up"}
state.buttons << { x: 400, y: 300, active: current_controller.key_held.right, text: "Right"}
state.buttons << { x: 300, y: 200, active: current_controller.key_held.down, text: "Down"}
state.buttons << { x: 800, y: 300, active: current_controller.key_held.x, text: "X"}
state.buttons << { x: 900, y: 400, active: current_controller.key_held.y, text: "Y"}
state.buttons << { x: 1000, y: 300, active: current_controller.key_held.a, text: "A"}
state.buttons << { x: 900, y: 200, active: current_controller.key_held.b, text: "B"}
state.buttons << { x: 450 + current_controller.left_analog_x_perc * 100,
y: 100 + current_controller.left_analog_y_perc * 100,
active: current_controller.key_held.l3,
text: "L3" }
state.buttons << { x: 750 + current_controller.right_analog_x_perc * 100,
y: 100 + current_controller.right_analog_y_perc * 100,
active: current_controller.key_held.r3,
text: "R3" }
end
# Gives each button a square shape.
# If the button is being pressed or held (which means it is considered active),
# the square is filled in. Otherwise, the button simply has a border.
def render
state.buttons.each do |b|
rect = { x: b.x, y: b.y, w: 75, h: 75 }
if b.active # if button is pressed
outputs.solids << rect # rect is output as solid (filled in)
else
outputs.borders << rect # otherwise, output as border
end
# Outputs the text of each button using labels.
outputs.labels << { x: b.x, y: b.y + 95, text: b.text } # add 95 to place label above button
end
outputs.labels << { x: 10, y: 60, text: "Left Analog x: #{current_controller.left_analog_x_raw} (#{current_controller.left_analog_x_perc * 100}%)" }
outputs.labels << { x: 10, y: 30, text: "Left Analog y: #{current_controller.left_analog_y_raw} (#{current_controller.left_analog_y_perc * 100}%)" }
outputs.labels << { x: 1270, y: 60, text: "Right Analog x: #{current_controller.right_analog_x_raw} (#{current_controller.right_analog_x_perc * 100}%)", alignment_enum: 2 }
outputs.labels << { x: 1270, y: 30, text: "Right Analog y: #{current_controller.right_analog_y_raw} (#{current_controller.right_analog_y_perc * 100}%)" , alignment_enum: 2 }
outputs.labels << { x: 640, y: 60, text: "Target: #{state.target} (press tab to go to next controller)", alignment_enum: 1 }
outputs.labels << { x: 640, y: 30, text: "Connected: #{current_controller.connected}", alignment_enum: 1 }
end
def current_controller
if state.target == :controller_one
return inputs.controller_one
elsif state.target == :controller_two
return inputs.controller_two
elsif state.target == :controller_three
return inputs.controller_three
elsif state.target == :controller_four
return inputs.controller_four
end
end
end
$controller_demo = ControllerDemo.new
def tick args
tick_instructions args, "Sample app shows how controller input is handled. You'll need to connect a USB controller."
$controller_demo.inputs = args.inputs
$controller_demo.state = args.state
$controller_demo.outputs = args.outputs
$controller_demo.tick
end
# Resets the app.
def r
$gtk.reset
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Touch - main.rb link
# ./samples/02_input_basics/06_touch/app/main.rb
def tick args
args.outputs.background_color = [ 0, 0, 0 ]
args.outputs.primitives << [640, 700, "Touch your screen.", 5, 1, 255, 255, 255].label
# If you don't want to get fancy, you can just look for finger_one
# (and _two, if you like), which are assigned in the order new touches hit
# the screen. If not nil, they are touching right now, and are just
# references to specific items in the args.input.touch hash.
# If finger_one lifts off, it will become nil, but finger_two, if it was
# touching, remains until it also lifts off. When all fingers lift off, the
# the next new touch will be finger_one again, but until then, new touches
# don't fill in earlier slots.
if !args.inputs.finger_one.nil?
args.outputs.primitives << { x: 640, y: 650, text: "Finger #1 is touching at (#{args.inputs.finger_one.x}, #{args.inputs.finger_one.y}).",
size_enum: 5, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
if !args.inputs.finger_two.nil?
args.outputs.primitives << { x: 640, y: 600, text: "Finger #2 is touching at (#{args.inputs.finger_two.x}, #{args.inputs.finger_two.y}).",
size_enum: 5, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
# Here's the more flexible interface: this will report as many simultaneous
# touches as the system can handle, but it's a little more effort to track
# them. Each item in the args.input.touch hash has a unique key (an
# incrementing integer) that exists until the finger lifts off. You can
# tell which order the touches happened globally by the key value, or
# by the touch[id].touch_order field, which resets to zero each time all
# touches have lifted.
args.state.colors ||= [
0xFF0000, 0x00FF00, 0x1010FF, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFFFFFF
]
size = 100
args.inputs.touch.each { |k,v|
color = args.state.colors[v.touch_order % 7]
r = (color & 0xFF0000) >> 16
g = (color & 0x00FF00) >> 8
b = (color & 0x0000FF)
args.outputs.primitives << { x: v.x - (size / 2), y: v.y + (size / 2), w: size, h: size, r: r, g: g, b: b, a: 255 }.solid!
args.outputs.primitives << { x: v.x, y: v.y + size, text: k.to_s, alignment_enum: 1 }.label!
}
end
Managing Scenes - main.rb link
# ./samples/02_input_basics/07_managing_scenes/app/main.rb
def tick args
# initialize the scene to scene 1
args.state.current_scene ||= :title_scene
# capture the current scene to verify it didn't change through
# the duration of tick
current_scene = args.state.current_scene
# tick whichever scene is current
case current_scene
when :title_scene
tick_title_scene args
when :game_scene
tick_game_scene args
when :game_over_scene
tick_game_over_scene args
end
# make sure that the current_scene flag wasn't set mid tick
if args.state.current_scene != current_scene
raise "Scene was changed incorrectly. Set args.state.next_scene to change scenes."
end
# if next scene was set/requested, then transition the current scene to the next scene
if args.state.next_scene
args.state.current_scene = args.state.next_scene
args.state.next_scene = nil
end
end
def tick_title_scene args
args.outputs.labels << { x: 640,
y: 360,
text: "Title Scene (click to go to game)",
alignment_enum: 1 }
if args.inputs.mouse.click
args.state.next_scene = :game_scene
end
end
def tick_game_scene args
args.outputs.labels << { x: 640,
y: 360,
text: "Game Scene (click to go to game over)",
alignment_enum: 1 }
if args.inputs.mouse.click
args.state.next_scene = :game_over_scene
end
end
def tick_game_over_scene args
args.outputs.labels << { x: 640,
y: 360,
text: "Game Over Scene (click to go to title)",
alignment_enum: 1 }
if args.inputs.mouse.click
args.state.next_scene = :title_scene
end
end
Rendering Sprites link
Animation Using Separate Pngs - main.rb link
# ./samples/03_rendering_sprites/01_animation_using_separate_pngs/app/main.rb
=begin
Reminders:
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
In this sample app, we're using string interpolation to iterate through images in the
sprites folder using their image path names.
- args.outputs.sprites: An array. Values in this array generate sprites on the screen.
The parameters are [X, Y, WIDTH, HEIGHT, IMAGE PATH]
For more information about sprites, go to mygame/documentation/05-sprites.md.
- args.outputs.labels: An array. Values in the array generate labels on the screen.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.inputs.keyboard.key_down.KEY: Determines if a key is in the down state, or pressed.
Stores the frame that key was pressed on.
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
=end
# This sample app demonstrates how sprite animations work.
# There are two sprites that animate forever and one sprite
# that *only* animates when you press the "f" key on the keyboard.
# This is the entry point to your game. The `tick` method
# executes at 60 frames per second. There are two methods
# in this tick "entry point": `looping_animation`, and the
# second method is `one_time_animation`.
def tick args
# uncomment the line below to see animation play out in slow motion
# args.gtk.slowmo! 6
looping_animation args
one_time_animation args
end
# This function shows how to animate a sprite that loops forever.
def looping_animation args
# Here we define a few local variables that will be sent
# into the magic function that gives us the correct sprite image
# over time. There are four things we need in order to figure
# out which sprite to show.
# 1. When to start the animation.
start_looping_at = 0
# 2. The number of pngs that represent the full animation.
number_of_sprites = 6
# 3. How long to show each png.
number_of_frames_to_show_each_sprite = 4
# 4. Whether the animation should loop once, or forever.
does_sprite_loop = true
# With the variables defined above, we can get a number
# which represents the sprite to show by calling the `frame_index` function.
# In this case the number will be between 0, and 5 (you can see the sprites
# in the ./sprites directory).
sprite_index = start_looping_at.frame_index number_of_sprites,
number_of_frames_to_show_each_sprite,
does_sprite_loop
# Now that we have `sprite_index, we can present the correct file.
args.outputs.sprites << { x: 100, y: 100, w: 100, h: 100, path: "sprites/dragon_fly_#{sprite_index}.png" }
# Try changing the numbers below to see how the animation changes:
args.outputs.sprites << { x: 100, y: 200, w: 100, h: 100, path: "sprites/dragon_fly_#{0.frame_index 6, 4, true}.png" }
end
# This function shows how to animate a sprite that executes
# only once when the "f" key is pressed.
def one_time_animation args
# This is just a label the shows instructions within the game.
args.outputs.labels << { x: 220, y: 350, text: "(press f to animate)" }
# If "f" is pressed on the keyboard...
if args.inputs.keyboard.key_down.f
# Print the frame that "f" was pressed on.
puts "Hello from main.rb! The \"f\" key was in the down state on frame: #{args.state.tick_count}"
# And MOST IMPORTANTLY set the point it time to start the animation,
# equal to "now" which is represented as args.state.tick_count.
# Also IMPORTANT, you'll notice that the value of when to start looping
# is stored in `args.state`. This construct's values are retained across
# executions of the `tick` method.
args.state.start_looping_at = args.state.tick_count
end
# These are the same local variables that were defined
# for the `looping_animation` function.
number_of_sprites = 6
number_of_frames_to_show_each_sprite = 4
# Except this sprite does not loop again. If the animation time has passed,
# then the frame_index function returns nil.
does_sprite_loop = false
if args.state.start_looping_at
sprite_index = args.state
.start_looping_at
.frame_index number_of_sprites,
number_of_frames_to_show_each_sprite,
does_sprite_loop
end
# This line sets the frame index to zero, if
# the animation duration has passed (frame_index returned nil).
# Remeber: we are not looping forever here.
sprite_index ||= 0
# Present the sprite.
args.outputs.sprites << { x: 100, y: 300, w: 100, h: 100, path: "sprites/dragon_fly_#{sprite_index}.png" }
tick_instructions args, "Sample app shows how to use Numeric#frame_index and string interpolation to animate a sprite over time."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Animation Using Sprite Sheet - main.rb link
# ./samples/03_rendering_sprites/02_animation_using_sprite_sheet/app/main.rb
def tick args
args.state.player.x ||= 100
args.state.player.y ||= 100
args.state.player.w ||= 64
args.state.player.h ||= 64
args.state.player.direction ||= 1
args.state.player.is_moving = false
# get the keyboard input and set player properties
if args.inputs.keyboard.right
args.state.player.x += 3
args.state.player.direction = 1
args.state.player.started_running_at ||= args.state.tick_count
elsif args.inputs.keyboard.left
args.state.player.x -= 3
args.state.player.direction = -1
args.state.player.started_running_at ||= args.state.tick_count
end
if args.inputs.keyboard.up
args.state.player.y += 1
args.state.player.started_running_at ||= args.state.tick_count
elsif args.inputs.keyboard.down
args.state.player.y -= 1
args.state.player.started_running_at ||= args.state.tick_count
end
# if no arrow keys are being pressed, set the player as not moving
if !args.inputs.keyboard.directional_vector
args.state.player.started_running_at = nil
end
# wrap player around the stage
if args.state.player.x > 1280
args.state.player.x = -64
args.state.player.started_running_at ||= args.state.tick_count
elsif args.state.player.x < -64
args.state.player.x = 1280
args.state.player.started_running_at ||= args.state.tick_count
end
if args.state.player.y > 720
args.state.player.y = -64
args.state.player.started_running_at ||= args.state.tick_count
elsif args.state.player.y < -64
args.state.player.y = 720
args.state.player.started_running_at ||= args.state.tick_count
end
# render player as standing or running
if args.state.player.started_running_at
args.outputs.sprites << running_sprite(args)
else
args.outputs.sprites << standing_sprite(args)
end
args.outputs.labels << [30, 700, "Use arrow keys to move around."]
end
def standing_sprite args
{
x: args.state.player.x,
y: args.state.player.y,
w: args.state.player.w,
h: args.state.player.h,
path: "sprites/horizontal-stand.png",
flip_horizontally: args.state.player.direction > 0
}
end
def running_sprite args
if !args.state.player.started_running_at
tile_index = 0
else
how_many_frames_in_sprite_sheet = 6
how_many_ticks_to_hold_each_frame = 3
should_the_index_repeat = true
tile_index = args.state
.player
.started_running_at
.frame_index(how_many_frames_in_sprite_sheet,
how_many_ticks_to_hold_each_frame,
should_the_index_repeat)
end
{
x: args.state.player.x,
y: args.state.player.y,
w: args.state.player.w,
h: args.state.player.h,
path: 'sprites/horizontal-run.png',
tile_x: 0 + (tile_index * args.state.player.w),
tile_y: 0,
tile_w: args.state.player.w,
tile_h: args.state.player.h,
flip_horizontally: args.state.player.direction > 0,
}
end
Animation States - main.rb link
# ./samples/03_rendering_sprites/03_animation_states/app/main.rb
class Game
attr_gtk
def defaults
state.show_debug_layer = true if state.tick_count == 0
player.tile_size = 64
player.speed = 3
player.slash_frames = 15
player.x ||= 50
player.y ||= 400
player.dir_x ||= 1
player.dir_y ||= -1
player.is_moving ||= false
state.watch_list ||= {}
state.enemies ||= []
end
def add_enemy
state.enemies << {
x: 1200 * rand,
y: 600 * rand,
w: 64,
h: 64,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'sprites/enemy.png'
}
end
def sprite_horizontal_run
tile_index = 0.frame_index(6, 3, true)
tile_index = 0 if !player.is_moving
{
x: player.x,
y: player.y,
w: player.tile_size,
h: player.tile_size,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'sprites/horizontal-run.png',
tile_x: 0 + (tile_index * player.tile_size),
tile_y: 0,
tile_w: player.tile_size,
tile_h: player.tile_size,
flip_horizontally: player.dir_x > 0,
# a: 40
}
end
def sprite_horizontal_stand
{
x: player.x,
y: player.y,
w: player.tile_size,
h: player.tile_size,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'sprites/horizontal-stand.png',
flip_horizontally: player.dir_x > 0,
# a: 40
}
end
def sprite_horizontal_slash
tile_index = player.slash_at.frame_index(5, player.slash_frames.idiv(5), false) || 0
{
x: player.x + player.dir_x.sign * 9.25,
y: player.y + 9.25,
w: 165,
h: 165,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'sprites/horizontal-slash.png',
tile_x: 0 + (tile_index * 128),
tile_y: 0,
tile_w: 128,
tile_h: 128,
flip_horizontally: player.dir_x > 0
}
end
def render_player
if player.slash_at
outputs.sprites << sprite_horizontal_slash
elsif player.is_moving
outputs.sprites << sprite_horizontal_run
else
outputs.sprites << sprite_horizontal_stand
end
end
def render_enemies
outputs.borders << state.enemies
end
def render_debug_layer
return if !state.show_debug_layer
outputs.labels << state.watch_list.map.with_index do |(k, v), i|
[30, 710 - i * 28, "#{k}: #{v || "(nil)"}"]
end
outputs.borders << player.slash_collision_rect
end
def slash_initiate?
# buffalo usb controller has a button and b button swapped lol
inputs.controller_one.key_down.a || inputs.keyboard.key_down.j
end
def input
# player movement
if slash_complete? && (vector = inputs.directional_vector)
player.x += vector.x * player.speed
player.y += vector.y * player.speed
end
player.slash_at = slash_initiate? if slash_initiate?
end
def calc_movement
# movement
if vector = inputs.directional_vector
state.debug_label = vector
player.dir_x = vector.x if vector.x != 0
player.dir_y = vector.y if vector.y != 0
player.is_moving = true
else
state.debug_label = vector
player.is_moving = false
end
end
def calc_slash
player.slash_collision_rect = {
x: player.x + player.dir_x.sign * 52,
y: player.y,
w: 40,
h: 20,
anchor_x: 0.5,
anchor_y: 0.5,
path: "sprites/debug-slash.png"
}
# recalc sword's slash state
player.slash_at = nil if slash_complete?
# determine collision if the sword is at it's point of damaging
return unless slash_can_damage?
state.enemies.reject! { |e| e.intersect_rect? player.slash_collision_rect }
end
def slash_complete?
!player.slash_at || player.slash_at.elapsed?(player.slash_frames)
end
def slash_can_damage?
# damage occurs half way into the slash animation
return false if slash_complete?
return false if (player.slash_at + player.slash_frames.idiv(2)) != state.tick_count
return true
end
def calc
# generate an enemy if there aren't any on the screen
add_enemy if state.enemies.length == 0
calc_movement
calc_slash
end
# source is at http://github.com/amirrajan/dragonruby-link-to-the-past
def tick
defaults
render_enemies
render_player
outputs.labels << [30, 30, "Gamepad: D-Pad to move. B button to attack."]
outputs.labels << [30, 52, "Keyboard: WASD/Arrow keys to move. J to attack."]
render_debug_layer
input
calc
end
def player
state.player
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
$gtk.reset
Animation States Advanced - main.rb link
# ./samples/03_rendering_sprites/03_animation_states_advanced/app/main.rb
class Game
attr_gtk
def request_action name, at: nil
at ||= state.tick_count
state.player.requested_action = name
state.player.requested_action_at = at
end
def defaults
state.player.x ||= 64
state.player.y ||= 0
state.player.dx ||= 0
state.player.dy ||= 0
state.player.action ||= :standing
state.player.action_at ||= 0
state.player.next_action_queue ||= {}
state.player.facing ||= 1
state.player.jump_at ||= 0
state.player.jump_count ||= 0
state.player.max_speed ||= 1.0
state.sabre.x ||= state.player.x
state.sabre.y ||= state.player.y
state.actions_lookup ||= new_actions_lookup
end
def render
outputs.background_color = [32, 32, 32]
outputs[:scene].transient!
outputs[:scene].w = 128
outputs[:scene].h = 128
outputs[:scene].borders << { x: 0, y: 0, w: 128, h: 128, r: 255, g: 255, b: 255 }
render_player
render_sabre
args.outputs.sprites << { x: 320, y: 0, w: 640, h: 640, path: :scene }
args.outputs.labels << { x: 10, y: 100, text: "Controls:", r: 255, g: 255, b: 255, size_enum: -1 }
args.outputs.labels << { x: 10, y: 80, text: "Move: left/right", r: 255, g: 255, b: 255, size_enum: -1 }
args.outputs.labels << { x: 10, y: 60, text: "Jump: space | up | right click", r: 255, g: 255, b: 255, size_enum: -1 }
args.outputs.labels << { x: 10, y: 40, text: "Attack: f | j | left click", r: 255, g: 255, b: 255, size_enum: -1 }
end
def render_sabre
return if !state.sabre.is_active
sabre_index = 0.frame_index count: 4,
hold_for: 2,
repeat: true
offset = 0
offset = -8 if state.player.facing == -1
outputs[:scene].sprites << { x: state.sabre.x + offset,
y: state.sabre.y, w: 16, h: 16, path: "sprites/sabre-throw/#{sabre_index}.png" }
end
def new_actions_lookup
r = {
slash_0: {
frame_count: 6,
interrupt_count: 4,
path: "sprites/kenobi/slash-0/:index.png"
},
slash_1: {
frame_count: 6,
interrupt_count: 4,
path: "sprites/kenobi/slash-1/:index.png"
},
throw_0: {
frame_count: 8,
throw_frame: 2,
catch_frame: 6,
path: "sprites/kenobi/slash-2/:index.png"
},
throw_1: {
frame_count: 9,
throw_frame: 2,
catch_frame: 7,
path: "sprites/kenobi/slash-3/:index.png"
},
throw_2: {
frame_count: 9,
throw_frame: 2,
catch_frame: 7,
path: "sprites/kenobi/slash-4/:index.png"
},
slash_5: {
frame_count: 11,
path: "sprites/kenobi/slash-5/:index.png"
},
slash_6: {
frame_count: 8,
interrupt_count: 6,
path: "sprites/kenobi/slash-6/:index.png"
}
}
r.each.with_index do |(k, v), i|
v.name ||= k
v.index ||= i
v.hold_for ||= 5
v.duration ||= v.frame_count * v.hold_for
v.last_index ||= v.frame_count - 1
v.interrupt_count ||= v.frame_count
v.interrupt_duration ||= v.interrupt_count * v.hold_for
v.repeat ||= false
v.next_action ||= r[r.keys[i + 1]]
end
r
end
def render_player
flip_horizontally = if state.player.facing == -1
true
else
false
end
player_sprite = { x: state.player.x + 1 - 8,
y: state.player.y,
w: 16,
h: 16,
flip_horizontally: flip_horizontally }
if state.player.action == :standing
if state.player.y != 0
if state.player.jump_count <= 1
outputs[:scene].sprites << { **player_sprite, path: "sprites/kenobi/jumping.png" }
else
index = state.player.jump_at.frame_index count: 8, hold_for: 5, repeat: false
index ||= 7
outputs[:scene].sprites << { **player_sprite, path: "sprites/kenobi/second-jump/#{index}.png" }
end
elsif state.player.dx != 0
index = state.player.action_at.frame_index count: 4, hold_for: 5, repeat: true
outputs[:scene].sprites << { **player_sprite, path: "sprites/kenobi/run/#{index}.png" }
else
outputs[:scene].sprites << { **player_sprite, path: 'sprites/kenobi/standing.png'}
end
else
v = state.actions_lookup[state.player.action]
slash_frame_index = state.player.action_at.frame_index count: v.frame_count,
hold_for: v.hold_for,
repeat: v.repeat
slash_frame_index ||= v.last_index
slash_path = v.path.sub ":index", slash_frame_index.to_s
outputs[:scene].sprites << { **player_sprite, path: slash_path }
end
end
def calc_input
if state.player.next_action_queue.length > 2
raise "Code in calc assums that key length of state.player.next_action_queue will never be greater than 2."
end
if inputs.controller_one.key_down.a ||
inputs.mouse.button_left ||
inputs.keyboard.key_down.j ||
inputs.keyboard.key_down.f
request_action :attack
end
should_update_facing = false
if state.player.action == :standing
should_update_facing = true
else
key_0 = state.player.next_action_queue.keys[0]
key_1 = state.player.next_action_queue.keys[1]
if state.tick_count == key_0
should_update_facing = true
elsif state.tick_count == key_1
should_update_facing = true
elsif key_0 && key_1 && state.tick_count.between?(key_0, key_1)
should_update_facing = true
end
end
if should_update_facing && inputs.left_right.sign != state.player.facing.sign
state.player.dx = 0
if inputs.left
state.player.facing = -1
elsif inputs.right
state.player.facing = 1
end
state.player.dx += 0.1 * inputs.left_right
end
if state.player.action == :standing
state.player.dx += 0.1 * inputs.left_right
if state.player.dx.abs > state.player.max_speed
state.player.dx = state.player.max_speed * state.player.dx.sign
end
end
was_jump_requested = inputs.keyboard.key_down.up ||
inputs.keyboard.key_down.w ||
inputs.mouse.button_right ||
inputs.controller_one.key_down.up ||
inputs.controller_one.key_down.b ||
inputs.keyboard.key_down.space
can_jump = state.player.jump_at.elapsed_time > 20
if state.player.jump_count <= 1
can_jump = state.player.jump_at.elapsed_time > 10
end
if was_jump_requested && can_jump
if state.player.action == :slash_6
state.player.action = :standing
end
state.player.dy = 1
state.player.jump_count += 1
state.player.jump_at = state.tick_count
end
end
def calc
calc_input
calc_requested_action
calc_next_action
calc_sabre
calc_player_movement
if state.player.y <= 0 && state.player.dy < 0
state.player.y = 0
state.player.dy = 0
state.player.jump_at = 0
state.player.jump_count = 0
end
end
def calc_player_movement
state.player.x += state.player.dx
state.player.y += state.player.dy
state.player.dy -= 0.05
if state.player.y <= 0
state.player.y = 0
state.player.dy = 0
state.player.jump_at = 0
state.player.jump_count = 0
end
if state.player.dx.abs < 0.09
state.player.dx = 0
end
state.player.x = 8 if state.player.x < 8
state.player.x = 120 if state.player.x > 120
end
def calc_requested_action
return if !state.player.requested_action
return if state.player.requested_action_at > state.tick_count
player_action = state.player.action
player_action_at = state.player.action_at
# first attack
if state.player.requested_action == :attack
if player_action == :standing
state.player.next_action_queue.clear
state.player.next_action_queue[state.tick_count] = :slash_0
state.player.next_action_queue[state.tick_count + state.actions_lookup.slash_0.duration] = :standing
else
current_action = state.actions_lookup[state.player.action]
state.player.next_action_queue.clear
queue_at = player_action_at + current_action.interrupt_duration
queue_at = state.tick_count if queue_at < state.tick_count
next_action = current_action.next_action
next_action ||= { name: :standing,
duration: 4 }
if next_action
state.player.next_action_queue[queue_at] = next_action.name
state.player.next_action_queue[player_action_at +
current_action.interrupt_duration +
next_action.duration] = :standing
end
end
end
state.player.requested_action = nil
state.player.requested_action_at = nil
end
def calc_sabre
can_throw_sabre = true
sabre_throws = [:throw_0, :throw_1, :throw_2]
if !sabre_throws.include? state.player.action
state.sabre.facing = nil
state.sabre.is_active = false
return
end
current_action = state.actions_lookup[state.player.action]
throw_at = state.player.action_at + (current_action.throw_frame) * 5
catch_at = state.player.action_at + (current_action.catch_frame) * 5
if !state.tick_count.between? throw_at, catch_at
state.sabre.facing = nil
state.sabre.is_active = false
return
end
state.sabre.facing ||= state.player.facing
state.sabre.is_active = true
spline = [
[ 0, 0.25, 0.75, 1.0],
[1.0, 0.75, 0.25, 0]
]
throw_duration = catch_at - throw_at
current_progress = args.easing.ease_spline throw_at,
state.tick_count,
throw_duration,
spline
farthest_sabre_x = 32
state.sabre.y = state.player.y
state.sabre.x = state.player.x + farthest_sabre_x * current_progress * state.sabre.facing
end
def calc_next_action
return if !state.player.next_action_queue[state.tick_count]
state.player.previous_action = state.player.action
state.player.previous_action_at = state.player.action_at
state.player.previous_action_ended_at = state.tick_count
state.player.action = state.player.next_action_queue[state.tick_count]
state.player.action_at = state.tick_count
is_air_born = state.player.y != 0
if state.player.action == :slash_0
state.player.dy = 0 if state.player.dy > 0
if is_air_born
state.player.dy = 0.5
else
state.player.dx += 0.25 * state.player.facing
end
elsif state.player.action == :slash_1
state.player.dy = 0 if state.player.dy > 0
if is_air_born
state.player.dy = 0.5
else
state.player.dx += 0.25 * state.player.facing
end
elsif state.player.action == :throw_0
if is_air_born
state.player.dy = 1.0
end
state.player.dx += 0.5 * state.player.facing
elsif state.player.action == :throw_1
if is_air_born
state.player.dy = 1.0
end
state.player.dx += 0.5 * state.player.facing
elsif state.player.action == :throw_2
if is_air_born
state.player.dy = 1.0
end
state.player.dx += 0.5 * state.player.facing
elsif state.player.action == :slash_5
state.player.dy = 0 if state.player.dy < 0
if is_air_born
state.player.dy += 1.0
else
state.player.dy += 1.0
end
state.player.dx += 1.0 * state.player.facing
elsif state.player.action == :slash_6
state.player.dy = 0 if state.player.dy > 0
if is_air_born
state.player.dy = -0.5
end
state.player.dx += 0.5 * state.player.facing
end
end
def tick
defaults
calc
render
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
$gtk.reset
Animation States Advanced - Metadata - ios_metadata.txt link
# ./samples/03_rendering_sprites/03_animation_states_advanced/metadata/ios_metadata.txt
teamid=L7H57V9CRD
appid=com.scratchworkdevelopment.1bitanimate
appname=1-Bit Animate
version=1.0
devcert=iPhone Developer: Amirali Rajan (P2B6225J87)
prodcert=
Animation States Intermediate - main.rb link
# ./samples/03_rendering_sprites/03_animation_states_intermediate/app/main.rb
def tick args
defaults args
input args
calc args
render args
end
def defaults args
# uncomment the line below to slow the game down by a factor of 4 -> 15 fps (for debugging)
# args.gtk.slowmo! 4
args.state.player ||= {
x: 144, # render x of the player
y: 32, # render y of the player
w: 144 * 2, # render width of the player
h: 72 * 2, # render height of the player
dx: 0, # velocity x of the player
action: :standing, # current action/status of the player
action_at: 0, # frame that the action occurred
previous_direction: 1, # direction the player was facing last frame
direction: 1, # direction the player is facing this frame
launch_speed: 4, # speed the player moves when they start running
run_acceleration: 1, # how much the player accelerates when running
run_top_speed: 8, # the top speed the player can run
friction: 0.9, # how much the player slows down when have stopped attempting to run
anchor_x: 0.5, # render anchor x of the player
anchor_y: 0 # render anchor y of the player
}
end
def input args
# if the directional has been pressed on the input device
if args.inputs.left_right != 0
# determine if the player is currently running or not,
# if they aren't, set their dx to their launch speed
# otherwise, add the run acceleration to their dx
if args.state.player.action != :running
args.state.player.dx = args.state.player.launch_speed * args.inputs.left_right.sign
else
args.state.player.dx += args.inputs.left_right * args.state.player.run_acceleration
end
# capture the direction the player is facing and the previous direction
args.state.player.previous_direction = args.state.player.direction
args.state.player.direction = args.inputs.left_right.sign
end
end
def calc args
# clamp the player's dx to the top speed
args.state.player.dx = args.state.player.dx.clamp(-args.state.player.run_top_speed, args.state.player.run_top_speed)
# move the player by their dx
args.state.player.x += args.state.player.dx
# capture the player's hitbox
player_hitbox = hitbox args.state.player
# check boundary collisions and stop the player if they are colliding with the ednges of the screen
if (player_hitbox.x - player_hitbox.w / 2) < 0
args.state.player.x = player_hitbox.w / 2
args.state.player.dx = 0
# if the player is not standing, set them to standing and capture the frame
if args.state.player.action != :standing
args.state.player.action = :standing
args.state.player.action_at = args.state.tick_count
end
elsif (player_hitbox.x + player_hitbox.w / 2) > 1280
args.state.player.x = 1280 - player_hitbox.w / 2
args.state.player.dx = 0
# if the player is not standing, set them to standing and capture the frame
if args.state.player.action != :standing
args.state.player.action = :standing
args.state.player.action_at = args.state.tick_count
end
end
# if the player's dx is not 0, they are running. update their action and capture the frame if needed
if args.state.player.dx.abs > 0
if args.state.player.action != :running || args.state.player.direction != args.state.player.previous_direction
args.state.player.action = :running
args.state.player.action_at = args.state.tick_count
end
elsif args.inputs.left_right == 0
# if the player's dx is 0 and they are not currently trying to run (left_right == 0), set them to standing and capture the frame
if args.state.player.action != :standing
args.state.player.action = :standing
args.state.player.action_at = args.state.tick_count
end
end
# if the player is not trying to run (left_right == 0), slow them down by the friction amount
if args.inputs.left_right == 0
args.state.player.dx *= args.state.player.friction
# if the player's dx is less than 1, set it to 0
if args.state.player.dx.abs < 1
args.state.player.dx = 0
end
end
end
def render args
# determine if the player should be flipped horizontally
flip_horizontally = args.state.player.direction == -1
# determine the path to the sprite to render, the idle sprite is used if action == :standing
path = "sprites/link-idle.png"
# if the player is running, determine the frame to render
if args.state.player.action == :running
# the sprite animation's first 3 frames represent the launch of the run, so we skip them on the animation loop
# by setting the repeat_index to 3 (the 4th frame)
frame_index = args.state.player.action_at.frame_index(count: 9, hold_for: 8, repeat: true, repeat_index: 3)
path = "sprites/link-run-#{frame_index}.png"
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 230, text: "action: #{args.state.player.action}" }
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 200, text: "action_at: #{args.state.player.action_at}" }
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 170, text: "frame_index: #{frame_index}" }
else
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 230, text: "action: #{args.state.player.action}" }
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 200, text: "action_at: #{args.state.player.action_at}" }
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 170, text: "frame_index: n/a" }
end
# render the player's hitbox and sprite (the hitbox is used to determine boundary collision)
args.outputs.borders << hitbox(args.state.player)
args.outputs.borders << args.state.player
# render the player's sprite
args.outputs.sprites << args.state.player.merge(path: path, flip_horizontally: flip_horizontally)
end
def hitbox entity
{
x: entity.x,
y: entity.y + 5,
w: 64,
h: 96,
anchor_x: 0.5,
anchor_y: 0
}
end
$gtk.reset
Color And Rotation - main.rb link
# ./samples/03_rendering_sprites/04_color_and_rotation/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- merge: Returns a hash containing the contents of two original hashes.
Merge does not allow duplicate keys, so the value of a repeated key
will be overwritten.
For example, if we had two hashes
h1 = { "a" => 1, "b" => 2}
h2 = { "b" => 3, "c" => 3}
and we called the command
h1.merge(h2)
the result would the following hash
{ "a" => 1, "b" => 3, "c" => 3}.
Reminders:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
In this sample app, we're using a hash to create a sprite.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters are [X, Y, WIDTH, HEIGHT, PATH, ANGLE, ALPHA, RED, GREEN, BLUE]
Before continuing with this sample app, it is HIGHLY recommended that you look
at mygame/documentation/05-sprites.md.
- args.inputs.keyboard.key_held.KEY: Determines if a key is being pressed.
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
- args.inputs.controller_one: Takes input from the controller based on what key is pressed.
For more information about the controller, go to mygame/documentation/08-controllers.md.
- num1.lesser(num2): Finds the lower value of the given options.
=end
# This sample app shows a car moving across the screen. It loops back around if it exceeds the dimensions of the screen,
# and also can be moved in different directions through keyboard input from the user.
# Calls the methods necessary for the game to run successfully.
def tick args
default args
render args.grid, args.outputs, args.state
calc args.state
process_inputs args
end
# Sets default values for the car sprite
# Initialization ||= only happens in the first frame
def default args
args.state.sprite.width = 19
args.state.sprite.height = 10
args.state.sprite.scale = 4
args.state.max_speed = 5
args.state.x ||= 100
args.state.y ||= 100
args.state.speed ||= 1
args.state.angle ||= 0
end
# Outputs sprite onto screen
def render grid, outputs, state
outputs.solids << [grid.rect, 70, 70, 70] # outputs gray background
outputs.sprites << [destination_rect(state), # sets first four parameters of car sprite
'sprites/86.png', # image path of car
state.angle,
opacity, # transparency
saturation,
source_rect(state), # sprite sub division/tile (tile x, y, w, h)
false, false, # don't flip sprites
rotation_anchor]
# also look at the create_sprite helper method
#
# For example:
#
# dest = destination_rect(state)
# source = source_rect(state),
# outputs.sprites << create_sprite(
# 'sprites/86.png',
# x: dest.x,
# y: dest.y,
# w: dest.w,
# h: dest.h,
# angle: state.angle,
# source_x: source.x,
# source_y: source.y,
# source_w: source.w,
# source_h: source.h,
# flip_h: false,
# flip_v: false,
# rotation_anchor_x: 0.7,
# rotation_anchor_y: 0.5
# )
end
# Creates sprite by setting values inside of a hash
def create_sprite path, options = {}
options = {
# dest x, y, w, h
x: 0,
y: 0,
w: 100,
h: 100,
# angle, rotation
angle: 0,
rotation_anchor_x: 0.5,
rotation_anchor_y: 0.5,
# color saturation (red, green, blue), transparency
r: 255,
g: 255,
b: 255,
a: 255,
# source x, y, width, height
source_x: 0,
source_y: 0,
source_w: -1,
source_h: -1,
# flip horiztonally, flip vertically
flip_h: false,
flip_v: false,
}.merge options
[
options[:x], options[:y], options[:w], options[:h], # dest rect keys
path,
options[:angle], options[:a], options[:r], options[:g], options[:b], # angle, color, alpha
options[:source_x], options[:source_y], options[:source_w], options[:source_h], # source rect keys
options[:flip_h], options[:flip_v], # flip
options[:rotation_anchor_x], options[:rotation_anchor_y], # rotation anchor
] # hash keys contain corresponding values
end
# Calls the calc_pos and calc_wrap methods.
def calc state
calc_pos state
calc_wrap state
end
# Changes sprite's position on screen
# Vectors have magnitude and direction, so the incremented x and y values give the car direction
def calc_pos state
state.x += state.angle.vector_x * state.speed # increments x by product of angle's x vector and speed
state.y += state.angle.vector_y * state.speed # increments y by product of angle's y vector and speed
state.speed *= 1.1 # scales speed up
state.speed = state.speed.lesser(state.max_speed) # speed is either current speed or max speed, whichever has a lesser value (ensures that the car doesn't go too fast or exceed the max speed)
end
# The screen's dimensions are 1280x720. If the car goes out of scope,
# it loops back around on the screen.
def calc_wrap state
# car returns to left side of screen if it disappears on right side of screen
# sprite.width refers to tile's size, which is multipled by scale (4) to make it bigger
state.x = -state.sprite.width * state.sprite.scale if state.x - 20 > 1280
# car wraps around to right side of screen if it disappears on the left side
state.x = 1280 if state.x + state.sprite.width * state.sprite.scale + 20 < 0
# car wraps around to bottom of screen if it disappears at the top of the screen
# if you subtract 520 pixels instead of 20 pixels, the car takes longer to reappear (try it!)
state.y = 0 if state.y - 20 > 720 # if 20 pixels less than car's y position is greater than vertical scope
# car wraps around to top of screen if it disappears at the bottom of the screen
state.y = 720 if state.y + state.sprite.height * state.sprite.scale + 20 < 0
end
# Changes angle of sprite based on user input from keyboard or controller
def process_inputs args
# NOTE: increasing the angle doesn't mean that the car will continue to go
# in a specific direction. The angle is increasing, which means that if the
# left key was kept in the "down" state, the change in the angle would cause
# the car to go in a counter-clockwise direction and form a circle (360 degrees)
if args.inputs.keyboard.key_held.left # if left key is pressed
args.state.angle += 2 # car's angle is incremented by 2
# The same applies to decreasing the angle. If the right key was kept in the
# "down" state, the decreasing angle would cause the car to go in a clockwise
# direction and form a circle (360 degrees)
elsif args.inputs.keyboard.key_held.right # if right key is pressed
args.state.angle -= 2 # car's angle is decremented by 2
# Input from a controller can also change the angle of the car
elsif args.inputs.controller_one.left_analog_x_perc != 0
args.state.angle += 2 * args.inputs.controller_one.left_analog_x_perc * -1
end
end
# A sprite's center of rotation can be altered
# Increasing either of these numbers would dramatically increase the
# car's drift when it turns!
def rotation_anchor
[0.7, 0.5]
end
# Sets opacity value of sprite to 255 so that it is not transparent at all
# Change it to 0 and you won't be able to see the car sprite on the screen
def opacity
255
end
# Sets the color of the sprite to white.
def saturation
[255, 255, 255]
end
# Sets definition of destination_rect (used to define the car sprite)
def destination_rect state
[state.x, state.y,
state.sprite.width * state.sprite.scale, # multiplies by 4 to set size
state.sprite.height * state.sprite.scale]
end
# Portion of a sprite (a tile)
# Sub division of sprite is denoted as a rectangle directly related to original size of .png
# Tile is located at bottom left corner within a 19x10 pixel rectangle (based on sprite.width, sprite.height)
def source_rect state
[0, 0, state.sprite.width, state.sprite.height]
end
Physics And Collisions link
Simple - main.rb link
# ./samples/04_physics_and_collisions/01_simple/app/main.rb
=begin
Reminders:
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
=end
# This sample app shows collisions between two boxes.
# Runs methods needed for game to run properly.
def tick args
tick_instructions args, "Sample app shows how to move a square over time and determine collision."
defaults args
render args
calc args
end
# Sets default values.
def defaults args
# These values represent the moving box.
args.state.moving_box_speed = 10
args.state.moving_box_size = 100
args.state.moving_box_dx ||= 1
args.state.moving_box_dy ||= 1
args.state.moving_box ||= [0, 0, args.state.moving_box_size, args.state.moving_box_size] # moving_box_size is set as the width and height
# These values represent the center box.
args.state.center_box ||= [540, 260, 200, 200, 180]
args.state.center_box_collision ||= false # initially no collision
end
def render args
# If the game state denotes that a collision has occured,
# render a solid square, otherwise render a border instead.
if args.state.center_box_collision
args.outputs.solids << args.state.center_box
else
args.outputs.borders << args.state.center_box
end
# Then render the moving box.
args.outputs.solids << args.state.moving_box
end
# Generally in a pipeline for a game engine, you have rendering,
# game simulation (calculation), and input processing.
# This fuction represents the game simulation.
def calc args
position_moving_box args
determine_collision_center_box args
end
# Changes the position of the moving box on the screen by multiplying the change in x (dx) and change in y (dy) by the speed,
# and adding it to the current position.
# dx and dy are positive if the box is moving right and up, respectively
# dx and dy are negative if the box is moving left and down, respectively
def position_moving_box args
args.state.moving_box.x += args.state.moving_box_dx * args.state.moving_box_speed
args.state.moving_box.y += args.state.moving_box_dy * args.state.moving_box_speed
# 1280x720 are the virtual pixels you work with (essentially 720p).
screen_width = 1280
screen_height = 720
# Position of the box is denoted by the bottom left hand corner, in
# that case, we have to subtract the width of the box so that it stays
# in the scene (you can try deleting the subtraction to see how it
# impacts the box's movement).
if args.state.moving_box.x > screen_width - args.state.moving_box_size
args.state.moving_box_dx = -1 # moves left
elsif args.state.moving_box.x < 0
args.state.moving_box_dx = 1 # moves right
end
# Here, we're making sure the moving box remains within the vertical scope of the screen
if args.state.moving_box.y > screen_height - args.state.moving_box_size # if the box moves too high
args.state.moving_box_dy = -1 # moves down
elsif args.state.moving_box.y < 0 # if the box moves too low
args.state.moving_box_dy = 1 # moves up
end
end
def determine_collision_center_box args
# Collision is handled by the engine. You simply have to call the
# `intersect_rect?` function.
if args.state.moving_box.intersect_rect? args.state.center_box # if the two boxes intersect
args.state.center_box_collision = true # then a collision happened
else
args.state.center_box_collision = false # otherwise, no collision happened
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Simple Aabb Collision - main.rb link
# ./samples/04_physics_and_collisions/01_simple_aabb_collision/app/main.rb
def tick args
# define terrain of 32x32 sized squares
args.state.terrain ||= [
{ x: 640, y: 360, w: 32, h: 32, path: 'sprites/square/blue.png' },
{ x: 640, y: 360 - 32, w: 32, h: 32, path: 'sprites/square/blue.png' },
{ x: 640, y: 360 - 32 * 2, w: 32, h: 32, path: 'sprites/square/blue.png' },
{ x: 640 + 32, y: 360 - 32 * 2, w: 32, h: 32, path: 'sprites/square/blue.png' },
{ x: 640 + 32 * 2, y: 360 - 32 * 2, w: 32, h: 32, path: 'sprites/square/blue.png' },
]
# define player
args.state.player ||= {
x: 600,
y: 360,
w: 32,
h: 32,
dx: 0,
dy: 0,
path: 'sprites/square/red.png'
}
# render terrain and player
args.outputs.sprites << args.state.terrain
args.outputs.sprites << args.state.player
# set dx and dy based on inputs
args.state.player.dx = args.inputs.left_right * 2
args.state.player.dy = args.inputs.up_down * 2
# check for collisions on the x and y axis independently
# increment the player's position by dx
args.state.player.x += args.state.player.dx
# check for collision on the x axis first
collision = args.state.terrain.find { |t| t.intersect_rect? args.state.player }
# if there is a collision, move the player to the edge of the collision
# based on the direction of the player's movement and set the player's
# dx to 0
if collision
if args.state.player.dx > 0
args.state.player.x = collision.x - args.state.player.w
elsif args.state.player.dx < 0
args.state.player.x = collision.x + collision.w
end
args.state.player.dx = 0
end
# increment the player's position by dy
args.state.player.y += args.state.player.dy
# check for collision on the y axis next
collision = args.state.terrain.find { |t| t.intersect_rect? args.state.player }
# if there is a collision, move the player to the edge of the collision
# based on the direction of the player's movement and set the player's
# dy to 0
if collision
if args.state.player.dy > 0
args.state.player.y = collision.y - args.state.player.h
elsif args.state.player.dy < 0
args.state.player.y = collision.y + collision.h
end
args.state.player.dy = 0
end
end
Simple Aabb Collision With Map Editor - main.rb link
# ./samples/04_physics_and_collisions/01_simple_aabb_collision_with_map_editor/app/main.rb
# the sample app is an expansion of ./01_simple_aabb_collision
# but includes an in game map editor that saves map data to disk
def tick args
# if it's the first tick, read the terrain data from disk
# and create the player
if args.state.tick_count == 0
args.state.terrain = read_terrain_data args
args.state.player = {
x: 320,
y: 320,
w: 32,
h: 32,
dx: 0,
dy: 0,
path: 'sprites/square/red.png'
}
end
# tick the game (where input and aabb collision is processed)
tick_game args
# tick the map editor
tick_map_editor args
end
def tick_game args
# render terrain and player
args.outputs.sprites << args.state.terrain
args.outputs.sprites << args.state.player
# set dx and dy based on inputs
args.state.player.dx = args.inputs.left_right * 2
args.state.player.dy = args.inputs.up_down * 2
# check for collisions on the x and y axis independently
# increment the player's position by dx
args.state.player.x += args.state.player.dx
# check for collision on the x axis first
collision = args.state.terrain.find { |t| t.intersect_rect? args.state.player }
# if there is a collision, move the player to the edge of the collision
# based on the direction of the player's movement and set the player's
# dx to 0
if collision
if args.state.player.dx > 0
args.state.player.x = collision.x - args.state.player.w
elsif args.state.player.dx < 0
args.state.player.x = collision.x + collision.w
end
args.state.player.dx = 0
end
# increment the player's position by dy
args.state.player.y += args.state.player.dy
# check for collision on the y axis next
collision = args.state.terrain.find { |t| t.intersect_rect? args.state.player }
# if there is a collision, move the player to the edge of the collision
# based on the direction of the player's movement and set the player's
# dy to 0
if collision
if args.state.player.dy > 0
args.state.player.y = collision.y - args.state.player.h
elsif args.state.player.dy < 0
args.state.player.y = collision.y + collision.h
end
args.state.player.dy = 0
end
end
def tick_map_editor args
# determine the location of the mouse, but
# aligned to the grid
grid_aligned_mouse_rect = {
x: args.inputs.mouse.x.idiv(32) * 32,
y: args.inputs.mouse.y.idiv(32) * 32,
w: 32,
h: 32
}
# determine if there's a tile at the grid aligned mouse location
existing_terrain = args.state.terrain.find { |t| t.intersect_rect? grid_aligned_mouse_rect }
# if there is, then render a red square to denote that
# the tile will be deleted
if existing_terrain
args.outputs.sprites << {
x: args.inputs.mouse.x.idiv(32) * 32,
y: args.inputs.mouse.y.idiv(32) * 32,
w: 32,
h: 32,
path: "sprites/square/red.png",
a: 128
}
else
# otherwise, render a blue square to denote that
# a tile will be added
args.outputs.sprites << {
x: args.inputs.mouse.x.idiv(32) * 32,
y: args.inputs.mouse.y.idiv(32) * 32,
w: 32,
h: 32,
path: "sprites/square/blue.png",
a: 128
}
end
# if the mouse is clicked, then add or remove a tile
if args.inputs.mouse.click
if existing_terrain
args.state.terrain.delete existing_terrain
else
args.state.terrain << { **grid_aligned_mouse_rect, path: "sprites/square/blue.png" }
end
# once the terrain state has been updated
# save the terrain data to disk
write_terrain_data args
end
end
def read_terrain_data args
# create the terrain data file if it doesn't exist
contents = args.gtk.read_file "data/terrain.txt"
if !contents
args.gtk.write_file "data/terrain.txt", ""
end
# read the terrain data from disk which is a csv
args.gtk.read_file('data/terrain.txt').split("\n").map do |line|
x, y, w, h = line.split(',').map(&:to_i)
{ x: x, y: y, w: w, h: h, path: 'sprites/square/blue.png' }
end
end
def write_terrain_data args
terrain_csv = args.state.terrain.map { |t| "#{t.x},#{t.y},#{t.w},#{t.h}" }.join "\n"
args.gtk.write_file 'data/terrain.txt', terrain_csv
end
Simple Aabb Collision With Map Editor - Data - terrain.txt link
# ./samples/04_physics_and_collisions/01_simple_aabb_collision_with_map_editor/data/terrain.txt
Moving Objects - main.rb link
# ./samples/04_physics_and_collisions/02_moving_objects/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
For example, if we have a "numbers" hash that stores numbers in English as the
key and numbers in Spanish as the value, we'd have a hash that looks like this...
numbers = { "one" => "uno", "two" => "dos", "three" => "tres" }
and on it goes.
Now if we wanted to find the corresponding value of the "one" key, we could say
puts numbers["one"]
which would print "uno" to the console.
- num1.greater(num2): Returns the greater value.
For example, if we have the command
puts 4.greater(3)
the number 4 would be printed to the console since it has a greater value than 3.
Similar to lesser, which returns the lesser value.
- num1.lesser(num2): Finds the lower value of the given options.
For example, in the statement
a = 4.lesser(3)
3 has a lower value than 4, which means that the value of a would be set to 3,
but if the statement had been
a = 4.lesser(5)
4 has a lower value than 5, which means that the value of a would be set to 4.
- reject: Removes elements from a collection if they meet certain requirements.
For example, you can derive an array of odd numbers from an original array of
numbers 1 through 10 by rejecting all elements that are even (or divisible by 2).
- find_all: Finds all values that satisfy specific requirements.
For example, you can find all elements of a collection that are divisible by 2
or find all objects that have intersected with another object.
- abs: Returns the absolute value.
For example, the command
(-30).abs
would return 30 as a result.
- map: Ruby method used to transform data; used in arrays, hashes, and collections.
Can be used to perform an action on every element of a collection, such as multiplying
each element by 2 or declaring every element as a new entity.
Reminders:
- args.inputs.keyboard.KEY: Determines if a key has been pressed.
For more information about the keyboard, take a look at mygame/documentation/06-keyboard.md.
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
=end
# Calls methods needed for game to run properly
def tick args
tick_instructions args, "Use LEFT and RIGHT arrow keys to move and SPACE to jump."
defaults args
render args
calc args
input args
end
# sets default values and creates empty collections
# initialization only happens in the first frame
def defaults args
fiddle args
args.state.enemy.hammers ||= []
args.state.enemy.hammer_queue ||= []
args.state.tick_count = args.state.tick_count
args.state.bridge_top = 128
args.state.player.x ||= 0 # initializes player's properties
args.state.player.y ||= args.state.bridge_top
args.state.player.w ||= 64
args.state.player.h ||= 64
args.state.player.dy ||= 0
args.state.player.dx ||= 0
args.state.enemy.x ||= 800 # initializes enemy's properties
args.state.enemy.y ||= 0
args.state.enemy.w ||= 128
args.state.enemy.h ||= 128
args.state.enemy.dy ||= 0
args.state.enemy.dx ||= 0
args.state.game_over_at ||= 0
end
# sets enemy, player, hammer values
def fiddle args
args.state.gravity = -0.3
args.state.enemy_jump_power = 10 # sets enemy values
args.state.enemy_jump_interval = 60
args.state.hammer_throw_interval = 40 # sets hammer values
args.state.hammer_launch_power_default = 5
args.state.hammer_launch_power_near = 2
args.state.hammer_launch_power_far = 7
args.state.hammer_upward_launch_power = 15
args.state.max_hammers_per_volley = 10
args.state.gap_between_hammers = 10
args.state.player_jump_power = 10 # sets player values
args.state.player_jump_power_duration = 10
args.state.player_max_run_speed = 10
args.state.player_speed_slowdown_rate = 0.9
args.state.player_acceleration = 1
args.state.hammer_size = 32
end
# outputs objects onto the screen
def render args
args.outputs.solids << 20.map_with_index do |i| # uses 20 squares to form bridge
# sets x by multiplying 64 to index to find pixel value (places all squares side by side)
# subtracts 64 from bridge_top because position is denoted by bottom left corner
[i * 64, args.state.bridge_top - 64, 64, 64]
end
args.outputs.solids << [args.state.x, args.state.y, args.state.w, args.state.h, 255, 0, 0]
args.outputs.solids << [args.state.player.x, args.state.player.y, args.state.player.w, args.state.player.h, 255, 0, 0] # outputs player onto screen (red box)
args.outputs.solids << [args.state.enemy.x, args.state.enemy.y, args.state.enemy.w, args.state.enemy.h, 0, 255, 0] # outputs enemy onto screen (green box)
args.outputs.solids << args.state.enemy.hammers # outputs enemy's hammers onto screen
end
# Performs calculations to move objects on the screen
def calc args
# Since velocity is the change in position, the change in x increases by dx. Same with y and dy.
args.state.player.x += args.state.player.dx
args.state.player.y += args.state.player.dy
# Since acceleration is the change in velocity, the change in y (dy) increases every frame
args.state.player.dy += args.state.gravity
# player's y position is either current y position or y position of top of
# bridge, whichever has a greater value
# ensures that the player never goes below the bridge
args.state.player.y = args.state.player.y.greater(args.state.bridge_top)
# player's x position is either the current x position or 0, whichever has a greater value
# ensures that the player doesn't go too far left (out of the screen's scope)
args.state.player.x = args.state.player.x.greater(0)
# player is not falling if it is located on the top of the bridge
args.state.player.falling = false if args.state.player.y == args.state.bridge_top
args.state.player.rect = [args.state.player.x, args.state.player.y, args.state.player.h, args.state.player.w] # sets definition for player
args.state.enemy.x += args.state.enemy.dx # velocity; change in x increases by dx
args.state.enemy.y += args.state.enemy.dy # same with y and dy
# ensures that the enemy never goes below the bridge
args.state.enemy.y = args.state.enemy.y.greater(args.state.bridge_top)
# ensures that the enemy never goes too far left (outside the screen's scope)
args.state.enemy.x = args.state.enemy.x.greater(0)
# objects that go up must come down because of gravity
args.state.enemy.dy += args.state.gravity
args.state.enemy.y = args.state.enemy.y.greater(args.state.bridge_top)
#sets definition of enemy
args.state.enemy.rect = [args.state.enemy.x, args.state.enemy.y, args.state.enemy.h, args.state.enemy.w]
if args.state.enemy.y == args.state.bridge_top # if enemy is located on the top of the bridge
args.state.enemy.dy = 0 # there is no change in y
end
# if 60 frames have passed and the enemy is not moving vertically
if args.state.tick_count.mod_zero?(args.state.enemy_jump_interval) && args.state.enemy.dy == 0
args.state.enemy.dy = args.state.enemy_jump_power # the enemy jumps up
end
# if 40 frames have passed or 5 frames have passed since the game ended
if args.state.tick_count.mod_zero?(args.state.hammer_throw_interval) || args.state.game_over_at.elapsed_time == 5
# rand will return a number greater than or equal to 0 and less than given variable's value (since max is excluded)
# that is why we're adding 1, to include the max possibility
volley_dx = (rand(args.state.hammer_launch_power_default) + 1) * -1 # horizontal movement (follow order of operations)
# if the horizontal distance between the player and enemy is less than 128 pixels
if (args.state.player.x - args.state.enemy.x).abs < 128
# the change in x won't be that great since the enemy and player are closer to each other
volley_dx = (rand(args.state.hammer_launch_power_near) + 1) * -1
end
# if the horizontal distance between the player and enemy is greater than 300 pixels
if (args.state.player.x - args.state.enemy.x).abs > 300
# change in x will be more drastic since player and enemy are so far apart
volley_dx = (rand(args.state.hammer_launch_power_far) + 1) * -1 # more drastic change
end
(rand(args.state.max_hammers_per_volley) + 1).map_with_index do |i|
args.state.enemy.hammer_queue << { # stores hammer values in a hash
x: args.state.enemy.x,
w: args.state.hammer_size,
h: args.state.hammer_size,
dx: volley_dx, # change in horizontal position
# multiplication operator takes precedence over addition operator
throw_at: args.state.tick_count + i * args.state.gap_between_hammers
}
end
end
# add elements from hammer_queue collection to the hammers collection by
# finding all hammers that were thrown before the current frame (have already been thrown)
args.state.enemy.hammers += args.state.enemy.hammer_queue.find_all do |h|
h[:throw_at] < args.state.tick_count
end
args.state.enemy.hammers.each do |h| # sets values for all hammers in collection
h[:y] ||= args.state.enemy.y + 130
h[:dy] ||= args.state.hammer_upward_launch_power
h[:dy] += args.state.gravity # acceleration is change in gravity
h[:x] += h[:dx] # incremented by change in position
h[:y] += h[:dy]
h[:rect] = [h[:x], h[:y], h[:w], h[:h]] # sets definition of hammer's rect
end
# reject hammers that have been thrown before current frame (have already been thrown)
args.state.enemy.hammer_queue = args.state.enemy.hammer_queue.reject do |h|
h[:throw_at] < args.state.tick_count
end
# any hammers with a y position less than 0 are rejected from the hammers collection
# since they have gone too far down (outside the scope's screen)
args.state.enemy.hammers = args.state.enemy.hammers.reject { |h| h[:y] < 0 }
# if there are any hammers that intersect with (or hit) the player,
# the reset_player method is called (so the game can start over)
if args.state.enemy.hammers.any? { |h| h[:rect].intersect_rect?(args.state.player.rect) }
reset_player args
end
# if the enemy's rect intersects with (or hits) the player,
# the reset_player method is called (so the game can start over)
if args.state.enemy.rect.intersect_rect? args.state.player.rect
reset_player args
end
end
# Resets the player by changing its properties back to the values they had at initialization
def reset_player args
args.state.player.x = 0
args.state.player.y = args.state.bridge_top
args.state.player.dy = 0
args.state.player.dx = 0
args.state.enemy.hammers.clear # empties hammer collection
args.state.enemy.hammer_queue.clear # empties hammer_queue
args.state.game_over_at = args.state.tick_count # game_over_at set to current frame (or passage of time)
end
# Processes input from the user to move the player
def input args
if args.inputs.keyboard.space # if the user presses the space bar
args.state.player.jumped_at ||= args.state.tick_count # jumped_at is set to current frame
# if the time that has passed since the jump is less than the player's jump duration and
# the player is not falling
if args.state.player.jumped_at.elapsed_time < args.state.player_jump_power_duration && !args.state.player.falling
args.state.player.dy = args.state.player_jump_power # change in y is set to power of player's jump
end
end
# if the space bar is in the "up" state (or not being pressed down)
if args.inputs.keyboard.key_up.space
args.state.player.jumped_at = nil # jumped_at is empty
args.state.player.falling = true # the player is falling
end
if args.inputs.keyboard.left # if left key is pressed
args.state.player.dx -= args.state.player_acceleration # dx decreases by acceleration (player goes left)
# dx is either set to current dx or the negative max run speed (which would be -10),
# whichever has a greater value
args.state.player.dx = args.state.player.dx.greater(-args.state.player_max_run_speed)
elsif args.inputs.keyboard.right # if right key is pressed
args.state.player.dx += args.state.player_acceleration # dx increases by acceleration (player goes right)
# dx is either set to current dx or max run speed (which would be 10),
# whichever has a lesser value
args.state.player.dx = args.state.player.dx.lesser(args.state.player_max_run_speed)
else
args.state.player.dx *= args.state.player_speed_slowdown_rate # dx is scaled down
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.space ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Entities - main.rb link
# ./samples/04_physics_and_collisions/03_entities/app/main.rb
=begin
Reminders:
- map: Ruby method used to transform data; used in arrays, hashes, and collections.
Can be used to perform an action on every element of a collection, such as multiplying
each element by 2 or declaring every element as a new entity.
- reject: Removes elements from a collection if they meet certain requirements.
For example, you can derive an array of odd numbers from an original array of
numbers 1 through 10 by rejecting all elements that are even (or divisible by 2).
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
In this sample app, new_entity is used to define the properties of enemies and bullets.
(Remember, you can use state to define ANY property and it will be retained across frames.)
- args.outputs.labels: An array. The values generate a label on the screen.
The parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
=end
# This sample app shows enemies that contain an id value and the time they were created.
# These enemies can be removed by shooting at them with bullets.
# Calls all methods necessary for the game to function properly.
def tick args
tick_instructions args, "Sample app shows how to use args.state.new_entity along with collisions. CLICK to shoot a bullet."
defaults args
render args
calc args
process_inputs args
end
# Sets default values
# Enemies and bullets start off as empty collections
def defaults args
args.state.enemies ||= []
args.state.bullets ||= []
end
# Provides each enemy in enemies collection with rectangular border,
# as well as a label showing id and when they were created
def render args
# When you're calling a method that takes no arguments, you can use this & syntax on map.
# Numbers are being added to x and y in order to keep the text within the enemy's borders.
args.outputs.borders << args.state.enemies.map(&:rect)
args.outputs.labels << args.state.enemies.flat_map do |enemy|
[
[enemy.x + 4, enemy.y + 29, "id: #{enemy.entity_id}", -3, 0],
[enemy.x + 4, enemy.y + 17, "created_at: #{enemy.created_at}", -3, 0] # frame enemy was created
]
end
# Outputs bullets in bullets collection as rectangular solids
args.outputs.solids << args.state.bullets.map(&:rect)
end
# Calls all methods necessary for performing calculations
def calc args
add_new_enemies_if_needed args
move_bullets args
calculate_collisions args
remove_bullets_of_screen args
end
# Adds enemies to the enemies collection and sets their values
def add_new_enemies_if_needed args
return if args.state.enemies.length >= 10 # if 10 or more enemies, enemies are not added
return unless args.state.bullets.length == 0 # if user has not yet shot bullet, no enemies are added
args.state.enemies += (10 - args.state.enemies.length).map do # adds enemies so there are 10 total
args.state.new_entity(:enemy) do |e| # each enemy is declared as a new entity
e.x = 640 + 500 * rand # each enemy is given random position on screen
e.y = 600 * rand + 50
e.rect = [e.x, e.y, 130, 30] # sets definition for enemy's rect
end
end
end
# Moves bullets across screen
# Sets definition of the bullets
def move_bullets args
args.state.bullets.each do |bullet| # perform action on each bullet in collection
bullet.x += bullet.speed # increment x by speed (bullets fly horizontally across screen)
# By randomizing the value that increments bullet.y, the bullet does not fly straight up and out
# of the scope of the screen. Try removing what follows bullet.speed, or changing 0.25 to 1.25 to
# see what happens to the bullet's movement.
bullet.y += bullet.speed.*(0.25).randomize(:ratio, :sign)
bullet.rect = [bullet.x, bullet.y, bullet.size, bullet.size] # sets definition of bullet's rect
end
end
# Determines if a bullet hits an enemy
def calculate_collisions args
args.state.bullets.each do |bullet| # perform action on every bullet and enemy in collections
args.state.enemies.each do |enemy|
# if bullet has not exploded yet and the bullet hits an enemy
if !bullet.exploded && bullet.rect.intersect_rect?(enemy.rect)
bullet.exploded = true # bullet explodes
enemy.dead = true # enemy is killed
end
end
end
# All exploded bullets are rejected or removed from the bullets collection
# and any dead enemy is rejected from the enemies collection.
args.state.bullets = args.state.bullets.reject(&:exploded)
args.state.enemies = args.state.enemies.reject(&:dead)
end
# Bullets are rejected from bullets collection once their position exceeds the width of screen
def remove_bullets_of_screen args
args.state.bullets = args.state.bullets.reject { |bullet| bullet.x > 1280 } # screen width is 1280
end
# Calls fire_bullet method
def process_inputs args
fire_bullet args
end
# Once mouse is clicked by the user to fire a bullet, a new bullet is added to bullets collection
def fire_bullet args
return unless args.inputs.mouse.click # return unless mouse is clicked
args.state.bullets << args.state.new_entity(:bullet) do |bullet| # new bullet is declared a new entity
bullet.y = args.inputs.mouse.click.point.y # set to the y value of where the mouse was clicked
bullet.x = 0 # starts on the left side of the screen
bullet.size = 10
bullet.speed = 10 * rand + 2 # speed of a bullet is randomized
bullet.rect = [bullet.x, bullet.y, bullet.size, bullet.size] # definition is set
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.space ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Box Collision - main.rb link
# ./samples/04_physics_and_collisions/04_box_collision/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- first: Returns the first element of the array.
For example, if we have an array
numbers = [1, 2, 3, 4, 5]
and we call first by saying
numbers.first
the number 1 will be returned because it is the first element of the numbers array.
- num1.idiv(num2): Divides two numbers and returns an integer.
For example,
16.idiv(3) = 5, because 16 / 3 is 5.33333 returned as an integer.
16.idiv(4) = 4, because 16 / 4 is 4 and already has no decimal.
Reminders:
- find_all: Finds all values that satisfy specific requirements.
- ARRAY#intersect_rect?: An array with at least four values is
considered a rect. The intersect_rect? function returns true
or false depending on if the two rectangles intersect.
- reject: Removes elements from a collection if they meet certain requirements.
=end
# This sample app allows users to create tiles and place them anywhere on the screen as obstacles.
# The player can then move and maneuver around them.
class PoorManPlatformerPhysics
attr_accessor :grid, :inputs, :state, :outputs
# Calls all methods necessary for the app to run successfully.
def tick
defaults
render
calc
process_inputs
end
# Sets default values for variables.
# The ||= sign means that the variable will only be set to the value following the = sign if the value has
# not already been set before. Intialization happens only in the first frame.
def defaults
state.tile_size = 64
state.gravity = -0.2
state.previous_tile_size ||= state.tile_size
state.x ||= 0
state.y ||= 800
state.dy ||= 0
state.dx ||= 0
state.world ||= []
state.world_lookup ||= {}
state.world_collision_rects ||= []
end
# Outputs solids and borders of different colors for the world and collision_rects collections.
def render
# Sets a black background on the screen (Comment this line out and the background will become white.)
# Also note that black is the default color for when no color is assigned.
outputs.solids << grid.rect
# The position, size, and color (white) are set for borders given to the world collection.
# Try changing the color by assigning different numbers (between 0 and 255) to the last three parameters.
outputs.borders << state.world.map do |x, y|
[x * state.tile_size,
y * state.tile_size,
state.tile_size,
state.tile_size, 255, 255, 255]
end
# The top, bottom, and sides of the borders for collision_rects are different colors.
outputs.borders << state.world_collision_rects.map do |e|
[
[e[:top], 0, 170, 0], # top is a shade of green
[e[:bottom], 0, 100, 170], # bottom is a shade of greenish-blue
[e[:left_right], 170, 0, 0], # left and right are a shade of red
]
end
# Sets the position, size, and color (a shade of green) of the borders of only the player's
# box and outputs it. If you change the 180 to 0, the player's box will be black and you
# won't be able to see it (because it will match the black background).
outputs.borders << [state.x,
state.y,
state.tile_size,
state.tile_size, 0, 180, 0]
end
# Calls methods needed to perform calculations.
def calc
calc_world_lookup
calc_player
end
# Performs calculations on world_lookup and sets values.
def calc_world_lookup
# If the tile size isn't equal to the previous tile size,
# the previous tile size is set to the tile size,
# and world_lookup hash is set to empty.
if state.tile_size != state.previous_tile_size
state.previous_tile_size = state.tile_size
state.world_lookup = {} # empty hash
end
# return if the world_lookup hash has keys (or, in other words, is not empty)
# return unless the world collection has values inside of it (or is not empty)
return if state.world_lookup.keys.length > 0
return unless state.world.length > 0
# Starts with an empty hash for world_lookup.
# Searches through the world and finds the coordinates that exist.
state.world_lookup = {}
state.world.each { |x, y| state.world_lookup[[x, y]] = true }
# Assigns world_collision_rects for every sprite drawn.
state.world_collision_rects =
state.world_lookup
.keys
.map do |coord_x, coord_y|
s = state.tile_size
# multiply by tile size so the grid coordinates; sets pixel value
# don't forget that position is denoted by bottom left corner
# set x = coord_x or y = coord_y and see what happens!
x = s * coord_x
y = s * coord_y
{
# The values added to x, y, and s position the world_collision_rects so they all appear
# stacked (on top of world rects) but don't directly overlap.
# Remove these added values and mess around with the rect placement!
args: [coord_x, coord_y],
left_right: [x, y + 4, s, s - 6], # hash keys and values
top: [x + 4, y + 6, s - 8, s - 6],
bottom: [x + 1, y - 1, s - 2, s - 8],
}
end
end
# Performs calculations to change the x and y values of the player's box.
def calc_player
# Since acceleration is the change in velocity, the change in y (dy) increases every frame.
# What goes up must come down because of gravity.
state.dy += state.gravity
# Calls the calc_box_collision and calc_edge_collision methods.
calc_box_collision
calc_edge_collision
# Since velocity is the change in position, the change in y increases by dy. Same with x and dx.
state.y += state.dy
state.x += state.dx
# Scales dx down.
state.dx *= 0.8
end
# Calls methods needed to determine collisions between player and world_collision rects.
def calc_box_collision
return unless state.world_lookup.keys.length > 0 # return unless hash has atleast 1 key
collision_floor!
collision_left!
collision_right!
collision_ceiling!
end
# Finds collisions between the bottom of the player's rect and the top of a world_collision_rect.
def collision_floor!
return unless state.dy <= 0 # return unless player is going down or is as far down as possible
player_rect = [state.x, state.y - 0.1, state.tile_size, state.tile_size] # definition of player
# Goes through world_collision_rects to find all intersections between the bottom of player's rect and
# the top of a world_collision_rect (hence the "-0.1" above)
floor_collisions = state.world_collision_rects
.find_all { |r| r[:top].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless floor_collisions # return unless collision occurred
state.y = floor_collisions[:top].top # player's y is set to the y of the top of the collided rect
state.dy = 0 # if a collision occurred, the player's rect isn't moving because its path is blocked
end
# Finds collisions between the player's left side and the right side of a world_collision_rect.
def collision_left!
return unless state.dx < 0 # return unless player is moving left
player_rect = [state.x - 0.1, state.y, state.tile_size, state.tile_size]
# Goes through world_collision_rects to find all intersections beween the player's left side and the
# right side of a world_collision_rect.
left_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless left_side_collisions # return unless collision occurred
# player's x is set to the value of the x of the collided rect's right side
state.x = left_side_collisions[:left_right].right
state.dx = 0 # player isn't moving left because its path is blocked
end
# Finds collisions between the right side of the player and the left side of a world_collision_rect.
def collision_right!
return unless state.dx > 0 # return unless player is moving right
player_rect = [state.x + 0.1, state.y, state.tile_size, state.tile_size]
# Goes through world_collision_rects to find all intersections between the player's right side
# and the left side of a world_collision_rect (hence the "+0.1" above)
right_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless right_side_collisions # return unless collision occurred
# player's x is set to the value of the collided rect's left, minus the size of a rect
# tile size is subtracted because player's position is denoted by bottom left corner
state.x = right_side_collisions[:left_right].left - state.tile_size
state.dx = 0 # player isn't moving right because its path is blocked
end
# Finds collisions between the top of the player's rect and the bottom of a world_collision_rect.
def collision_ceiling!
return unless state.dy > 0 # return unless player is moving up
player_rect = [state.x, state.y + 0.1, state.tile_size, state.tile_size]
# Goes through world_collision_rects to find intersections between the bottom of a
# world_collision_rect and the top of the player's rect (hence the "+0.1" above)
ceil_collisions = state.world_collision_rects
.find_all { |r| r[:bottom].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless ceil_collisions # return unless collision occurred
# player's y is set to the bottom y of the rect it collided with, minus the size of a rect
state.y = ceil_collisions[:bottom].y - state.tile_size
state.dy = 0 # if a collision occurred, the player isn't moving up because its path is blocked
end
# Makes sure the player remains within the screen's dimensions.
def calc_edge_collision
#Ensures that the player doesn't fall below the map.
if state.y < 0
state.y = 0
state.dy = 0
#Ensures that the player doesn't go too high.
# Position of player is denoted by bottom left hand corner, which is why we have to subtract the
# size of the player's box (so it remains visible on the screen)
elsif state.y > 720 - state.tile_size # if the player's y position exceeds the height of screen
state.y = 720 - state.tile_size # the player will remain as high as possible while staying on screen
state.dy = 0
end
# Ensures that the player remains in the horizontal range that it is supposed to.
if state.x >= 1280 - state.tile_size && state.dx > 0 # if player moves too far right
state.x = 1280 - state.tile_size # player will remain as right as possible while staying on screen
state.dx = 0
elsif state.x <= 0 && state.dx < 0 # if player moves too far left
state.x = 0 # player will remain as left as possible while remaining on screen
state.dx = 0
end
end
# Processes input from the user on the keyboard.
def process_inputs
if inputs.mouse.down
state.world_lookup = {}
x, y = to_coord inputs.mouse.down.point # gets x, y coordinates for the grid
if state.world.any? { |loc| loc == [x, y] } # checks if coordinates duplicate
state.world = state.world.reject { |loc| loc == [x, y] } # erases tile space
else
state.world << [x, y] # If no duplicates, adds to world collection
end
end
# Sets dx to 0 if the player lets go of arrow keys.
if inputs.keyboard.key_up.right
state.dx = 0
elsif inputs.keyboard.key_up.left
state.dx = 0
end
# Sets dx to 3 in whatever direction the player chooses.
if inputs.keyboard.key_held.right # if right key is pressed
state.dx = 3
elsif inputs.keyboard.key_held.left # if left key is pressed
state.dx = -3
end
#Sets dy to 5 to make the player ~fly~ when they press the space bar
if inputs.keyboard.key_held.space
state.dy = 5
end
end
def to_coord point
# Integer divides (idiv) point.x to turn into grid
# Then, you can just multiply each integer by state.tile_size later so the grid coordinates.
[point.x.idiv(state.tile_size), point.y.idiv(state.tile_size)]
end
# Represents the tolerance for a collision between the player's rect and another rect.
def collision_tollerance
0.0
end
end
$platformer_physics = PoorManPlatformerPhysics.new
def tick args
$platformer_physics.grid = args.grid
$platformer_physics.inputs = args.inputs
$platformer_physics.state = args.state
$platformer_physics.outputs = args.outputs
$platformer_physics.tick
tick_instructions args, "Sample app shows platformer collisions. CLICK to place box. ARROW keys to move around. SPACE to jump."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Box Collision 2 - main.rb link
# ./samples/04_physics_and_collisions/05_box_collision_2/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- times: Performs an action a specific number of times.
For example, if we said
5.times puts "Hello DragonRuby",
then we'd see the words "Hello DragonRuby" printed on the console 5 times.
- split: Divides a string into substrings based on a delimiter.
For example, if we had a command
"DragonRuby is awesome".split(" ")
then the result would be
["DragonRuby", "is", "awesome"] because the words are separated by a space delimiter.
- join: Opposite of split; converts each element of array to a string separated by delimiter.
For example, if we had a command
["DragonRuby","is","awesome"].join(" ")
then the result would be
"DragonRuby is awesome".
Reminders:
- to_s: Returns a string representation of an object.
For example, if we had
500.to_s
the string "500" would be returned.
Similar to to_i, which returns an integer representation of an object.
- elapsed_time: How many frames have passed since the click event.
- args.outputs.labels: An array. Values in the array generate labels on the screen.
The parameters are: [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- inputs.mouse.down: Determines whether or not the mouse is being pressed down.
The position of the mouse when it is pressed down can be found using inputs.mouse.down.point.(x|y).
- first: Returns the first element of the array.
- num1.idiv(num2): Divides two numbers and returns an integer.
- find_all: Finds all values that satisfy specific requirements.
- ARRAY#intersect_rect?: Returns true or false depending on if two rectangles intersect.
- reject: Removes elements from a collection if they meet certain requirements.
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
=end
MAP_FILE_PATH = 'app/map.txt' # the map.txt file in the app folder contains exported map
class MetroidvaniaStarter
attr_accessor :grid, :inputs, :state, :outputs, :gtk
# Calls methods needed to run the game properly.
def tick
defaults
render
calc
process_inputs
end
# Sets all the default variables.
# '||' states that initialization occurs only in the first frame.
def defaults
state.tile_size = 64
state.gravity = -0.2
state.player_width = 60
state.player_height = 64
state.collision_tolerance = 0.0
state.previous_tile_size ||= state.tile_size
state.x ||= 0
state.y ||= 800
state.dy ||= 0
state.dx ||= 0
attempt_load_world_from_file
state.world_lookup ||= { }
state.world_collision_rects ||= []
state.mode ||= :creating # alternates between :creating and :selecting for sprite selection
state.select_menu ||= [0, 720, 1280, 720]
#=======================================IMPORTANT=======================================#
# When adding sprites, please label them "image1.png", "image2.png", image3".png", etc.
# Once you have done that, adjust "state.sprite_quantity" to how many sprites you have.
#=======================================================================================#
state.sprite_quantity ||= 20 # IMPORTANT TO ALTER IF SPRITES ADDED IF YOU ADD MORE SPRITES
state.sprite_coords ||= []
state.banner_coords ||= [640, 680 + 720]
state.sprite_selected ||= 1
state.map_saved_at ||= 0
# Sets all the cordinate values for the sprite selection screen into a grid
# Displayed when 's' is pressed by player to access sprites
if state.sprite_coords == [] # if sprite_coords is an empty array
count = 1
temp_x = 165 # sets a starting x and y position for display
temp_y = 500 + 720
state.sprite_quantity.times do # for the number of sprites you have
state.sprite_coords += [[temp_x, temp_y, count]] # add element to sprite_coords array
temp_x += 100 # increment temp_x
count += 1 # increment count
if temp_x > 1280 - (165 + 50) # if exceeding specific horizontal width on screen
temp_x = 165 # a new row of sprites starts
temp_y -= 75 # new row of sprites starts 75 units lower than the previous row
end
end
end
end
# Places sprites
def render
# Sets the x, y, width, height, and image path for each sprite in the world collection.
outputs.sprites << state.world.map do |x, y, sprite|
[x * state.tile_size, # multiply by size so grid coordinates; pixel value of location
y * state.tile_size,
state.tile_size,
state.tile_size,
'sprites/image' + sprite.to_s + '.png'] # uses concatenation to create unique image path
end
# Outputs sprite for the player by setting x, y, width, height, and image path
outputs.sprites << [state.x,
state.y,
state.player_width,
state.player_height,'sprites/player.png']
# Outputs labels as primitives in top right of the screen
outputs.primitives << [920, 700, 'Press \'s\' to access sprites.', 1, 0].label
outputs.primitives << [920, 675, 'Click existing sprite to delete.', 1, 0].label
outputs.primitives << [920, 640, '<- and -> to move.', 1, 0].label
outputs.primitives << [920, 615, 'Press and hold space to jump.', 1, 0].label
outputs.primitives << [920, 580, 'Press \'e\' to export current map.', 1, 0].label
# if the map is saved and less than 120 frames have passed, the label is displayed
if state.map_saved_at > 0 && state.map_saved_at.elapsed_time < 120
outputs.primitives << [920, 555, 'Map has been exported!', 1, 0, 50, 100, 50].label
end
# If player hits 's', following appears
if state.mode == :selecting
# White background for sprite selection
outputs.primitives << [state.select_menu, 255, 255, 255].solid
# Select tile label at the top of the screen
outputs.primitives << [state.banner_coords.x, state.banner_coords.y, "Select Sprite (sprites located in \"sprites\" folder)", 10, 1, 0, 0, 0, 255].label
# Places sprites in locations calculated in the defaults function
outputs.primitives << state.sprite_coords.map do |x, y, order|
[x, y, 50, 50, 'sprites/image' + order.to_s + ".png"].sprite
end
end
# Creates sprite following mouse to help indicate which sprite you have selected
# 10 is subtracted from the mouse's x position so that the sprite is not covered by the mouse icon
outputs.primitives << [inputs.mouse.position.x - 10, inputs.mouse.position.y,
10, 10, 'sprites/image' + state.sprite_selected.to_s + ".png"].sprite
end
# Calls methods that perform calculations
def calc
calc_in_game
calc_sprite_selection
end
# Calls methods that perform calculations (if in creating mode)
def calc_in_game
return unless state.mode == :creating
calc_world_lookup
calc_player
end
def calc_world_lookup
# If the tile size isn't equal to the previous tile size,
# the previous tile size is set to the tile size,
# and world_lookup hash is set to empty.
if state.tile_size != state.previous_tile_size
state.previous_tile_size = state.tile_size
state.world_lookup = {}
end
# return if world_lookup is not empty or if world is empty
return if state.world_lookup.keys.length > 0
return unless state.world.length > 0
# Searches through the world and finds the coordinates that exist
state.world_lookup = {}
state.world.each { |x, y| state.world_lookup[[x, y]] = true }
# Assigns collision rects for every sprite drawn
state.world_collision_rects =
state.world_lookup
.keys
.map do |coord_x, coord_y|
s = state.tile_size
# Multiplying by s (the size of a tile) ensures that the rect is
# placed exactly where you want it to be placed (causes grid to coordinate)
# How many pixels horizontally across and vertically up and down
x = s * coord_x
y = s * coord_y
{
args: [coord_x, coord_y],
left_right: [x, y + 4, s, s - 6], # hash keys and values
top: [x + 4, y + 6, s - 8, s - 6],
bottom: [x + 1, y - 1, s - 2, s - 8],
}
end
end
# Calculates movement of player and calls methods that perform collision calculations
def calc_player
state.dy += state.gravity # what goes up must come down because of gravity
calc_box_collision
calc_edge_collision
state.y += state.dy # Since velocity is the change in position, the change in y increases by dy
state.x += state.dx # Ditto line above but dx and x
state.dx *= 0.8 # Scales dx down
end
# Calls methods that determine whether the player collides with any world_collision_rects.
def calc_box_collision
return unless state.world_lookup.keys.length > 0 # return unless hash has atleast 1 key
collision_floor
collision_left
collision_right
collision_ceiling
end
# Finds collisions between the bottom of the player's rect and the top of a world_collision_rect.
def collision_floor
return unless state.dy <= 0 # return unless player is going down or is as far down as possible
player_rect = [state.x, next_y, state.tile_size, state.tile_size] # definition of player
# Runs through all the sprites on the field and finds all intersections between player's
# bottom and the top of a rect.
floor_collisions = state.world_collision_rects
.find_all { |r| r[:top].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless floor_collisions # performs following changes if a collision has occurred
state.y = floor_collisions[:top].top # y of player is set to the y of the colliding rect's top
state.dy = 0 # no change in y because the player's path is blocked
end
# Finds collisions between the player's left side and the right side of a world_collision_rect.
def collision_left
return unless state.dx < 0 # return unless player is moving left
player_rect = [next_x, state.y, state.tile_size, state.tile_size]
# Runs through all the sprites on the field and finds all intersections between the player's left side
# and the right side of a rect.
left_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless left_side_collisions # return unless collision occurred
state.x = left_side_collisions[:left_right].right # sets player's x to the x of the colliding rect's right side
state.dx = 0 # no change in x because the player's path is blocked
end
# Finds collisions between the right side of the player and the left side of a world_collision_rect.
def collision_right
return unless state.dx > 0 # return unless player is moving right
player_rect = [next_x, state.y, state.tile_size, state.tile_size]
# Runs through all the sprites on the field and finds all intersections between the player's
# right side and the left side of a rect.
right_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless right_side_collisions # return unless collision occurred
state.x = right_side_collisions[:left_right].left - state.tile_size # player's x is set to the x of colliding rect's left side (minus tile size since x is the player's bottom left corner)
state.dx = 0 # no change in x because the player's path is blocked
end
# Finds collisions between the top of the player's rect and the bottom of a world_collision_rect.
def collision_ceiling
return unless state.dy > 0 # return unless player is moving up
player_rect = [state.x, next_y, state.player_width, state.player_height]
# Runs through all the sprites on the field and finds all intersections between the player's top
# and the bottom of a rect.
ceil_collisions = state.world_collision_rects
.find_all { |r| r[:bottom].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless ceil_collisions # return unless collision occurred
state.y = ceil_collisions[:bottom].y - state.tile_size # player's y is set to the y of the colliding rect's bottom (minus tile size)
state.dy = 0 # no change in y because the player's path is blocked
end
# Makes sure the player remains within the screen's dimensions.
def calc_edge_collision
# Ensures that player doesn't fall below the map
if next_y < 0 && state.dy < 0 # if player is moving down and is about to fall (next_y) below the map's scope
state.y = 0 # 0 is the lowest the player can be while staying on the screen
state.dy = 0
# Ensures player doesn't go insanely high
elsif next_y > 720 - state.tile_size && state.dy > 0 # if player is moving up, about to exceed map's scope
state.y = 720 - state.tile_size # if we don't subtract tile_size, we won't be able to see the player on the screen
state.dy = 0
end
# Ensures that player remains in the horizontal range its supposed to
if state.x >= 1280 - state.tile_size && state.dx > 0 # if the player is moving too far right
state.x = 1280 - state.tile_size # farthest right the player can be while remaining in the screen's scope
state.dx = 0
elsif state.x <= 0 && state.dx < 0 # if the player is moving too far left
state.x = 0 # farthest left the player can be while remaining in the screen's scope
state.dx = 0
end
end
def calc_sprite_selection
# Does the transition to bring down the select sprite screen
if state.mode == :selecting && state.select_menu.y != 0
state.select_menu.y = 0 # sets y position of select menu (shown when 's' is pressed)
state.banner_coords.y = 680 # sets y position of Select Sprite banner
state.sprite_coords = state.sprite_coords.map do |x, y, w, h|
[x, y - 720, w, h] # sets definition of sprites (change '-' to '+' and the sprites can't be seen)
end
end
# Does the transition to leave the select sprite screen
if state.mode == :creating && state.select_menu.y != 720
state.select_menu.y = 720 # sets y position of select menu (menu is retreated back up)
state.banner_coords.y = 1000 # sets y position of Select Sprite banner
state.sprite_coords = state.sprite_coords.map do |x, y, w, h|
[x, y + 720, w, h] # sets definition of all elements in collection
end
end
end
def process_inputs
# If the state.mode is back and if the menu has retreated back up
# call methods that process user inputs
if state.mode == :creating
process_inputs_player_movement
process_inputs_place_tile
end
# For each sprite_coordinate added, check what sprite was selected
if state.mode == :selecting
state.sprite_coords.map do |x, y, order| # goes through all sprites in collection
# checks that a specific sprite was pressed based on x, y position
if inputs.mouse.down && # the && (and) sign means ALL statements must be true for the evaluation to be true
inputs.mouse.down.point.x >= x && # x is greater than or equal to sprite's x and
inputs.mouse.down.point.x <= x + 50 && # x is less than or equal to 50 pixels to the right
inputs.mouse.down.point.y >= y && # y is greater than or equal to sprite's y
inputs.mouse.down.point.y <= y + 50 # y is less than or equal to 50 pixels up
state.sprite_selected = order # sprite is chosen
end
end
end
inputs_export_stage
process_inputs_show_available_sprites
end
# Moves the player based on the keys they press on their keyboard
def process_inputs_player_movement
# Sets dx to 0 if the player lets go of arrow keys (player won't move left or right)
if inputs.keyboard.key_up.right
state.dx = 0
elsif inputs.keyboard.key_up.left
state.dx = 0
end
# Sets dx to 3 in whatever direction the player chooses when they hold down (or press) the left or right keys
if inputs.keyboard.key_held.right
state.dx = 3
elsif inputs.keyboard.key_held.left
state.dx = -3
end
# Sets dy to 5 to make the player ~fly~ when they press the space bar on their keyboard
if inputs.keyboard.key_held.space
state.dy = 5
end
end
# Adds tile in the place the user holds down the mouse
def process_inputs_place_tile
if inputs.mouse.down # if mouse is pressed
state.world_lookup = {}
x, y = to_coord inputs.mouse.down.point # gets x, y coordinates for the grid
# Checks if any coordinates duplicate (already exist in world)
if state.world.any? { |existing_x, existing_y, n| existing_x == x && existing_y == y }
#erases existing tile space by rejecting them from world
state.world = state.world.reject do |existing_x, existing_y, n|
existing_x == x && existing_y == y
end
else
state.world << [x, y, state.sprite_selected] # If no duplicates, add the sprite
end
end
end
# Stores/exports world collection's info (coordinates, sprite number) into a file
def inputs_export_stage
if inputs.keyboard.key_down.e # if "e" is pressed
export_string = state.world.map do |x, y, sprite_number| # stores world info in a string
"#{x},#{y},#{sprite_number}" # using string interpolation
end
gtk.write_file(MAP_FILE_PATH, export_string.join("\n")) # writes string into a file
state.map_saved_at = state.tick_count # frame number (passage of time) when the map was saved
end
end
def process_inputs_show_available_sprites
# Based on keyboard input, the entity (:creating and :selecting) switch
if inputs.keyboard.key_held.s && state.mode == :creating # if "s" is pressed and currently creating
state.mode = :selecting # will change to selecting
inputs.keyboard.clear # VERY IMPORTANT! If not present, it'll flicker between on and off
elsif inputs.keyboard.key_held.s && state.mode == :selecting # if "s" is pressed and currently selecting
state.mode = :creating # will change to creating
inputs.keyboard.clear # VERY IMPORTANT! If not present, it'll flicker between on and off
end
end
# Loads the world collection by reading from the map.txt file in the app folder
def attempt_load_world_from_file
return if state.world # return if the world collection is already populated
state.world ||= [] # initialized as an empty collection
exported_world = gtk.read_file(MAP_FILE_PATH) # reads the file using the path mentioned at top of code
return unless exported_world # return unless the file read was successful
state.world = exported_world.each_line.map do |l| # perform action on each line of exported_world
l.split(',').map(&:to_i) # calls split using ',' as a delimiter, and invokes .map on the collection,
# calling to_i (converts to integers) on each element
end
end
# Adds the change in y to y to determine the next y position of the player.
def next_y
state.y + state.dy
end
# Determines next x position of player
def next_x
if state.dx < 0 # if the player moves left
return state.x - (state.tile_size - state.player_width) # subtracts since the change in x is negative (player is moving left)
else
return state.x + (state.tile_size - state.player_width) # adds since the change in x is positive (player is moving right)
end
end
def to_coord point
# Integer divides (idiv) point.x to turn into grid
# Then, you can just multiply each integer by state.tile_size
# later and huzzah. Grid coordinates
[point.x.idiv(state.tile_size), point.y.idiv(state.tile_size)]
end
end
$metroidvania_starter = MetroidvaniaStarter.new
def tick args
$metroidvania_starter.grid = args.grid
$metroidvania_starter.inputs = args.inputs
$metroidvania_starter.state = args.state
$metroidvania_starter.outputs = args.outputs
$metroidvania_starter.gtk = args.gtk
$metroidvania_starter.tick
end
Box Collision 3 - main.rb link
# ./samples/04_physics_and_collisions/06_box_collision_3/app/main.rb
class Game
attr_gtk
def tick
defaults
render
input_edit_map
input_player
calc_player
end
def defaults
state.gravity = -0.4
state.drag = 0.15
state.tile_size = 32
state.player.size = 16
state.player.jump_power = 12
state.tiles ||= []
state.player.y ||= 800
state.player.x ||= 100
state.player.dy ||= 0
state.player.dx ||= 0
state.player.jumped_down_at ||= 0
state.player.jumped_at ||= 0
calc_player_rect if !state.player.rect
end
def render
outputs.labels << [10, 10.from_top, "tile: click to add a tile, hold X key and click to delete a tile."]
outputs.labels << [10, 35.from_top, "move: use left and right to move, space to jump, down and space to jump down."]
outputs.labels << [10, 55.from_top, " You can jump through or jump down through tiles with a height of 1."]
outputs.background_color = [80, 80, 80]
outputs.sprites << tiles.map(&:sprite)
outputs.sprites << (player.rect.merge path: 'sprites/square/green.png')
mouse_overlay = {
x: (inputs.mouse.x.ifloor state.tile_size),
y: (inputs.mouse.y.ifloor state.tile_size),
w: state.tile_size,
h: state.tile_size,
a: 100
}
mouse_overlay = mouse_overlay.merge r: 255 if state.delete_mode
if state.mouse_held
outputs.primitives << mouse_overlay.border!
else
outputs.primitives << mouse_overlay.solid!
end
end
def input_edit_map
state.mouse_held = true if inputs.mouse.down
state.mouse_held = false if inputs.mouse.up
if inputs.keyboard.x
state.delete_mode = true
elsif inputs.keyboard.key_up.x
state.delete_mode = false
end
return unless state.mouse_held
ordinal = { x: (inputs.mouse.x.idiv state.tile_size),
y: (inputs.mouse.y.idiv state.tile_size) }
found = find_tile ordinal
if !found && !state.delete_mode
tiles << (state.new_entity :tile, ordinal)
recompute_tiles
elsif found && state.delete_mode
tiles.delete found
recompute_tiles
end
end
def input_player
player.dx += inputs.left_right
if inputs.keyboard.key_down.space && inputs.keyboard.down
player.dy = player.jump_power * -1
player.jumped_at = 0
player.jumped_down_at = state.tick_count
elsif inputs.keyboard.key_down.space
player.dy = player.jump_power
player.jumped_at = state.tick_count
player.jumped_down_at = 0
end
end
def calc_player
calc_player_rect
calc_below
calc_left
calc_right
calc_above
calc_player_dy
calc_player_dx
reset_player if player_off_stage?
end
def calc_player_rect
player.rect = current_player_rect
player.next_rect = player.rect.merge x: player.x + player.dx,
y: player.y + player.dy
player.prev_rect = player.rect.merge x: player.x - player.dx,
y: player.y - player.dy
end
def calc_below
return unless player.dy <= 0
tiles_below = find_tiles { |t| t.rect.top <= player.prev_rect.y }
collision = find_colliding_tile tiles_below, (player.rect.merge y: player.next_rect.y)
return unless collision
if collision.neighbors.b == :none && player.jumped_down_at.elapsed_time < 10
player.dy = -1
else
player.y = collision.rect.y + state.tile_size
player.dy = 0
end
end
def calc_left
return unless player.dx < 0
tiles_left = find_tiles { |t| t.rect.right <= player.prev_rect.left }
collision = find_colliding_tile tiles_left, (player.rect.merge x: player.next_rect.x)
return unless collision
player.x = collision.rect.right
player.dx = 0
end
def calc_right
return unless player.dx > 0
tiles_right = find_tiles { |t| t.rect.left >= player.prev_rect.right }
collision = find_colliding_tile tiles_right, (player.rect.merge x: player.next_rect.x)
return unless collision
player.x = collision.rect.left - player.rect.w
player.dx = 0
end
def calc_above
return unless player.dy > 0
tiles_above = find_tiles { |t| t.rect.y >= player.prev_rect.y }
collision = find_colliding_tile tiles_above, (player.rect.merge y: player.next_rect.y)
return unless collision
return if collision.neighbors.t == :none
player.dy = 0
player.y = collision.rect.bottom - player.rect.h
end
def calc_player_dx
player.dx = player.dx.clamp(-5, 5)
player.dx *= 0.9
player.x += player.dx
end
def calc_player_dy
player.y += player.dy
player.dy += state.gravity
player.dy += player.dy * state.drag ** 2 * -1
end
def reset_player
player.x = 100
player.y = 720
player.dy = 0
end
def recompute_tiles
tiles.each do |t|
t.w = state.tile_size
t.h = state.tile_size
t.neighbors = tile_neighbors t, tiles
t.rect = [t.x * state.tile_size,
t.y * state.tile_size,
state.tile_size,
state.tile_size].rect.to_hash
sprite_sub_path = t.neighbors.mask.map { |m| flip_bit m }.join("")
t.sprite = {
x: t.x * state.tile_size,
y: t.y * state.tile_size,
w: state.tile_size,
h: state.tile_size,
path: "sprites/tile/wall-#{sprite_sub_path}.png"
}
end
end
def flip_bit bit
return 0 if bit == 1
return 1
end
def player
state.player
end
def player_off_stage?
player.rect.top < grid.bottom ||
player.rect.right < grid.left ||
player.rect.left > grid.right
end
def current_player_rect
{ x: player.x, y: player.y, w: player.size, h: player.size }
end
def tiles
state.tiles
end
def find_tile ordinal
tiles.find { |t| t.x == ordinal.x && t.y == ordinal.y }
end
def find_tiles &block
tiles.find_all(&block)
end
def find_colliding_tile tiles, target
tiles.find { |t| t.rect.intersect_rect? target }
end
def tile_neighbors tile, other_points
t = find_tile x: tile.x + 0, y: tile.y + 1
r = find_tile x: tile.x + 1, y: tile.y + 0
b = find_tile x: tile.x + 0, y: tile.y - 1
l = find_tile x: tile.x - 1, y: tile.y + 0
tile_t, tile_r, tile_b, tile_l = 0
tile_t = 1 if t
tile_r = 1 if r
tile_b = 1 if b
tile_l = 1 if l
state.new_entity :neighbors, mask: [tile_t, tile_r, tile_b, tile_l],
t: t ? :some : :none,
b: b ? :some : :none,
l: l ? :some : :none,
r: r ? :some : :none
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
Jump Physics - main.rb link
# ./samples/04_physics_and_collisions/07_jump_physics/app/main.rb
=begin
Reminders:
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
For example, if we want to create a new button, we would declare it as a new entity and
then define its properties. (Remember, you can use state to define ANY property and it will
be retained across frames.)
- args.outputs.solids: An array. The values generate a solid.
The parameters for a solid are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- num1.greater(num2): Returns the greater value.
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
- ARRAY#inside_rect?: Returns true or false depending on if the point is inside the rect.
=end
# This sample app is a game that requires the user to jump from one platform to the next.
# As the player successfully clears platforms, they become smaller and move faster.
class VerticalPlatformer
attr_gtk
# declares vertical platformer as new entity
def s
state.vertical_platformer ||= state.new_entity(:vertical_platformer)
state.vertical_platformer
end
# creates a new platform using a hash
def new_platform hash
s.new_entity_strict(:platform, hash) # platform key
end
# calls methods needed for game to run properly
def tick
defaults
render
calc
input
end
def init_game
s.platforms ||= [ # initializes platforms collection with two platforms using hashes
new_platform(x: 0, y: 0, w: 700, h: 32, dx: 1, speed: 0, rect: nil),
new_platform(x: 0, y: 300, w: 700, h: 32, dx: 1, speed: 0, rect: nil), # 300 pixels higher
]
s.tick_count = args.state.tick_count
s.gravity = -0.3 # what goes up must come down because of gravity
s.player.platforms_cleared ||= 0 # counts how many platforms the player has successfully cleared
s.player.x ||= 0 # sets player values
s.player.y ||= 100
s.player.w ||= 64
s.player.h ||= 64
s.player.dy ||= 0 # change in position
s.player.dx ||= 0
s.player_jump_power = 15
s.player_jump_power_duration = 10
s.player_max_run_speed = 5
s.player_speed_slowdown_rate = 0.9
s.player_acceleration = 1
s.camera ||= { y: -100 } # shows view on screen (as the player moves upward, the camera does too)
end
# Sets default values
def defaults
init_game
end
# Outputs objects onto the screen
def render
outputs.solids << s.platforms.map do |p| # outputs platforms onto screen
[p.x + 300, p.y - s.camera[:y], p.w, p.h] # add 300 to place platform in horizontal center
# don't forget, position of platform is denoted by bottom left hand corner
end
# outputs player using hash
outputs.solids << {
x: s.player.x + 300, # player positioned on top of platform
y: s.player.y - s.camera[:y],
w: s.player.w,
h: s.player.h,
r: 100, # color saturation
g: 100,
b: 200
}
end
# Performs calculations
def calc
s.platforms.each do |p| # for each platform in the collection
p.rect = [p.x, p.y, p.w, p.h] # set the definition
end
# sets player point by adding half the player's width to the player's x
s.player.point = [s.player.x + s.player.w.half, s.player.y] # change + to - and see what happens!
# search the platforms collection to find if the player's point is inside the rect of a platform
collision = s.platforms.find { |p| s.player.point.inside_rect? p.rect }
# if collision occurred and player is moving down (or not moving vertically at all)
if collision && s.player.dy <= 0
s.player.y = collision.rect.y + collision.rect.h - 2 # player positioned on top of platform
s.player.dy = 0 if s.player.dy < 0 # player stops moving vertically
if !s.player.platform
s.player.dx = 0 # no horizontal movement
end
# changes horizontal position of player by multiplying collision change in x (dx) by speed and adding it to current x
s.player.x += collision.dx * collision.speed
s.player.platform = collision # player is on the platform that it collided with (or landed on)
if s.player.falling # if player is falling
s.player.dx = 0 # no horizontal movement
end
s.player.falling = false
s.player.jumped_at = nil
else
s.player.platform = nil # player is not on a platform
s.player.y += s.player.dy # velocity is the change in position
s.player.dy += s.gravity # acceleration is the change in velocity; what goes up must come down
end
s.platforms.each do |p| # for each platform in the collection
p.x += p.dx * p.speed # x is incremented by product of dx and speed (causes platform to move horizontally)
# changes platform's x so it moves left and right across the screen (between -300 and 300 pixels)
if p.x < -300 # if platform goes too far left
p.dx *= -1 # dx is scaled down
p.x = -300 # as far left as possible within scope
elsif p.x > (1000 - p.w) # if platform's x is greater than 300
p.dx *= -1
p.x = (1000 - p.w) # set to 300 (as far right as possible within scope)
end
end
delta = (s.player.y - s.camera[:y] - 100) # used to position camera view
if delta > -200
s.camera[:y] += delta * 0.01 # allows player to see view as they move upwards
s.player.x += s.player.dx # velocity is change in position; change in x increases by dx
# searches platform collection to find platforms located more than 300 pixels above the player
has_platforms = s.platforms.find { |p| p.y > (s.player.y + 300) }
if !has_platforms # if there are no platforms 300 pixels above the player
width = 700 - (700 * (0.1 * s.player.platforms_cleared)) # the next platform is smaller than previous
s.player.platforms_cleared += 1 # player successfully cleared another platform
last_platform = s.platforms[-1] # platform just cleared becomes last platform
# another platform is created 300 pixels above the last platform, and this
# new platform has a smaller width and moves faster than all previous platforms
s.platforms << new_platform(x: (700 - width) * rand, # random x position
y: last_platform.y + 300,
w: width,
h: 32,
dx: 1.randomize(:sign), # random change in x
speed: 2 * s.player.platforms_cleared,
rect: nil)
end
else
# game over
s.as_hash.clear # otherwise clear the hash (no new platform is necessary)
init_game
end
end
# Takes input from the user to move the player
def input
if inputs.keyboard.space # if the space bar is pressed
s.player.jumped_at ||= s.tick_count # set to current frame
# if the time that has passed since the jump is less than the duration of a jump (10 frames)
# and the player is not falling
if s.player.jumped_at.elapsed_time < s.player_jump_power_duration && !s.player.falling
s.player.dy = s.player_jump_power # player jumps up
end
end
if inputs.keyboard.key_up.space # if space bar is in "up" state
s.player.falling = true # player is falling
end
if inputs.keyboard.left # if left key is pressed
s.player.dx -= s.player_acceleration # player's position changes, decremented by acceleration
s.player.dx = s.player.dx.greater(-s.player_max_run_speed) # dx is either current dx or -5, whichever is greater
elsif inputs.keyboard.right # if right key is pressed
s.player.dx += s.player_acceleration # player's position changes, incremented by acceleration
s.player.dx = s.player.dx.lesser(s.player_max_run_speed) # dx is either current dx or 5, whichever is lesser
else
s.player.dx *= s.player_speed_slowdown_rate # scales dx down
end
end
end
$game = VerticalPlatformer.new
def tick args
$game.args = args
$game.tick
end
Bouncing On Collision - ball.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/ball.rb
GRAVITY = -0.08
class Ball
attr_accessor :velocity, :center, :radius, :collision_enabled
def initialize args
#Start the ball in the top center
#@x = args.grid.w / 2
#@y = args.grid.h - 20
@velocity = {x: 0, y: 0}
#@width = 20
#@height = @width
@radius = 20.0 / 2.0
@center = {x: (args.grid.w / 2), y: (args.grid.h)}
#@left_wall = (args.state.board_width + args.grid.w / 8)
#@right_wall = @left_wall + args.state.board_width
@left_wall = 0
@right_wall = $args.grid.right
@max_velocity = 7
@collision_enabled = true
end
#Move the ball according to its velocity
def update args
@center.x += @velocity.x
@center.y += @velocity.y
@velocity.y += GRAVITY
alpha = 0.2
if @center.y-@radius <= 0
@velocity.y = (@velocity.y.abs*0.7).abs
@velocity.x = (@velocity.x.abs*0.9).abs * ((@velocity.x < 0) ? -1 : 1)
if @velocity.y.abs() < alpha
@velocity.y=0
end
if @velocity.x.abs() < alpha
@velocity.x=0
end
end
if @center.x > args.grid.right+@radius*2
@center.x = 0-@radius
elsif @center.x< 0-@radius*2
@center.x = args.grid.right + @radius
end
end
def wallBounds args
#if @x < @left_wall || @x + @width > @right_wall
#@velocity.x *= -1.1
#if @velocity.x > @max_velocity
#@velocity.x = @max_velocity
#elsif @velocity.x < @max_velocity * -1
#@velocity.x = @max_velocity * -1
#end
#end
#if @y < 0 || @y + @height > args.grid.h
#@velocity.y *= -1.1
#if @velocity.y > @max_velocity
#@velocity.y = @max_velocity
#elsif @velocity.y < @max_velocity * -1
#@velocity.y = @max_velocity * -1
#end
#end
end
#render the ball to the screen
def draw args
#args.outputs.solids << [@x, @y, @width, @height, 255, 255, 0];
args.outputs.sprites << [
@center.x-@radius,
@center.y-@radius,
@radius*2,
@radius*2,
"sprites/circle-white.png",
0,
255,
255, #r
0, #g
255 #b
]
end
end
Bouncing On Collision - block.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/block.rb
DEGREES_TO_RADIANS = Math::PI / 180
class Block
def initialize(x, y, block_size, rotation)
@x = x
@y = y
@block_size = block_size
@rotation = rotation
#The repel velocity?
@velocity = {x: 2, y: 0}
horizontal_offset = (3 * block_size) * Math.cos(rotation * DEGREES_TO_RADIANS)
vertical_offset = block_size * Math.sin(rotation * DEGREES_TO_RADIANS)
if rotation >= 0
theta = 90 - rotation
#The line doesn't visually line up exactly with the edge of the sprite, so artificially move it a bit
modifier = 5
x_offset = modifier * Math.cos(theta * DEGREES_TO_RADIANS)
y_offset = modifier * Math.sin(theta * DEGREES_TO_RADIANS)
@x1 = @x - x_offset
@y1 = @y + y_offset
@x2 = @x1 + horizontal_offset
@y2 = @y1 + (vertical_offset * 3)
@imaginary_line = [ @x1, @y1, @x2, @y2 ]
else
theta = 90 + rotation
x_offset = @block_size * Math.cos(theta * DEGREES_TO_RADIANS)
y_offset = @block_size * Math.sin(theta * DEGREES_TO_RADIANS)
@x1 = @x + x_offset
@y1 = @y + y_offset + 19
@x2 = @x1 + horizontal_offset
@y2 = @y1 + (vertical_offset * 3)
@imaginary_line = [ @x1, @y1, @x2, @y2 ]
end
end
def draw args
args.outputs.sprites << [
@x,
@y,
@block_size*3,
@block_size,
"sprites/square-green.png",
@rotation
]
args.outputs.lines << @imaginary_line
args.outputs.solids << @debug_shape
end
def multiply_matricies
end
def calc args
if collision? args
collide args
end
end
#Determine if the ball and block are touching
def collision? args
#The minimum area enclosed by the center of the ball and the 2 corners of the block
#If the area ever drops below this value, we know there is a collision
min_area = ((@block_size * 3) * args.state.ball.radius) / 2
#https://www.mathopenref.com/coordtrianglearea.html
ax = @x1
ay = @y1
bx = @x2
by = @y2
cx = args.state.ball.center.x
cy = args.state.ball.center.y
current_area = (ax*(by-cy)+bx*(cy-ay)+cx*(ay-by))/2
collision = false
if @rotation >= 0
if (current_area < min_area &&
current_area > 0 &&
args.state.ball.center.y > @y1 &&
args.state.ball.center.x < @x2)
collision = true
end
else
if (current_area < min_area &&
current_area > 0 &&
args.state.ball.center.y > @y2 &&
args.state.ball.center.x > @x1)
collision = true
end
end
return collision
end
def collide args
#Slope of the block
slope = (@y2 - @y1) / (@x2 - @x1)
#Create a unit vector and tilt it (@rotation) number of degrees
x = -Math.cos(@rotation * DEGREES_TO_RADIANS)
y = Math.sin(@rotation * DEGREES_TO_RADIANS)
#Find the vector that is perpendicular to the slope
perpVect = { x: x, y: y }
mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magniude of the perpVect
perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magniude to make it a unit vector
previousPosition = { # calculate an ESTIMATE of the previousPosition of the ball
x:args.state.ball.center.x-args.state.ball.velocity.x,
y:args.state.ball.center.y-args.state.ball.velocity.y
}
velocityMag = (args.state.ball.velocity.x**2 + args.state.ball.velocity.y**2)**0.5 # the current velocity magnitude of the ball
theta_ball = Math.atan2(args.state.ball.velocity.y, args.state.ball.velocity.x) #the angle of the ball's velocity
theta_repel = (180 * DEGREES_TO_RADIANS) - theta_ball + (@rotation * DEGREES_TO_RADIANS)
fbx = velocityMag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = velocityMag * Math.sin(theta_ball) #the y component of the ball's velocity
frx = velocityMag * Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = velocityMag * Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
args.state.display_value = velocityMag
fsumx = fbx+frx #sum of x forces
fsumy = fby+fry #sum of y forces
fr = velocityMag #fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) #thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew) #resulting x velocity
ynew = fr*Math.sin(thetaNew) #resulting y velocity
dampener = 0.3
ynew *= dampener * 0.5
#If the bounce is very low, that means the ball is rolling and we don't want to dampenen the X velocity
if ynew > -0.1
xnew *= dampener
end
#Add the sine component of gravity back in (X component)
gravity_x = 4 * Math.sin(@rotation * DEGREES_TO_RADIANS)
xnew += gravity_x
args.state.ball.velocity.x = -xnew
args.state.ball.velocity.y = -ynew
#Set the position of the ball to the previous position so it doesn't warp throught the block
args.state.ball.center.x = previousPosition.x
args.state.ball.center.y = previousPosition.y
end
end
Bouncing On Collision - cannon.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/cannon.rb
class Cannon
def initialize args
@pointA = {x: args.grid.right/2,y: args.grid.top}
@pointB = {x: args.inputs.mouse.x, y: args.inputs.mouse.y}
end
def update args
activeBall = args.state.ball
@pointB = {x: args.inputs.mouse.x, y: args.inputs.mouse.y}
if args.inputs.mouse.click
alpha = 0.01
activeBall.velocity.y = (@pointB.y - @pointA.y) * alpha
activeBall.velocity.x = (@pointB.x - @pointA.x) * alpha
activeBall.center = {x: (args.grid.w / 2), y: (args.grid.h)}
end
end
def render args
args.outputs.lines << [@pointA.x, @pointA.y, @pointB.x, @pointB.y]
end
end
Bouncing On Collision - main.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/main.rb
INFINITY= 10**10
require 'app/vector2d.rb'
require 'app/peg.rb'
require 'app/block.rb'
require 'app/ball.rb'
require 'app/cannon.rb'
#Method to init default values
def defaults args
args.state.pegs ||= []
args.state.blocks ||= []
args.state.cannon ||= Cannon.new args
args.state.ball ||= Ball.new args
args.state.horizontal_offset ||= 0
init_pegs args
init_blocks args
args.state.display_value ||= "test"
end
begin :default_methods
def init_pegs args
num_horizontal_pegs = 14
num_rows = 5
return unless args.state.pegs.count < num_rows * num_horizontal_pegs
block_size = 32
block_spacing = 50
total_width = num_horizontal_pegs * (block_size + block_spacing)
starting_offset = (args.grid.w - total_width) / 2 + block_size
for i in (0...num_rows)
for j in (0...num_horizontal_pegs)
row_offset = 0
if i % 2 == 0
row_offset = 20
else
row_offset = -20
end
args.state.pegs.append(Peg.new(j * (block_size+block_spacing) + starting_offset + row_offset, (args.grid.h - block_size * 2) - (i * block_size * 2)-90, block_size))
end
end
end
def init_blocks args
return unless args.state.blocks.count < 10
#Sprites are rotated in degrees, but the Ruby math functions work on radians
radians_to_degrees = Math::PI / 180
block_size = 25
#Rotation angle (in degrees) of the blocks
rotation = 30
vertical_offset = block_size * Math.sin(rotation * radians_to_degrees)
horizontal_offset = (3 * block_size) * Math.cos(rotation * radians_to_degrees)
center = args.grid.w / 2
for i in (0...5)
#Create a ramp of blocks. Not going to be perfect because of the float to integer conversion and anisotropic to isotropic coversion
args.state.blocks.append(Block.new((center + 100 + (i * horizontal_offset)).to_i, 100 + (vertical_offset * i) + (i * block_size), block_size, rotation))
args.state.blocks.append(Block.new((center - 100 - (i * horizontal_offset)).to_i, 100 + (vertical_offset * i) + (i * block_size), block_size, -rotation))
end
end
end
#Render loop
def render args
args.outputs.borders << args.state.game_area
render_pegs args
render_blocks args
args.state.cannon.render args
args.state.ball.draw args
end
begin :render_methods
#Draw the pegs in a grid pattern
def render_pegs args
args.state.pegs.each do |peg|
peg.draw args
end
end
def render_blocks args
args.state.blocks.each do |block|
block.draw args
end
end
end
#Calls all methods necessary for performing calculations
def calc args
args.state.pegs.each do |peg|
peg.calc args
end
args.state.blocks.each do |block|
block.calc args
end
args.state.ball.update args
args.state.cannon.update args
end
begin :calc_methods
end
def tick args
defaults args
render args
calc args
end
Bouncing On Collision - peg.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/peg.rb
class Peg
def initialize(x, y, block_size)
@x = x # x cordinate of the LEFT side of the peg
@y = y # y cordinate of the RIGHT side of the peg
@block_size = block_size # diameter of the peg
@radius = @block_size/2.0 # radius of the peg
@center = { # cordinatees of the CENTER of the peg
x: @x+@block_size/2.0,
y: @y+@block_size/2.0
}
@r = 255 # color of the peg
@g = 0
@b = 0
@velocity = {x: 2, y: 0}
end
def draw args
args.outputs.sprites << [ # draw the peg according to the @x, @y, @radius, and the RGB
@x,
@y,
@radius*2.0,
@radius*2.0,
"sprites/circle-white.png",
0,
255,
@r, #r
@g, #g
@b #b
]
end
def calc args
if collisionWithBounce? args # if the is a collision with the bouncing ball
collide args
@r = 0
@b = 0
@g = 255
else
end
end
# do two circles (the ball and this peg) intersect
def collisionWithBounce? args
squareDistance = ( # the squared distance between the ball's center and this peg's center
(args.state.ball.center.x - @center.x) ** 2.0 +
(args.state.ball.center.y - @center.y) ** 2.0
)
radiusSum = ( # the sum of the radius squared of the this peg and the ball
(args.state.ball.radius + @radius) ** 2.0
)
# if the squareDistance is less or equal to radiusSum, then there is a radial intersection between the ball and this peg
return (squareDistance <= radiusSum)
end
# ! The following links explain the getRepelMagnitude function !
# https://raw.githubusercontent.com/DragonRuby/dragonruby-game-toolkit-physics/master/docs/docImages/LinearCollider_4.png
# https://raw.githubusercontent.com/DragonRuby/dragonruby-game-toolkit-physics/master/docs/docImages/LinearCollider_5.png
# https://github.com/DragonRuby/dragonruby-game-toolkit-physics/blob/master/docs/LinearCollider.md
def getRepelMagnitude (args, fbx, fby, vrx, vry, ballMag)
a = fbx ; b = vrx ; c = fby
d = vry ; e = ballMag
if b**2 + d**2 == 0
#unexpected
end
x1 = (-a*b+-c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 + d**2 - a**2 * d**2)**0.5)/(b**2 + d**2)
x2 = -((a*b + c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 * d**2 - a**2 * d**2)**0.5)/(b**2 + d**2))
err = 0.00001
o = ((fbx + x1*vrx)**2 + (fby + x1*vry)**2 ) ** 0.5
p = ((fbx + x2*vrx)**2 + (fby + x2*vry)**2 ) ** 0.5
r = 0
if (ballMag >= o-err and ballMag <= o+err)
r = x1
elsif (ballMag >= p-err and ballMag <= p+err)
r = x2
else
#unexpected
end
if (args.state.ball.center.x > @center.x)
return x2*-1
end
return x2
#return r
end
#this sets the new velocity of the ball once it has collided with this peg
def collide args
normalOfRCCollision = [ #this is the normal of the collision in COMPONENT FORM
{x: @center.x, y: @center.y}, #see https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.mathscard.co.uk%2Fonline%2Fcircle-coordinate-geometry%2F&psig=AOvVaw2GcD-e2-nJR_IUKpw3hO98&ust=1605731315521000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCMjBo7e1iu0CFQAAAAAdAAAAABAD
{x: args.state.ball.center.x, y: args.state.ball.center.y},
]
normalSlope = ( #normalSlope is the slope of normalOfRCCollision
(normalOfRCCollision[1].y - normalOfRCCollision[0].y) /
(normalOfRCCollision[1].x - normalOfRCCollision[0].x)
)
slope = normalSlope**-1.0 * -1 # slope is the slope of the tangent
# args.state.display_value = slope
pointA = { # pointA and pointB are using the var slope to tangent in COMPONENT FORM
x: args.state.ball.center.x-1,
y: -(slope-args.state.ball.center.y)
}
pointB = {
x: args.state.ball.center.x+1,
y: slope+args.state.ball.center.y
}
perpVect = {x: pointB.x - pointA.x, y:pointB.y - pointA.y} # perpVect is to be VECTOR of the perpendicular tangent
mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magniude of the perpVect
perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magniude to make it a unit vector
perpVect = {x: -perpVect.y, y: perpVect.x} # swap the x and y and multiply by -1 to make the vector perpendicular
args.state.display_value = perpVect
if perpVect.y > 0 #ensure perpVect points upward
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
previousPosition = { # calculate an ESTIMATE of the previousPosition of the ball
x:args.state.ball.center.x-args.state.ball.velocity.x,
y:args.state.ball.center.y-args.state.ball.velocity.y
}
yInterc = pointA.y + -slope*pointA.x
if slope == INFINITY # the perpVect presently either points in the correct dirrection or it is 180 degrees off we need to correct this
if previousPosition.x < pointA.x
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
yInterc = -INFINITY
end
elsif previousPosition.y < slope*previousPosition.x + yInterc # check if ball is bellow or above the collider to determine if perpVect is - or +
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
velocityMag = # the current velocity magnitude of the ball
(args.state.ball.velocity.x**2 + args.state.ball.velocity.y**2)**0.5
theta_ball=
Math.atan2(args.state.ball.velocity.y,args.state.ball.velocity.x) #the angle of the ball's velocity
theta_repel=
Math.atan2(args.state.ball.center.y,args.state.ball.center.x) #the angle of the repelling force(perpVect)
fbx = velocityMag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = velocityMag * Math.sin(theta_ball) #the y component of the ball's velocity
repelMag = getRepelMagnitude( # the magniude of the collision vector
args,
fbx,
fby,
perpVect.x,
perpVect.y,
(args.state.ball.velocity.x**2 + args.state.ball.velocity.y**2)**0.5
)
frx = repelMag* Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = repelMag* Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
fsumx = fbx+frx # sum of x forces
fsumy = fby+fry # sum of y forces
fr = velocityMag # fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) # thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew) # resulting x velocity
ynew = fr*Math.sin(thetaNew) # resulting y velocity
if (args.state.ball.center.x >= @center.x) # this is necessary for the ball colliding on the right side of the peg
xnew=xnew.abs
end
args.state.ball.velocity.x = xnew # set the x-velocity to the new velocity
if args.state.ball.center.y > @center.y # if the ball is above the middle of the peg we need to temporarily ignore some of the gravity
args.state.ball.velocity.y = ynew + GRAVITY * 0.01
else
args.state.ball.velocity.y = ynew - GRAVITY * 0.01 # if the ball is bellow the middle of the peg we need to temporarily increase the power of the gravity
end
args.state.ball.center.x+= args.state.ball.velocity.x # update the position of the ball so it never looks like the ball is intersecting the circle
args.state.ball.center.y+= args.state.ball.velocity.y
end
end
Bouncing On Collision - vector2d.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/vector2d.rb
class Vector2d
attr_accessor :x, :y
def initialize x=0, y=0
@x=x
@y=y
end
#returns a vector multiplied by scalar x
#x [float] scalar
def mult x
r = Vector2d.new(0,0)
r.x=@x*x
r.y=@y*x
r
end
# vect [Vector2d] vector to copy
def copy vect
Vector2d.new(@x, @y)
end
#returns a new vector equivalent to this+vect
#vect [Vector2d] vector to add to self
def add vect
Vector2d.new(@x+vect.x,@y+vect.y)
end
#returns a new vector equivalent to this-vect
#vect [Vector2d] vector to subtract to self
def sub vect
Vector2d.new(@x-vect.c, @y-vect.y)
end
#return the magnitude of the vector
def mag
((@x**2)+(@y**2))**0.5
end
#returns a new normalize version of the vector
def normalize
Vector2d.new(@x/mag, @y/mag)
end
#TODO delet?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end
end
Arbitrary Collision - ball.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/ball.rb
class Ball
attr_accessor :velocity, :child, :parent, :number, :leastChain
attr_reader :x, :y, :hypotenuse, :width, :height
def initialize args, number, leastChain, parent, child
#Start the ball in the top center
@number = number
@leastChain = leastChain
@x = args.grid.w / 2
@y = args.grid.h - 20
@velocity = Vector2d.new(2, -2)
@width = 10
@height = 10
@left_wall = (args.state.board_width + args.grid.w / 8)
@right_wall = @left_wall + args.state.board_width
@max_velocity = MAX_VELOCITY
@child = child
@parent = parent
@past = [{x: @x, y: @y}]
@next = nil
end
def reassignLeastChain (lc=nil)
if (lc == nil)
lc = @number
end
@leastChain = lc
if (parent != nil)
@parent.reassignLeastChain(lc)
end
end
def makeLeader args
if isLeader
return
end
@parent.reassignLeastChain
args.state.ballParents.push(self)
@parent = nil
end
def isLeader
return (parent == nil)
end
def receiveNext (p)
#trace!
if parent != nil
@x = p[:x]
@y = p[:y]
@velocity = p[:velocity]
#puts @x.to_s + "|" + @y.to_s + "|"[email protected]_s
@past.append(p)
if (@past.length >= BALL_DISTANCE)
if (@child != nil)
@child.receiveNext(@past[0])
@past.shift
end
end
end
end
#Move the ball according to its velocity
def update args
if isLeader
wallBounds args
@x += @velocity.x
@y += @velocity.y
@past.append({x: @x, y: @y, velocity: @velocity})
#puts @past
if (@past.length >= BALL_DISTANCE)
if (@child != nil)
@child.receiveNext(@past[0])
@past.shift
end
end
else
puts "unexpected"
raise "unexpected"
end
end
def wallBounds args
b= false
if @x < @left_wall
@velocity.x = @velocity.x.abs() * 1
b=true
elsif @x + @width > @right_wall
@velocity.x = @velocity.x.abs() * -1
b=true
end
if @y < 0
@velocity.y = @velocity.y.abs() * 1
b=true
elsif @y + @height > args.grid.h
@velocity.y = @velocity.y.abs() * -1
b=true
end
mag = (@velocity.x**2.0 + @velocity.y**2.0)**0.5
if (b == true && mag < MAX_VELOCITY)
@velocity.x*=1.1;
@velocity.y*=1.1;
end
end
#render the ball to the screen
def draw args
#update args
#args.outputs.solids << [@x, @y, @width, @height, 255, 255, 0];
#args.outputs.sprits << {
#x: @x,
#y: @y,
#w: @width,
#h: @height,
#path: "sprites/ball10.png"
#}
#args.outputs.sprites <<[@x, @y, @width, @height, "sprites/ball10.png"]
args.outputs.sprites << {x: @x, y: @y, w: @width, h: @height, path:"sprites/ball10.png" }
end
def getDraw args
#wallBounds args
#update args
#args.outputs.labels << [@x, @y, @number.to_s + "|" + @leastChain.to_s]
return [@x, @y, @width, @height, "sprites/ball10.png"]
end
def getPoints args
points = [
{x:@x+@width/2, y: @y},
{x:@x+@width, y:@y+@height/2},
{x:@x+@width/2,y:@y+@height},
{x:@x,y:@y+@height/2}
]
#psize = 5.0
#for p in points
#args.outputs.solids << [p.x-psize/2.0, p.y-psize/2.0, psize, psize, 0, 0, 0];
#end
return points
end
def serialize
{x: @x, y:@y}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
Arbitrary Collision - blocks.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/blocks.rb
MAX_COUNT=100
def universalUpdateOne args, shape
didHit = false
hitters = []
#puts shape.to_s
toCollide = nil
for b in args.state.balls
if [b.x, b.y, b.width, b.height].intersect_rect?(shape.bold)
didSquare = false
for s in shape.squareColliders
if (s.collision?(args, b))
didSquare = true
didHit = true
#s.collide(args, b)
toCollide = s
#hitter = b
hitters.append(b)
end #end if
end #end for
if (didSquare == false)
for c in shape.colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args),b)
#c.collide args, b
toCollide = c
didHit = true
hitters.append(b)
end #end if
end #end for
end #end if
end#end if
end#end for
if (didHit)
shape.count=0
hitters = hitters.uniq
for hitter in hitters
hitter.makeLeader args
#toCollide.collide(args, hitter)
if shape.home == "squares"
args.state.squares.delete(shape)
elsif shape.home == "tshapes"
args.state.tshapes.delete(shape)
else shape.home == "lines"
args.state.lines.delete(shape)
end
end
#puts "HIT!" + hitter.number
end
end
def universalUpdate args, shape
#puts shape.home
if (shape.count <= 1)
universalUpdateOne args, shape
return
end
didHit = false
hitter = nil
for b in args.state.ballParents
if [b.x, b.y, b.width, b.height].intersect_rect?(shape.bold)
didSquare = false
for s in shape.squareColliders
if (s.collision?(args, b))
didSquare = true
didHit = true
s.collide(args, b)
hitter = b
end
end
if (didSquare == false)
for c in shape.colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args),b)
c.collide args, b
didHit = true
hitter = b
end
end
end
end
end
if (didHit)
shape.count=shape.count-1
shape.damageCount.append([(hitter.leastChain+1 - hitter.number)-1, args.state.tick_count])
end
i=0
while i < shape.damageCount.length
if shape.damageCount[i][0] <= 0
shape.damageCount.delete_at(i)
i-=1
elsif shape.damageCount[i][1].elapsed_time > BALL_DISTANCE and shape.damageCount[i][0] > 1
shape.count-=1
shape.damageCount[i][0]-=1
shape.damageCount[i][1] = args.state.tick_count
end
i+=1
end
end
class Square
attr_accessor :count, :x, :y, :home, :bold, :squareColliders, :colliders, :damageCount
def initialize(args, x, y, block_size, orientation, block_offset)
@x = x * block_size
@y = y * block_size
@block_size = block_size
@block_offset = block_offset
@orientation = orientation
@damageCount = []
@home = 'squares'
Kernel.srand()
@r = rand(255)
@g = rand(255)
@b = rand(255)
@count = rand(MAX_COUNT)+1
x_offset = (args.state.board_width + args.grid.w / 8) + @block_offset / 2
@x_adjusted = @x + x_offset
@y_adjusted = @y
@size_adjusted = @block_size * 2 - @block_offset
hypotenuse=args.state.ball_hypotenuse
@bold = [(@x_adjusted-hypotenuse/2)-1, (@y_adjusted-hypotenuse/2)-1, @size_adjusted + hypotenuse + 2, @size_adjusted + hypotenuse + 2]
@points = [
{x:@x_adjusted, y:@y_adjusted},
{x:@x_adjusted+@size_adjusted, y:@y_adjusted},
{x:@x_adjusted+@size_adjusted, y:@y_adjusted+@size_adjusted},
{x:@x_adjusted, y:@y_adjusted+@size_adjusted}
]
@squareColliders = [
SquareCollider.new(@points[0].x,@points[0].y,{x:-1,y:-1}),
SquareCollider.new(@points[1].x-COLLISIONWIDTH,@points[1].y,{x:1,y:-1}),
SquareCollider.new(@points[2].x-COLLISIONWIDTH,@points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(@points[3].x,@points[3].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(@points[0],@points[1], :neg),
LinearCollider.new(@points[1],@points[2], :neg),
LinearCollider.new(@points[2],@points[3], :pos),
LinearCollider.new(@points[0],@points[3], :pos)
]
end
def draw(args)
#Offset the coordinates to the edge of the game area
x_offset = (args.state.board_width + args.grid.w / 8) + @block_offset / 2
#args.outputs.solids << [@x + x_offset, @y, @block_size * 2 - @block_offset, @block_size * 2 - @block_offset, @r, @g, @b]
args.outputs.solids <<{x: (@x + x_offset), y: (@y), w: (@block_size * 2 - @block_offset), h: (@block_size * 2 - @block_offset), r: @r , g: @g , b: @b }
#args.outputs.solids << @bold.append([255,0,0])
args.outputs.labels << [@x + x_offset + (@block_size * 2 - @block_offset)/2, (@y) + (@block_size * 2 - @block_offset)/2, @count.to_s]
end
def update args
universalUpdate args, self
end
end
class TShape
attr_accessor :count, :x, :y, :home, :bold, :squareColliders, :colliders, :damageCount
def initialize(args, x, y, block_size, orientation, block_offset)
@x = x * block_size
@y = y * block_size
@block_size = block_size
@block_offset = block_offset
@orientation = orientation
@damageCount = []
@home = "tshapes"
Kernel.srand()
@r = rand(255)
@g = rand(255)
@b = rand(255)
@count = rand(MAX_COUNT)+1
@shapePoints = getShapePoints(args)
minX={x:INFINITY, y:0}
minY={x:0, y:INFINITY}
maxX={x:-INFINITY, y:0}
maxY={x:0, y:-INFINITY}
for p in @shapePoints
if p.x < minX.x
minX = p
end
if p.x > maxX.x
maxX = p
end
if p.y < minY.y
minY = p
end
if p.y > maxY.y
maxY = p
end
end
hypotenuse=args.state.ball_hypotenuse
@bold = [(minX.x-hypotenuse/2)-1, (minY.y-hypotenuse/2)-1, -((minX.x-hypotenuse/2)-1)+(maxX.x + hypotenuse + 2), -((minY.y-hypotenuse/2)-1)+(maxY.y + hypotenuse + 2)]
end
def getShapePoints(args)
points=[]
x_offset = (args.state.board_width + args.grid.w / 8) + (@block_offset / 2)
if @orientation == :right
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2, @block_size, @r, @g, @b]
points = [
{x:@x + x_offset, y:@y},
{x:(@x + x_offset)+(@block_size - @block_offset), y:@y},
{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size},
{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size},
{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size+@block_size},
{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size+@block_size},
{x:(@x + x_offset)+(@block_size - @block_offset), y:@y+ @block_size * 3 - @block_offset},
{x:@x + x_offset , y:@y+ @block_size * 3 - @block_offset}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x,points[2].y-COLLISIONWIDTH,{x:1,y:-1}),
SquareCollider.new(points[3].x-COLLISIONWIDTH,points[3].y,{x:1,y:-1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[5].x,points[5].y,{x:1,y:1}),
SquareCollider.new(points[6].x-COLLISIONWIDTH,points[6].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[7].x,points[7].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :neg),
LinearCollider.new(points[3],points[4], :neg),
LinearCollider.new(points[4],points[5], :pos),
LinearCollider.new(points[5],points[6], :neg),
LinearCollider.new(points[6],points[7], :pos),
LinearCollider.new(points[0],points[7], :pos)
]
elsif @orientation == :up
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size, @block_size * 2, @r, @g, @b]
points = [
{x:@x + x_offset, y:@y},
{x:(@x + x_offset)+(@block_size * 3 - @block_offset), y:@y},
{x:(@x + x_offset)+(@block_size * 3 - @block_offset), y:@y+(@block_size - @block_offset)},
{x:@x + x_offset + @block_size + @block_size, y:@y+(@block_size - @block_offset)},
{x:@x + x_offset + @block_size + @block_size, y:@y+@block_size*2},
{x:@x + x_offset + @block_size, y:@y+@block_size*2},
{x:@x + x_offset + @block_size, y:@y+(@block_size - @block_offset)},
{x:@x + x_offset, y:@y+(@block_size - @block_offset)}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[3].x,points[3].y,{x:1,y:1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[5].x,points[5].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[6].x-COLLISIONWIDTH,points[6].y,{x:-1,y:1}),
SquareCollider.new(points[7].x,points[7].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :pos),
LinearCollider.new(points[3],points[4], :neg),
LinearCollider.new(points[4],points[5], :pos),
LinearCollider.new(points[5],points[6], :neg),
LinearCollider.new(points[6],points[7], :pos),
LinearCollider.new(points[0],points[7], :pos)
]
elsif @orientation == :left
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2 - @block_offset, @block_size - @block_offset, @r, @g, @b]
xh = @x + x_offset
#points = [
#{x:@x + x_offset, y:@y},
#{x:(@x + x_offset)+(@block_size - @block_offset), y:@y},
#{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size},
#{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size},
#{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size+@block_size},
#{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size+@block_size},
#{x:(@x + x_offset)+(@block_size - @block_offset), y:@y+ @block_size * 3 - @block_offset},
#{x:@x + x_offset , y:@y+ @block_size * 3 - @block_offset}
#]
points = [
{x:@x + x_offset + @block_size, y:@y},
{x:@x + x_offset + @block_size + (@block_size - @block_offset), y:@y},
{x:@x + x_offset + @block_size + (@block_size - @block_offset),y:@y+@block_size*3- @block_offset},
{x:@x + x_offset + @block_size, y:@y+@block_size*3- @block_offset},
{x:@x + x_offset+@block_size, y:@y+@block_size*2- @block_offset},
{x:@x + x_offset, y:@y+@block_size*2- @block_offset},
{x:@x + x_offset, y:@y+@block_size},
{x:@x + x_offset+@block_size, y:@y+@block_size}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[3].x,points[3].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y,{x:-1,y:1}),
SquareCollider.new(points[5].x,points[5].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[6].x,points[6].y,{x:-1,y:-1}),
SquareCollider.new(points[7].x-COLLISIONWIDTH,points[7].y-COLLISIONWIDTH,{x:-1,y:-1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :pos),
LinearCollider.new(points[3],points[4], :neg),
LinearCollider.new(points[4],points[5], :pos),
LinearCollider.new(points[5],points[6], :neg),
LinearCollider.new(points[6],points[7], :neg),
LinearCollider.new(points[0],points[7], :pos)
]
elsif @orientation == :down
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 2 - @block_offset, @r, @g, @b]
points = [
{x:@x + x_offset, y:@y+(@block_size*2)-@block_offset},
{x:@x + x_offset+ @block_size*3-@block_offset, y:@y+(@block_size*2)-@block_offset},
{x:@x + x_offset+ @block_size*3-@block_offset, y:@y+(@block_size)},
{x:@x + x_offset+ @block_size*2-@block_offset, y:@y+(@block_size)},
{x:@x + x_offset+ @block_size*2-@block_offset, y:@y},#
{x:@x + x_offset+ @block_size, y:@y},#
{x:@x + x_offset + @block_size, y:@y+(@block_size)},
{x:@x + x_offset, y:@y+(@block_size)}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y,{x:1,y:-1}),
SquareCollider.new(points[3].x,points[3].y-COLLISIONWIDTH,{x:1,y:-1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y,{x:1,y:-1}),
SquareCollider.new(points[5].x,points[5].y,{x:-1,y:-1}),
SquareCollider.new(points[6].x-COLLISIONWIDTH,points[6].y-COLLISIONWIDTH,{x:-1,y:-1}),
SquareCollider.new(points[7].x,points[7].y,{x:-1,y:-1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :pos),
LinearCollider.new(points[1],points[2], :pos),
LinearCollider.new(points[2],points[3], :neg),
LinearCollider.new(points[3],points[4], :pos),
LinearCollider.new(points[4],points[5], :neg),
LinearCollider.new(points[5],points[6], :pos),
LinearCollider.new(points[6],points[7], :neg),
LinearCollider.new(points[0],points[7], :neg)
]
end
return points
end
def draw(args)
#Offset the coordinates to the edge of the game area
x_offset = (args.state.board_width + args.grid.w / 8) + (@block_offset / 2)
if @orientation == :right
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: @y, w: @block_size - @block_offset, h: (@block_size * 3 - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2, @block_size, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y + @block_size), w: (@block_size * 2), h: (@block_size), r: @r , g: @g, b: @b }
elsif @orientation == :up
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y), w: (@block_size * 3 - @block_offset), h: (@block_size - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size, @block_size * 2, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset + @block_size), y: (@y), w: (@block_size), h: (@block_size * 2), r: @r , g: @g, b: @b}
elsif @orientation == :left
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset + @block_size), y: (@y), w: (@block_size - @block_offset), h: (@block_size * 3 - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2 - @block_offset, @block_size - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y + @block_size), w: (@block_size * 2 - @block_offset), h: (@block_size - @block_offset), r: @r , g: @g, b: @b}
elsif @orientation == :down
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y + @block_size), w: (@block_size * 3 - @block_offset), h: (@block_size - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 2 - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset + @block_size), y: (@y), w: (@block_size - @block_offset), h: ( @block_size * 2 - @block_offset), r: @r , g: @g, b: @b}
end
#psize = 5.0
#for p in @shapePoints
#args.outputs.solids << [p.x-psize/2, p.y-psize/2, psize, psize, 0, 0, 0]
#end
args.outputs.labels << [@x + x_offset + (@block_size * 2 - @block_offset)/2, (@y) + (@block_size * 2 - @block_offset)/2, @count.to_s]
end
def updateOne_old args
didHit = false
hitter = nil
toCollide = nil
for b in args.state.balls
if [b.x, b.y, b.width, b.height].intersect_rect?(@bold)
didSquare = false
for s in @squareColliders
if (s.collision?(args, b))
didSquare = true
didHit = true
#s.collide(args, b)
toCollide = s
hitter = b
break
end
end
if (didSquare == false)
for c in @colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args),b)
#c.collide args, b
toCollide = c
didHit = true
hitter = b
break
end
end
end
end
if didHit
break
end
end
if (didHit)
@count=0
hitter.makeLeader args
#toCollide.collide(args, hitter)
args.state.tshapes.delete(self)
#puts "HIT!" + hitter.number
end
end
def update_old args
if (@count == 1)
updateOne args
return
end
didHit = false
hitter = nil
for b in args.state.ballParents
if [b.x, b.y, b.width, b.height].intersect_rect?(@bold)
didSquare = false
for s in @squareColliders
if (s.collision?(args, b))
didSquare = true
didHit=true
s.collide(args, b)
hitter = b
end
end
if (didSquare == false)
for c in @colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args), b)
c.collide args, b
didHit=true
hitter = b
end
end
end
end
end
if (didHit)
@count=@count-1
@damageCount.append([(hitter.leastChain+1 - hitter.number)-1, args.state.tick_count])
if (@count == 0)
args.state.tshapes.delete(self)
return
end
end
i=0
while i < @damageCount.length
if @damageCount[i][0] <= 0
@damageCount.delete_at(i)
i-=1
elsif @damageCount[i][1].elapsed_time > BALL_DISTANCE
@count-=1
@damageCount[i][0]-=1
end
if (@count == 0)
args.state.tshapes.delete(self)
return
end
i+=1
end
end #end update
def update args
universalUpdate args, self
end
end
class Line
attr_accessor :count, :x, :y, :home, :bold, :squareColliders, :colliders, :damageCount
def initialize(args, x, y, block_size, orientation, block_offset)
@x = x * block_size
@y = y * block_size
@block_size = block_size
@block_offset = block_offset
@orientation = orientation
@damageCount = []
@home = "lines"
Kernel.srand()
@r = rand(255)
@g = rand(255)
@b = rand(255)
@count = rand(MAX_COUNT)+1
@shapePoints = getShapePoints(args)
minX={x:INFINITY, y:0}
minY={x:0, y:INFINITY}
maxX={x:-INFINITY, y:0}
maxY={x:0, y:-INFINITY}
for p in @shapePoints
if p.x < minX.x
minX = p
end
if p.x > maxX.x
maxX = p
end
if p.y < minY.y
minY = p
end
if p.y > maxY.y
maxY = p
end
end
hypotenuse=args.state.ball_hypotenuse
@bold = [(minX.x-hypotenuse/2)-1, (minY.y-hypotenuse/2)-1, -((minX.x-hypotenuse/2)-1)+(maxX.x + hypotenuse + 2), -((minY.y-hypotenuse/2)-1)+(maxY.y + hypotenuse + 2)]
end
def getShapePoints(args)
points=[]
x_offset = (args.state.board_width + args.grid.w / 8) + (@block_offset / 2)
if @orientation == :right
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size * 3 - @block_offset
ha =(@block_size - @block_offset)
elsif @orientation == :up
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size - @block_offset
ha =@block_size * 3 - @block_offset
elsif @orientation == :left
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size * 3 - @block_offset
ha =@block_size - @block_offset
elsif @orientation == :down
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size - @block_offset
ha =@block_size * 3 - @block_offset
end
points = [
{x: xa, y:ya},
{x: xa + wa,y:ya},
{x: xa + wa,y:ya+ha},
{x: xa, y:ya+ha},
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[3].x,points[3].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :pos),
LinearCollider.new(points[0],points[3], :pos),
]
return points
end
def update args
universalUpdate args, self
end
def draw(args)
x_offset = (args.state.board_width + args.grid.w / 8) + @block_offset / 2
if @orientation == :right
args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
elsif @orientation == :up
args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
elsif @orientation == :left
args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
elsif @orientation == :down
args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
end
args.outputs.labels << [@x + x_offset + (@block_size * 2 - @block_offset)/2, (@y) + (@block_size * 2 - @block_offset)/2, @count.to_s]
end
end
Arbitrary Collision - linear_collider.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/linear_collider.rb
COLLISIONWIDTH=8
class LinearCollider
attr_reader :pointA, :pointB
def initialize (pointA, pointB, mode,collisionWidth=COLLISIONWIDTH)
@pointA = pointA
@pointB = pointB
@mode = mode
@collisionWidth = collisionWidth
if (@pointA.x > @pointB.x)
@pointA, @pointB = @pointB, @pointA
end
@linearCollider_collision_once = false
end
def collisionSlope args
if (@[email protected] == 0)
return INFINITY
end
return (@pointB.y - @pointA.y) / (@pointB.x - @pointA.x)
end
def collision? (args, points, ball=nil)
slope = collisionSlope args
result = false
# calculate a vector with a magnitude of (1/2)collisionWidth and a direction perpendicular to the collision line
vect=nil;mag=nil;vect=nil;
if @mode == :both
vect = {x: @pointB.x - @pointA.x, y:@pointB.y - @pointA.y}
mag = (vect.x**2 + vect.y**2)**0.5
vect = {y: -1*(vect.x/(mag))*@collisionWidth*0.5, x: (vect.y/(mag))*@collisionWidth*0.5}
else
vect = {x: @pointB.x - @pointA.x, y:@pointB.y - @pointA.y}
mag = (vect.x**2 + vect.y**2)**0.5
vect = {y: -1*(vect.x/(mag))*@collisionWidth, x: (vect.y/(mag))*@collisionWidth}
end
rpointA=nil;rpointB=nil;rpointC=nil;rpointD=nil;
if @mode == :pos
rpointA = {x:@pointA.x + vect.x, y:@pointA.y + vect.y}
rpointB = {x:@pointB.x + vect.x, y:@pointB.y + vect.y}
rpointC = {x:@pointB.x, y:@pointB.y}
rpointD = {x:@pointA.x, y:@pointA.y}
elsif @mode == :neg
rpointA = {x:@pointA.x, y:@pointA.y}
rpointB = {x:@pointB.x, y:@pointB.y}
rpointC = {x:@pointB.x - vect.x, y:@pointB.y - vect.y}
rpointD = {x:@pointA.x - vect.x, y:@pointA.y - vect.y}
elsif @mode == :both
rpointA = {x:@pointA.x + vect.x, y:@pointA.y + vect.y}
rpointB = {x:@pointB.x + vect.x, y:@pointB.y + vect.y}
rpointC = {x:@pointB.x - vect.x, y:@pointB.y - vect.y}
rpointD = {x:@pointA.x - vect.x, y:@pointA.y - vect.y}
end
#four point rectangle
if ball != nil
xs = [rpointA.x,rpointB.x,rpointC.x,rpointD.x]
ys = [rpointA.y,rpointB.y,rpointC.y,rpointD.y]
correct = 1
rect1 = [ball.x, ball.y, ball.width, ball.height]
#$r1 = rect1
rect2 = [xs.min-correct,ys.min-correct,(xs.max-xs.min)+correct*2,(ys.max-ys.min)+correct*2]
#$r2 = rect2
if rect1.intersect_rect?(rect2) == false
return false
end
end
#area of a triangle
triArea = -> (a,b,c) { ((a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y))/2.0).abs }
#if at least on point is in the rectangle then collision? is true - otherwise false
for point in points
#Check whether a given point lies inside a rectangle or not:
#if the sum of the area of traingls, PAB, PBC, PCD, PAD equal the area of the rec, then an intersection has occured
areaRec = triArea.call(rpointA, rpointB, rpointC)+triArea.call(rpointA, rpointC, rpointD)
areaSum = [
triArea.call(point, rpointA, rpointB),triArea.call(point, rpointB, rpointC),
triArea.call(point, rpointC, rpointD),triArea.call(point, rpointA, rpointD)
].inject(0){|sum,x| sum + x }
e = 0.0001 #allow for minor error
if areaRec>= areaSum-e and areaRec<= areaSum+e
result = true
#return true
break
end
end
#args.outputs.lines << [@pointA.x, @pointA.y, @pointB.x, @pointB.y, 000, 000, 000]
#args.outputs.lines << [rpointA.x, rpointA.y, rpointB.x, rpointB.y, 255, 000, 000]
#args.outputs.lines << [rpointC.x, rpointC.y, rpointD.x, rpointD.y, 000, 000, 255]
#puts (rpointA.x.to_s + " " + rpointA.y.to_s + " " + rpointB.x.to_s + " "+ rpointB.y.to_s)
return result
end #end collision?
def getRepelMagnitude (fbx, fby, vrx, vry, ballMag)
a = fbx ; b = vrx ; c = fby
d = vry ; e = ballMag
if b**2 + d**2 == 0
#unexpected
end
x1 = (-a*b+-c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 + d**2 - a**2 * d**2)**0.5)/(b**2 + d**2)
x2 = -((a*b + c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 * d**2 - a**2 * d**2)**0.5)/(b**2 + d**2))
err = 0.00001
o = ((fbx + x1*vrx)**2 + (fby + x1*vry)**2 ) ** 0.5
p = ((fbx + x2*vrx)**2 + (fby + x2*vry)**2 ) ** 0.5
r = 0
if (ballMag >= o-err and ballMag <= o+err)
r = x1
elsif (ballMag >= p-err and ballMag <= p+err)
r = x2
else
#unexpected
end
return r
end
def collide args, ball
slope = collisionSlope args
# perpVect: normal vector perpendicular to collision
perpVect = {x: @pointB.x - @pointA.x, y:@pointB.y - @pointA.y}
mag = (perpVect.x**2 + perpVect.y**2)**0.5
perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)}
perpVect = {x: -perpVect.y, y: perpVect.x}
if perpVect.y > 0 #ensure perpVect points upward
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
previousPosition = {
x:ball.x-ball.velocity.x,
y:ball.y-ball.velocity.y
}
yInterc = @pointA.y + -slope*@pointA.x
if slope == INFINITY
if previousPosition.x < @pointA.x
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
yInterc = -INFINITY
end
elsif previousPosition.y < slope*previousPosition.x + yInterc #check if ball is bellow or above the collider to determine if perpVect is - or +
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
velocityMag = (ball.velocity.x**2 + ball.velocity.y**2)**0.5
theta_ball=Math.atan2(ball.velocity.y,ball.velocity.x) #the angle of the ball's velocity
theta_repel=Math.atan2(perpVect.y,perpVect.x) #the angle of the repelling force(perpVect)
fbx = velocityMag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = velocityMag * Math.sin(theta_ball) #the y component of the ball's velocity
#the magnitude of the repelling force
repelMag = getRepelMagnitude(fbx, fby, perpVect.x, perpVect.y, (ball.velocity.x**2 + ball.velocity.y**2)**0.5)
frx = repelMag* Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = repelMag* Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
fsumx = fbx+frx #sum of x forces
fsumy = fby+fry #sum of y forces
fr = velocityMag#fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) #thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew)#resulting x velocity
ynew = fr*Math.sin(thetaNew)#resulting y velocity
if (velocityMag < MAX_VELOCITY)
ball.velocity = Vector2d.new(xnew*1.1, ynew*1.1)
else
ball.velocity = Vector2d.new(xnew, ynew)
end
end
end
Arbitrary Collision - main.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/main.rb
INFINITY= 10**10
MAX_VELOCITY = 8.0
BALL_COUNT = 90
BALL_DISTANCE = 20
require 'app/vector2d.rb'
require 'app/blocks.rb'
require 'app/ball.rb'
require 'app/rectangle.rb'
require 'app/linear_collider.rb'
require 'app/square_collider.rb'
#Method to init default values
def defaults args
args.state.board_width ||= args.grid.w / 4
args.state.board_height ||= args.grid.h
args.state.game_area ||= [(args.state.board_width + args.grid.w / 8), 0, args.state.board_width, args.grid.h]
args.state.balls ||= []
args.state.num_balls ||= 0
args.state.ball_created_at ||= args.state.tick_count
args.state.ball_hypotenuse = (10**2 + 10**2)**0.5
args.state.ballParents ||= []
init_blocks args
init_balls args
end
begin :default_methods
def init_blocks args
block_size = args.state.board_width / 8
#Space inbetween each block
block_offset = 4
args.state.squares ||=[
Square.new(args, 2, 0, block_size, :right, block_offset),
Square.new(args, 5, 0, block_size, :right, block_offset),
Square.new(args, 6, 7, block_size, :right, block_offset)
]
#Possible orientations are :right, :left, :up, :down
args.state.tshapes ||= [
TShape.new(args, 0, 6, block_size, :left, block_offset),
TShape.new(args, 3, 3, block_size, :down, block_offset),
TShape.new(args, 0, 3, block_size, :right, block_offset),
TShape.new(args, 0, 11, block_size, :up, block_offset)
]
args.state.lines ||= [
Line.new(args,3, 8, block_size, :down, block_offset),
Line.new(args, 7, 3, block_size, :up, block_offset),
Line.new(args, 3, 7, block_size, :right, block_offset)
]
#exit()
end
def init_balls args
return unless args.state.num_balls < BALL_COUNT
#only create a new ball every 10 ticks
return unless args.state.ball_created_at.elapsed_time > 10
if (args.state.num_balls == 0)
args.state.balls.append(Ball.new(args,args.state.num_balls,BALL_COUNT-1, nil, nil))
args.state.ballParents = [args.state.balls[0]]
else
args.state.balls.append(Ball.new(args,args.state.num_balls,BALL_COUNT-1, args.state.balls.last, nil) )
args.state.balls[-2].child = args.state.balls[-1]
end
args.state.ball_created_at = args.state.tick_count
args.state.num_balls += 1
end
end
#Render loop
def render args
bgClr = {r:10, g:10, b:200}
bgClr = {r:255-30, g:255-30, b:255-30}
args.outputs.solids << [0, 0, $args.grid.right, $args.grid.top, bgClr[:r], bgClr[:g], bgClr[:b]];
args.outputs.borders << args.state.game_area
render_instructions args
render_shapes args
render_balls args
#args.state.rectangle.draw args
args.outputs.sprites << [$args.grid.right-(args.state.board_width + args.grid.w / 8), 0, $args.grid.right, $args.grid.top, "sprites/square-white-2.png", 0, 255, bgClr[:r], bgClr[:g], bgClr[:b]]
args.outputs.sprites << [0, 0, (args.state.board_width + args.grid.w / 8), $args.grid.top, "sprites/square-white-2.png", 0, 255, bgClr[:r], bgClr[:g], bgClr[:b]]
end
begin :render_methods
def render_instructions args
#gtk.current_framerate
args.outputs.labels << [20, $args.grid.top-20, "FPS: " + $gtk.current_framerate.to_s]
if (args.state.balls != nil && args.state.balls[0] != nil)
bx = args.state.balls[0].velocity.x
by = args.state.balls[0].velocity.y
bmg = (bx**2.0 + by**2.0)**0.5
args.outputs.labels << [20, $args.grid.top-20-20, "V: " + bmg.to_s ]
end
end
def render_shapes args
for s in args.state.squares
s.draw args
end
for l in args.state.lines
l.draw args
end
for t in args.state.tshapes
t.draw args
end
end
def render_balls args
#args.state.balls.each do |ball|
#ball.draw args
#end
args.outputs.sprites << args.state.balls.map do |ball|
ball.getDraw args
end
end
end
#Calls all methods necessary for performing calculations
def calc args
for b in args.state.ballParents
b.update args
end
for s in args.state.squares
s.update args
end
for l in args.state.lines
l.update args
end
for t in args.state.tshapes
t.update args
end
end
begin :calc_methods
end
def tick args
defaults args
render args
calc args
end
Arbitrary Collision - paddle.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/paddle.rb
class Paddle
attr_accessor :enabled
def initialize ()
@x=WIDTH/2
@y=100
@width=100
@height=20
@speed=10
@xyCollision = LinearCollider.new({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2 = LinearCollider.new({x: @x,y: @y}, {x: @x+@width, y: @y}, :pos)
@xyCollision3 = LinearCollider.new({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4 = LinearCollider.new({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5}, :pos)
@enabled = true
end
def update args
@xyCollision.resetPoints({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2.resetPoints({x: @x,y: @y}, {x: @x+@width, y: @y})
@xyCollision3.resetPoints({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4.resetPoints({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5})
@xyCollision.update args
@xyCollision2.update args
@xyCollision3.update args
@xyCollision4.update args
args.inputs.keyboard.key_held.left ||= false
args.inputs.keyboard.key_held.right ||= false
if not (args.inputs.keyboard.key_held.left == args.inputs.keyboard.key_held.right)
if args.inputs.keyboard.key_held.left && @enabled
@x-=@speed
elsif args.inputs.keyboard.key_held.right && @enabled
@x+=@speed
end
end
xmin =WIDTH/4
xmax = 3*(WIDTH/4)
@x = (@x+@width > xmax) ? xmax-@width : (@x<xmin) ? xmin : @x;
end
def render args
args.outputs.solids << [@x,@y,@width,@height,255,0,0];
end
def rect
[@x, @y, @width, @height]
end
end
Arbitrary Collision - rectangle.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/rectangle.rb
class Rectangle
def initialize args
@image = "sprites/roundSquare_white.png"
@width = 160.0
@height = 80.0
@x=$args.grid.right/2.0 - @width/2.0
@y=$args.grid.top/2.0 - @height/2.0
@xtmp = @width * (1.0/10.0)
@ytmp = @height * (1.0/10.0)
#ball0 = args.state.balls[0]
#hypotenuse = (args.state.balls[0].width**2 + args.state.balls[0].height**2)**0.5
hypotenuse=args.state.ball_hypotenuse
@boldXY = {x:(@x-hypotenuse/2)-1, y:(@y-hypotenuse/2)-1}
@boldWidth = @width + hypotenuse + 2
@boldHeight = @height + hypotenuse + 2
@bold = [(@x-hypotenuse/2)-1,(@y-hypotenuse/2)-1,@width + hypotenuse + 2,@height + hypotenuse + 2]
@points = [
{x:@x, y:@y+@ytmp},
{x:@x+@xtmp, y:@y},
{x:@x+@width-@xtmp, y:@y},
{x:@x+@width, y:@y+@ytmp},
{x:@x+@width, y:@y+@height-@ytmp},#
{x:@x+@width-@xtmp, y:@y+@height},
{x:@x+@xtmp, y:@y+@height},
{x:@x, y:@y+@height-@ytmp}
]
@colliders = []
#i = 0
#while i < @points.length-1
#@colliders.append(LinearCollider.new(@points[i],@points[i+1],:pos))
#i+=1
#end
@colliders.append(LinearCollider.new(@points[0],@points[1], :neg))
@colliders.append(LinearCollider.new(@points[1],@points[2], :neg))
@colliders.append(LinearCollider.new(@points[2],@points[3], :neg))
@colliders.append(LinearCollider.new(@points[3],@points[4], :neg))
@colliders.append(LinearCollider.new(@points[4],@points[5], :pos))
@colliders.append(LinearCollider.new(@points[5],@points[6], :pos))
@colliders.append(LinearCollider.new(@points[6],@points[7], :pos))
@colliders.append(LinearCollider.new(@points[0],@points[7], :pos))
end
def update args
for b in args.state.balls
if [b.x, b.y, b.width, b.height].intersect_rect?(@bold)
for c in @colliders
if c.collision?(args, b.getPoints(args),b)
c.collide args, b
end
end
end
end
end
def draw args
args.outputs.sprites << [
@x, # X
@y, # Y
@width, # W
@height, # H
@image, # PATH
0, # ANGLE
255, # ALPHA
219, # RED_SATURATION
112, # GREEN_SATURATION
147 # BLUE_SATURATION
]
#args.outputs.sprites << [@x, @y, @width, @height, "sprites/roundSquare_small_black.png"]
end
def serialize
{x: @x, y:@y}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
Arbitrary Collision - square_collider.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/square_collider.rb
class SquareCollider
def initialize x,y,direction,size=COLLISIONWIDTH
@x = x
@y = y
@size = size
@direction = direction
end
def collision? args, ball
#args.outputs.solids << [@x, @y, @size, @size, 000, 255, 255]
return [@x,@y,@size,@size].intersect_rect?([ball.x,ball.y,ball.width,ball.height])
end
def collide args, ball
vmag = (ball.velocity.x**2.0 +ball.velocity.y**2.0)**0.5
a = ((2.0**0.5)*vmag)/2.0
if vmag < MAX_VELOCITY
ball.velocity.x = (a) * @direction.x * 1.1
ball.velocity.y = (a) * @direction.y * 1.1
else
ball.velocity.x = (a) * @direction.x
ball.velocity.y = (a) * @direction.y
end
end
end
Arbitrary Collision - vector2d.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/vector2d.rb
class Vector2d
attr_accessor :x, :y
def initialize x=0, y=0
@x=x
@y=y
end
#returns a vector multiplied by scalar x
#x [float] scalar
def mult x
r = Vector2d.new(0,0)
r.x=@x*x
r.y=@y*x
r
end
# vect [Vector2d] vector to copy
def copy vect
Vector2d.new(@x, @y)
end
#returns a new vector equivalent to this+vect
#vect [Vector2d] vector to add to self
def add vect
Vector2d.new(@x+vect.x,@y+vect.y)
end
#returns a new vector equivalent to this-vect
#vect [Vector2d] vector to subtract to self
def sub vect
Vector2d.new(@x-vect.c, @y-vect.y)
end
#return the magnitude of the vector
def mag
((@x**2)+(@y**2))**0.5
end
#returns a new normalize version of the vector
def normalize
Vector2d.new(@x/mag, @y/mag)
end
#TODO delet?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end
end
Collision With Object Removal - ball.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/ball.rb
class Ball
#TODO limit accessors?
attr_accessor :xy, :width, :height, :velocity
#@xy [Vector2d] x,y position
#@velocity [Vector2d] velocity of ball
def initialize
@xy = Vector2d.new(WIDTH/2,500)
@velocity = Vector2d.new(4,-4)
@width = 20
@height = 20
end
#move the ball according to its velocity
def update args
@[email protected]
@[email protected]
end
#render the ball to the screen
def render args
args.outputs.solids << [@xy.x,@xy.y,@width,@height,255,0,255];
#args.outputs.labels << [20,HEIGHT-50,"velocity: " [email protected]_s+","[email protected]_s + " magnitude:" + @velocity.mag.to_s]
end
def rect
[@xy.x,@xy.y,@width,@height]
end
end
Collision With Object Removal - linear_collider.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/linear_collider.rb
#The LinearCollider (theoretically) produces collisions upon a line segment defined point.y two x,y cordinates
class LinearCollider
#start [Array of length 2] start of the line segment as a x,y cordinate
#last [Array of length 2] end of the line segment as a x,y cordinate
#inorder for the LinearCollider to be functional the line segment must be said to have a thickness
#(as it is unlikly that a colliding object will land exactly on the linesegment)
#extension defines if the line's thickness extends negatively or positively
#extension :pos extends positively
#extension :neg extends negatively
#thickness [float] how thick the line should be (should always be atleast as large as the magnitude of the colliding object)
def initialize (pointA, pointB, extension=:neg, thickness=10)
@pointA = pointA
@pointB = pointB
@thickness = thickness
@extension = extension
@pointAExtended={
x: @pointA.x + @thickness*(@extension == :neg ? -1 : 1),
y: @pointA.y + @thickness*(@extension == :neg ? -1 : 1)
}
@pointBExtended={
x: @pointB.x + @thickness*(@extension == :neg ? -1 : 1),
y: @pointB.y + @thickness*(@extension == :neg ? -1 : 1)
}
end
def resetPoints(pointA,pointB)
@pointA = pointA
@pointB = pointB
@pointAExtended={
x:@pointA.x + @thickness*(@extension == :neg ? -1 : 1),
y:@pointA.y + @thickness*(@extension == :neg ? -1 : 1)
}
@pointBExtended={
x:@pointB.x + @thickness*(@extension == :neg ? -1 : 1),
y:@pointB.y + @thickness*(@extension == :neg ? -1 : 1)
}
end
#TODO: Ugly function
def slope (pointA, pointB)
return (pointB.x==pointA.x) ? INFINITY : (pointB.y+-pointA.y)/(pointB.x+-pointA.x)
end
#TODO: Ugly function
def intercept(pointA, pointB)
if (slope(pointA, pointB) == INFINITY)
-INFINITY
elsif slope(pointA, pointB) == -1*INFINITY
INFINITY
else
pointA.y+-1.0*(slope(pointA, pointB)*pointA.x)
end
end
def calcY(pointA, pointB, x)
return slope(pointA, pointB)*x + intercept(pointA, pointB)
end
#test if a collision has occurred
def isCollision? (point)
#INFINITY slop breaks down when trying to determin collision, ergo it requires a special test
if slope(@pointA, @pointB) == INFINITY &&
point.x >= [@pointA.x,@pointB.x].min+(@extension == :pos ? -@thickness : 0) &&
point.x <= [@pointA.x,@pointB.x].max+(@extension == :neg ? @thickness : 0) &&
point.y >= [@pointA.y,@pointB.y].min && point.y <= [@pointA.y,@pointB.y].max
return true
end
isNegInLine = @extension == :neg &&
point.y <= slope(@pointA, @pointB)*point.x+intercept(@pointA,@pointB) &&
point.y >= point.x*slope(@pointAExtended, @pointBExtended)+intercept(@pointAExtended,@pointBExtended)
isPosInLine = @extension == :pos &&
point.y >= slope(@pointA, @pointB)*point.x+intercept(@pointA,@pointB) &&
point.y <= point.x*slope(@pointAExtended, @pointBExtended)+intercept(@pointAExtended,@pointBExtended)
isInBoxBounds = point.x >= [@pointA.x,@pointB.x].min &&
point.x <= [@pointA.x,@pointB.x].max &&
point.y >= [@pointA.y,@pointB.y].min+(@extension == :neg ? -@thickness : 0) &&
point.y <= [@pointA.y,@pointB.y].max+(@extension == :pos ? @thickness : 0)
return isInBoxBounds && (isNegInLine || isPosInLine)
end
def getRepelMagnitude (fbx, fby, vrx, vry, args)
a = fbx ; b = vrx ; c = fby
d = vry ; e = args.state.ball.velocity.mag
if b**2 + d**2 == 0
puts "magnitude error"
end
x1 = (-a*b+-c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 + d**2 - a**2 * d**2)**0.5)/(b**2 + d**2)
x2 = -((a*b + c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 * d**2 - a**2 * d**2)**0.5)/(b**2 + d**2))
return ((a+x1*b)**2 + (c+x1*d)**2 == e**2) ? x1 : x2
end
def update args
#each of the four points on the square ball - NOTE simple to extend to a circle
points= [ {x: args.state.ball.xy.x, y: args.state.ball.xy.y},
{x: args.state.ball.xy.x+args.state.ball.width, y: args.state.ball.xy.y},
{x: args.state.ball.xy.x, y: args.state.ball.xy.y+args.state.ball.height},
{x: args.state.ball.xy.x+args.state.ball.width, y: args.state.ball.xy.y + args.state.ball.height}
]
#for each point p in points
for point in points
#isCollision.md has more information on this section
#TODO: section can certainly be simplifyed
if isCollision?(point)
u = Vector2d.new(1.0,((slope(@pointA, @pointB)==0) ? INFINITY : -1/slope(@pointA, @pointB))*1.0).normalize #normal perpendicular (to line segment) vector
#the vector with the repeling force can be u or -u depending of where the ball was coming from in relation to the line segment
previousBallPosition=Vector2d.new(point.x-args.state.ball.velocity.x,point.y-args.state.ball.velocity.y)
choiceA = (u.mult(1))
choiceB = (u.mult(-1))
vectorRepel = nil
if (slope(@pointA, @pointB))!=INFINITY && u.y < 0
choiceA, choiceB = choiceB, choiceA
end
vectorRepel = (previousBallPosition.y > calcY(@pointA, @pointB, previousBallPosition.x)) ? choiceA : choiceB
#vectorRepel = (previousBallPosition.y > slope(@pointA, @pointB)*previousBallPosition.x+intercept(@pointA,@pointB)) ? choiceA : choiceB)
if (slope(@pointA, @pointB) == INFINITY) #slope INFINITY breaks down in the above test, ergo it requires a custom test
vectorRepel = (previousBallPosition.x > @pointA.x) ? (u.mult(1)) : (u.mult(-1))
end
#puts (" " + $t[0].to_s + "," + $t[1].to_s + " " + $t[2].to_s + "," + $t[3].to_s + " " + " " + u.x.to_s + "," + u.y.to_s)
#vectorRepel now has the repeling force
mag = args.state.ball.velocity.mag
theta_ball=Math.atan2(args.state.ball.velocity.y,args.state.ball.velocity.x) #the angle of the ball's velocity
theta_repel=Math.atan2(vectorRepel.y,vectorRepel.x) #the angle of the repeling force
#puts ("theta:" + theta_ball.to_s + " " + theta_repel.to_s) #theta okay
fbx = mag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = mag * Math.sin(theta_ball) #the y component of the ball's velocity
repelMag = getRepelMagnitude(fbx, fby, vectorRepel.x, vectorRepel.y, args)
frx = repelMag* Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = repelMag* Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
fsumx = fbx+frx #sum of x forces
fsumy = fby+fry #sum of y forces
fr = mag#fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) #thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew) #resulting x velocity
ynew = fr*Math.sin(thetaNew) #resulting y velocity
args.state.ball.velocity = Vector2d.new(xnew,ynew)
#args.state.ball.xy.add(args.state.ball.velocity)
break #no need to check the other points ?
else
end
end
end #end update
end
Collision With Object Removal - main.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/main.rb
# coding: utf-8
INFINITY= 10**10
WIDTH=1280
HEIGHT=720
require 'app/vector2d.rb'
require 'app/paddle.rb'
require 'app/ball.rb'
require 'app/linear_collider.rb'
#Method to init default values
def defaults args
args.state.game_board ||= [(args.grid.w / 2 - args.grid.w / 4), 0, (args.grid.w / 2), args.grid.h]
args.state.bricks ||= []
args.state.num_bricks ||= 0
args.state.game_over_at ||= 0
args.state.paddle ||= Paddle.new
args.state.ball ||= Ball.new
args.state.westWall ||= LinearCollider.new({x: args.grid.w/4, y: 0}, {x: args.grid.w/4, y: args.grid.h}, :pos)
args.state.eastWall ||= LinearCollider.new({x: 3*args.grid.w*0.25, y: 0}, {x: 3*args.grid.w*0.25, y: args.grid.h})
args.state.southWall ||= LinearCollider.new({x: 0, y: 0}, {x: args.grid.w, y: 0})
args.state.northWall ||= LinearCollider.new({x: 0, y:args.grid.h}, {x: args.grid.w, y: args.grid.h}, :pos)
#args.state.testWall ||= LinearCollider.new({x:0 , y:0},{x:args.grid.w, y:args.grid.h})
end
#Render loop
def render args
render_instructions args
render_board args
render_bricks args
end
begin :render_methods
#Method to display the instructions of the game
def render_instructions args
args.outputs.labels << [225, args.grid.h - 30, "← and → to move the paddle left and right", 0, 1]
end
def render_board args
args.outputs.borders << args.state.game_board
end
def render_bricks args
args.outputs.solids << args.state.bricks.map(&:rect)
end
end
#Calls all methods necessary for performing calculations
def calc args
add_new_bricks args
reset_game args
calc_collision args
win_game args
args.state.westWall.update args
args.state.eastWall.update args
args.state.southWall.update args
args.state.northWall.update args
args.state.paddle.update args
args.state.ball.update args
#args.state.testWall.update args
args.state.paddle.render args
args.state.ball.render args
end
begin :calc_methods
def add_new_bricks args
return if args.state.num_bricks > 40
#Width of the game board is 640px
brick_width = (args.grid.w / 2) / 10
brick_height = brick_width / 2
(4).map_with_index do |y|
#Make a box that is 10 bricks wide and 4 bricks tall
args.state.bricks += (10).map_with_index do |x|
args.state.new_entity(:brick) do |b|
b.x = x * brick_width + (args.grid.w / 2 - args.grid.w / 4)
b.y = args.grid.h - ((y + 1) * brick_height)
b.rect = [b.x + 1, b.y - 1, brick_width - 2, brick_height - 2, 235, 50 * y, 52]
#Add linear colliders to the brick
b.collider_bottom = LinearCollider.new([(b.x-2), (b.y-5)], [(b.x+brick_width+1), (b.y-5)], :pos, brick_height)
b.collider_right = LinearCollider.new([(b.x+brick_width+1), (b.y-5)], [(b.x+brick_width+1), (b.y+brick_height+1)], :pos)
b.collider_left = LinearCollider.new([(b.x-2), (b.y-5)], [(b.x-2), (b.y+brick_height+1)], :neg)
b.collider_top = LinearCollider.new([(b.x-2), (b.y+brick_height+1)], [(b.x+brick_width+1), (b.y+brick_height+1)], :neg)
# @xyCollision = LinearCollider.new({x: @x,y: @y+@height}, {x: @x+@width, y: @y+@height})
# @xyCollision2 = LinearCollider.new({x: @x,y: @y}, {x: @x+@width, y: @y}, :pos)
# @xyCollision3 = LinearCollider.new({x: @x,y: @y}, {x: @x, y: @y+@height})
# @xyCollision4 = LinearCollider.new({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height}, :pos)
b.broken = false
args.state.num_bricks += 1
end
end
end
end
def reset_game args
if args.state.ball.xy.y < 20 && args.state.game_over_at.elapsed_time > 60
#Freeze the ball
args.state.ball.velocity.x = 0
args.state.ball.velocity.y = 0
#Freeze the paddle
args.state.paddle.enabled = false
args.state.game_over_at = args.state.tick_count
end
if args.state.game_over_at.elapsed_time < 60 && args.state.tick_count > 60 && args.state.bricks.count != 0
#Display a "Game over" message
args.outputs.labels << [100, 100, "GAME OVER", 10]
end
#If 60 frames have passed since the game ended, restart the game
if args.state.game_over_at != 0 && args.state.game_over_at.elapsed_time == 60
# FIXME: only put value types in state
args.state.ball = Ball.new
# FIXME: only put value types in state
args.state.paddle = Paddle.new
args.state.bricks = []
args.state.num_bricks = 0
end
end
def calc_collision args
#Remove the brick if it is hit with the ball
ball = args.state.ball
ball_rect = [ball.xy.x, ball.xy.y, 20, 20]
#Loop through each brick to see if the ball is colliding with it
args.state.bricks.each do |b|
if b.rect.intersect_rect?(ball_rect)
#Run the linear collider for the brick if there is a collision
b[:collider_bottom].update args
b[:collider_right].update args
b[:collider_left].update args
b[:collider_top].update args
b.broken = true
end
end
args.state.bricks = args.state.bricks.reject(&:broken)
end
def win_game args
if args.state.bricks.count == 0 && args.state.game_over_at.elapsed_time > 60
#Freeze the ball
args.state.ball.velocity.x = 0
args.state.ball.velocity.y = 0
#Freeze the paddle
args.state.paddle.enabled = false
args.state.game_over_at = args.state.tick_count
end
if args.state.game_over_at.elapsed_time < 60 && args.state.tick_count > 60 && args.state.bricks.count == 0
#Display a "Game over" message
args.outputs.labels << [100, 100, "CONGRATULATIONS!", 10]
end
end
end
def tick args
defaults args
render args
calc args
#args.outputs.lines << [0, 0, args.grid.w, args.grid.h]
#$tc+=1
#if $tc == 5
#$train << [args.state.ball.xy.x, args.state.ball.xy.y]
#$tc = 0
#end
#for t in $train
#args.outputs.solids << [t[0],t[1],5,5,255,0,0];
#end
end
Collision With Object Removal - paddle.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/paddle.rb
class Paddle
attr_accessor :enabled
def initialize ()
@x=WIDTH/2
@y=100
@width=100
@height=20
@speed=10
@xyCollision = LinearCollider.new({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2 = LinearCollider.new({x: @x,y: @y}, {x: @x+@width, y: @y}, :pos)
@xyCollision3 = LinearCollider.new({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4 = LinearCollider.new({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5}, :pos)
@enabled = true
end
def update args
@xyCollision.resetPoints({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2.resetPoints({x: @x,y: @y}, {x: @x+@width, y: @y})
@xyCollision3.resetPoints({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4.resetPoints({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5})
@xyCollision.update args
@xyCollision2.update args
@xyCollision3.update args
@xyCollision4.update args
args.inputs.keyboard.key_held.left ||= false
args.inputs.keyboard.key_held.right ||= false
if not (args.inputs.keyboard.key_held.left == args.inputs.keyboard.key_held.right)
if args.inputs.keyboard.key_held.left && @enabled
@x-=@speed
elsif args.inputs.keyboard.key_held.right && @enabled
@x+=@speed
end
end
xmin =WIDTH/4
xmax = 3*(WIDTH/4)
@x = (@x+@width > xmax) ? xmax-@width : (@x<xmin) ? xmin : @x;
end
def render args
args.outputs.solids << [@x,@y,@width,@height,255,0,0];
end
def rect
[@x, @y, @width, @height]
end
end
Collision With Object Removal - tests.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/tests.rb
# For advanced users:
# You can put some quick verification tests here, any method
# that starts with the `test_` will be run when you save this file.
# Here is an example test and game
# To run the test: ./dragonruby mygame --eval app/tests.rb --no-tick
class MySuperHappyFunGame
attr_gtk
def tick
outputs.solids << [100, 100, 300, 300]
end
end
def test_universe args, assert
game = MySuperHappyFunGame.new
game.args = args
game.tick
assert.true! args.outputs.solids.length == 1, "failure: a solid was not added after tick"
assert.false! 1 == 2, "failure: some how, 1 equals 2, the world is ending"
puts "test_universe completed successfully"
end
puts "running tests"
$gtk.reset 100
$gtk.log_level = :off
$gtk.tests.start
Collision With Object Removal - vector2d.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/vector2d.rb
class Vector2d
attr_accessor :x, :y
def initialize x=0, y=0
@x=x
@y=y
end
#returns a vector multiplied by scalar x
#x [float] scalar
def mult x
r = Vector2d.new(0,0)
r.x=@x*x
r.y=@y*x
r
end
# vect [Vector2d] vector to copy
def copy vect
Vector2d.new(@x, @y)
end
#returns a new vector equivalent to this+vect
#vect [Vector2d] vector to add to self
def add vect
Vector2d.new(@x+vect.x,@y+vect.y)
end
#returns a new vector equivalent to this-vect
#vect [Vector2d] vector to subtract to self
def sub vect
Vector2d.new(@x-vect.c, @y-vect.y)
end
#return the magnitude of the vector
def mag
((@x**2)+(@y**2))**0.5
end
#returns a new normalize version of the vector
def normalize
Vector2d.new(@x/mag, @y/mag)
end
#TODO delet?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end
end
Bouncing Ball With Gravity - main.rb link
# ./samples/04_physics_and_collisions/11_bouncing_ball_with_gravity/app/main.rb
include MatrixFunctions
class BouncingBall
attr_gtk
def tick
defaults
render
input
calc
reset_ball if args.inputs.keyboard.key_down.r
args.state.debug = !args.state.debug if inputs.keyboard.key_down.g
debug if args.state.debug
end
def defaults
args.state.rest ||= false
args.state.debug ||= false
state.walls ||= [
{ x: 50.from_left, y: 50.from_bottom, x2: 50.from_left, y2: 50.from_top },
{ x: 50.from_left, y: 50.from_bottom, x2: 50.from_right, y2: 50.from_bottom },
{ x: 50.from_left, y: 50.from_top, x2: 50.from_right, y2: 50.from_top },
{ x: 50.from_right, y: 50.from_bottom, x2: 50.from_right, y2: 50.from_top },
]
state.ball ||= { x: 250, y: 250, w: 50, h: 50, path: 'circle-white.png' }
state.ball_old_x ||= state.ball[:x]
state.ball_old_y ||= state.ball[:y]
state.ball_vector ||= vec2(0, 0)
state.stick_length = 200
state.stick_angle ||= 0
state.stick_power ||= 0
# Prevent consecutive bounces on the same normal vector
# Solves issue where ball gets stuck on a wall
state.prevent_collision ||= {}
state.physics.gravity = 0.4
state.physics.restitution = 0.80
state.physics.friction = 0.70
end
def render
outputs.lines << state.walls
outputs.sprites << state.ball
render_stick
render_point_one
end
def render_stick
stick_vec_x = Math.cos(state.stick_angle.to_radians)
stick_vec_y = Math.sin(state.stick_angle.to_radians)
ball_center_x = state.ball[:x] + (state.ball[:w] / 2)
ball_center_y = state.ball[:y] + (state.ball[:h] / 2)
# Draws the line starting 15% of stick_length away from the ball
outputs.lines << {
x: ball_center_x + (stick_vec_x * state.stick_length * -0.15),
y: ball_center_y + (stick_vec_y * state.stick_length * -0.15),
w: stick_vec_x * state.stick_length * -1,
h: stick_vec_y * state.stick_length * -1,
}
end
def render_point_one
return unless state.point_one
outputs.lines << { x: state.point_one.x, y: state.point_one.y,
x2: inputs.mouse.x, y2: inputs.mouse.y,
r: 255 }
end
def input
input_stick
input_lines
state.point_one = nil if inputs.keyboard.key_down.escape
end
def input_stick
if inputs.keyboard.key_up.space
hit_ball
state.stick_power = 0
end
if inputs.keyboard.key_held.space
state.stick_power += 1 unless state.stick_power >= 50
outputs.labels << [100, 100, state.stick_power]
end
state.stick_angle += inputs.keyboard.left_right
end
def input_lines
return unless inputs.mouse.click
if state.point_one
x = snap(state.point_one.x)
y = snap(state.point_one.y)
x2 = snap(inputs.mouse.click.x)
y2 = snap(inputs.mouse.click.y)
state.walls << { x: x, y: y, x2: x2, y2: y2 }
state.point_one = nil
else
state.point_one = inputs.mouse.click.point
end
end
# FIX: does not snap negative numbers properly
def snap value
snap_number = 10
min = value.to_i.idiv(snap_number) * snap_number
max = min + snap_number
result = (max - value).abs < (min - value).abs ? max : min
puts "SNAP: #{ value } --> #{ result }" if state.debug
result
end
def hit_ball
vec_x = Math.cos(state.stick_angle.to_radians) * state.stick_power
vec_y = Math.sin(state.stick_angle.to_radians) * state.stick_power
state.ball_vector = vec2(vec_x, vec_y)
state.rest = false
end
def entropy
state.ball_vector[:x].abs + state.ball_vector[:y].abs
end
# Ball is resting if
# entropy is low, ball is touching a line
# the line is not steep and the ball is above the line
def ball_is_resting?(walls, true_normal)
entropy < 1.5 && !walls.empty? && true_normal[:y] > 0.96
end
def calc
walls = []
state.walls.each do |wall|
if line_intersect_rect?(wall, state.ball)
walls << wall unless state.prevent_collision.key?(wall)
end
end
state.prevent_collision = {}
walls.each { |w| state.prevent_collision[w] = true }
normals = walls.map { |w| compute_proper_normal(w) }
true_normal = normals.inject { |a, b| normalize(vector_add(a, b)) }
unless state.rest
state.ball_vector = collision(true_normal) unless walls.empty?
state.ball_old_x = state.ball[:x]
state.ball_old_y = state.ball[:y]
state.ball[:x] += state.ball_vector[:x]
state.ball[:y] += state.ball_vector[:y]
state.ball_vector[:y] -= state.physics.gravity
if ball_is_resting?(walls, true_normal)
state.ball[:y] += 1
state.rest = true
end
end
end
# Line segment intersects rect if it intersects
# any of the lines that make up the rect
# This doesn't cover the case where the line is completely within the rect
def line_intersect_rect?(line, rect)
rect_to_lines(rect).each do |rect_line|
return true if segments_intersect?(line, rect_line)
end
false
end
# https://stackoverflow.com/questions/573084/
def collision(normal_vector)
dot_product = dot(state.ball_vector, normal_vector)
normal_square = dot(normal_vector, normal_vector)
perpendicular = vector_multiply(normal_vector, (dot_product / normal_square))
parallel = vector_minus(state.ball_vector, perpendicular)
perpendicular = vector_multiply(perpendicular, state.physics.restitution)
parallel = vector_multiply(parallel, state.physics.friction)
vector_minus(parallel, perpendicular)
end
# https://stackoverflow.com/questions/1243614/
def compute_normals(line)
h = line[:y2] - line[:y]
w = line[:x2] - line[:x]
a = normalize vec2(-h, w)
b = normalize vec2(h, -w)
[a, b]
end
# https://stackoverflow.com/questions/3838319/
# Get the normal vector that points at the ball from the center of the line
def compute_proper_normal(line)
normals = compute_normals(line)
ball_center_x = state.ball_old_x + (state.ball[:w] / 2)
ball_center_y = state.ball_old_y + (state.ball[:h] / 2)
v1 = vec2(line[:x2] - line[:x], line[:y2] - line[:y])
v2 = vec2(line[:x2] - ball_center_x, line[:y2] - ball_center_y)
cp = v1[:x] * v2[:y] - v1[:y] * v2[:x]
cp < 0 ? normals[0] : normals[1]
end
def vector_multiply(vector, value)
vec2(vector[:x] * value, vector[:y] * value)
end
def vector_minus(vec_a, vec_b)
vec2(vec_a[:x] - vec_b[:x], vec_a[:y] - vec_b[:y])
end
def vector_add a, b
vec2(a[:x] + b[:x], a[:y] + b[:y])
end
# The lines composing the boundaries of a rectangle
def rect_to_lines(rect)
x = rect[:x]
y = rect[:y]
x2 = rect[:x] + rect[:w]
y2 = rect[:y] + rect[:h]
[{ x: x, y: y, x2: x2, y2: y },
{ x: x, y: y, x2: x, y2: y2 },
{ x: x2, y: y, x2: x2, y2: y2 },
{ x: x, y: y2, x2: x2, y2: y2 }]
end
# This is different from args.geometry.line_intersect
# This considers line segments instead of lines
# http://jeffreythompson.org/collision-detection/line-line.php
def segments_intersect?(line_one, line_two)
x1 = line_one[:x]
y1 = line_one[:y]
x2 = line_one[:x2]
y2 = line_one[:y2]
x3 = line_two[:x]
y3 = line_two[:y]
x4 = line_two[:x2]
y4 = line_two[:y2]
uA = ((x4-x3)*(y1-y3) - (y4-y3)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1))
uB = ((x2-x1)*(y1-y3) - (y2-y1)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1))
uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1
end
def reset_ball
state.ball = nil
state.ball_vector = nil
state.rest = false
end
def debug
outputs.labels << { x: 50.from_left, y: 50.from_top, text: "Entropy: #{entropy}"}
end
end
def tick args
$game ||= BouncingBall.new
$game.args = args
$game.tick
end
Ramp Collision - main.rb link
# ./samples/04_physics_and_collisions/12_ramp_collision/app/main.rb
# sample app shows how to do ramp collision
# based off of the writeup here:
# http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/
# NOTE: at the bottom of the file you'll find $gtk.reset_and_replay "replay.txt"
# whenever you make changes to this file, a replay will automatically run so you can
# see how your changes affected the game. Comment out the line at the bottom if you
# don't want the replay to autmatically run.
# toolbar interaction is in a seperate file
require 'app/toolbar.rb'
def tick args
tick_toolbar args
tick_game args
end
def tick_game args
game_defaults args
game_input args
game_calc args
game_render args
end
def game_input args
# if space is pressed or held (signifying a jump)
if args.inputs.keyboard.space
# change the player's dy to the jump power if the
# player is not currently touching a ceiling
if !args.state.player.on_ceiling
args.state.player.dy = args.state.player.jump_power
args.state.player.on_floor = false
args.state.player.jumping = true
end
else
# if the space key is released, then jumping is false
# and the player will no longer be on the ceiling
args.state.player.jumping = false
args.state.player.on_ceiling = false
end
# set the player's dx value to the left/right input
# NOTE: that the speed of the player's dx movement has
# a sensitive relation ship with collision detection.
# If you increase the speed of the player, you may
# need to tweak the collision code to compensate for
# the extra horizontal speed.
args.state.player.dx = args.inputs.left_right * 2
end
def game_render args
# for each terrain entry, render the line that represents the connection
# from the tile's left_height to the tile's right_height
args.outputs.primitives << args.state.terrain.map { |t| t.line }
# determine if the player sprite needs to be flipped hoizontally
flip_horizontally = args.state.player.facing == -1
# render the player
args.outputs.sprites << args.state.player.merge(flip_horizontally: flip_horizontally)
args.outputs.labels << {
x: 640,
y: 100,
alignment_enum: 1,
text: "Left and Right to move player. Space to jump. Use the toolbar at the top to add more terrain."
}
args.outputs.labels << {
x: 640,
y: 60,
alignment_enum: 1,
text: "Click any existing terrain on the map to delete it."
}
end
def game_calc args
# set the direction the player is facing based on the
# the dx value of the player
if args.state.player.dx > 0
args.state.player.facing = 1
elsif args.state.player.dx < 0
args.state.player.facing = -1
end
# preform the calcuation of ramp collision
calc_collision args
# reset the player if the go off screen
calc_off_screen args
end
def game_defaults args
# how much gravity is in the game
args.state.gravity ||= 0.1
# initialized the player to the center of the screen
args.state.player ||= {
x: 640,
y: 360,
w: 16,
h: 16,
dx: 0,
dy: 0,
jump_power: 3,
path: 'sprites/square/blue.png',
on_floor: false,
on_ceiling: false,
facing: 1
}
end
def calc_collision args
# increment the players x position by the dx value
args.state.player.x += args.state.player.dx
# if the player is not on the floor
if !args.state.player.on_floor
# then apply gravity
args.state.player.dy -= args.state.gravity
# clamp the max dy value to -12 to 12
args.state.player.dy = args.state.player.dy.clamp(-12, 12)
# update the player's y position by the dy value
args.state.player.y += args.state.player.dy
end
# get all colisions between the player and the terrain
collisions = args.state.geometry.find_all_intersect_rect args.state.player, args.state.terrain
# if there are no collisions, then the player is not on the floor or ceiling
# return from the method since there is nothing more to process
if collisions.length == 0
args.state.player.on_floor = false
args.state.player.on_ceiling = false
return
end
# set a local variable to the player since
# we'll be accessing it a lot
player = args.state.player
# sort the collisions by the distance from the collision's center to the player's center
sorted_collisions = collisions.sort_by do |collision|
player_center = player.x + player.w / 2
collision_center = collision.x + collision.w / 2
(player_center - collision_center).abs
end
# define a one pixel wide rectangle that represents the center of the player
# we'll use this value to determine the location of the player's feet on
# a ramp
player_center_rect = {
x: player.x + player.w / 2 - 0.5,
y: player.y,
w: 1,
h: player.h
}
# for each collision...
sorted_collisions.each do |collision|
# if the player doesn't intersect with the collision,
# then set the player's on_floor and on_ceiling values to false
# and continue to the next collision
if !collision.intersect_rect? player_center_rect
player.on_floor = false
player.on_ceiling = false
next
end
if player.dy < 0
# if the player is falling
# the percentage of the player's center relative to the collision
# is a difference from the collision to the player (as opposed to the player to the collision)
perc = (collision.x - player_center_rect.x) / player.w
height_of_slope = collision.tile.left_height - collision.tile.right_height
new_y = (collision.y + collision.tile.left_height + height_of_slope * perc)
diff = new_y - player.y
if diff < 0
# if the current fall rate of the player is less than the difference
# of the player's new y position and the player's current y position
# then don't set the player's y position to the new y position
# and wait for another application of gravity to bring the player a little
# closer
if player.dy.abs >= diff.abs
# if the player's current fall speed can cover the distance to the
# new y position, then set the player's y position to the new y position
# and mark them as being on the floor so that gravity no longer get's processed
player.y = new_y
player.on_floor = true
# given the player's speed, set the player's dy to a value that will
# keep them from bouncing off the floor when the ramp is steep
# NOTE: if you change the player's speed, then this value will need to be adjusted
# to keep the player from bouncing off the floor
player.dy = -1
end
elsif diff > 0 && diff < 8
# there's a small edge case where collision may be processed from
# below the terrain (eg when the player is jumping up and hitting the
# ramp from below). The moment when jump is released, the player's dy
# value could result in the player tunneling through the terrain,
# and get popped on to the top side.
# testing to make sure the distance that will be displaced is less than
# 8 pixels will keep this tunneling from happening
player.y = new_y
player.on_floor = true
# given the player's speed, set the player's dy to a value that will
# keep them from bouncing off the floor when the ramp is steep
# NOTE: if you change the player's speed, then this value will need to be adjusted
# to keep the player from bouncing off the floor
player.dy = -1
end
elsif player.dy > 0
# if the player is jumping
# the percentage of the player's center relative to the collision
# is a difference is reversed from the player to the collision (as opposed to the player to the collision)
perc = (player_center_rect.x - collision.x) / player.w
# the height of the slope is also reversed when approaching the collision from the bottom
height_of_slope = collision.tile.right_height - collision.tile.left_height
new_y = collision.y + collision.tile.left_height + height_of_slope * perc
# since this collision is being processed from below, the difference
# between the current players position and the new y position is
# based off of the player's top position (their head)
player_top = player.y + player.h
diff = new_y - player_top
# we also need to calculate the difference between the player's bottom
# and the new position. This will be used to determine if the player
# can jump from the new_y position
diff_bottom = new_y - player.y
# if the player's current rising speed can cover the distance to the
# new y position, then set the player's y position to the new y position
# an mark them as being on the floor so that gravity no longer get's processed
can_cover_distance_to_new_y = player.dy >= diff.abs && player.dy.sign == diff.sign
# another scenario that needs to be covered is if the player's top is already passed
# the new_y position (their rising speed made them partially clip through the collision)
player_top_above_new_y = player_top > new_y
# if either of the conditions above is true then we want to set the player's y position
if can_cover_distance_to_new_y || player_top_above_new_y
# only set the player's y position to the new y position if the player's
# cannot escape the collision by jumping up from the new_y position
if diff_bottom >= player.jump_power
player.y = new_y.floor - player.h
# after setting the new_y position, we need to determine if the player
# if the player is touching the ceiling or not
# touching the ceiling disables the ability for the player to jump/increase
# their dy value any more than it already is
if player.jumping
# disable jumping if the player is currently moving upwards
player.on_ceiling = true
# NOTE: if you change the player's speed, then this value will need to be adjusted
# to keep the player from bouncing off the ceiling as they move right and left
player.dy = 1
else
# if the player is not currently jumping, then set their dy to 0
# so they can immediately start falling after the collision
# this also means that they are no longer on the ceiling and can jump again
player.dy = 0
player.on_ceiling = false
end
end
end
end
end
end
def calc_off_screen args
below_screen = args.state.player.y + args.state.player.h < 0
above_screen = args.state.player.y > 720 + args.state.player.h
off_screen_left = args.state.player.x + args.state.player.w < 0
off_screen_right = args.state.player.x > 1280
# if the player is off the screen, then reset them to the top of the screen
if below_screen || above_screen || off_screen_left || off_screen_right
args.state.player.x = 640
args.state.player.y = 720
args.state.player.dy = 0
args.state.player.on_floor = false
end
end
$gtk.reset_and_replay "replay.txt", speed: 2
Ramp Collision - toolbar.rb link
# ./samples/04_physics_and_collisions/12_ramp_collision/app/toolbar.rb
def tick_toolbar args
# ================================================
# tollbar defaults
# ================================================
if !args.state.toolbar
# these are the tiles you can select from
tile_definitions = [
{ name: "16-12", left_height: 16, right_height: 12 },
{ name: "12-8", left_height: 12, right_height: 8 },
{ name: "8-4", left_height: 8, right_height: 4 },
{ name: "4-0", left_height: 4, right_height: 0 },
{ name: "0-4", left_height: 0, right_height: 4 },
{ name: "4-8", left_height: 4, right_height: 8 },
{ name: "8-12", left_height: 8, right_height: 12 },
{ name: "12-16", left_height: 12, right_height: 16 },
{ name: "16-8", left_height: 16, right_height: 8 },
{ name: "8-0", left_height: 8, right_height: 0 },
{ name: "0-8", left_height: 0, right_height: 8 },
{ name: "8-16", left_height: 8, right_height: 16 },
{ name: "0-0", left_height: 0, right_height: 0 },
{ name: "8-8", left_height: 8, right_height: 8 },
{ name: "16-16", left_height: 16, right_height: 16 },
]
# toolbar data representation which will be used to render the toolbar.
# the buttons array will be used to render the buttons
# the toolbar_rect will be used to restrict the creation of tiles
# within the toolbar area
args.state.toolbar = {
toolbar_rect: nil,
buttons: []
}
# for each tile definition, create a button
args.state.toolbar.buttons = tile_definitions.map_with_index do |spec, index|
left_height = spec.left_height
right_height = spec.right_height
button_size = 48
column_size = 15
column_padding = 2
column = index % column_size
column_padding = column * column_padding
margin = 10
row = index.idiv(column_size)
row_padding = row * 2
x = margin + column_padding + (column * button_size)
y = (margin + button_size + row_padding + (row * button_size)).from_top
# when a tile is added, the data of this button will be used
# to construct the terrain
# each tile has an x, y, w, h which represents the bounding box
# of the button.
# the button also contains the left_height and right_height which is
# important when determining collision of the ramps
{
name: spec.name,
left_height: left_height,
right_height: right_height,
button_rect: {
x: x,
y: y,
w: 48,
h: 48
}
}
end
# with the buttons populated, compute the bounding box of the entire
# toolbar (again this will be used to restrict the creation of tiles)
min_x = args.state.toolbar.buttons.map { |t| t.button_rect.x }.min
min_y = args.state.toolbar.buttons.map { |t| t.button_rect.y }.min
max_x = args.state.toolbar.buttons.map { |t| t.button_rect.x }.max
max_y = args.state.toolbar.buttons.map { |t| t.button_rect.y }.max
args.state.toolbar.rect = {
x: min_x - 10,
y: min_y - 10,
w: max_x - min_x + 10 + 64,
h: max_y - min_y + 10 + 64
}
end
# set the selected tile to the last button in the toolbar
args.state.selected_tile ||= args.state.toolbar.buttons.last
# ================================================
# starting terrain generation
# ================================================
if !args.state.terrain
world = [
{ row: 14, col: 25, name: "0-8" },
{ row: 14, col: 26, name: "8-16" },
{ row: 15, col: 27, name: "0-8" },
{ row: 15, col: 28, name: "8-16" },
{ row: 16, col: 29, name: "0-8" },
{ row: 16, col: 30, name: "8-16" },
{ row: 17, col: 31, name: "0-8" },
{ row: 17, col: 32, name: "8-16" },
{ row: 18, col: 33, name: "0-8" },
{ row: 18, col: 34, name: "8-16" },
{ row: 18, col: 35, name: "16-12" },
{ row: 18, col: 36, name: "12-8" },
{ row: 18, col: 37, name: "8-4" },
{ row: 18, col: 38, name: "4-0" },
{ row: 18, col: 39, name: "0-0" },
{ row: 18, col: 40, name: "0-0" },
{ row: 18, col: 41, name: "0-0" },
{ row: 18, col: 42, name: "0-4" },
{ row: 18, col: 43, name: "4-8" },
{ row: 18, col: 44, name: "8-12" },
{ row: 18, col: 45, name: "12-16" },
]
args.state.terrain = world.map do |tile|
template = tile_by_name(args, tile.name)
next if !template
grid_rect = grid_rect_for(tile.row, tile.col)
new_terrain_definition(grid_rect, template)
end
end
# ================================================
# toolbar input and rendering
# ================================================
# store the mouse position alligned to the tile grid
mouse_grid_aligned_rect = grid_aligned_rect args.inputs.mouse, 16
# determine if the mouse intersects the toolbar
mouse_intersects_toolbar = args.state.toolbar.rect.intersect_rect? args.inputs.mouse
# determine if the mouse intersects a toolbar button
toolbar_button = args.state.toolbar.buttons.find { |t| t.button_rect.intersect_rect? args.inputs.mouse }
# determine if the mouse click occurred over a tile in the terrain
terrain_tile = args.geometry.find_intersect_rect mouse_grid_aligned_rect, args.state.terrain
# if a mouse click occurs....
if args.inputs.mouse.click
if toolbar_button
# if a toolbar button was clicked, set the currently selected tile to the toolbar tile
args.state.selected_tile = toolbar_button
elsif terrain_tile
# if a tile was clicked, delete it from the terrain
args.state.terrain.delete terrain_tile
elsif !args.state.toolbar.rect.intersect_rect? args.inputs.mouse
# if the mouse was not clicked in the toolbar area
# add a new terrain based off of the information in the selected tile
args.state.terrain << new_terrain_definition(mouse_grid_aligned_rect, args.state.selected_tile)
end
end
# render a light blue background for the toolbar button that is currently
# being hovered over (if any)
if toolbar_button
args.outputs.primitives << toolbar_button.button_rect.merge(primitive_marker: :solid, a: 64, b: 255)
end
# put a blue background around the currently selected tile
args.outputs.primitives << args.state.selected_tile.button_rect.merge(primitive_marker: :solid, b: 255, r: 128, a: 64)
if !mouse_intersects_toolbar
if terrain_tile
# if the mouse is hoving over an existing terrain tile, render a red border around the
# tile to signify that it will be deleted if the mouse is clicked
args.outputs.borders << terrain_tile.merge(a: 255, r: 255)
else
# if the mouse is not hovering over an existing terrain tile, render the currently
# selected tile at the mouse position
grid_aligned_rect = grid_aligned_rect args.inputs.mouse, 16
args.outputs.solids << {
**grid_aligned_rect,
a: 30,
g: 128
}
args.outputs.lines << {
x: grid_aligned_rect.x,
y: grid_aligned_rect.y + args.state.selected_tile.left_height,
x2: grid_aligned_rect.x + grid_aligned_rect.w,
y2: grid_aligned_rect.y + args.state.selected_tile.right_height,
}
end
end
# render each toolbar button using two primitives, a border to denote
# the click area of the button, and a line to denote the terrain that
# will be created when the button is clicked
args.outputs.primitives << args.state.toolbar.buttons.map do |toolbar_tile|
primitives = []
scale = toolbar_tile.button_rect.w / 16
primitive_type = :border
[
{
**toolbar_tile.button_rect,
primitive_marker: primitive_type,
a: 64,
g: 128
},
{
x: toolbar_tile.button_rect.x,
y: toolbar_tile.button_rect.y + toolbar_tile.left_height * scale,
x2: toolbar_tile.button_rect.x + toolbar_tile.button_rect.w,
y2: toolbar_tile.button_rect.y + toolbar_tile.right_height * scale
}
]
end
end
# ================================================
# helper methods
#=================================================
# converts a row and column on the grid to
# a rect
def grid_rect_for row, col
{ x: col * 16, y: row * 16, w: 16, h: 16 }
end
# find a tile by name
def tile_by_name args, name
args.state.toolbar.buttons.find { |b| b.name == name }
end
# data structure containing terrain information
# specifcially tile.left_height and tile.right_height
def new_terrain_definition grid_rect, tile
grid_rect.merge(
tile: tile,
line: {
x: grid_rect.x,
y: grid_rect.y + tile.left_height,
x2: grid_rect.x + grid_rect.w,
y2: grid_rect.y + tile.right_height
}
)
end
# helper method that returns a grid aligned rect given
# an arbitrary rect and a grid size
def grid_aligned_rect point, size
grid_aligned_x = point.x - (point.x % size)
grid_aligned_y = point.y - (point.y % size)
{ x: grid_aligned_x.to_i, y: grid_aligned_y.to_i, w: size.to_i, h: size.to_i }
end
Mouse link
Mouse Click - main.rb link
# ./samples/05_mouse/01_mouse_click/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- product: Returns an array of all combinations of elements from all arrays.
For example, [1,2].product([1,2]) would return the following array...
[[1,1], [1,2], [2,1], [2,2]]
More than two arrays can be given to product and it will still work,
such as [1,2].product([1,2],[3,4]). What would product return in this case?
Answer:
[[1,1,3],[1,1,4],[1,2,3],[1,2,4],[2,1,3],[2,1,4],[2,2,3],[2,2,4]]
- num1.fdiv(num2): Returns the float division (will have a decimal) of the two given numbers.
For example, 5.fdiv(2) = 2.5 and 5.fdiv(5) = 1.0
- yield: Allows you to call a method with a code block and yield to that block.
Reminders:
- ARRAY#inside_rect?: Returns true or false depending on if the point is inside the rect.
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
- Ternary operator (?): Will evaluate a statement (just like an if statement)
and perform an action if the result is true or another action if it is false.
- reject: Removes elements from a collection if they meet certain requirements.
- args.outputs.borders: An array. The values generate a border.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about borders, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.
=end
# This sample app is a classic game of Tic Tac Toe.
class TicTacToe
attr_accessor :_, :state, :outputs, :inputs, :grid, :gtk
# Starts the game with player x's turn and creates an array (to_a) for space combinations.
# Calls methods necessary for the game to run properly.
def tick
init_new_game
render_board
input_board
end
def init_new_game
state.current_turn ||= :x
state.space_combinations ||= [-1, 0, 1].product([-1, 0, 1]).to_a
state.spaces ||= {}
state.space_combinations.each do |x, y|
state.spaces[x] ||= {}
state.spaces[x][y] ||= state.new_entity(:space)
end
end
# Uses borders to create grid squares for the game's board. Also outputs the game pieces using labels.
def render_board
square_size = 80
# Positions the game's board in the center of the screen.
# Try removing what follows grid.w_half or grid.h_half and see how the position changes!
board_left = grid.w_half - square_size * 1.5
board_top = grid.h_half - square_size * 1.5
# At first glance, the add(1) looks pretty trivial. But if you remove it,
# you'll see that the positioning of the board would be skewed without it!
# Or if you put 2 in the parenthesis, the pieces will be placed in the wrong squares
# due to the change in board placement.
outputs.borders << all_spaces do |x, y, space| # outputs borders for all board spaces
space.border ||= [
board_left + x.add(1) * square_size, # space.border is initialized using this definition
board_top + y.add(1) * square_size,
square_size,
square_size
]
end
# Again, the calculations ensure that the piece is placed in the center of the grid square.
# Remove the '- 20' and the piece will be placed at the top of the grid square instead of the center.
outputs.labels << filled_spaces do |x, y, space| # put label in each filled space of board
label board_left + x.add(1) * square_size + square_size.fdiv(2),
board_top + y.add(1) * square_size + square_size - 20,
space.piece # text of label, either "x" or "o"
end
# Uses a label to output whether x or o won, or if a draw occurred.
# If the game is ongoing, a label shows whose turn it currently is.
outputs.labels << if state.x_won
label grid.w_half, grid.top - 80, "x won" # the '-80' positions the label 80 pixels lower than top
elsif state.o_won
label grid.w_half, grid.top - 80, "o won" # grid.w_half positions the label in the center horizontally
elsif state.draw
label grid.w_half, grid.top - 80, "a draw"
else # if no one won and the game is ongoing
label grid.w_half, grid.top - 80, "turn: #{state.current_turn}"
end
end
# Calls the methods responsible for handling user input and determining the winner.
# Does nothing unless the mouse is clicked.
def input_board
return unless inputs.mouse.click
input_place_piece
input_restart_game
determine_winner
end
# Handles user input for placing pieces on the board.
def input_place_piece
return if state.game_over
# Checks to find the space that the mouse was clicked inside of, and makes sure the space does not already
# have a piece in it.
__, __, space = all_spaces.find do |__, __, space|
inputs.mouse.click.point.inside_rect?(space.border) && !space.piece
end
# The piece that goes into the space belongs to the player whose turn it currently is.
return unless space
space.piece = state.current_turn
# This ternary operator statement allows us to change the current player's turn.
# If it is currently x's turn, it becomes o's turn. If it is not x's turn, it become's x's turn.
state.current_turn = state.current_turn == :x ? :o : :x
end
# Resets the game.
def input_restart_game
return unless state.game_over
gtk.reset
init_new_game
end
# Checks if x or o won the game.
# If neither player wins and all nine squares are filled, a draw happens.
# Once a player is chosen as the winner or a draw happens, the game is over.
def determine_winner
state.x_won = won? :x # evaluates to either true or false (boolean values)
state.o_won = won? :o
state.draw = true if filled_spaces.length == 9 && !state.x_won && !state.o_won
state.game_over = state.x_won || state.o_won || state.draw
end
# Determines if a player won by checking if there is a horizontal match or vertical match.
# Horizontal_match and vertical_match have boolean values. If either is true, the game has been won.
def won? piece
# performs action on all space combinations
won = [[-1, 0, 1]].product([-1, 0, 1]).map do |xs, y|
# Checks if the 3 grid spaces with the same y value (or same row) and
# x values that are next to each other have pieces that belong to the same player.
# Remember, the value of piece is equal to the current turn (which is the player).
horizontal_match = state.spaces[xs[0]][y].piece == piece &&
state.spaces[xs[1]][y].piece == piece &&
state.spaces[xs[2]][y].piece == piece
# Checks if the 3 grid spaces with the same x value (or same column) and
# y values that are next to each other have pieces that belong to the same player.
# The && represents an "and" statement: if even one part of the statement is false,
# the entire statement evaluates to false.
vertical_match = state.spaces[y][xs[0]].piece == piece &&
state.spaces[y][xs[1]].piece == piece &&
state.spaces[y][xs[2]].piece == piece
horizontal_match || vertical_match # if either is true, true is returned
end
# Sees if there is a diagonal match, starting from the bottom left and ending at the top right.
# Is added to won regardless of whether the statement is true or false.
won << (state.spaces[-1][-1].piece == piece && # bottom left
state.spaces[ 0][ 0].piece == piece && # center
state.spaces[ 1][ 1].piece == piece) # top right
# Sees if there is a diagonal match, starting at the bottom right and ending at the top left
# and is added to won.
won << (state.spaces[ 1][-1].piece == piece && # bottom right
state.spaces[ 0][ 0].piece == piece && # center
state.spaces[-1][ 1].piece == piece) # top left
# Any false statements (meaning false diagonal matches) are rejected from won
won.reject_false.any?
end
# Defines filled spaces on the board by rejecting all spaces that do not have game pieces in them.
# The ! before a statement means "not". For example, we are rejecting any space combinations that do
# NOT have pieces in them.
def filled_spaces
state.space_combinations
.reject { |x, y| !state.spaces[x][y].piece } # reject spaces with no pieces in them
.map do |x, y|
if block_given?
yield x, y, state.spaces[x][y]
else
[x, y, state.spaces[x][y]] # sets definition of space
end
end
end
# Defines all spaces on the board.
def all_spaces
if !block_given?
state.space_combinations.map do |x, y|
[x, y, state.spaces[x][y]] # sets definition of space
end
else # if a block is given (block_given? is true)
state.space_combinations.map do |x, y|
yield x, y, state.spaces[x][y] # yield if a block is given
end
end
end
# Sets values for a label, such as the position, value, size, alignment, and color.
def label x, y, value
[x, y + 10, value, 20, 1, 0, 0, 0]
end
end
$tic_tac_toe = TicTacToe.new
def tick args
$tic_tac_toe._ = args
$tic_tac_toe.state = args.state
$tic_tac_toe.outputs = args.outputs
$tic_tac_toe.inputs = args.inputs
$tic_tac_toe.grid = args.grid
$tic_tac_toe.gtk = args.gtk
$tic_tac_toe.tick
tick_instructions args, "Sample app shows how to work with mouse clicks."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Mouse Move - main.rb link
# ./samples/05_mouse/02_mouse_move/app/main.rb
=begin
Reminders:
- num1.greater(num2): Returns the greater value.
For example, if we have the command
puts 4.greater(3)
the number 4 would be printed to the console since it has a greater value than 3.
Similar to lesser, which returns the lesser value.
- find_all: Finds all elements of a collection that meet certain requirements.
For example, in this sample app, we're using find_all to find all zombies that have intersected
or hit the player's sprite since these zombies have been killed.
- args.inputs.keyboard.key_down.KEY: Determines if a key is being held or pressed.
Stores the frame the "down" event occurred.
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters are [X, Y, WIDTH, HEIGHT, PATH, ANGLE, ALPHA, RED, GREEN, BLUE]
For more information about sprites, go to mygame/documentation/05-sprites.md.
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
When we want to create a new object, we can declare it as a new entity and then define
its properties. (Remember, you can use state to define ANY property and it will
be retained across frames.)
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- map: Ruby method used to transform data; used in arrays, hashes, and collections.
Can be used to perform an action on every element of a collection, such as multiplying
each element by 2 or declaring every element as a new entity.
- sample: Chooses a random element from the array.
- reject: Removes elements that meet certain requirements.
In this sample app, we're removing/rejecting zombies that reach the center of the screen. We're also
rejecting zombies that were killed more than 30 frames ago.
=end
# This sample app allows users to move around the screen in order to kill zombies. Zombies appear from every direction so the goal
# is to kill the zombies as fast as possible!
class ProtectThePuppiesFromTheZombies
attr_accessor :grid, :inputs, :state, :outputs
# Calls the methods necessary for the game to run properly.
def tick
defaults
render
calc
input
end
# Sets default values for the zombies and for the player.
# Initialization happens only in the first frame.
def defaults
state.flash_at ||= 0
state.zombie_min_spawn_rate ||= 60
state.zombie_spawn_countdown ||= random_spawn_countdown state.zombie_min_spawn_rate
state.zombies ||= []
state.killed_zombies ||= []
# Declares player as a new entity and sets its properties.
# The player begins the game in the center of the screen, not moving in any direction.
state.player ||= state.new_entity(:player, { x: 640,
y: 360,
attack_angle: 0,
dx: 0,
dy: 0 })
end
# Outputs a gray background.
# Calls the methods needed to output the player, zombies, etc onto the screen.
def render
outputs.solids << [grid.rect, 100, 100, 100]
render_zombies
render_killed_zombies
render_player
render_flash
end
# Outputs the zombies on the screen and sets values for the sprites, such as the position, width, height, and animation.
def render_zombies
outputs.sprites << state.zombies.map do |z| # performs action on all zombies in the collection
z.sprite = [z.x, z.y, 4 * 3, 8 * 3, animation_sprite(z)].sprite # sets definition for sprite, calls animation_sprite method
z.sprite
end
end
# Outputs sprites of killed zombies, and displays a slash image to show that a zombie has been killed.
def render_killed_zombies
outputs.sprites << state.killed_zombies.map do |z| # performs action on all killed zombies in collection
z.sprite = [z.x,
z.y,
4 * 3,
8 * 3,
animation_sprite(z, z.death_at), # calls animation_sprite method
0, # angle
255 * z.death_at.ease(30, :flip)].sprite # transparency of a zombie changes when they die
# change the value of 30 and see what happens when a zombie is killed
# Sets values to output the slash over the zombie's sprite when a zombie is killed.
# The slash is tilted 45 degrees from the angle of the player's attack.
# Change the 3 inside scale_rect to 30 and the slash will be HUGE! Scale_rect positions
# the slash over the killed zombie's sprite.
[z.sprite, [z.sprite.rect, 'sprites/slash.png', 45 + state.player.attack_angle_on_click, z.sprite.a].scale_rect(3, 0.5, 0.5)]
end
end
# Outputs the player sprite using the images in the sprites folder.
def render_player
state.player_sprite = [state.player.x,
state.player.y,
4 * 3,
8 * 3, "sprites/player-#{animation_index(state.player.created_at_elapsed)}.png"] # string interpolation
outputs.sprites << state.player_sprite
# Outputs a small red square that previews the angles that the player can attack in.
# It can be moved in a perfect circle around the player to show possible movements.
# Change the 60 in the parenthesis and see what happens to the movement of the red square.
outputs.solids << [state.player.x + state.player.attack_angle.vector_x(60),
state.player.y + state.player.attack_angle.vector_y(60),
3, 3, 255, 0, 0]
end
# Renders flash as a solid. The screen turns white for 10 frames when a zombie is killed.
def render_flash
return if state.flash_at.elapsed_time > 10 # return if more than 10 frames have passed since flash.
# Transparency gradually changes (or eases) during the 10 frames of flash.
outputs.primitives << [grid.rect, 255, 255, 255, 255 * state.flash_at.ease(10, :flip)].solid
end
# Calls all methods necessary for performing calculations.
def calc
calc_spawn_zombie
calc_move_zombies
calc_player
calc_kill_zombie
end
# Decreases the zombie spawn countdown by 1 if it has a value greater than 0.
def calc_spawn_zombie
if state.zombie_spawn_countdown > 0
state.zombie_spawn_countdown -= 1
return
end
# New zombies are created, positioned on the screen, and added to the zombies collection.
state.zombies << state.new_entity(:zombie) do |z| # each zombie is declared a new entity
if rand > 0.5
z.x = grid.rect.w.randomize(:ratio) # random x position on screen (within grid scope)
z.y = [-10, 730].sample # y position is set to either -10 or 730 (randomly chosen)
# the possible values exceed the screen's scope so zombies appear to be coming from far away
else
z.x = [-10, 1290].sample # x position is set to either -10 or 1290 (randomly chosen)
z.y = grid.rect.w.randomize(:ratio) # random y position on screen
end
end
# Calls random_spawn_countdown method (determines how fast new zombies appear)
state.zombie_spawn_countdown = random_spawn_countdown state.zombie_min_spawn_rate
state.zombie_min_spawn_rate -= 1
# set to either the current zombie_min_spawn_rate or 0, depending on which value is greater
state.zombie_min_spawn_rate = state.zombie_min_spawn_rate.greater(0)
end
# Moves all zombies towards the center of the screen.
# All zombies that reach the center (640, 360) are rejected from the zombies collection and disappear.
def calc_move_zombies
state.zombies.each do |z| # for each zombie in the collection
z.y = z.y.towards(360, 0.1) # move the zombie towards the center (640, 360) at a rate of 0.1
z.x = z.x.towards(640, 0.1) # change 0.1 to 1.1 and see how much faster the zombies move to the center
end
state.zombies = state.zombies.reject { |z| z.y == 360 && z.x == 640 } # remove zombies that are in center
end
# Calculates the position and movement of the player on the screen.
def calc_player
state.player.x += state.player.dx # changes x based on dx (change in x)
state.player.y += state.player.dy # changes y based on dy (change in y)
state.player.dx *= 0.9 # scales dx down
state.player.dy *= 0.9 # scales dy down
# Compares player's x to 1280 to find lesser value, then compares result to 0 to find greater value.
# This ensures that the player remains within the screen's scope.
state.player.x = state.player.x.lesser(1280).greater(0)
state.player.y = state.player.y.lesser(720).greater(0) # same with player's y
end
# Finds all zombies that intersect with the player's sprite. These zombies are removed from the zombies collection
# and added to the killed_zombies collection since any zombie that intersects with the player is killed.
def calc_kill_zombie
# Find all zombies that intersect with the player. They are considered killed.
killed_this_frame = state.zombies.find_all { |z| z.sprite && (z.sprite.intersect_rect? state.player_sprite) }
state.zombies = state.zombies - killed_this_frame # remove newly killed zombies from zombies collection
state.killed_zombies += killed_this_frame # add newly killed zombies to killed zombies
if killed_this_frame.length > 0 # if atleast one zombie was killed in the frame
state.flash_at = state.tick_count # flash_at set to the frame when the zombie was killed
# Don't forget, the rendered flash lasts for 10 frames after the zombie is killed (look at render_flash method)
end
# Sets the tick_count (passage of time) as the value of the death_at variable for each killed zombie.
# Death_at stores the frame a zombie was killed.
killed_this_frame.each do |z|
z.death_at = state.tick_count
end
# Zombies are rejected from the killed_zombies collection depending on when they were killed.
# They are rejected if more than 30 frames have passed since their death.
state.killed_zombies = state.killed_zombies.reject { |z| state.tick_count - z.death_at > 30 }
end
# Uses input from the user to move the player around the screen.
def input
# If the "a" key or left key is pressed, the x position of the player decreases.
# Otherwise, if the "d" key or right key is pressed, the x position of the player increases.
if inputs.keyboard.key_held.a || inputs.keyboard.key_held.left
state.player.x -= 5
elsif inputs.keyboard.key_held.d || inputs.keyboard.key_held.right
state.player.x += 5
end
# If the "w" or up key is pressed, the y position of the player increases.
# Otherwise, if the "s" or down key is pressed, the y position of the player decreases.
if inputs.keyboard.key_held.w || inputs.keyboard.key_held.up
state.player.y += 5
elsif inputs.keyboard.key_held.s || inputs.keyboard.key_held.down
state.player.y -= 5
end
# Sets the attack angle so the player can move and attack in the precise direction it wants to go.
# If the mouse is moved, the attack angle is changed (based on the player's position and mouse position).
# Attack angle also contributes to the position of red square.
if inputs.mouse.moved
state.player.attack_angle = inputs.mouse.position.angle_from [state.player.x, state.player.y]
end
if inputs.mouse.click && state.player.dx < 0.5 && state.player.dy < 0.5
state.player.attack_angle_on_click = inputs.mouse.position.angle_from [state.player.x, state.player.y]
state.player.attack_angle = state.player.attack_angle_on_click # player's attack angle is set
state.player.dx = state.player.attack_angle.vector_x(25) # change in player's position
state.player.dy = state.player.attack_angle.vector_y(25)
end
end
# Sets the zombie spawn's countdown to a random number.
# How fast zombies appear (change the 60 to 6 and too many zombies will appear at once!)
def random_spawn_countdown minimum
10.randomize(:ratio, :sign).to_i + 60
end
# Helps to iterate through the images in the sprites folder by setting the animation index.
# 3 frames is how long to show an image, and 6 is how many images to flip through.
def animation_index at
at.idiv(3).mod(6)
end
# Animates the zombies by using the animation index to go through the images in the sprites folder.
def animation_sprite zombie, at = nil
at ||= zombie.created_at_elapsed # how long it is has been since a zombie was created
index = animation_index at
"sprites/zombie-#{index}.png" # string interpolation to iterate through images
end
end
$protect_the_puppies_from_the_zombies = ProtectThePuppiesFromTheZombies.new
def tick args
$protect_the_puppies_from_the_zombies.grid = args.grid
$protect_the_puppies_from_the_zombies.inputs = args.inputs
$protect_the_puppies_from_the_zombies.state = args.state
$protect_the_puppies_from_the_zombies.outputs = args.outputs
$protect_the_puppies_from_the_zombies.tick
tick_instructions args, "How to get the mouse position and translate it to an x, y position using .vector_x and .vector_y. CLICK to play."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Mouse Move Paint App - main.rb link
# ./samples/05_mouse/03_mouse_move_paint_app/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Floor: Method that returns an integer number smaller than or equal to the original with no decimal.
For example, if we have a variable, a = 13.7, and we called floor on it, it would look like this...
puts a.floor()
which would print out 13.
(There is also a ceil method, which returns an integer number greater than or equal to the original
with no decimal. If we had called ceil on the variable a, the result would have been 14.)
Reminders:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
For example, if we have a "numbers" hash that stores numbers in English as the
key and numbers in Spanish as the value, we'd have a hash that looks like this...
numbers = { "one" => "uno", "two" => "dos", "three" => "tres" }
and on it goes.
Now if we wanted to find the corresponding value of the "one" key, we could say
puts numbers["one"]
which would print "uno" to the console.
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
In this sample app, new_entity is used to create a new button that clears the grid.
(Remember, you can use state to define ANY property and it will be retained across frames.)
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
- args.inputs.mouse.click.point.created_at: The frame the mouse click occurred in.
- args.outputs.labels: An array. The values in the array generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- ARRAY#inside_rect?: Returns true or false depending on if the point is inside the rect.
=end
# This sample app shows an empty grid that the user can paint on.
# To paint, the user must keep their mouse presssed and drag it around the grid.
# The "clear" button allows users to clear the grid so they can start over.
class PaintApp
attr_accessor :inputs, :state, :outputs, :grid, :args
# Runs methods necessary for the game to function properly.
def tick
print_title
add_grid
check_click
draw_buttons
end
# Prints the title onto the screen by using a label.
# Also separates the title from the grid with a line as a horizontal separator.
def print_title
args.outputs.labels << [ 640, 700, 'Paint!', 0, 1 ]
outputs.lines << horizontal_separator(660, 0, 1280)
end
# Sets the starting position, ending position, and color for the horizontal separator.
# The starting and ending positions have the same y values.
def horizontal_separator y, x, x2
[x, y, x2, y, 150, 150, 150]
end
# Sets the starting position, ending position, and color for the vertical separator.
# The starting and ending positions have the same x values.
def vertical_separator x, y, y2
[x, y, x, y2, 150, 150, 150]
end
# Outputs a border and a grid containing empty squares onto the screen.
def add_grid
# Sets the x, y, height, and width of the grid.
# There are 31 horizontal lines and 31 vertical lines in the grid.
# Feel free to count them yourself before continuing!
x, y, h, w = 640 - 500/2, 640 - 500, 500, 500 # calculations done so the grid appears in screen's center
lines_h = 31
lines_v = 31
# Sets values for the grid's border, grid lines, and filled squares.
# The filled_squares variable is initially set to an empty array.
state.grid_border ||= [ x, y, h, w ] # definition of grid's outer border
state.grid_lines ||= draw_grid(x, y, h, w, lines_h, lines_v) # calls draw_grid method
state.filled_squares ||= [] # there are no filled squares until the user fills them in
# Outputs the grid lines, border, and filled squares onto the screen.
outputs.lines.concat state.grid_lines
outputs.borders << state.grid_border
outputs.solids << state.filled_squares
end
# Draws the grid by adding in vertical and horizontal separators.
def draw_grid x, y, h, w, lines_h, lines_v
# The grid starts off empty.
grid = []
# Calculates the placement and adds horizontal lines or separators into the grid.
curr_y = y # start at the bottom of the box
dist_y = h / (lines_h + 1) # finds distance to place horizontal lines evenly throughout 500 height of grid
lines_h.times do
curr_y += dist_y # increment curr_y by the distance between the horizontal lines
grid << horizontal_separator(curr_y, x, x + w - 1) # add a separator into the grid
end
# Calculates the placement and adds vertical lines or separators into the grid.
curr_x = x # now start at the left of the box
dist_x = w / (lines_v + 1) # finds distance to place vertical lines evenly throughout 500 width of grid
lines_v.times do
curr_x += dist_x # increment curr_x by the distance between the vertical lines
grid << vertical_separator(curr_x, y + 1, y + h) # add separator
end
# paint_grid uses a hash to assign values to keys.
state.paint_grid ||= {"x" => x, "y" => y, "h" => h, "w" => w, "lines_h" => lines_h,
"lines_v" => lines_v, "dist_x" => dist_x,
"dist_y" => dist_y }
return grid
end
# Checks if the user is keeping the mouse pressed down and sets the mouse_hold variable accordingly using boolean values.
# If the mouse is up, the user cannot drag the mouse.
def check_click
if inputs.mouse.down #is mouse up or down?
state.mouse_held = true # mouse is being held down
elsif inputs.mouse.up # if mouse is up
state.mouse_held = false # mouse is not being held down or dragged
state.mouse_dragging = false
end
if state.mouse_held && # mouse needs to be down
!inputs.mouse.click && # must not be first click
((inputs.mouse.previous_click.point.x - inputs.mouse.position.x).abs > 15) # Need to move 15 pixels before "drag"
state.mouse_dragging = true
end
# If the user clicks their mouse inside the grid, the search_lines method is called with a click input type.
if ((inputs.mouse.click) && (inputs.mouse.click.point.inside_rect? state.grid_border))
search_lines(inputs.mouse.click.point, :click)
# If the user drags their mouse inside the grid, the search_lines method is called with a drag input type.
elsif ((state.mouse_dragging) && (inputs.mouse.position.inside_rect? state.grid_border))
search_lines(inputs.mouse.position, :drag)
end
end
# Sets the definition of a grid box and handles user input to fill in or clear grid boxes.
def search_lines (point, input_type)
point.x -= state.paint_grid["x"] # subtracts the value assigned to the "x" key in the paint_grid hash
point.y -= state.paint_grid["y"] # subtracts the value assigned to the "y" key in the paint_grid hash
# Remove code following the .floor and see what happens when you try to fill in grid squares
point.x = (point.x / state.paint_grid["dist_x"]).floor * state.paint_grid["dist_x"]
point.y = (point.y / state.paint_grid["dist_y"]).floor * state.paint_grid["dist_y"]
point.x += state.paint_grid["x"]
point.y += state.paint_grid["y"]
# Sets definition of a grid box, meaning its x, y, width, and height.
# Floor is called on the point.x and point.y variables.
# Ceil method is called on values of the distance hash keys, setting the width and height of a box.
grid_box = [ point.x.floor, point.y.floor, state.paint_grid["dist_x"].ceil, state.paint_grid["dist_y"].ceil ]
if input_type == :click # if user clicks their mouse
if state.filled_squares.include? grid_box # if grid box is already filled in
state.filled_squares.delete grid_box # box is cleared and removed from filled_squares
else
state.filled_squares << grid_box # otherwise, box is filled in and added to filled_squares
end
elsif input_type == :drag # if user drags mouse
unless state.filled_squares.include? grid_box # unless the grid box dragged over is already filled in
state.filled_squares << grid_box # the box is filled in and added to filled_squares
end
end
end
# Creates and outputs a "Clear" button on the screen using a label and a border.
# If the button is clicked, the filled squares are cleared, making the filled_squares collection empty.
def draw_buttons
x, y, w, h = 390, 50, 240, 50
state.clear_button ||= state.new_entity(:button_with_fade)
# The x and y positions are set to display the label in the center of the button.
# Try changing the first two parameters to simply x, y and see what happens to the text placement!
state.clear_button.label ||= [x + w.half, y + h.half + 10, "Clear", 0, 1] # placed in center of border
state.clear_button.border ||= [x, y, w, h]
# If the mouse is clicked inside the borders of the clear button,
# the filled_squares collection is emptied and the squares are cleared.
if inputs.mouse.click && inputs.mouse.click.point.inside_rect?(state.clear_button.border)
state.clear_button.clicked_at = inputs.mouse.click.created_at # time (frame) the click occurred
state.filled_squares.clear
inputs.mouse.previous_click = nil
end
outputs.labels << state.clear_button.label
outputs.borders << state.clear_button.border
# When the clear button is clicked, the color of the button changes
# and the transparency changes, as well. If you change the time from
# 0.25.seconds to 1.25.seconds or more, the change will last longer.
if state.clear_button.clicked_at
outputs.solids << [x, y, w, h, 0, 180, 80, 255 * state.clear_button.clicked_at.ease(0.25.seconds, :flip)]
end
end
end
$paint_app = PaintApp.new
def tick args
$paint_app.inputs = args.inputs
$paint_app.state = args.state
$paint_app.grid = args.grid
$paint_app.args = args
$paint_app.outputs = args.outputs
$paint_app.tick
tick_instructions args, "How to create a simple paint app. CLICK and HOLD to draw."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Coordinate Systems - main.rb link
# ./samples/05_mouse/04_coordinate_systems/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- args.inputs.mouse.click.position: Coordinates of the mouse's position on the screen.
Unlike args.inputs.mouse.click.point, the mouse does not need to be pressed down for
position to know the mouse's coordinates.
For more information about the mouse, go to mygame/documentation/07-mouse.md.
Reminders:
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
In this sample app, string interpolation is used to show the current position of the mouse
in a label.
- args.outputs.labels: An array that generates a label.
The parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.outputs.solids: An array that generates a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE, ALPHA]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.lines: An array that generates a line.
The parameters are [X, Y, X2, Y2, RED, GREEN, BLUE, ALPHA]
For more information about lines, go to mygame/documentation/04-lines.md.
=end
# This sample app shows a coordinate system or grid. The user can move their mouse around the screen and the
# coordinates of their position on the screen will be displayed. Users can choose to view one quadrant or
# four quadrants by pressing the button.
def tick args
# The addition and subtraction in the first two parameters of the label and solid
# ensure that the outputs don't overlap each other. Try removing them and see what happens.
pos = args.inputs.mouse.position # stores coordinates of mouse's position
args.outputs.labels << [pos.x + 10, pos.y + 10, "#{pos}"] # outputs label of coordinates
args.outputs.solids << [pos.x - 2, pos.y - 2, 5, 5] # outputs small blackk box placed where mouse is hovering
button = [0, 0, 370, 50] # sets definition of toggle button
args.outputs.borders << button # outputs button as border (not filled in)
args.outputs.labels << [10, 35, "click here toggle coordinate system"] # label of button
args.outputs.lines << [ 0, -720, 0, 720] # vertical line dividing quadrants
args.outputs.lines << [-1280, 0, 1280, 0] # horizontal line dividing quadrants
if args.inputs.mouse.click # if the user clicks the mouse
pos = args.inputs.mouse.click.point # pos's value is point where user clicked (coordinates)
if pos.inside_rect? button # if the click occurred inside the button
if args.grid.name == :bottom_left # if the grid shows bottom left as origin
args.grid.origin_center! # origin will be shown in center
else
args.grid.origin_bottom_left! # otherwise, the view will change to show bottom left as origin
end
end
end
tick_instructions args, "Sample app shows the two supported coordinate systems in Game Toolkit."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Clicking Buttons - main.rb link
# ./samples/05_mouse/05_clicking_buttons/app/main.rb
def tick args
# create buttons
args.state.buttons ||= [
create_button(args, id: :button_1, row: 0, col: 0, text: "button 1"),
create_button(args, id: :button_2, row: 1, col: 0, text: "button 2"),
create_button(args, id: :clear, row: 2, col: 0, text: "clear")
]
# render button's border and label
args.outputs.primitives << args.state.buttons.map do |b|
b.primitives
end
# render center label if the text is set
if args.state.center_label_text
args.outputs.labels << { x: 640,
y: 360,
text: args.state.center_label_text,
alignment_enum: 1,
vertical_alignment_enum: 1 }
end
# if the mouse is clicked, see if the mouse click intersected
# with a button
if args.inputs.mouse.click
button = args.state.buttons.find do |b|
args.inputs.mouse.intersect_rect? b
end
# update the center label text based on button clicked
case button.id
when :button_1
args.state.center_label_text = "button 1 was clicked"
when :button_2
args.state.center_label_text = "button 2 was clicked"
when :clear
args.state.center_label_text = nil
end
end
end
def create_button args, id:, row:, col:, text:;
# args.layout.rect(row:, col:, w:, h:) is method that will
# return a rectangle inside of a grid with 12 rows and 24 columns
rect = args.layout.rect row: row, col: col, w: 3, h: 1
# get senter of rect for label
center = args.geometry.rect_center_point rect
{
id: id,
x: rect.x,
y: rect.y,
w: rect.w,
h: rect.h,
primitives: [
{
x: rect.x,
y: rect.y,
w: rect.w,
h: rect.h,
primitive_marker: :border
},
{
x: center.x,
y: center.y,
text: text,
size_enum: -1,
alignment_enum: 1,
vertical_alignment_enum: 1,
primitive_marker: :label
}
]
}
end
$gtk.reset
Save Load link
Reading Writing Files - main.rb link
# ./samples/06_save_load/00_reading_writing_files/app/main.rb
# APIs covered:
# args.gtk.write_file "file-1.txt", args.state.tick_count.to_s
# args.gtk.append_file "file-1.txt", args.state.tick_count.to_s
# stat = args.gtk.stat_file "file-1.txt"
# contents = args.gtk.read_file "file-1.txt"
# args.gtk.delete_file "file-1.txt"
# args.gtk.delete_file_if_exist "file-1.txt"
# root_files = args.gtk.list_files ""
# app_files = args.gtk.list_files "app"
def tick args
# create buttons
args.state.buttons ||= [
create_button(args, id: :write_file_1, row: 0, col: 0, text: "write file-1.txt"),
create_button(args, id: :append_file_1, row: 1, col: 0, text: "append file-1.txt"),
create_button(args, id: :delete_file_1, row: 2, col: 0, text: "delete file-1.txt"),
create_button(args, id: :read_file_1, row: 0, col: 3, text: "read file-1.txt"),
create_button(args, id: :stat_file_1, row: 1, col: 3, text: "stat file-1.txt"),
create_button(args, id: :list_files, row: 2, col: 3, text: "list files"),
]
# render button's border and label
args.outputs.primitives << args.state.buttons.map do |b|
b.primitives
end
# render center label if the text is set
if args.state.center_label_text
long_string = args.state.center_label_text
max_character_length = 80
long_strings_split = args.string.wrapped_lines long_string, max_character_length
line_height = 23
offset = (long_strings_split.length / 2) * line_height
args.outputs.labels << long_strings_split.map_with_index do |s, i|
{
x: 400,
y: 60.from_top - (i * line_height),
text: s
}
end
end
# if the mouse is clicked, see if the mouse click intersected
# with a button
if args.inputs.mouse.click
button = args.state.buttons.find do |b|
args.inputs.mouse.intersect_rect? b
end
# update the center label text based on button clicked
case button.id
when :write_file_1
args.gtk.write_file("file-1.txt", args.state.tick_count.to_s + "\n")
args.state.center_label_text = ""
args.state.center_label_text += "* Success (#{args.state.tick_count}):\n"
args.state.center_label_text += " Click \"read file-1.txt\" to see the contents.\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " args.gtk.write_file(\"file-1.txt\", args.state.tick_count.to_s + \"\\n\")\n"
when :append_file_1
args.gtk.append_file("file-1.txt", args.state.tick_count.to_s + "\n")
args.state.center_label_text = ""
args.state.center_label_text += "* Success (#{args.state.tick_count}):\n"
args.state.center_label_text += " Click \"read file-1.txt\" to see the contents.\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " args.gtk.append_file(\"file-1.txt\", args.state.tick_count.to_s + \"\\n\")\n"
when :stat_file_1
stat = args.gtk.stat_file "file-1.txt"
args.state.center_label_text = ""
args.state.center_label_text += "* Stat File (#{args.state.tick_count})\n"
args.state.center_label_text += "#{stat || "nil (file does not exist)"}"
args.state.center_label_text += "\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " args.gtk.stat_files(\"file-1.txt\")\n"
when :read_file_1
contents = args.gtk.read_file("file-1.txt")
args.state.center_label_text = ""
if contents
args.state.center_label_text += "* Contents (#{args.state.tick_count}):\n"
args.state.center_label_text += contents
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " contents = args.gtk.read_file(\"file-1.txt\")\n"
else
args.state.center_label_text += "* Contents (#{args.state.tick_count}):\n"
args.state.center_label_text += "Contents of file was nil. Click stat file-1.txt for file information."
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " contents = args.gtk.read_file(\"file-1.txt\")\n"
end
when :delete_file_1
args.state.center_label_text = ""
if args.gtk.stat_file "file-1.txt"
args.gtk.delete_file "file-1.txt"
args.state.center_label_text += "* Delete File\n"
args.state.center_label_text += "file-1.txt was deleted. Click \"list files\" or \"stat file-1.txt\" for more info."
args.state.center_label_text += "\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " args.gtk.delete_file(\"file-1.txt\")\n"
else
args.state.center_label_text = ""
args.state.center_label_text += "* Delete File\n"
args.state.center_label_text += "File does not exist. Click \"write file-1.txt\" or \"append file-1.txt\" to create file."
args.state.center_label_text += "\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " if args.gtk.stat_file(\"file-1.txt\") ...\n"
end
when :list_files
root_files = args.gtk.list_files ""
app_files = args.gtk.list_files "app"
args.state.center_label_text = ""
args.state.center_label_text += "** Root Files (#{args.state.tick_count}):\n"
args.state.center_label_text += root_files.join "\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "** App Files (#{args.state.tick_count}):\n"
args.state.center_label_text += app_files.join "\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " root_files = args.gtk.list_files(\"\")\n"
args.state.center_label_text += " app_files = args.gtk.list_files(\"app\")\n"
end
end
end
def create_button args, id:, row:, col:, text:;
# args.layout.rect(row:, col:, w:, h:) is method that will
# return a rectangle inside of a grid with 12 rows and 24 columns
rect = args.layout.rect row: row, col: col, w: 3, h: 1
# get senter of rect for label
center = args.geometry.rect_center_point rect
{
id: id,
x: rect.x,
y: rect.y,
w: rect.w,
h: rect.h,
primitives: [
{
x: rect.x,
y: rect.y,
w: rect.w,
h: rect.h,
primitive_marker: :border
},
{
x: center.x,
y: center.y,
text: text,
size_enum: -2,
alignment_enum: 1,
vertical_alignment_enum: 1,
primitive_marker: :label
}
]
}
end
$gtk.reset
Save Load Game - main.rb link
# ./samples/06_save_load/01_save_load_game/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Symbol (:): Ruby object with a name and an internal ID. Symbols are useful
because with a given symbol name, you can refer to the same object throughout
a Ruby program.
In this sample app, we're using symbols for our buttons. We have buttons that
light fires, save, load, etc. Each of these buttons has a distinct symbol like
:light_fire, :save_game, :load_game, etc.
- to_sym: Returns the symbol corresponding to the given string; creates the symbol
if it does not already exist.
For example,
'car'.to_sym
would return the symbol :car.
- last: Returns the last element of an array.
Reminders:
- num1.lesser(num2): finds the lower value of the given options.
For example, in the statement
a = 4.lesser(3)
3 has a lower value than 4, which means that the value of a would be set to 3,
but if the statement had been
a = 4.lesser(5)
4 has a lower value than 5, which means that the value of a would be set to 4.
- num1.fdiv(num2): returns the float division (will have a decimal) of the two given numbers.
For example, 5.fdiv(2) = 2.5 and 5.fdiv(5) = 1.0
- String interpolation: uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- args.outputs.labels: An array. Values generate a label.
Parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information, go to mygame/documentation/02-labels.md.
- ARRAY#inside_rect?: An array with at least two values is considered a point. An array
with at least four values is considered a rect. The inside_rect? function returns true
or false depending on if the point is inside the rect.
=end
# This code allows users to perform different tasks, such as saving and loading the game.
# Users also have options to reset the game and light a fire.
class TextedBasedGame
# Contains methods needed for game to run properly.
# Increments tick count by 1 each time it runs (60 times in a single second)
def tick
default
show_intro
state.engine_tick_count += 1
tick_fire
end
# Sets default values.
# The ||= ensures that a variable's value is only set to the value following the = sign
# if the value has not already been set before. Intialization happens only in the first frame.
def default
state.engine_tick_count ||= 0
state.active_module ||= :room
state.fire_progress ||= 0
state.fire_ready_in ||= 10
state.previous_fire ||= :dead
state.fire ||= :dead
end
def show_intro
return unless state.engine_tick_count == 0 # return unless the game just started
set_story_line "awake." # calls set_story_line method, sets to "awake"
end
# Sets story line.
def set_story_line story_line
state.story_line = story_line # story line set to value of parameter
state.active_module = :alert # active module set to alert
end
# Clears story line.
def clear_storyline
state.active_module = :none # active module set to none
state.story_line = nil # story line is cleared, set to nil (or empty)
end
# Determines fire progress (how close the fire is to being ready to light).
def tick_fire
return if state.active_module == :alert # return if active module is alert
state.fire_progress += 1 # increment fire progress
# fire_ready_in is 10. The fire_progress is either the current value or 10, whichever has a lower value.
state.fire_progress = state.fire_progress.lesser(state.fire_ready_in)
end
# Sets the value of fire (whether it is dead or roaring), and the story line
def light_fire
return unless fire_ready? # returns unless the fire is ready to be lit
state.fire = :roaring # fire is lit, set to roaring
state.fire_progress = 0 # the fire progress returns to 0, since the fire has been lit
if state.fire != state.previous_fire
set_story_line "the fire is #{state.fire}." # the story line is set using string interpolation
state.previous_fire = state.fire
end
end
# Checks if the fire is ready to be lit. Returns a boolean value.
def fire_ready?
# If fire_progress (value between 0 and 10) is equal to fire_ready_in (value of 10),
# the fire is ready to be lit.
state.fire_progress == state.fire_ready_in
end
# Divides the value of the fire_progress variable by 10 to determine how close the user is to
# being able to light a fire.
def light_fire_progress
state.fire_progress.fdiv(10) # float division
end
# Defines fire as the state.fire variable.
def fire
state.fire
end
# Sets the title of the room.
def room_title
return "a room that is dark" if state.fire == :dead # room is dark if the fire is dead
return "a room that is lit" # room is lit if the fire is not dead
end
# Sets the active_module to room.
def go_to_room
state.active_module = :room
end
# Defines active_module as the state.active_module variable.
def active_module
state.active_module
end
# Defines story_line as the state.story_line variable.
def story_line
state.story_line
end
# Update every 60 frames (or every second)
def should_tick?
state.tick_count.mod_zero?(60)
end
# Sets the value of the game state provider.
def initialize game_state_provider
@game_state_provider = game_state_provider
end
# Defines the game state.
# Any variable prefixed with an @ symbol is an instance variable.
def state
@game_state_provider.state
end
# Saves the state of the game in a text file called game_state.txt.
def save
$gtk.serialize_state('game_state.txt', state)
end
# Loads the game state from the game_state.txt text file.
# If the load is unsuccessful, the user is informed since the story line indicates the failure.
def load
parsed_state = $gtk.deserialize_state('game_state.txt')
if !parsed_state
set_story_line "no game to load. press save first."
else
$gtk.args.state = parsed_state
end
end
# Resets the game.
def reset
$gtk.reset
end
end
class TextedBasedGamePresenter
attr_accessor :state, :outputs, :inputs
# Creates empty collection called highlights.
# Calls methods necessary to run the game.
def tick
state.layout.highlights ||= []
game.tick if game.should_tick?
render
process_input
end
# Outputs a label of the tick count (passage of time) and calls all render methods.
def render
outputs.labels << [10, 30, state.tick_count]
render_alert
render_room
render_highlights
end
# Outputs a label onto the screen that shows the story line, and also outputs a "close" button.
def render_alert
return unless game.active_module == :alert
outputs.labels << [640, 480, game.story_line, 5, 1] # outputs story line label
outputs.primitives << button(:alert_dismiss, 490, 380, "close") # positions "close" button under story line
end
def render_room
return unless game.active_module == :room
outputs.labels << [640, 700, game.room_title, 4, 1] # outputs room title label at top of screen
# The parameters for these outputs are (symbol, x, y, text, value/percentage) and each has a y value
# that positions it 60 pixels lower than the previous output.
# outputs the light_fire_progress bar, uses light_fire_progress for its percentage (which changes bar's appearance)
outputs.primitives << progress_bar(:light_fire, 490, 600, "light fire", game.light_fire_progress)
outputs.primitives << button( :save_game, 490, 540, "save") # outputs save button
outputs.primitives << button( :load_game, 490, 480, "load") # outputs load button
outputs.primitives << button( :reset_game, 490, 420, "reset") # outputs reset button
outputs.labels << [640, 30, "the fire is #{game.fire}", 0, 1] # outputs fire label at bottom of screen
end
# Outputs a collection of highlights using an array to set their values, and also rejects certain values from the collection.
def render_highlights
state.layout.highlights.each do |h| # for each highlight in the collection
h.lifetime -= 1 # decrease the value of its lifetime
end
outputs.solids << state.layout.highlights.map do |h| # outputs highlights collection
[h.x, h.y, h.w, h.h, h.color, 255 * h.lifetime / h.max_lifetime] # sets definition for each highlight
# transparency changes; divide lifetime by max_lifetime, multiply result by 255
end
# reject highlights from collection that have no remaining lifetime
state.layout.highlights = state.layout.highlights.reject { |h| h.lifetime <= 0 }
end
# Checks whether or not a button was clicked.
# Returns a boolean value.
def process_input
button = button_clicked? # calls button_clicked? method
end
# Returns a boolean value.
# Finds the button that was clicked from the button list and determines what method to call.
# Adds a highlight to the highlights collection.
def button_clicked?
return nil unless click_pos # return nil unless click_pos holds coordinates of mouse click
button = @button_list.find do |k, v| # goes through button_list to find button clicked
click_pos.inside_rect? v[:primitives].last.rect # was the mouse clicked inside the rect of button?
end
return unless button # return unless a button was clicked
method_to_call = "#{button[0]}_clicked".to_sym # sets method_to_call to symbol (like :save_game or :load_game)
if self.respond_to? method_to_call # returns true if self responds to the given method (method actually exists)
border = button[1][:primitives].last # sets border definition using value of last key in button list hash
# declares each highlight as a new entity, sets properties
state.layout.highlights << state.new_entity(:highlight) do |h|
h.x = border.x
h.y = border.y
h.w = border.w
h.h = border.h
h.max_lifetime = 10
h.lifetime = h.max_lifetime
h.color = [120, 120, 180] # sets color to shade of purple
end
self.send method_to_call # invoke method identified by symbol
else # otherwise, if self doesn't respond to given method
border = button[1][:primitives].last # sets border definition using value of last key in hash
# declares each highlight as a new entity, sets properties
state.layout.highlights << state.new_entity(:highlight) do |h|
h.x = border.x
h.y = border.y
h.w = border.w
h.h = border.h
h.max_lifetime = 4 # different max_lifetime than the one set if respond_to? had been true
h.lifetime = h.max_lifetime
h.color = [120, 80, 80] # sets color to dark color
end
# instructions for users on how to add the missing method_to_call to the code
puts "It looks like #{method_to_call} doesn't exists on TextedBasedGamePresenter. Please add this method:"
puts "Just copy the code below and put it in the #{TextedBasedGamePresenter} class definition."
puts ""
puts "```"
puts "class TextedBasedGamePresenter <--- find this class and put the method below in it"
puts ""
puts " def #{method_to_call}"
puts " puts 'Yay that worked!'"
puts " end"
puts ""
puts "end <-- make sure to put the #{method_to_call} method in between the `class` word and the final `end` statement."
puts "```"
puts ""
end
end
# Returns the position of the mouse when it is clicked.
def click_pos
return nil unless inputs.mouse.click # returns nil unless the mouse was clicked
return inputs.mouse.click.point # returns location of mouse click (coordinates)
end
# Creates buttons for the button_list and sets their values using a hash (uses symbols as keys)
def button id, x, y, text
@button_list[id] ||= { # assigns values to hash keys
id: id,
text: text,
primitives: [
[x + 10, y + 30, text, 2, 0].label, # positions label inside border
[x, y, 300, 50].border, # sets definition of border
]
}
@button_list[id][:primitives] # returns label and border for buttons
end
# Creates a progress bar (used for lighting the fire) and sets its values.
def progress_bar id, x, y, text, percentage
@button_list[id] = { # assigns values to hash keys
id: id,
text: text,
primitives: [
[x, y, 300, 50, 100, 100, 100].solid, # sets definition for solid (which fills the bar with gray)
[x + 10, y + 30, text, 2, 0].label, # sets definition for label, positions inside border
[x, y, 300, 50].border, # sets definition of border
]
}
# Fills progress bar based on percentage. If the fire was ready to be lit (100%) and we multiplied by
# 100, only 1/3 of the bar would only be filled in. 200 would cause only 2/3 to be filled in.
@button_list[id][:primitives][0][2] = 300 * percentage
@button_list[id][:primitives]
end
# Defines the game.
def game
@game
end
# Initalizes the game and creates an empty list of buttons.
def initialize
@game = TextedBasedGame.new self
@button_list ||= {}
end
# Clears the storyline and takes the user to the room.
def alert_dismiss_clicked
game.clear_storyline
game.go_to_room
end
# Lights the fire when the user clicks the "light fire" option.
def light_fire_clicked
game.light_fire
end
# Saves the game when the user clicks the "save" option.
def save_game_clicked
game.save
end
# Resets the game when the user clicks the "reset" option.
def reset_game_clicked
game.reset
end
# Loads the game when the user clicks the "load" option.
def load_game_clicked
game.load
end
end
$text_based_rpg = TextedBasedGamePresenter.new
def tick args
$text_based_rpg.state = args.state
$text_based_rpg.outputs = args.outputs
$text_based_rpg.inputs = args.inputs
$text_based_rpg.tick
end
Advanced Audio link
Audio Mixer - main.rb link
# ./samples/07_advanced_audio/01_audio_mixer/app/main.rb
# these are the properties that you can sent on args.audio
def spawn_new_sound args, name, path
# Spawn randomly in an area that won't be covered by UI.
screenx = (rand * 600.0) + 200.0
screeny = (rand * 400.0) + 100.0
id = new_sound_id! args
# you can hang anything on the audio hashes you want, so we store the
# actual screen position in here for convenience.
args.audio[id] = {
name: name,
input: path,
screenx: screenx,
screeny: screeny,
x: ((screenx / 1279.0) * 2.0) - 1.0, # scale to -1.0 - 1.0 range
y: ((screeny / 719.0) * 2.0) - 1.0, # scale to -1.0 - 1.0 range
z: 0.0,
gain: 1.0,
pitch: 1.0,
looping: true,
paused: false
}
args.state.selected = id
end
# these are values you can change on the ~args.audio~ data structure
def input_panel args
return unless args.state.panel
return if args.state.dragging
audio_entry = args.audio[args.state.selected]
results = args.state.panel
if args.state.mouse_state == :held && args.inputs.mouse.position.inside_rect?(results.pitch_slider_rect.rect)
audio_entry.pitch = 2.0 * ((args.inputs.mouse.x - results.pitch_slider_rect.rect.x).to_f / (results.pitch_slider_rect.rect.w - 1.0))
elsif args.state.mouse_state == :held && args.inputs.mouse.position.inside_rect?(results.playtime_slider_rect.rect)
audio_entry.playtime = audio_entry.length_ * ((args.inputs.mouse.x - results.playtime_slider_rect.rect.x).to_f / (results.playtime_slider_rect.rect.w - 1.0))
elsif args.state.mouse_state == :held && args.inputs.mouse.position.inside_rect?(results.gain_slider_rect.rect)
audio_entry.gain = (args.inputs.mouse.x - results.gain_slider_rect.rect.x).to_f / (results.gain_slider_rect.rect.w - 1.0)
elsif args.inputs.mouse.click && args.inputs.mouse.position.inside_rect?(results.looping_checkbox_rect.rect)
audio_entry.looping = !audio_entry.looping
elsif args.inputs.mouse.click && args.inputs.mouse.position.inside_rect?(results.paused_checkbox_rect.rect)
audio_entry.paused = !audio_entry.paused
elsif args.inputs.mouse.click && args.inputs.mouse.position.inside_rect?(results.delete_button_rect.rect)
args.audio.delete args.state.selected
end
end
def render_sources args
args.outputs.primitives << args.audio.keys.map do |k|
s = args.audio[k]
isselected = (k == args.state.selected)
color = isselected ? [ 0, 255, 0, 255 ] : [ 0, 0, 255, 255 ]
[
[s.screenx, s.screeny, args.state.boxsize, args.state.boxsize, *color].solid,
{
x: s.screenx + args.state.boxsize.half,
y: s.screeny,
text: s.name,
r: 255,
g: 255,
b: 255,
alignment_enum: 1
}.label!
]
end
end
def playtime_str t
return "" unless t
minutes = (t / 60.0).floor
seconds = t - (minutes * 60.0).to_f
return minutes.to_s + ':' + seconds.floor.to_s + ((seconds - seconds.floor).to_s + "000")[1..3]
end
def label_with_drop_shadow x, y, text
[
{ x: x + 1, y: y + 1, text: text, vertical_alignment_enum: 1, alignment_enum: 1, r: 0, g: 0, b: 0 }.label!,
{ x: x + 2, y: y + 0, text: text, vertical_alignment_enum: 1, alignment_enum: 1, r: 0, g: 0, b: 0 }.label!,
{ x: x + 0, y: y + 1, text: text, vertical_alignment_enum: 1, alignment_enum: 1, r: 200, g: 200, b: 200 }.label!
]
end
def check_box opts = {}
checkbox_template = opts.args.layout.rect(w: 0.5, h: 0.5, col: 2)
final_rect = checkbox_template.center_inside_rect_y(opts.args.layout.rect(row: opts.row, col: opts.col))
color = { r: 0, g: 0, b: 0 }
color = { r: 255, g: 255, b: 255 } if opts.checked
{
rect: final_rect,
primitives: [
(final_rect.to_solid color)
]
}
end
def progress_bar opts = {}
outer_rect = opts.args.layout.rect(row: opts.row, col: opts.col, w: 5, h: 1)
color = opts.percentage * 255
baseline_progress_bar = opts.args
.layout
.rect(w: 5, h: 0.5)
final_rect = baseline_progress_bar.center_inside_rect(outer_rect)
center = final_rect.rect_center_point
{
rect: final_rect,
primitives: [
final_rect.merge(r: color, g: color, b: color, a: 128).solid!,
label_with_drop_shadow(center.x, center.y, opts.text)
]
}
end
def panel_primitives args, audio_entry
results = { primitives: [] }
return results unless audio_entry
# this uses DRGTK's layout apis to layout the controls
# imagine the screen is split into equal cells (24 cells across, 12 cells up and down)
# args.layout.rect returns a hash which we merge values with to create primitives
# using args.layout.rect removes the need for pixel pushing
# args.outputs.debug << args.layout.debug_primitives(r: 255, g: 255, b: 255)
white_color = { r: 255, g: 255, b: 255 }
label_style = white_color.merge(vertical_alignment_enum: 1)
# panel background
results.primitives << args.layout.rect(row: 0, col: 0, w: 7, h: 6, include_col_gutter: true, include_row_gutter: true)
.border!(r: 255, g: 255, b: 255)
# title
results.primitives << args.layout.point(row: 0, col: 3.5, row_anchor: 0.5)
.merge(label_style)
.merge(text: "Source #{args.state.selected} (#{args.audio[args.state.selected].name})",
size_enum: 3,
alignment_enum: 1)
# seperator line
results.primitives << args.layout.rect(row: 1, col: 0, w: 7, h: 0)
.line!(white_color)
# screen location
results.primitives << args.layout.point(row: 1.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "screen:")
results.primitives << args.layout.point(row: 1.0, col: 2, row_anchor: 0.5)
.merge(label_style)
.merge(text: "(#{audio_entry.screenx.to_i}, #{audio_entry.screeny.to_i})")
# position
results.primitives << args.layout.point(row: 1.5, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "position:")
results.primitives << args.layout.point(row: 1.5, col: 2, row_anchor: 0.5)
.merge(label_style)
.merge(text: "(#{audio_entry[:x].round(5).to_s[0..6]}, #{audio_entry[:y].round(5).to_s[0..6]})")
results.primitives << args.layout.point(row: 2.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "pitch:")
results.pitch_slider_rect = progress_bar(row: 2.0, col: 2,
percentage: audio_entry.pitch / 2.0,
text: "#{audio_entry.pitch.to_sf}",
args: args)
results.primitives << results.pitch_slider_rect.primitives
results.primitives << args.layout.point(row: 2.5, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "playtime:")
results.playtime_slider_rect = progress_bar(args: args,
row: 2.5,
col: 2,
percentage: (audio_entry.playtime || 1) / (audio_entry.length_ || 1),
text: "#{playtime_str(audio_entry.playtime)} / #{playtime_str(audio_entry.length_)}")
results.primitives << results.playtime_slider_rect.primitives
results.primitives << args.layout.point(row: 3.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "gain:")
results.gain_slider_rect = progress_bar(args: args,
row: 3.0,
col: 2,
percentage: audio_entry.gain,
text: "#{audio_entry.gain.to_sf}")
results.primitives << results.gain_slider_rect.primitives
results.primitives << args.layout.point(row: 3.5, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "looping:")
checkbox_template = args.layout.rect(w: 0.5, h: 0.5, col: 2)
results.looping_checkbox_rect = check_box(args: args, row: 3.5, col: 2, checked: audio_entry.looping)
results.primitives << results.looping_checkbox_rect.primitives
results.primitives << args.layout.point(row: 4.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "paused:")
checkbox_template = args.layout.rect(w: 0.5, h: 0.5, col: 2)
results.paused_checkbox_rect = check_box(args: args, row: 4.0, col: 2, checked: !audio_entry.paused)
results.primitives << results.paused_checkbox_rect.primitives
results.delete_button_rect = { rect: args.layout.rect(row: 5, col: 0, w: 7, h: 1) }
results.primitives << results.delete_button_rect.rect.to_solid(r: 180)
results.primitives << args.layout.point(row: 5, col: 3.5, row_anchor: 0.5)
.merge(label_style)
.merge(text: "DELETE", alignment_enum: 1)
return results
end
def render_panel args
args.state.panel = nil
audio_entry = args.audio[args.state.selected]
return unless audio_entry
mouse_down = (args.state.mouse_held >= 0)
args.state.panel = panel_primitives args, audio_entry
args.outputs.primitives << args.state.panel.primitives
end
def new_sound_id! args
args.state.sound_id ||= 0
args.state.sound_id += 1
args.state.sound_id
end
def render_launcher args
args.outputs.primitives << args.state.spawn_sound_buttons.map(&:primitives)
end
def render_ui args
render_launcher args
render_panel args
end
def tick args
defaults args
render args
input args
end
def input args
if !args.audio[args.state.selected]
args.state.selected = nil
args.state.dragging = nil
end
# spawn button and node interaction
if args.inputs.mouse.click
spawn_sound_button = args.state.spawn_sound_buttons.find { |b| args.inputs.mouse.inside_rect? b.rect }
audio_click_key, audio_click_value = args.audio.find do |k, v|
args.inputs.mouse.inside_rect? [v.screenx, v.screeny, args.state.boxsize, args.state.boxsize]
end
if spawn_sound_button
args.state.selected = nil
spawn_new_sound args, spawn_sound_button.name, spawn_sound_button.path
elsif audio_click_key
args.state.selected = audio_click_key
end
end
if args.state.mouse_state == :held && args.state.selected
v = args.audio[args.state.selected]
if args.inputs.mouse.inside_rect? [v.screenx, v.screeny, args.state.boxsize, args.state.boxsize]
args.state.dragging = args.state.selected
end
if args.state.dragging
s = args.audio[args.state.selected]
# you can hang anything on the audio hashes you want, so we store the
# actual screen position so it doesn't scale weirdly vs your mouse.
s.screenx = args.inputs.mouse.x - (args.state.boxsize / 2)
s.screeny = args.inputs.mouse.y - (args.state.boxsize / 2)
s.screeny = 50 if s.screeny < 50
s.screeny = (719 - args.state.boxsize) if s.screeny > (719 - args.state.boxsize)
s.screenx = 0 if s.screenx < 0
s.screenx = (1279 - args.state.boxsize) if s.screenx > (1279 - args.state.boxsize)
s.x = ((s.screenx / 1279.0) * 2.0) - 1.0 # scale to -1.0 - 1.0 range
s.y = ((s.screeny / 719.0) * 2.0) - 1.0 # scale to -1.0 - 1.0 range
end
elsif args.state.mouse_state == :released
args.state.dragging = nil
end
input_panel args
end
def defaults args
args.state.mouse_state ||= :released
args.state.dragging_source ||= false
args.state.selected ||= 0
args.state.next_sound_index ||= 0
args.state.boxsize ||= 30
args.state.sound_files ||= [
{ name: :tada, path: "sounds/tada.wav" },
{ name: :splash, path: "sounds/splash.wav" },
{ name: :drum, path: "sounds/drum.mp3" },
{ name: :spring, path: "sounds/spring.wav" },
{ name: :music, path: "sounds/music.ogg" }
]
# generate buttons based off the sound collection above
args.state.spawn_sound_buttons ||= begin
# create a group of buttons
# column centered (using col_offset to calculate the column offset)
# where each item is 2 columns apart
rects = args.layout.rect_group row: 11,
col_offset: {
count: args.state.sound_files.length,
w: 2
},
dcol: 2,
w: 2,
h: 1,
group: args.state.sound_files
# now that you have the rects
# construct the metadata for the buttons
rects.map do |rect|
{
rect: rect,
name: rect.name,
path: rect.path,
primitives: [
rect.to_border(r: 255, g: 255, b: 255),
rect.to_label(x: rect.center_x,
y: rect.center_y,
text: "#{rect.name}",
alignment_enum: 1,
vertical_alignment_enum: 1,
r: 255, g: 255, b: 255)
]
}
end
end
if args.inputs.mouse.up
args.state.mouse_state = :released
args.state.dragging_source = false
elsif args.inputs.mouse.down
args.state.mouse_state = :held
end
args.outputs.background_color = [ 0, 0, 0, 255 ]
end
def render args
render_ui args
render_sources args
end
Audio Mixer - server_ip_address.txt link
# ./samples/07_advanced_audio/01_audio_mixer/app/server_ip_address.txt
192.168.1.65
Sound Synthesis - main.rb link
# ./samples/07_advanced_audio/02_sound_synthesis/app/main.rb
begin # region: top level tick methods
def tick args
defaults args
render args
input args
process_audio_queue args
end
def defaults args
args.state.sine_waves ||= {}
args.state.square_waves ||= {}
args.state.saw_tooth_waves ||= {}
args.state.triangle_waves ||= {}
args.state.audio_queue ||= []
args.state.buttons ||= [
(frequency_buttons args),
(sine_wave_note_buttons args),
(bell_buttons args),
(square_wave_note_buttons args),
(saw_tooth_wave_note_buttons args),
(triangle_wave_note_buttons args),
].flatten
end
def render args
args.outputs.borders << args.state.buttons.map { |b| b[:border] }
args.outputs.labels << args.state.buttons.map { |b| b[:label] }
end
def input args
args.state.buttons.each do |b|
if args.inputs.mouse.click && (args.inputs.mouse.click.inside_rect? b[:rect])
parameter_string = (b.slice :frequency, :note, :octave).map { |k, v| "#{k}: #{v}" }.join ", "
args.gtk.notify! "#{b[:method_to_call]} #{parameter_string}"
send b[:method_to_call], args, b
end
end
if args.inputs.mouse.click && (args.inputs.mouse.click.inside_rect? (args.layout.rect(row: 0).yield_self { |r| r.merge y: r.y + r.h.half, h: r.h.half }))
args.gtk.openurl 'https://www.youtube.com/watch?v=zEzovM5jT-k&ab_channel=AmirRajan'
end
end
def process_audio_queue args
to_queue = args.state.audio_queue.find_all { |v| v[:queue_at] <= args.tick_count }
args.state.audio_queue -= to_queue
to_queue.each { |a| args.audio[a[:id]] = a }
args.audio.find_all { |k, v| v[:decay_rate] }
.each { |k, v| v[:gain] -= v[:decay_rate] }
sounds_to_stop = args.audio
.find_all { |k, v| v[:stop_at] && args.state.tick_count >= v[:stop_at] }
.map { |k, v| k }
sounds_to_stop.each { |k| args.audio.delete k }
end
end
begin # region: button definitions, ui layout, callback functions
def button args, opts
button_def = opts.merge rect: (args.layout.rect (opts.merge w: 2, h: 1))
button_def[:border] = button_def[:rect].merge r: 0, g: 0, b: 0
label_offset_x = 5
label_offset_y = 30
button_def[:label] = button_def[:rect].merge text: opts[:text],
size_enum: -2.5,
x: button_def[:rect].x + label_offset_x,
y: button_def[:rect].y + label_offset_y
button_def
end
def play_sine_wave args, sender
queue_sine_wave args,
frequency: sender[:frequency],
duration: 1.seconds,
fade_out: true
end
def play_note args, sender
method_to_call = :queue_sine_wave
method_to_call = :queue_square_wave if sender[:type] == :square
method_to_call = :queue_saw_tooth_wave if sender[:type] == :saw_tooth
method_to_call = :queue_triangle_wave if sender[:type] == :triangle
method_to_call = :queue_bell if sender[:type] == :bell
send method_to_call, args,
frequency: (frequency_for note: sender[:note], octave: sender[:octave]),
duration: 1.seconds,
fade_out: true
end
def frequency_buttons args
[
(button args,
row: 4.0, col: 0, text: "300hz",
frequency: 300,
method_to_call: :play_sine_wave),
(button args,
row: 5.0, col: 0, text: "400hz",
frequency: 400,
method_to_call: :play_sine_wave),
(button args,
row: 6.0, col: 0, text: "500hz",
frequency: 500,
method_to_call: :play_sine_wave),
]
end
def sine_wave_note_buttons args
[
(button args,
row: 1.5, col: 2, text: "Sine C4",
note: :c, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 2.5, col: 2, text: "Sine D4",
note: :d, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 3.5, col: 2, text: "Sine E4",
note: :e, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 4.5, col: 2, text: "Sine F4",
note: :f, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 5.5, col: 2, text: "Sine G4",
note: :g, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 6.5, col: 2, text: "Sine A5",
note: :a, octave: 5, type: :sine, method_to_call: :play_note),
(button args,
row: 7.5, col: 2, text: "Sine B5",
note: :b, octave: 5, type: :sine, method_to_call: :play_note),
(button args,
row: 8.5, col: 2, text: "Sine C5",
note: :c, octave: 5, type: :sine, method_to_call: :play_note),
]
end
def square_wave_note_buttons args
[
(button args,
row: 1.5, col: 6, text: "Square C4",
note: :c, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 2.5, col: 6, text: "Square D4",
note: :d, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 3.5, col: 6, text: "Square E4",
note: :e, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 4.5, col: 6, text: "Square F4",
note: :f, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 5.5, col: 6, text: "Square G4",
note: :g, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 6.5, col: 6, text: "Square A5",
note: :a, octave: 5, type: :square, method_to_call: :play_note),
(button args,
row: 7.5, col: 6, text: "Square B5",
note: :b, octave: 5, type: :square, method_to_call: :play_note),
(button args,
row: 8.5, col: 6, text: "Square C5",
note: :c, octave: 5, type: :square, method_to_call: :play_note),
]
end
def saw_tooth_wave_note_buttons args
[
(button args,
row: 1.5, col: 8, text: "Saw C4",
note: :c, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 2.5, col: 8, text: "Saw D4",
note: :d, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 3.5, col: 8, text: "Saw E4",
note: :e, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 4.5, col: 8, text: "Saw F4",
note: :f, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 5.5, col: 8, text: "Saw G4",
note: :g, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 6.5, col: 8, text: "Saw A5",
note: :a, octave: 5, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 7.5, col: 8, text: "Saw B5",
note: :b, octave: 5, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 8.5, col: 8, text: "Saw C5",
note: :c, octave: 5, type: :saw_tooth, method_to_call: :play_note),
]
end
def triangle_wave_note_buttons args
[
(button args,
row: 1.5, col: 10, text: "Triangle C4",
note: :c, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 2.5, col: 10, text: "Triangle D4",
note: :d, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 3.5, col: 10, text: "Triangle E4",
note: :e, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 4.5, col: 10, text: "Triangle F4",
note: :f, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 5.5, col: 10, text: "Triangle G4",
note: :g, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 6.5, col: 10, text: "Triangle A5",
note: :a, octave: 5, type: :triangle, method_to_call: :play_note),
(button args,
row: 7.5, col: 10, text: "Triangle B5",
note: :b, octave: 5, type: :triangle, method_to_call: :play_note),
(button args,
row: 8.5, col: 10, text: "Triangle C5",
note: :c, octave: 5, type: :triangle, method_to_call: :play_note),
]
end
def bell_buttons args
[
(button args,
row: 1.5, col: 4, text: "Bell C4",
note: :c, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 2.5, col: 4, text: "Bell D4",
note: :d, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 3.5, col: 4, text: "Bell E4",
note: :e, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 4.5, col: 4, text: "Bell F4",
note: :f, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 5.5, col: 4, text: "Bell G4",
note: :g, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 6.5, col: 4, text: "Bell A5",
note: :a, octave: 5, type: :bell, method_to_call: :play_note),
(button args,
row: 7.5, col: 4, text: "Bell B5",
note: :b, octave: 5, type: :bell, method_to_call: :play_note),
(button args,
row: 8.5, col: 4, text: "Bell C5",
note: :c, octave: 5, type: :bell, method_to_call: :play_note),
]
end
end
begin # region: wave generation
begin # sine wave
def defaults_sine_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def sine_wave_for opts = {}
opts = defaults_sine_wave_for.merge opts
frequency = opts[:frequency]
sample_rate = opts[:sample_rate]
period_size = (sample_rate.fdiv frequency).ceil
period_size.map_with_index do |i|
Math::sin((2.0 * Math::PI) / (sample_rate.to_f / frequency.to_f) * i)
end.to_a
end
def defaults_queue_sine_wave
{ frequency: 440, duration: 60, gain: 1.0, fade_out: false, queue_in: 0 }
end
def queue_sine_wave args, opts = {}
opts = defaults_queue_sine_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
sine_wave = sine_wave_for frequency: frequency, sample_rate: sample_rate
args.state.sine_waves[frequency] ||= sine_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.sine_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: sine_wave
end
end
begin # region: square wave
def defaults_square_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def square_wave_for opts = {}
opts = defaults_square_wave_for.merge opts
sine_wave = sine_wave_for opts
sine_wave.map do |v|
if v >= 0
1.0
else
-1.0
end
end.to_a
end
def defaults_queue_square_wave
{ frequency: 440, duration: 60, gain: 0.3, fade_out: false, queue_in: 0 }
end
def queue_square_wave args, opts = {}
opts = defaults_queue_square_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
square_wave = square_wave_for frequency: frequency, sample_rate: sample_rate
args.state.square_waves[frequency] ||= square_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.square_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: square_wave
end
end
begin # region: saw tooth wave
def defaults_saw_tooth_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def saw_tooth_wave_for opts = {}
opts = defaults_saw_tooth_wave_for.merge opts
sine_wave = sine_wave_for opts
period_size = sine_wave.length
sine_wave.map_with_index do |v, i|
(((i % period_size).fdiv period_size) * 2) - 1
end
end
def defaults_queue_saw_tooth_wave
{ frequency: 440, duration: 60, gain: 0.3, fade_out: false, queue_in: 0 }
end
def queue_saw_tooth_wave args, opts = {}
opts = defaults_queue_saw_tooth_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
saw_tooth_wave = saw_tooth_wave_for frequency: frequency, sample_rate: sample_rate
args.state.saw_tooth_waves[frequency] ||= saw_tooth_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.saw_tooth_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: saw_tooth_wave
end
end
begin # region: triangle wave
def defaults_triangle_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def triangle_wave_for opts = {}
opts = defaults_saw_tooth_wave_for.merge opts
sine_wave = sine_wave_for opts
period_size = sine_wave.length
sine_wave.map_with_index do |v, i|
ratio = (i.fdiv period_size)
if ratio <= 0.5
(ratio * 4) - 1
else
ratio -= 0.5
1 - (ratio * 4)
end
end
end
def defaults_queue_triangle_wave
{ frequency: 440, duration: 60, gain: 1.0, fade_out: false, queue_in: 0 }
end
def queue_triangle_wave args, opts = {}
opts = defaults_queue_triangle_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
triangle_wave = triangle_wave_for frequency: frequency, sample_rate: sample_rate
args.state.triangle_waves[frequency] ||= triangle_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.triangle_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: triangle_wave
end
end
begin # region: bell
def defaults_queue_bell
{ frequency: 440, duration: 1.seconds, queue_in: 0 }
end
def queue_bell args, opts = {}
(bell_to_sine_waves (defaults_queue_bell.merge opts)).each { |b| queue_sine_wave args, b }
end
def bell_harmonics
[
{ frequency_ratio: 0.5, duration_ratio: 1.00 },
{ frequency_ratio: 1.0, duration_ratio: 0.80 },
{ frequency_ratio: 2.0, duration_ratio: 0.60 },
{ frequency_ratio: 3.0, duration_ratio: 0.40 },
{ frequency_ratio: 4.2, duration_ratio: 0.25 },
{ frequency_ratio: 5.4, duration_ratio: 0.20 },
{ frequency_ratio: 6.8, duration_ratio: 0.15 }
]
end
def defaults_bell_to_sine_waves
{ frequency: 440, duration: 1.seconds, queue_in: 0 }
end
def bell_to_sine_waves opts = {}
opts = defaults_bell_to_sine_waves.merge opts
bell_harmonics.map do |b|
{
frequency: opts[:frequency] * b[:frequency_ratio],
duration: opts[:duration] * b[:duration_ratio],
queue_in: opts[:queue_in],
gain: (1.fdiv bell_harmonics.length),
fade_out: true
}
end
end
end
begin # audio entity construction
def generate_audio_data sine_wave, sample_rate
sample_size = (sample_rate.fdiv (1000.fdiv 60)).ceil
copy_count = (sample_size.fdiv sine_wave.length).ceil
sine_wave * copy_count
end
def defaults_new_audio_state
{ frequency: 440, duration: 60, gain: 1.0, fade_out: false, queue_in: 0 }
end
def new_audio_state args, opts = {}
opts = defaults_new_audio_state.merge opts
decay_rate = 0
decay_rate = 1.fdiv(opts[:duration]) * opts[:gain] if opts[:fade_out]
frequency = opts[:frequency]
sample_rate = 48000
{
id: (new_id! args),
frequency: frequency,
sample_rate: 48000,
stop_at: args.tick_count + opts[:queue_in] + opts[:duration],
gain: opts[:gain].to_f,
queue_at: args.state.tick_count + opts[:queue_in],
decay_rate: decay_rate,
pitch: 1.0,
looping: true,
paused: false
}
end
def queue_audio args, opts = {}
graph_wave args, opts[:wave], opts[:audio_state][:frequency]
args.state.audio_queue << opts[:audio_state]
end
def new_id! args
args.state.audio_id ||= 0
args.state.audio_id += 1
end
def graph_wave args, wave, frequency
if args.state.tick_count != args.state.graphed_at
args.outputs.static_lines.clear
args.outputs.static_sprites.clear
end
wave = wave
r, g, b = frequency.to_i % 85,
frequency.to_i % 170,
frequency.to_i % 255
starting_rect = args.layout.rect(row: 5, col: 13)
x_scale = 10
y_scale = 100
max_points = 25
points = wave
if wave.length > max_points
resolution = wave.length.idiv max_points
points = wave.find_all.with_index { |y, i| (i % resolution == 0) }
end
args.outputs.static_lines << points.map_with_index do |y, x|
next_y = points[x + 1]
if next_y
{
x: starting_rect.x + (x * x_scale),
y: starting_rect.y + starting_rect.h.half + y_scale * y,
x2: starting_rect.x + ((x + 1) * x_scale),
y2: starting_rect.y + starting_rect.h.half + y_scale * next_y,
r: r,
g: g,
b: b
}
end
end
args.outputs.static_sprites << points.map_with_index do |y, x|
{
x: (starting_rect.x + (x * x_scale)) - 2,
y: (starting_rect.y + starting_rect.h.half + y_scale * y) - 2,
w: 4,
h: 4,
path: 'sprites/square-white.png',
r: r,
g: g,
b: b
}
end
args.state.graphed_at = args.state.tick_count
end
end
begin # region: musical note mapping
def defaults_frequency_for
{ note: :a, octave: 5, sharp: false, flat: false }
end
def frequency_for opts = {}
opts = defaults_frequency_for.merge opts
octave_offset_multiplier = opts[:octave] - 5
note = note_frequencies_octave_5[opts[:note]]
if octave_offset_multiplier < 0
note = note * 1 / (octave_offset_multiplier.abs + 1)
elsif octave_offset_multiplier > 0
note = note * (octave_offset_multiplier.abs + 1) / 1
end
note
end
def note_frequencies_octave_5
{
a: 440.0,
a_sharp: 466.16, b_flat: 466.16,
b: 493.88,
c: 523.25,
c_sharp: 554.37, d_flat: 587.33,
d: 587.33,
d_sharp: 622.25, e_flat: 659.25,
e: 659.25,
f: 698.25,
f_sharp: 739.99, g_flat: 739.99,
g: 783.99,
g_sharp: 830.61, a_flat: 830.61
}
end
end
end
$gtk.reset
Advanced Rendering link
Labels With Wrapped Text - main.rb link
# ./samples/07_advanced_rendering/00_labels_with_wrapped_text/app/main.rb
def tick args
# defaults
args.state.scroll_location ||= 0
args.state.textbox.messages ||= []
args.state.textbox.scroll ||= 0
# render
args.outputs.background_color = [0, 0, 0, 255]
render_messages args
render_instructions args
# inputs
if args.inputs.keyboard.key_down.one
queue_message args, "Hello there neighbour! my name is mark, how is your day today?"
end
if args.inputs.keyboard.key_down.two
queue_message args, "I'm doing great sir, actually I'm having a picnic today"
end
if args.inputs.keyboard.key_down.three
queue_message args, "Well that sounds wonderful!"
end
if args.inputs.keyboard.key_down.home
args.state.scroll_location = 1
end
if args.inputs.keyboard.key_down.delete
clear_message_queue args
end
end
def queue_message args, msg
args.state.textbox.messages.concat msg.wrapped_lines 50
end
def clear_message_queue args
args.state.textbox.messages = nil
args.state.textbox.scroll = 0
end
def render_messages args
args.outputs[:textbox].transient!
args.outputs[:textbox].w = 400
args.outputs[:textbox].h = 720
args.outputs.primitives << args.state.textbox.messages.each_with_index.map do |s, idx|
{
x: 0,
y: 20 * (args.state.textbox.messages.size - idx) + args.state.textbox.scroll * 20,
text: s,
size_enum: -3,
alignment_enum: 0,
r: 255, g:255, b: 255, a: 255
}
end
args.outputs[:textbox].labels << args.state.textbox.messages.each_with_index.map do |s, idx|
{
x: 0,
y: 20 * (args.state.textbox.messages.size - idx) + args.state.textbox.scroll * 20,
text: s,
size_enum: -3,
alignment_enum: 0,
r: 255, g:255, b: 255, a: 255
}
end
args.outputs[:textbox].borders << [0, 0, args.outputs[:textbox].w, 720]
args.state.textbox.scroll += args.inputs.mouse.wheel.y unless args.inputs.mouse.wheel.nil?
if args.state.scroll_location > 0
args.state.textbox.scroll = 0
args.state.scroll_location = 0
end
args.outputs.sprites << [900, 0, args.outputs[:textbox].w, 720, :textbox]
end
def render_instructions args
args.outputs.labels << [30,
30.from_top,
"press 1, 2, 3 to display messages, MOUSE WHEEL to scroll, HOME to go to top, BACKSPACE to delete.",
0, 255, 255]
args.outputs.primitives << [0, 55.from_top, 1280, 30, :pixel, 0, 255, 0, 0, 0].sprite
end
Rotating Label - main.rb link
# ./samples/07_advanced_rendering/00_rotating_label/app/main.rb
def tick args
# set the render target width and height to match the label
args.outputs[:scene].transient!
args.outputs[:scene].w = 220
args.outputs[:scene].h = 30
# make the background transparent
args.outputs[:scene].background_color = [255, 255, 255, 0]
# set the blendmode of the label to 0 (no blending)
# center it inside of the scene
# set the vertical_alignment_enum to 1 (center)
args.outputs[:scene].labels << { x: 0,
y: 15,
text: "label in render target",
blendmode_enum: 0,
vertical_alignment_enum: 1 }
# add a border to the render target
args.outputs[:scene].borders << { x: 0,
y: 0,
w: args.outputs[:scene].w,
h: args.outputs[:scene].h }
# add the rendertarget to the main output as a sprite
args.outputs.sprites << { x: 640 - args.outputs[:scene].w.half,
y: 360 - args.outputs[:scene].h.half,
w: args.outputs[:scene].w,
h: args.outputs[:scene].h,
angle: args.state.tick_count,
path: :scene }
end
Render Targets Clip Area - main.rb link
# ./samples/07_advanced_rendering/01_render_targets_clip_area/app/main.rb
def tick args
# define your state
args.state.player ||= { x: 0, y: 0, w: 300, h: 300, path: "sprites/square/blue.png" }
# controller input for player
args.state.player.x += args.inputs.left_right * 5
args.state.player.y += args.inputs.up_down * 5
# create a render target that holds the
# full view that you want to render
# make the background transparent
args.outputs[:clipped_area].background_color = [0, 0, 0, 0]
# set the w/h to match the screen
args.outputs[:clipped_area].w = 1280
args.outputs[:clipped_area].h = 720
# mark it as transient so that the render target
# isn't cached (since we are going to be changing it every frame)
args.outputs[:clipped_area].transient!
# render the player in the render target
args.outputs[:clipped_area].sprites << args.state.player
# render the player and clip area as borders to
# keep track of where everything is at regardless of clip mode
args.outputs.borders << args.state.player
args.outputs.borders << { x: 540, y: 460, w: 200, h: 200 }
# render the render target, but only the clipped area
args.outputs.sprites << {
# where to render the render target
x: 540,
y: 460,
w: 200,
h: 200,
# what part of the render target to render
source_x: 540,
source_y: 460,
source_w: 200,
source_h: 200,
# path of render target to render
path: :clipped_area
}
# mini map
args.outputs.borders << { x: 1280 - 160, y: 0, w: 160, h: 90 }
args.outputs.sprites << { x: 1280 - 160, y: 0, w: 160, h: 90, path: :clipped_area }
end
$gtk.reset
Render Targets Combining Sprites - main.rb link
# ./samples/07_advanced_rendering/01_render_targets_combining_sprites/app/main.rb
# sample app shows how to use a render target to
# create a combined sprite
def tick args
create_combined_sprite args
# render the combined sprite
# using its name :two_squares
# have it move across the screen and rotate
args.outputs.sprites << { x: args.state.tick_count % 1280,
y: 0,
w: 80,
h: 80,
angle: args.state.tick_count,
path: :two_squares }
end
def create_combined_sprite args
# NOTE: you can have the construction of the combined
# sprite to happen every tick or only once (if the
# combined sprite never changes).
#
# if the combined sprite never changes, comment out the line
# below to only construct it on the first frame and then
# use the cached texture
# return if args.state.tick_count != 0 # <---- guard clause to only construct on first frame and cache
# define the dimensions of the combined sprite
# the name of the combined sprite is :two_squares
args.outputs[:two_squares].transient!
args.outputs[:two_squares].w = 80
args.outputs[:two_squares].h = 80
# put a blue sprite within the combined sprite
# who's width is "thin"
args.outputs[:two_squares].sprites << {
x: 40 - 10,
y: 0,
w: 20,
h: 80,
path: 'sprites/square/blue.png'
}
# put a red sprite within the combined sprite
# who's height is "thin"
args.outputs[:two_squares].sprites << {
x: 0,
y: 40 - 10,
w: 80,
h: 20,
path: 'sprites/square/red.png'
}
end
Simple Render Targets - main.rb link
# ./samples/07_advanced_rendering/01_simple_render_targets/app/main.rb
def tick args
# args.outputs.render_targets are really really powerful.
# They essentially allow you to create a sprite programmatically and cache the result.
# Create a render_target of a :block and a :gradient on tick zero.
if args.state.tick_count == 0
args.render_target(:block).solids << [0, 0, 1280, 100]
# The gradient is actually just a collection of black solids with increasing
# opacities.
args.render_target(:gradient).solids << 90.map_with_index do |x|
50.map_with_index do |y|
[x * 15, y * 15, 15, 15, 0, 0, 0, (x * 3).fdiv(255) * 255]
end
end
end
# Take the :block render_target and present it horizontally centered.
# Use a subsection of the render_targetd specified by source_x,
# source_y, source_w, source_h.
args.outputs.sprites << { x: 0,
y: 310,
w: 1280,
h: 100,
path: :block,
source_x: 0,
source_y: 0,
source_w: 1280,
source_h: 100 }
# After rendering :block, render gradient on top of :block.
args.outputs.sprites << [0, 0, 1280, 720, :gradient]
args.outputs.labels << [1270, 710, args.gtk.current_framerate, 0, 2, 255, 255, 255]
tick_instructions args, "Sample app shows how to use render_targets (programmatically create cached sprites)."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
$gtk.reset
Coordinate Systems And Render Targets - main.rb link
# ./samples/07_advanced_rendering/02_coordinate_systems_and_render_targets/app/main.rb
def tick args
# every 4.5 seconds, swap between origin_bottom_left and origin_center
args.state.origin_state ||= :bottom_left
if args.state.tick_count.zmod? 270
args.state.origin_state = if args.state.origin_state == :bottom_left
:center
else
:bottom_left
end
end
if args.state.origin_state == :bottom_left
tick_origin_bottom_left args
else
tick_origin_center args
end
end
def tick_origin_center args
# set the coordinate system to origin_center
args.grid.origin_center!
args.outputs.labels << { x: 0, y: 100, text: "args.grid.origin_center! with sprite inside of a render target, centered at 0, 0", vertical_alignment_enum: 1, alignment_enum: 1 }
# create a render target with a sprint in the center assuming the origin is center screen
args.outputs[:scene].transient!
args.outputs[:scene].sprites << { x: -50, y: -50, w: 100, h: 100, path: 'sprites/square/blue.png' }
args.outputs.sprites << { x: -640, y: -360, w: 1280, h: 720, path: :scene }
end
def tick_origin_bottom_left args
args.grid.origin_bottom_left!
args.outputs.labels << { x: 640, y: 360 + 100, text: "args.grid.origin_bottom_left! with sprite inside of a render target, centered at 640, 360", vertical_alignment_enum: 1, alignment_enum: 1 }
# create a render target with a sprint in the center assuming the origin is bottom left
args.outputs[:scene].transient!
args.outputs[:scene].sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: 'sprites/square/blue.png' }
args.outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :scene }
end
Render Targets Thick Lines - main.rb link
# ./samples/07_advanced_rendering/02_render_targets_thick_lines/app/main.rb
# Sample app shows how you can use render targets to create arbitrary shapes like a thicker line
def tick args
args.state.line_cache ||= {}
args.outputs.primitives << thick_line(args,
args.state.line_cache,
x: 0, y: 0, x2: 640, y2: 360, thickness: 3).merge(r: 0, g: 0, b: 0)
end
def thick_line args, cache, line
line_length = Math.sqrt((line.x2 - line.x)**2 + (line.y2 - line.y)**2)
name = "line-sprite-#{line_length}-#{line.thickness}"
cached_line = cache[name]
line_angle = Math.atan2(line.y2 - line.y1, line.x2 - line.x1) * 180 / Math::PI
if cached_line
perpendicular_angle = (line_angle + 90) % 360
return cached_line.sprite.merge(x: line.x - perpendicular_angle.vector_x * (line.thickness / 2),
y: line.y - perpendicular_angle.vector_y * (line.thickness / 2),
angle: line_angle)
end
cache[name] = {
line: line,
thickness: line.thickness,
sprite: {
w: line_length,
h: line.thickness,
path: name,
angle_anchor_x: 0,
angle_anchor_y: 0
}
}
args.outputs[name].w = line_length
args.outputs[name].h = line.thickness
args.outputs[name].solids << { x: 0, y: 0, w: line_length, h: line.thickness, r: 255, g: 255, b: 255 }
return thick_line args, cache, line
end
Render Targets With Tile Manipulation - main.rb link
# ./samples/07_advanced_rendering/02_render_targets_with_tile_manipulation/app/main.rb
# This sample is meant to show you how to do that dripping transition thing
# at the start of the original Doom. Most of this file is here to animate
# a scene to wipe away; the actual wipe effect is in the last 20 lines or
# so.
$gtk.reset # reset all game state if reloaded.
def circle_of_blocks pass, xoffset, yoffset, angleoffset, blocksize, distance
numblocks = 10
for i in 1..numblocks do
angle = ((360 / numblocks) * i) + angleoffset
radians = angle * (Math::PI / 180)
x = (xoffset + (distance * Math.cos(radians))).round
y = (yoffset + (distance * Math.sin(radians))).round
pass.solids << [ x, y, blocksize, blocksize, 255, 255, 0 ]
end
end
def draw_scene args, pass
pass.solids << [0, 360, 1280, 360, 0, 0, 200]
pass.solids << [0, 0, 1280, 360, 0, 127, 0]
blocksize = 100
angleoffset = args.state.tick_count * 2.5
centerx = (1280 - blocksize) / 2
centery = (720 - blocksize) / 2
circle_of_blocks pass, centerx, centery, angleoffset, blocksize * 2, 500
circle_of_blocks pass, centerx, centery, angleoffset, blocksize, 325
circle_of_blocks pass, centerx, centery, angleoffset, blocksize / 2, 200
circle_of_blocks pass, centerx, centery, angleoffset, blocksize / 4, 100
end
def tick args
segments = 160
# On the first tick, initialize some stuff.
if !args.state.yoffsets
args.state.baseyoff = 0
args.state.yoffsets = []
for i in 0..segments do
args.state.yoffsets << rand * 100
end
end
# Just draw some random stuff for a few seconds.
args.state.static_debounce ||= 60 * 2.5
if args.state.static_debounce > 0
last_frame = args.state.static_debounce == 1
target = last_frame ? args.render_target(:last_frame) : args.outputs
draw_scene args, target
args.state.static_debounce -= 1
return unless last_frame
end
# build up the wipe...
# this is the thing we're wiping to.
args.outputs.sprites << [ 0, 0, 1280, 720, 'dragonruby.png' ]
return if (args.state.baseyoff > (1280 + 100)) # stop when done sliding
segmentw = 1280 / segments
x = 0
for i in 0..segments do
yoffset = 0
if args.state.yoffsets[i] < args.state.baseyoff
yoffset = args.state.baseyoff - args.state.yoffsets[i]
end
# (720 - yoffset) flips the coordinate system, (- 720) adjusts for the height of the segment.
args.outputs.sprites << [ x, (720 - yoffset) - 720, segmentw, 720, 'last_frame', 0, 255, 255, 255, 255, x, 0, segmentw, 720 ]
x += segmentw
end
args.state.baseyoff += 4
tick_instructions args, "Sample app shows an advanced usage of render_target."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Render Target Viewports - main.rb link
# ./samples/07_advanced_rendering/03_render_target_viewports/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
For example, if we want to create a new button, we would declare it as a new entity and
then define its properties. (Remember, you can use state to define ANY property and it will
be retained across frames.)
If you have a solar system and you're creating args.state.sun and setting its image path to an
image in the sprites folder, you would do the following:
(See samples/99_sample_nddnug_workshop for more details.)
args.state.sun ||= args.state.new_entity(:sun) do |s|
s.path = 'sprites/sun.png'
end
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
For example, if we have a variable
name = "Ruby"
then the line
puts "How are you, #{name}?"
would print "How are you, Ruby?" to the console.
(Remember, string interpolation only works with double quotes!)
- Ternary operator (?): Similar to if statement; first evalulates whether a statement is
true or false, and then executes a command depending on that result.
For example, if we had a variable
grade = 75
and used the ternary operator in the command
pass_or_fail = grade > 65 ? "pass" : "fail"
then the value of pass_or_fail would be "pass" since grade's value was greater than 65.
Reminders:
- args.grid.(left|right|top|bottom): Pixel value for the boundaries of the virtual
720 p screen (Dragon Ruby Game Toolkits's virtual resolution is always 1280x720).
- Numeric#shift_(left|right|up|down): Shifts the Numeric in the correct direction
by adding or subracting.
- ARRAY#inside_rect?: An array with at least two values is considered a point. An array
with at least four values is considered a rect. The inside_rect? function returns true
or false depending on if the point is inside the rect.
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
For more information about the mouse, go to mygame/documentation/07-mouse.md.
- args.inputs.keyboard.key_up.KEY: The value of the properties will be set
to the frame that the key_up event occurred (the frame correlates
to args.state.tick_count).
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
- args.state.labels:
The parameters for a label are
1. the position (x, y)
2. the text
3. the size
4. the alignment
5. the color (red, green, and blue saturations)
6. the alpha (or transparency)
For more information about labels, go to mygame/documentation/02-labels.md.
- args.state.lines:
The parameters for a line are
1. the starting position (x, y)
2. the ending position (x2, y2)
3. the color (red, green, and blue saturations)
4. the alpha (or transparency)
For more information about lines, go to mygame/documentation/04-lines.md.
- args.state.solids (and args.state.borders):
The parameters for a solid (or border) are
1. the position (x, y)
2. the width (w)
3. the height (h)
4. the color (r, g, b)
5. the alpha (or transparency)
For more information about solids and borders, go to mygame/documentation/03-solids-and-borders.md.
- args.state.sprites:
The parameters for a sprite are
1. the position (x, y)
2. the width (w)
3. the height (h)
4. the image path
5. the angle
6. the alpha (or transparency)
For more information about sprites, go to mygame/documentation/05-sprites.md.
=end
# This sample app shows different objects that can be used when making games, such as labels,
# lines, sprites, solids, buttons, etc. Each demo section shows how these objects can be used.
# Also note that state.tick_count refers to the passage of time, or current frame.
class TechDemo
attr_accessor :inputs, :state, :outputs, :grid, :args
# Calls all methods necessary for the app to run properly.
def tick
labels_tech_demo
lines_tech_demo
solids_tech_demo
borders_tech_demo
sprites_tech_demo
keyboards_tech_demo
controller_tech_demo
mouse_tech_demo
point_to_rect_tech_demo
rect_to_rect_tech_demo
button_tech_demo
export_game_state_demo
window_state_demo
render_seperators
end
# Shows output of different kinds of labels on the screen
def labels_tech_demo
outputs.labels << [grid.left.shift_right(5), grid.top.shift_down(5), "This is a label located at the top left."]
outputs.labels << [grid.left.shift_right(5), grid.bottom.shift_up(30), "This is a label located at the bottom left."]
outputs.labels << [ 5, 690, "Labels (x, y, text, size, align, r, g, b, a)"]
outputs.labels << [ 5, 660, "Smaller label.", -2]
outputs.labels << [ 5, 630, "Small label.", -1]
outputs.labels << [ 5, 600, "Medium label.", 0]
outputs.labels << [ 5, 570, "Large label.", 1]
outputs.labels << [ 5, 540, "Larger label.", 2]
outputs.labels << [300, 660, "Left aligned.", 0, 2]
outputs.labels << [300, 640, "Center aligned.", 0, 1]
outputs.labels << [300, 620, "Right aligned.", 0, 0]
outputs.labels << [175, 595, "Red Label.", 0, 0, 255, 0, 0]
outputs.labels << [175, 575, "Green Label.", 0, 0, 0, 255, 0]
outputs.labels << [175, 555, "Blue Label.", 0, 0, 0, 0, 255]
outputs.labels << [175, 535, "Faded Label.", 0, 0, 0, 0, 0, 128]
end
# Shows output of lines on the screen
def lines_tech_demo
outputs.labels << [5, 500, "Lines (x, y, x2, y2, r, g, b, a)"]
outputs.lines << [5, 450, 100, 450]
outputs.lines << [5, 430, 300, 430]
outputs.lines << [5, 410, 300, 410, state.tick_count % 255, 0, 0, 255] # red saturation changes
outputs.lines << [5, 390 - state.tick_count % 25, 300, 390, 0, 0, 0, 255] # y position changes
outputs.lines << [5 + state.tick_count % 200, 360, 300, 360, 0, 0, 0, 255] # x position changes
end
# Shows output of different kinds of solids on the screen
def solids_tech_demo
outputs.labels << [ 5, 350, "Solids (x, y, w, h, r, g, b, a)"]
outputs.solids << [ 10, 270, 50, 50]
outputs.solids << [ 70, 270, 50, 50, 0, 0, 0]
outputs.solids << [130, 270, 50, 50, 255, 0, 0]
outputs.solids << [190, 270, 50, 50, 255, 0, 0, 128]
outputs.solids << [250, 270, 50, 50, 0, 0, 0, 128 + state.tick_count % 128] # transparency changes
end
# Shows output of different kinds of borders on the screen
# The parameters for a border are the same as the parameters for a solid
def borders_tech_demo
outputs.labels << [ 5, 260, "Borders (x, y, w, h, r, g, b, a)"]
outputs.borders << [ 10, 180, 50, 50]
outputs.borders << [ 70, 180, 50, 50, 0, 0, 0]
outputs.borders << [130, 180, 50, 50, 255, 0, 0]
outputs.borders << [190, 180, 50, 50, 255, 0, 0, 128]
outputs.borders << [250, 180, 50, 50, 0, 0, 0, 128 + state.tick_count % 128] # transparency changes
end
# Shows output of different kinds of sprites on the screen
def sprites_tech_demo
outputs.labels << [ 5, 170, "Sprites (x, y, w, h, path, angle, a)"]
outputs.sprites << [ 10, 40, 128, 101, 'dragonruby.png']
outputs.sprites << [ 150, 40, 128, 101, 'dragonruby.png', state.tick_count % 360] # angle changes
outputs.sprites << [ 300, 40, 128, 101, 'dragonruby.png', 0, state.tick_count % 255] # transparency changes
end
# Holds size, alignment, color (black), and alpha (transparency) parameters
# Using small_font as a parameter accounts for all remaining parameters
# so they don't have to be repeatedly typed
def small_font
[-2, 0, 0, 0, 0, 255]
end
# Sets position of each row
# Converts given row value to pixels that DragonRuby understands
def row_to_px row_number
# Row 0 starts 5 units below the top of the grid.
# Each row afterward is 20 units lower.
grid.top.shift_down(5).shift_down(20 * row_number)
end
# Uses labels to output current game time (passage of time), and whether or not "h" was pressed
# If "h" is pressed, the frame is output when the key_up event occurred
def keyboards_tech_demo
outputs.labels << [460, row_to_px(0), "Current game time: #{state.tick_count}", small_font]
outputs.labels << [460, row_to_px(2), "Keyboard input: inputs.keyboard.key_up.h", small_font]
outputs.labels << [460, row_to_px(3), "Press \"h\" on the keyboard.", small_font]
if inputs.keyboard.key_up.h # if "h" key_up event occurs
state.h_pressed_at = state.tick_count # frame it occurred is stored
end
# h_pressed_at is initially set to false, and changes once the user presses the "h" key.
state.h_pressed_at ||= false
if state.h_pressed_at # if h is pressed (pressed_at has a frame number and is no longer false)
outputs.labels << [460, row_to_px(4), "\"h\" was pressed at time: #{state.h_pressed_at}", small_font]
else # otherwise, label says "h" was never pressed
outputs.labels << [460, row_to_px(4), "\"h\" has never been pressed.", small_font]
end
# border around keyboard input demo section
outputs.borders << [455, row_to_px(5), 360, row_to_px(2).shift_up(5) - row_to_px(5)]
end
# Sets definition for a small label
# Makes it easier to position labels in respect to the position of other labels
def small_label x, row, message
[x, row_to_px(row), message, small_font]
end
# Uses small labels to show whether the "a" button on the controller is down, held, or up.
# y value of each small label is set by calling the row_to_px method
def controller_tech_demo
x = 460
outputs.labels << small_label(x, 6, "Controller one input: inputs.controller_one")
outputs.labels << small_label(x, 7, "Current state of the \"a\" button.")
outputs.labels << small_label(x, 8, "Check console window for more info.")
if inputs.controller_one.key_down.a # if "a" is in "down" state
outputs.labels << small_label(x, 9, "\"a\" button down: #{inputs.controller_one.key_down.a}")
puts "\"a\" button down at #{inputs.controller_one.key_down.a}" # prints frame the event occurred
elsif inputs.controller_one.key_held.a # if "a" is held down
outputs.labels << small_label(x, 9, "\"a\" button held: #{inputs.controller_one.key_held.a}")
elsif inputs.controller_one.key_up.a # if "a" is in up state
outputs.labels << small_label(x, 9, "\"a\" button up: #{inputs.controller_one.key_up.a}")
puts "\"a\" key up at #{inputs.controller_one.key_up.a}"
else # if no event has occurred
outputs.labels << small_label(x, 9, "\"a\" button state is nil.")
end
# border around controller input demo section
outputs.borders << [455, row_to_px(10), 360, row_to_px(6).shift_up(5) - row_to_px(10)]
end
# Outputs when the mouse was clicked, as well as the coordinates on the screen
# of where the click occurred
def mouse_tech_demo
x = 460
outputs.labels << small_label(x, 11, "Mouse input: inputs.mouse")
if inputs.mouse.click # if click has a value and is not nil
state.last_mouse_click = inputs.mouse.click # coordinates of click are stored
end
if state.last_mouse_click # if mouse is clicked (has coordinates as value)
# outputs the time (frame) the click occurred, as well as how many frames have passed since the event
outputs.labels << small_label(x, 12, "Mouse click happened at: #{state.last_mouse_click.created_at}, #{state.last_mouse_click.created_at_elapsed}")
# outputs coordinates of click
outputs.labels << small_label(x, 13, "Mouse click location: #{state.last_mouse_click.point.x}, #{state.last_mouse_click.point.y}")
else # otherwise if the mouse has not been clicked
outputs.labels << small_label(x, 12, "Mouse click has not occurred yet.")
outputs.labels << small_label(x, 13, "Please click mouse.")
end
end
# Outputs whether a mouse click occurred inside or outside of a box
def point_to_rect_tech_demo
x = 460
outputs.labels << small_label(x, 15, "Click inside the blue box maybe ---->")
box = [765, 370, 50, 50, 0, 0, 170] # blue box
outputs.borders << box
if state.last_mouse_click # if the mouse was clicked
if state.last_mouse_click.point.inside_rect? box # if mouse clicked inside box
outputs.labels << small_label(x, 16, "Mouse click happened inside the box.")
else # otherwise, if mouse was clicked outside the box
outputs.labels << small_label(x, 16, "Mouse click happened outside the box.")
end
else # otherwise, if was not clicked at all
outputs.labels << small_label(x, 16, "Mouse click has not occurred yet.") # output if the mouse was not clicked
end
# border around mouse input demo section
outputs.borders << [455, row_to_px(14), 360, row_to_px(11).shift_up(5) - row_to_px(14)]
end
# Outputs a red box onto the screen. A mouse click from the user inside of the red box will output
# a smaller box. If two small boxes are inside of the red box, it will be determined whether or not
# they intersect.
def rect_to_rect_tech_demo
x = 460
outputs.labels << small_label(x, 17.5, "Click inside the red box below.") # label with instructions
red_box = [460, 250, 355, 90, 170, 0, 0] # definition of the red box
outputs.borders << red_box # output as a border (not filled in)
# If the mouse is clicked inside the red box, two collision boxes are created.
if inputs.mouse.click
if inputs.mouse.click.point.inside_rect? red_box
if !state.box_collision_one # if the collision_one box does not yet have a definition
# Subtracts 25 from the x and y positions of the click point in order to make the click point the center of the box.
# You can try deleting the subtraction to see how it impacts the box placement.
state.box_collision_one = [inputs.mouse.click.point.x - 25, inputs.mouse.click.point.y - 25, 50, 50, 180, 0, 0, 180] # sets definition
elsif !state.box_collision_two # if collision_two does not yet have a definition
state.box_collision_two = [inputs.mouse.click.point.x - 25, inputs.mouse.click.point.y - 25, 50, 50, 0, 0, 180, 180] # sets definition
else
state.box_collision_one = nil # both boxes are empty
state.box_collision_two = nil
end
end
end
# If collision boxes exist, they are output onto screen inside the red box as solids
if state.box_collision_one
outputs.solids << state.box_collision_one
end
if state.box_collision_two
outputs.solids << state.box_collision_two
end
# Outputs whether or not the two collision boxes intersect.
if state.box_collision_one && state.box_collision_two # if both collision_boxes are defined (and not nil or empty)
if state.box_collision_one.intersect_rect? state.box_collision_two # if the two boxes intersect
outputs.labels << small_label(x, 23.5, 'The boxes intersect.')
else # otherwise, if the two boxes do not intersect
outputs.labels << small_label(x, 23.5, 'The boxes do not intersect.')
end
else
outputs.labels << small_label(x, 23.5, '--') # if the two boxes are not defined (are nil or empty), this label is output
end
end
# Creates a button and outputs it onto the screen using labels and borders.
# If the button is clicked, the color changes to make it look faded.
def button_tech_demo
x, y, w, h = 460, 160, 300, 50
state.button ||= state.new_entity(:button_with_fade)
# Adds w.half to x and h.half + 10 to y in order to display the text inside the button's borders.
state.button.label ||= [x + w.half, y + h.half + 10, "click me and watch me fade", 0, 1]
state.button.border ||= [x, y, w, h]
if inputs.mouse.click && inputs.mouse.click.point.inside_rect?(state.button.border) # if mouse is clicked, and clicked inside button's border
state.button.clicked_at = inputs.mouse.click.created_at # stores the time the click occurred
end
outputs.labels << state.button.label
outputs.borders << state.button.border
if state.button.clicked_at # if button was clicked (variable has a value and is not nil)
# The appearance of the button changes for 0.25 seconds after the time the button is clicked at.
# The color changes (rgb is set to 0, 180, 80) and the transparency gradually changes.
# Change 0.25 to 1.25 and notice that the transparency takes longer to return to normal.
outputs.solids << [x, y, w, h, 0, 180, 80, 255 * state.button.clicked_at.ease(0.25.seconds, :flip)]
end
end
# Creates a new button by declaring it as a new entity, and sets values.
def new_button_prefab x, y, message
w, h = 300, 50
button = state.new_entity(:button_with_fade)
button.label = [x + w.half, y + h.half + 10, message, 0, 1] # '+ 10' keeps label's text within button's borders
button.border = [x, y, w, h] # sets border definition
button
end
# If the mouse has been clicked and the click's location is inside of the button's border, that means
# that the button has been clicked. This method returns a boolean value.
def button_clicked? button
inputs.mouse.click && inputs.mouse.click.point.inside_rect?(button.border)
end
# Determines if button was clicked, and changes its appearance if it is clicked
def tick_button_prefab button
outputs.labels << button.label # outputs button's label and border
outputs.borders << button.border
if button_clicked? button # if button is clicked
button.clicked_at = inputs.mouse.click.created_at # stores the time that the button was clicked
end
if button.clicked_at # if clicked_at has a frame value and is not nil
# button is output; color changes and transparency changes for 0.25 seconds after click occurs
outputs.solids << [button.border.x, button.border.y, button.border.w, button.border.h,
0, 180, 80, 255 * button.clicked_at.ease(0.25.seconds, :flip)] # transparency changes for 0.25 seconds
end
end
# Exports the app's game state if the export button is clicked.
def export_game_state_demo
state.export_game_state_button ||= new_button_prefab(460, 100, "click to export app state")
tick_button_prefab(state.export_game_state_button) # calls method to output button
if button_clicked? state.export_game_state_button # if the export button is clicked
args.gtk.export! "Exported from clicking the export button in the tech demo." # the export occurs
end
end
# The mouse and keyboard focus are set to "yes" when the Dragonruby window is the active window.
def window_state_demo
m = $gtk.args.inputs.mouse.has_focus ? 'Y' : 'N' # ternary operator (similar to if statement)
k = $gtk.args.inputs.keyboard.has_focus ? 'Y' : 'N'
outputs.labels << [460, 20, "mouse focus: #{m} keyboard focus: #{k}", small_font]
end
#Sets values for the horizontal separator (divides demo sections)
def horizontal_seperator y, x, x2
[x, y, x2, y, 150, 150, 150]
end
#Sets the values for the vertical separator (divides demo sections)
def vertical_seperator x, y, y2
[x, y, x, y2, 150, 150, 150]
end
# Outputs vertical and horizontal separators onto the screen to separate each demo section.
def render_seperators
outputs.lines << horizontal_seperator(505, grid.left, 445)
outputs.lines << horizontal_seperator(353, grid.left, 445)
outputs.lines << horizontal_seperator(264, grid.left, 445)
outputs.lines << horizontal_seperator(174, grid.left, 445)
outputs.lines << vertical_seperator(445, grid.top, grid.bottom)
outputs.lines << horizontal_seperator(690, 445, 820)
outputs.lines << horizontal_seperator(426, 445, 820)
outputs.lines << vertical_seperator(820, grid.top, grid.bottom)
end
end
$tech_demo = TechDemo.new
def tick args
$tech_demo.inputs = args.inputs
$tech_demo.state = args.state
$tech_demo.grid = args.grid
$tech_demo.args = args
$tech_demo.outputs = args.render_target(:mini_map)
$tech_demo.outputs.transient = true
$tech_demo.tick
args.outputs.labels << [830, 715, "Render target:", [-2, 0, 0, 0, 0, 255]]
args.outputs.sprites << [0, 0, 1280, 720, :mini_map]
args.outputs.sprites << [830, 300, 675, 379, :mini_map]
tick_instructions args, "Sample app shows all the rendering apis available."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Render Primitive Hierarchies - main.rb link
# ./samples/07_advanced_rendering/04_render_primitive_hierarchies/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Nested array: An array whose individual elements are also arrays; useful for
storing groups of similar data. Also called multidimensional arrays.
In this sample app, we see nested arrays being used in object definitions.
Notice the parameters for solids, listed below. Parameters 1-3 set the
definition for the rect, and parameter 4 sets the definition of the color.
Instead of having a solid definition that looks like this,
[X, Y, W, H, R, G, B]
we can separate it into two separate array definitions in one, like this
[[X, Y, W, H], [R, G, B]]
and both options work fine in defining our solid (or any object).
- Collections: Lists of data; useful for organizing large amounts of data.
One element of a collection could be an array (which itself contains many elements).
For example, a collection that stores two solid objects would look like this:
[
[100, 100, 50, 50, 0, 0, 0],
[100, 150, 50, 50, 255, 255, 255]
]
If this collection was added to args.outputs.solids, two solids would be output
next to each other, one black and one white.
Nested arrays can be used in collections, as you will see in this sample app.
Reminders:
- args.outputs.solids: An array. The values generate a solid.
The parameters for a solid are
1. The position on the screen (x, y)
2. The width (w)
3. The height (h)
4. The color (r, g, b) (if a color is not assigned, the object's default color will be black)
NOTE: THE PARAMETERS ARE THE SAME FOR BORDERS!
Here is an example of a (red) border or solid definition:
[100, 100, 400, 500, 255, 0, 0]
It will be a solid or border depending on if it is added to args.outputs.solids or args.outputs.borders.
For more information about solids and borders, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters for sprites are
1. The position on the screen (x, y)
2. The width (w)
3. The height (h)
4. The image path (p)
Here is an example of a sprite definition:
[100, 100, 400, 500, 'sprites/dragonruby.png']
For more information about sprites, go to mygame/documentation/05-sprites.md.
=end
# This code demonstrates the creation and output of objects like sprites, borders, and solids
# If filled in, they are solids
# If hollow, they are borders
# If images, they are sprites
# Solids are added to args.outputs.solids
# Borders are added to args.outputs.borders
# Sprites are added to args.outputs.sprites
# The tick method runs 60 frames every second.
# Your game is going to happen under this one function.
def tick args
border_as_solid_and_solid_as_border args
sprite_as_border_or_solids args
collection_of_borders_and_solids args
collection_of_sprites args
end
# Shows a border being output onto the screen as a border and a solid
# Also shows how colors can be set
def border_as_solid_and_solid_as_border args
border = [0, 0, 50, 50]
args.outputs.borders << border
args.outputs.solids << border
# Red, green, blue saturations (last three parameters) can be any number between 0 and 255
border_with_color = [0, 100, 50, 50, 255, 0, 0]
args.outputs.borders << border_with_color
args.outputs.solids << border_with_color
border_with_nested_color = [0, 200, 50, 50, [0, 255, 0]] # nested color
args.outputs.borders << border_with_nested_color
args.outputs.solids << border_with_nested_color
border_with_nested_rect = [[0, 300, 50, 50], 0, 0, 255] # nested rect
args.outputs.borders << border_with_nested_rect
args.outputs.solids << border_with_nested_rect
border_with_nested_color_and_rect = [[0, 400, 50, 50], [255, 0, 255]] # nested rect and color
args.outputs.borders << border_with_nested_color_and_rect
args.outputs.solids << border_with_nested_color_and_rect
end
# Shows a sprite output onto the screen as a sprite, border, and solid
# Demonstrates that all three outputs appear differently on screen
def sprite_as_border_or_solids args
sprite = [100, 0, 50, 50, 'sprites/ship.png']
args.outputs.sprites << sprite
# Sprite_as_border variable has same parameters (excluding position) as above object,
# but will appear differently on screen because it is added to args.outputs.borders
sprite_as_border = [100, 100, 50, 50, 'sprites/ship.png']
args.outputs.borders << sprite_as_border
# Sprite_as_solid variable has same parameters (excluding position) as above object,
# but will appear differently on screen because it is added to args.outputs.solids
sprite_as_solid = [100, 200, 50, 50, 'sprites/ship.png']
args.outputs.solids << sprite_as_solid
end
# Holds and outputs a collection of borders and a collection of solids
# Collections are created by using arrays to hold parameters of each individual object
def collection_of_borders_and_solids args
collection_borders = [
[
[200, 0, 50, 50], # black border
[200, 100, 50, 50, 255, 0, 0], # red border
[200, 200, 50, 50, [0, 255, 0]], # nested color
],
[[200, 300, 50, 50], 0, 0, 255], # nested rect
[[200, 400, 50, 50], [255, 0, 255]] # nested rect and nested color
]
args.outputs.borders << collection_borders
collection_solids = [
[
[[300, 300, 50, 50], 0, 0, 255], # nested rect
[[300, 400, 50, 50], [255, 0, 255]] # nested rect and nested color
],
[300, 0, 50, 50],
[300, 100, 50, 50, 255, 0, 0],
[300, 200, 50, 50, [0, 255, 0]], # nested color
]
args.outputs.solids << collection_solids
end
# Holds and outputs a collection of sprites by adding it to args.outputs.sprites
# Also outputs a collection with same parameters (excluding position) by adding
# it to args.outputs.solids and another to args.outputs.borders
def collection_of_sprites args
sprites_collection = [
[
[400, 0, 50, 50, 'sprites/ship.png'],
[400, 100, 50, 50, 'sprites/ship.png'],
],
[400, 200, 50, 50, 'sprites/ship.png']
]
args.outputs.sprites << sprites_collection
args.outputs.solids << [
[500, 0, 50, 50, 'sprites/ship.png'],
[500, 100, 50, 50, 'sprites/ship.png'],
[[[500, 200, 50, 50, 'sprites/ship.png']]]
]
args.outputs.borders << [
[
[600, 0, 50, 50, 'sprites/ship.png'],
[600, 100, 50, 50, 'sprites/ship.png'],
],
[600, 200, 50, 50, 'sprites/ship.png']
]
end
Render Primitives As Hash - main.rb link
# ./samples/07_advanced_rendering/05_render_primitives_as_hash/app/main.rb
=begin
Reminders:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
For example, if we have a "numbers" hash that stores numbers in English as the
key and numbers in Spanish as the value, we'd have a hash that looks like this...
numbers = { "one" => "uno", "two" => "dos", "three" => "tres" }
and on it goes.
Now if we wanted to find the corresponding value of the "one" key, we could say
puts numbers["one"]
which would print "uno" to the console.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters are [X, Y, WIDTH, HEIGHT, PATH, ANGLE, ALPHA, RED, GREEN, BLUE]
For more information about sprites, go to mygame/documentation/05-sprites.md.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE, ALPHA]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.borders: An array. The values generate a border.
The parameters are the same as a solid.
For more information about borders, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.lines: An array. The values generate a line.
The parameters are [X1, Y1, X2, Y2, RED, GREEN, BLUE]
For more information about labels, go to mygame/documentation/02-labels.md.
=end
# This sample app demonstrates how hashes can be used to output different kinds of objects.
def tick args
args.state.angle ||= 0 # initializes angle to 0
args.state.angle += 1 # increments angle by 1 every frame (60 times a second)
# Outputs sprite using a hash
args.outputs.sprites << {
x: 30, # sprite position
y: 550,
w: 128, # sprite size
h: 101,
path: "dragonruby.png", # image path
angle: args.state.angle, # angle
a: 255, # alpha (transparency)
r: 255, # color saturation
g: 255,
b: 255,
tile_x: 0, # sprite sub division/tile
tile_y: 0,
tile_w: -1,
tile_h: -1,
flip_vertically: false, # don't flip sprite
flip_horizontally: false,
angle_anchor_x: 0.5, # rotation center set to middle
angle_anchor_y: 0.5
}
# Outputs label using a hash
args.outputs.labels << {
x: 200, # label position
y: 550,
text: "dragonruby", # label text
size_enum: 2,
alignment_enum: 1,
r: 155, # color saturation
g: 50,
b: 50,
a: 255, # transparency
font: "fonts/manaspc.ttf" # font style; without mentioned file, label won't output correctly
}
# Outputs solid using a hash
# [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE, ALPHA]
args.outputs.solids << {
x: 400, # position
y: 550,
w: 160, # size
h: 90,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}
# Outputs border using a hash
# Same parameters as a solid
args.outputs.borders << {
x: 600,
y: 550,
w: 160,
h: 90,
r: 120,
g: 50,
b: 50,
a: 255
}
# Outputs line using a hash
args.outputs.lines << {
x: 900, # starting position
y: 550,
x2: 1200, # ending position
y2: 550,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}
# Outputs sprite as a primitive using a hash
args.outputs.primitives << {
x: 30, # position
y: 200,
w: 128, # size
h: 101,
path: "dragonruby.png", # image path
angle: args.state.angle, # angle
a: 255, # transparency
r: 255, # color saturation
g: 255,
b: 255,
tile_x: 0, # sprite sub division/tile
tile_y: 0,
tile_w: -1,
tile_h: -1,
flip_vertically: false, # don't flip
flip_horizontally: false,
angle_anchor_x: 0.5, # rotation center set to middle
angle_anchor_y: 0.5
}.sprite!
# Outputs label as primitive using a hash
args.outputs.primitives << {
x: 200, # position
y: 200,
text: "dragonruby", # text
size: 2,
alignment: 1,
r: 155, # color saturation
g: 50,
b: 50,
a: 255, # transparency
font: "fonts/manaspc.ttf" # font style
}.label!
# Outputs solid as primitive using a hash
args.outputs.primitives << {
x: 400, # position
y: 200,
w: 160, # size
h: 90,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}.solid!
# Outputs border as primitive using a hash
# Same parameters as solid
args.outputs.primitives << {
x: 600, # position
y: 200,
w: 160, # size
h: 90,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}.border!
# Outputs line as primitive using a hash
args.outputs.primitives << {
x: 900, # starting position
y: 200,
x2: 1200, # ending position
y2: 200,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}.line!
end
Buttons As Render Targets - main.rb link
# ./samples/07_advanced_rendering/06_buttons_as_render_targets/app/main.rb
def tick args
# create a texture/render_target that's composed of a border and a label
create_button args, :hello_world_button, "Hello World", 500, 50
# two button primitives using the hello_world_button render_target
args.state.buttons ||= [
# one button at the top
{ id: :top_button, x: 640 - 250, y: 80.from_top, w: 500, h: 50, path: :hello_world_button },
# another button at the buttom, upside down, and flipped horizontally
{ id: :bottom_button, x: 640 - 250, y: 30, w: 500, h: 50, path: :hello_world_button, angle: 180, flip_horizontally: true },
]
# check if a mouse click occurred
if args.inputs.mouse.click
# check to see if any of the buttons were intersected
# and set the selected button if so
args.state.selected_button = args.state.buttons.find { |b| b.intersect_rect? args.inputs.mouse }
end
# render the buttons
args.outputs.sprites << args.state.buttons
# if there was a selected button, print it's id
if args.state.selected_button
args.outputs.labels << { x: 30, y: 30.from_top, text: "#{args.state.selected_button.id} was clicked." }
end
end
def create_button args, id, text, w, h
# render_targets only need to be created once, we use the the id to determine if the texture
# has already been created
args.state.created_buttons ||= {}
return if args.state.created_buttons[id]
# if the render_target hasn't been created, then generate it and store it in the created_buttons cache
args.state.created_buttons[id] = { created_at: args.state.tick_count, id: id, w: w, h: h, text: text }
# define the w/h of the texture
args.outputs[id].w = w
args.outputs[id].h = h
# create a border
args.outputs[id].borders << { x: 0, y: 0, w: w, h: h }
# create a label centered vertically and horizontally within the texture
args.outputs[id].labels << { x: w / 2, y: h / 2, text: text, vertical_alignment_enum: 1, alignment_enum: 1 }
end
Pixel Arrays - main.rb link
# ./samples/07_advanced_rendering/06_pixel_arrays/app/main.rb
def tick args
args.state.posinc ||= 1
args.state.pos ||= 0
args.state.rotation ||= 0
dimension = 10 # keep it small and let the GPU scale it when rendering the sprite.
# Set up our "scanner" pixel array and fill it with black pixels.
args.pixel_array(:scanner).width = dimension
args.pixel_array(:scanner).height = dimension
args.pixel_array(:scanner).pixels.fill(0xFF000000, 0, dimension * dimension) # black, full alpha
# Draw a green line that bounces up and down the sprite.
args.pixel_array(:scanner).pixels.fill(0xFF00FF00, dimension * args.state.pos, dimension) # green, full alpha
# Adjust position for next frame.
args.state.pos += args.state.posinc
if args.state.posinc > 0 && args.state.pos >= dimension
args.state.posinc = -1
args.state.pos = dimension - 1
elsif args.state.posinc < 0 && args.state.pos < 0
args.state.posinc = 1
args.state.pos = 1
end
# New/changed pixel arrays get uploaded to the GPU before we render
# anything. At that point, they can be scaled, rotated, and otherwise
# used like any other sprite.
w = 100
h = 100
x = (1280 - w) / 2
y = (720 - h) / 2
args.outputs.background_color = [64, 0, 128]
args.outputs.primitives << [x, y, w, h, :scanner, args.state.rotation].sprite
args.state.rotation += 1
args.outputs.primitives << args.gtk.current_framerate_primitives
end
$gtk.reset
Pixel Arrays From File - main.rb link
# ./samples/07_advanced_rendering/06_pixel_arrays_from_file/app/main.rb
def tick args
args.state.rotation ||= 0
# on load, get pixels from png and load it into a pixel array
if args.state.tick_count == 0
pixel_array = args.gtk.get_pixels 'sprites/square/blue.png'
args.pixel_array(:square).w = pixel_array.w
args.pixel_array(:square).h = pixel_array.h
pixel_array.pixels.each_with_index do |p, i|
args.pixel_array(:square).pixels[i] = p
end
end
w = 100
h = 100
x = (1280 - w) / 2
y = (720 - h) / 2
args.outputs.background_color = [64, 0, 128]
# render the pixel array by name
args.outputs.primitives << { x: x, y: y, w: w, h: h, path: :square, angle: args.state.rotation }
args.state.rotation += 1
args.outputs.primitives << args.gtk.current_framerate_primitives
end
$gtk.reset
Shake Camera - main.rb link
# ./samples/07_advanced_rendering/07_shake_camera/app/main.rb
# Demo of camera shake
# Hold space to shake and release to stop
class ScreenShake
attr_gtk
def tick
defaults
calc_camera
outputs.labels << { x: 600, y: 400, text: "Hold Space!" }
# Add outputs to :scene
outputs[:scene].transient!
outputs[:scene].sprites << { x: 100, y: 100, w: 80, h: 80, path: 'sprites/square/blue.png' }
outputs[:scene].sprites << { x: 200, y: 300.from_top, w: 80, h: 80, path: 'sprites/square/blue.png' }
outputs[:scene].sprites << { x: 900, y: 200, w: 80, h: 80, path: 'sprites/square/blue.png' }
# Describe how to render :scene
outputs.sprites << { x: 0 - state.camera.x_offset,
y: 0 - state.camera.y_offset,
w: 1280,
h: 720,
angle: state.camera.angle,
path: :scene }
end
def defaults
state.camera.trauma ||= 0
state.camera.angle ||= 0
state.camera.x_offset ||= 0
state.camera.y_offset ||= 0
end
def calc_camera
if inputs.keyboard.key_held.space
state.camera.trauma += 0.02
end
next_camera_angle = 180.0 / 20.0 * state.camera.trauma**2
next_offset = 100.0 * state.camera.trauma**2
# Ensure that the camera angle always switches from
# positive to negative and vice versa
# which gives the effect of shaking back and forth
state.camera.angle = state.camera.angle > 0 ?
next_camera_angle * -1 :
next_camera_angle
state.camera.x_offset = next_offset.randomize(:sign, :ratio)
state.camera.y_offset = next_offset.randomize(:sign, :ratio)
# Gracefully degrade trauma
state.camera.trauma *= 0.95
end
end
def tick args
$screen_shake ||= ScreenShake.new
$screen_shake.args = args
$screen_shake.tick
end
Simple Camera - main.rb link
# ./samples/07_advanced_rendering/07_simple_camera/app/main.rb
def tick args
# variables you can play around with
args.state.world.w ||= 1280
args.state.world.h ||= 720
args.state.player.x ||= 0
args.state.player.y ||= 0
args.state.player.size ||= 32
args.state.enemy.x ||= 700
args.state.enemy.y ||= 700
args.state.enemy.size ||= 16
args.state.camera.x ||= 640
args.state.camera.y ||= 300
args.state.camera.scale ||= 1.0
args.state.camera.show_empty_space ||= :yes
# instructions
args.outputs.primitives << { x: 0, y: 80.from_top, w: 360, h: 80, r: 0, g: 0, b: 0, a: 128 }.solid!
args.outputs.primitives << { x: 10, y: 10.from_top, text: "arrow keys to move around", r: 255, g: 255, b: 255}.label!
args.outputs.primitives << { x: 10, y: 30.from_top, text: "+/- to change zoom of camera", r: 255, g: 255, b: 255}.label!
args.outputs.primitives << { x: 10, y: 50.from_top, text: "tab to change camera edge behavior", r: 255, g: 255, b: 255}.label!
# render scene
args.outputs[:scene].transient!
args.outputs[:scene].w = args.state.world.w
args.outputs[:scene].h = args.state.world.h
args.outputs[:scene].solids << { x: 0, y: 0, w: args.state.world.w, h: args.state.world.h, r: 20, g: 60, b: 80 }
args.outputs[:scene].solids << { x: args.state.player.x, y: args.state.player.y,
w: args.state.player.size, h: args.state.player.size, r: 80, g: 155, b: 80 }
args.outputs[:scene].solids << { x: args.state.enemy.x, y: args.state.enemy.y,
w: args.state.enemy.size, h: args.state.enemy.size, r: 155, g: 80, b: 80 }
# render camera
scene_position = calc_scene_position args
args.outputs.sprites << { x: scene_position.x,
y: scene_position.y,
w: scene_position.w,
h: scene_position.h,
path: :scene }
# move player
if args.inputs.directional_angle
args.state.player.x += args.inputs.directional_angle.vector_x * 5
args.state.player.y += args.inputs.directional_angle.vector_y * 5
args.state.player.x = args.state.player.x.clamp(0, args.state.world.w - args.state.player.size)
args.state.player.y = args.state.player.y.clamp(0, args.state.world.h - args.state.player.size)
end
# +/- to zoom in and out
if args.inputs.keyboard.plus && args.state.tick_count.zmod?(3)
args.state.camera.scale += 0.05
elsif args.inputs.keyboard.hyphen && args.state.tick_count.zmod?(3)
args.state.camera.scale -= 0.05
elsif args.inputs.keyboard.key_down.tab
if args.state.camera.show_empty_space == :yes
args.state.camera.show_empty_space = :no
else
args.state.camera.show_empty_space = :yes
end
end
args.state.camera.scale = args.state.camera.scale.greater(0.1)
end
def calc_scene_position args
result = { x: args.state.camera.x - (args.state.player.x * args.state.camera.scale),
y: args.state.camera.y - (args.state.player.y * args.state.camera.scale),
w: args.state.world.w * args.state.camera.scale,
h: args.state.world.h * args.state.camera.scale,
scale: args.state.camera.scale }
return result if args.state.camera.show_empty_space == :yes
if result.w < args.grid.w
result.merge!(x: (args.grid.w - result.w).half)
elsif (args.state.player.x * result.scale) < args.grid.w.half
result.merge!(x: 10)
elsif (result.x + result.w) < args.grid.w
result.merge!(x: - result.w + (args.grid.w - 10))
end
if result.h < args.grid.h
result.merge!(y: (args.grid.h - result.h).half)
elsif (result.y) > 10
result.merge!(y: 10)
elsif (result.y + result.h) < args.grid.h
result.merge!(y: - result.h + (args.grid.h - 10))
end
result
end
Simple Camera Multiple Targets - main.rb link
# ./samples/07_advanced_rendering/07_simple_camera_multiple_targets/app/main.rb
def tick args
args.outputs.background_color = [0, 0, 0]
# variables you can play around with
args.state.world.w ||= 1280
args.state.world.h ||= 720
args.state.target_hero ||= :hero_1
args.state.target_hero_changed_at ||= -30
args.state.hero_size ||= 32
# initial state of heros and camera
args.state.hero_1 ||= { x: 100, y: 100 }
args.state.hero_2 ||= { x: 100, y: 600 }
args.state.camera ||= { x: 640, y: 360, scale: 1.0 }
# render instructions
args.outputs.primitives << { x: 0, y: 80.from_top, w: 360, h: 80, r: 0, g: 0, b: 0, a: 128 }.solid!
args.outputs.primitives << { x: 10, y: 10.from_top, text: "+/- to change zoom of camera", r: 255, g: 255, b: 255}.label!
args.outputs.primitives << { x: 10, y: 30.from_top, text: "arrow keys to move target hero", r: 255, g: 255, b: 255}.label!
args.outputs.primitives << { x: 10, y: 50.from_top, text: "space to cycle target hero", r: 255, g: 255, b: 255}.label!
# render scene
args.outputs[:scene].transient!
args.outputs[:scene].w = args.state.world.w
args.outputs[:scene].h = args.state.world.h
# render world
args.outputs[:scene].solids << { x: 0, y: 0, w: args.state.world.w, h: args.state.world.h, r: 20, g: 60, b: 80 }
# render hero_1
args.outputs[:scene].solids << { x: args.state.hero_1.x, y: args.state.hero_1.y,
w: args.state.hero_size, h: args.state.hero_size, r: 255, g: 155, b: 80 }
# render hero_2
args.outputs[:scene].solids << { x: args.state.hero_2.x, y: args.state.hero_2.y,
w: args.state.hero_size, h: args.state.hero_size, r: 155, g: 255, b: 155 }
# render scene relative to camera
scene_position = calc_scene_position args
args.outputs.sprites << { x: scene_position.x,
y: scene_position.y,
w: scene_position.w,
h: scene_position.h,
path: :scene }
# mini map
args.outputs.borders << { x: 10,
y: 10,
w: args.state.world.w.idiv(8),
h: args.state.world.h.idiv(8),
r: 255,
g: 255,
b: 255 }
args.outputs.sprites << { x: 10,
y: 10,
w: args.state.world.w.idiv(8),
h: args.state.world.h.idiv(8),
path: :scene }
# cycle target hero
if args.inputs.keyboard.key_down.space
if args.state.target_hero == :hero_1
args.state.target_hero = :hero_2
else
args.state.target_hero = :hero_1
end
args.state.target_hero_changed_at = args.state.tick_count
end
# move target hero
hero_to_move = if args.state.target_hero == :hero_1
args.state.hero_1
else
args.state.hero_2
end
if args.inputs.directional_angle
hero_to_move.x += args.inputs.directional_angle.vector_x * 5
hero_to_move.y += args.inputs.directional_angle.vector_y * 5
hero_to_move.x = hero_to_move.x.clamp(0, args.state.world.w - hero_to_move.size)
hero_to_move.y = hero_to_move.y.clamp(0, args.state.world.h - hero_to_move.size)
end
# +/- to zoom in and out
if args.inputs.keyboard.plus && args.state.tick_count.zmod?(3)
args.state.camera.scale += 0.05
elsif args.inputs.keyboard.hyphen && args.state.tick_count.zmod?(3)
args.state.camera.scale -= 0.05
end
args.state.camera.scale = 0.1 if args.state.camera.scale < 0.1
end
def other_hero args
if args.state.target_hero == :hero_1
return args.state.hero_2
else
return args.state.hero_1
end
end
def calc_scene_position args
target_hero = if args.state.target_hero == :hero_1
args.state.hero_1
else
args.state.hero_2
end
other_hero = if args.state.target_hero == :hero_1
args.state.hero_2
else
args.state.hero_1
end
# calculate the lerp percentage based on the time since the target hero changed
lerp_percentage = args.easing.ease args.state.target_hero_changed_at,
args.state.tick_count,
30,
:smooth_stop_quint,
:flip
# calculate the angle and distance between the target hero and the other hero
angle_to_other_hero = args.geometry.angle_to target_hero, other_hero
# calculate the distance between the target hero and the other hero
distance_to_other_hero = args.geometry.distance target_hero, other_hero
# the camera position is the target hero position plus the angle and distance to the other hero (lerped)
{ x: args.state.camera.x - (target_hero.x + (angle_to_other_hero.vector_x * distance_to_other_hero * lerp_percentage)) * args.state.camera.scale,
y: args.state.camera.y - (target_hero.y + (angle_to_other_hero.vector_y * distance_to_other_hero * lerp_percentage)) * args.state.camera.scale,
w: args.state.world.w * args.state.camera.scale,
h: args.state.world.h * args.state.camera.scale }
end
Splitscreen Camera - main.rb link
# ./samples/07_advanced_rendering/08_splitscreen_camera/app/main.rb
class CameraMovement
attr_accessor :state, :inputs, :outputs, :grid
#==============================================================================================
#Serialize
def serialize
{state: state, inputs: inputs, outputs: outputs, grid: grid }
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
#==============================================================================================
#Tick
def tick
defaults
calc
render
input
end
#==============================================================================================
#Default functions
def defaults
outputs[:scene].transient!
outputs[:scene].background_color = [0,0,0]
state.trauma ||= 0.0
state.trauma_power ||= 2
state.player_cyan ||= new_player_cyan
state.player_magenta ||= new_player_magenta
state.camera_magenta ||= new_camera_magenta
state.camera_cyan ||= new_camera_cyan
state.camera_center ||= new_camera_center
state.room ||= new_room
end
def default_player x, y, w, h, sprite_path
state.new_entity(:player,
{ x: x,
y: y,
dy: 0,
dx: 0,
w: w,
h: h,
damage: 0,
dead: false,
orientation: "down",
max_alpha: 255,
sprite_path: sprite_path})
end
def default_floor_tile x, y, w, h, sprite_path
state.new_entity(:room,
{ x: x,
y: y,
w: w,
h: h,
sprite_path: sprite_path})
end
def default_camera x, y, w, h
state.new_entity(:camera,
{ x: x,
y: y,
dx: 0,
dy: 0,
w: w,
h: h})
end
def new_player_cyan
default_player(0, 0, 64, 64,
"sprites/player/player_#{state.player_cyan.orientation}_standing.png")
end
def new_player_magenta
default_player(64, 0, 64, 64,
"sprites/player/player_#{state.player_magenta.orientation}_standing.png")
end
def new_camera_magenta
default_camera(0,0,720,720)
end
def new_camera_cyan
default_camera(0,0,720,720)
end
def new_camera_center
default_camera(0,0,1280,720)
end
def new_room
default_floor_tile(0,0,1024,1024,'sprites/rooms/camera_room.png')
end
#==============================================================================================
#Calculation functions
def calc
calc_camera_magenta
calc_camera_cyan
calc_camera_center
calc_player_cyan
calc_player_magenta
calc_trauma_decay
end
def center_camera_tolerance
return Math.sqrt(((state.player_magenta.x - state.player_cyan.x) ** 2) +
((state.player_magenta.y - state.player_cyan.y) ** 2)) > 640
end
def calc_player_cyan
state.player_cyan.x += state.player_cyan.dx
state.player_cyan.y += state.player_cyan.dy
end
def calc_player_magenta
state.player_magenta.x += state.player_magenta.dx
state.player_magenta.y += state.player_magenta.dy
end
def calc_camera_center
timeScale = 1
midX = (state.player_magenta.x + state.player_cyan.x)/2
midY = (state.player_magenta.y + state.player_cyan.y)/2
targetX = midX - state.camera_center.w/2
targetY = midY - state.camera_center.h/2
state.camera_center.x += (targetX - state.camera_center.x) * 0.1 * timeScale
state.camera_center.y += (targetY - state.camera_center.y) * 0.1 * timeScale
end
def calc_camera_magenta
timeScale = 1
targetX = state.player_magenta.x + state.player_magenta.w - state.camera_magenta.w/2
targetY = state.player_magenta.y + state.player_magenta.h - state.camera_magenta.h/2
state.camera_magenta.x += (targetX - state.camera_magenta.x) * 0.1 * timeScale
state.camera_magenta.y += (targetY - state.camera_magenta.y) * 0.1 * timeScale
end
def calc_camera_cyan
timeScale = 1
targetX = state.player_cyan.x + state.player_cyan.w - state.camera_cyan.w/2
targetY = state.player_cyan.y + state.player_cyan.h - state.camera_cyan.h/2
state.camera_cyan.x += (targetX - state.camera_cyan.x) * 0.1 * timeScale
state.camera_cyan.y += (targetY - state.camera_cyan.y) * 0.1 * timeScale
end
def calc_player_quadrant angle
if angle < 45 and angle > -45 and state.player_cyan.x < state.player_magenta.x
return 1
elsif angle < 45 and angle > -45 and state.player_cyan.x > state.player_magenta.x
return 3
elsif (angle > 45 or angle < -45) and state.player_cyan.y < state.player_magenta.y
return 2
elsif (angle > 45 or angle < -45) and state.player_cyan.y > state.player_magenta.y
return 4
end
end
def calc_camera_shake
state.trauma
end
def calc_trauma_decay
state.trauma = state.trauma * 0.9
end
def calc_random_float_range(min, max)
rand * (max-min) + min
end
#==============================================================================================
#Render Functions
def render
render_floor
render_player_cyan
render_player_magenta
if center_camera_tolerance
render_split_camera_scene
else
render_camera_center_scene
end
end
def render_player_cyan
outputs[:scene].sprites << {x: state.player_cyan.x,
y: state.player_cyan.y,
w: state.player_cyan.w,
h: state.player_cyan.h,
path: "sprites/player/player_#{state.player_cyan.orientation}_standing.png",
r: 0,
g: 255,
b: 255}
end
def render_player_magenta
outputs[:scene].sprites << {x: state.player_magenta.x,
y: state.player_magenta.y,
w: state.player_magenta.w,
h: state.player_magenta.h,
path: "sprites/player/player_#{state.player_magenta.orientation}_standing.png",
r: 255,
g: 0,
b: 255}
end
def render_floor
outputs[:scene].sprites << [state.room.x, state.room.y,
state.room.w, state.room.h,
state.room.sprite_path]
end
def render_camera_center_scene
zoomFactor = 1
outputs[:scene].width = state.room.w
outputs[:scene].height = state.room.h
maxAngle = 10.0
maxOffset = 20.0
angle = maxAngle * calc_camera_shake * calc_random_float_range(-1,1)
offsetX = 32 - (maxOffset * calc_camera_shake * calc_random_float_range(-1,1))
offsetY = 32 - (maxOffset * calc_camera_shake * calc_random_float_range(-1,1))
outputs.sprites << {x: (-state.camera_center.x - offsetX)/zoomFactor,
y: (-state.camera_center.y - offsetY)/zoomFactor,
w: outputs[:scene].width/zoomFactor,
h: outputs[:scene].height/zoomFactor,
path: :scene,
angle: angle,
source_w: -1,
source_h: -1}
outputs.labels << [128,64,"#{state.trauma.round(1)}",8,2,255,0,255,255]
end
def render_split_camera_scene
outputs[:scene].width = state.room.w
outputs[:scene].height = state.room.h
render_camera_magenta_scene
render_camera_cyan_scene
angle = Math.atan((state.player_magenta.y - state.player_cyan.y)/(state.player_magenta.x- state.player_cyan.x)) * 180/Math::PI
output_split_camera angle
end
def render_camera_magenta_scene
zoomFactor = 1
offsetX = 32
offsetY = 32
outputs[:scene_magenta].transient!
outputs[:scene_magenta].sprites << {x: (-state.camera_magenta.x*2),
y: (-state.camera_magenta.y),
w: outputs[:scene].width*2,
h: outputs[:scene].height,
path: :scene}
end
def render_camera_cyan_scene
zoomFactor = 1
offsetX = 32
offsetY = 32
outputs[:scene_cyan].transient!
outputs[:scene_cyan].sprites << {x: (-state.camera_cyan.x*2),
y: (-state.camera_cyan.y),
w: outputs[:scene].width*2,
h: outputs[:scene].height,
path: :scene}
end
def output_split_camera angle
#TODO: Clean this up!
quadrant = calc_player_quadrant angle
outputs.labels << [128,64,"#{quadrant}",8,2,255,0,255,255]
if quadrant == 1
set_camera_attributes(w: 640, h: 720, m_x: 640, m_y: 0, c_x: 0, c_y: 0)
elsif quadrant == 2
set_camera_attributes(w: 1280, h: 360, m_x: 0, m_y: 360, c_x: 0, c_y: 0)
elsif quadrant == 3
set_camera_attributes(w: 640, h: 720, m_x: 0, m_y: 0, c_x: 640, c_y: 0)
elsif quadrant == 4
set_camera_attributes(w: 1280, h: 360, m_x: 0, m_y: 0, c_x: 0, c_y: 360)
end
end
def set_camera_attributes(w: 0, h: 0, m_x: 0, m_y: 0, c_x: 0, c_y: 0)
state.camera_cyan.w = w + 64
state.camera_cyan.h = h + 64
outputs[:scene_cyan].width = (w) * 2
outputs[:scene_cyan].height = h
state.camera_magenta.w = w + 64
state.camera_magenta.h = h + 64
outputs[:scene_magenta].width = (w) * 2
outputs[:scene_magenta].height = h
outputs.sprites << {x: m_x,
y: m_y,
w: w,
h: h,
path: :scene_magenta}
outputs.sprites << {x: c_x,
y: c_y,
w: w,
h: h,
path: :scene_cyan}
end
def add_trauma amount
state.trauma = [state.trauma + amount, 1.0].min
end
def remove_trauma amount
state.trauma = [state.trauma - amount, 0.0].max
end
#==============================================================================================
#Input functions
def input
input_move_cyan
input_move_magenta
if inputs.keyboard.key_down.t
add_trauma(0.5)
elsif inputs.keyboard.key_down.y
remove_trauma(0.1)
end
end
def input_move_cyan
if inputs.keyboard.key_held.up
state.player_cyan.dy = 5
state.player_cyan.orientation = "up"
elsif inputs.keyboard.key_held.down
state.player_cyan.dy = -5
state.player_cyan.orientation = "down"
else
state.player_cyan.dy *= 0.8
end
if inputs.keyboard.key_held.left
state.player_cyan.dx = -5
state.player_cyan.orientation = "left"
elsif inputs.keyboard.key_held.right
state.player_cyan.dx = 5
state.player_cyan.orientation = "right"
else
state.player_cyan.dx *= 0.8
end
outputs.labels << [128,512,"#{state.player_cyan.x.round()}",8,2,0,255,255,255]
outputs.labels << [128,480,"#{state.player_cyan.y.round()}",8,2,0,255,255,255]
end
def input_move_magenta
if inputs.keyboard.key_held.w
state.player_magenta.dy = 5
state.player_magenta.orientation = "up"
elsif inputs.keyboard.key_held.s
state.player_magenta.dy = -5
state.player_magenta.orientation = "down"
else
state.player_magenta.dy *= 0.8
end
if inputs.keyboard.key_held.a
state.player_magenta.dx = -5
state.player_magenta.orientation = "left"
elsif inputs.keyboard.key_held.d
state.player_magenta.dx = 5
state.player_magenta.orientation = "right"
else
state.player_magenta.dx *= 0.8
end
outputs.labels << [128,360,"#{state.player_magenta.x.round()}",8,2,255,0,255,255]
outputs.labels << [128,328,"#{state.player_magenta.y.round()}",8,2,255,0,255,255]
end
end
$camera_movement = CameraMovement.new
def tick args
args.outputs.background_color = [0,0,0]
$camera_movement.inputs = args.inputs
$camera_movement.outputs = args.outputs
$camera_movement.state = args.state
$camera_movement.grid = args.grid
$camera_movement.tick
end
Z Targeting Camera - main.rb link
# ./samples/07_advanced_rendering/09_z_targeting_camera/app/main.rb
class Game
attr_gtk
def tick
defaults
render
input
calc
end
def defaults
outputs.background_color = [219, 208, 191]
player.x ||= 634
player.y ||= 153
player.angle ||= 90
player.distance ||= arena_radius
target.x ||= 634
target.y ||= 359
end
def render
outputs[:scene].transient!
outputs[:scene].sprites << ([0, 0, 933, 700, 'sprites/arena.png'].center_inside_rect grid.rect)
outputs[:scene].sprites << target_sprite
outputs[:scene].sprites << player_sprite
outputs.sprites << scene
end
def target_sprite
{
x: target.x, y: target.y,
w: 10, h: 10,
path: 'sprites/square/black.png'
}.anchor_rect 0.5, 0.5
end
def input
if inputs.up && player.distance > 30
player.distance -= 2
elsif inputs.down && player.distance < 200
player.distance += 2
end
player.angle += inputs.left_right * -1
end
def calc
player.x = target.x + ((player.angle * 1).vector_x player.distance)
player.y = target.y + ((player.angle * -1).vector_y player.distance)
end
def player_sprite
{
x: player.x,
y: player.y,
w: 50,
h: 100,
path: 'sprites/player.png',
angle: (player.angle * -1) + 90
}.anchor_rect 0.5, 0
end
def center_map
{ x: 634, y: 359 }
end
def zoom_factor_single
2 - ((args.geometry.distance player, center_map).fdiv arena_radius)
end
def zoom_factor
zoom_factor_single ** 2
end
def arena_radius
206
end
def scene
{
x: (640 - player.x) + (640 - (640 * zoom_factor)),
y: (360 - player.y - (75 * zoom_factor)) + (320 - (320 * zoom_factor)),
w: 1280 * zoom_factor,
h: 720 * zoom_factor,
path: :scene,
angle: player.angle - 90,
angle_anchor_x: (player.x.fdiv 1280),
angle_anchor_y: (player.y.fdiv 720)
}
end
def player
state.player
end
def target
state.target
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
$gtk.reset
Camera And Large Map - main.rb link
# ./samples/07_advanced_rendering/10_camera_and_large_map/app/main.rb
def tick args
# you want to make sure all of your pngs are a maximum size of 1280x1280
# low-end android devices and machines with underpowered GPUs are unable to
# load very large textures.
# this sample app creates 640x640 tiles of a 6400x6400 pixel png and displays them
# on the screen relative to the player's position
# tile creation process
create_tiles_if_needed args
# if tiles are already present the show map
display_tiles args
end
def display_tiles args
# set the player's starting location
args.state.player ||= {
x: 0,
y: 0,
w: 40,
h: 40,
path: "sprites/square/blue.png"
}
# if all tiles have been created, then we are
# in "displaying_tiles" mode
if args.state.displaying_tiles
# create a render target that can hold 9 640x640 tiles
args.outputs[:scene].transient!
args.outputs[:scene].background_color = [0, 0, 0, 0]
args.outputs[:scene].w = 1920
args.outputs[:scene].h = 1920
# allow player to be moved with arrow keys
args.state.player.x += args.inputs.left_right * 10
args.state.player.y += args.inputs.up_down * 10
# given the player's location, return a collection of primitives
# to render that are within the 1920x1920 viewport
args.outputs[:scene].primitives << tiles_in_viewport(args)
# place the player in the center of the render_target
args.outputs[:scene].primitives << {
x: 960 - 20,
y: 960 - 20,
w: 40,
h: 40,
path: "sprites/square/blue.png"
}
# center the 1920x1920 render target within the 1280x720 window
args.outputs.sprites << {
x: -320,
y: -600,
w: 1920,
h: 1920,
path: :scene
}
end
end
def tiles_in_viewport args
state = args.state
# define the size of each tile
tile_size = 640
# determine what tile the player is on
tile_player_is_on = { x: state.player.x.idiv(tile_size), y: state.player.y.idiv(tile_size) }
# calculate the x and y offset of the player so that tiles are positioned correctly
offset_x = 960 - (state.player.x - (tile_player_is_on.x * tile_size))
offset_y = 960 - (state.player.y - (tile_player_is_on.y * tile_size))
primitives = []
# get 9 tiles in total (the tile the player is on and the 8 surrounding tiles)
# center tile
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 0,
offset_col: 0,
dy: offset_y,
dx: offset_x)
# tile to the right
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 0,
offset_col: 1,
dy: offset_y,
dx: offset_x)
# tile to the left
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 0,
offset_col: -1,
dy: offset_y,
dx: offset_x)
# tile directly above
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 1,
offset_col: 0,
dy: offset_y,
dx: offset_x)
# tile directly below
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: -1,
offset_col: 0,
dy: offset_y,
dx: offset_x)
# tile up and to the left
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 1,
offset_col: -1,
dy: offset_y,
dx: offset_x)
# tile up and to the right
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 1,
offset_col: 1,
dy: offset_y,
dx: offset_x)
# tile down and to the left
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: -1,
offset_col: -1,
dy: offset_y,
dx: offset_x)
# tile down and to the right
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: -1,
offset_col: 1,
dy: offset_y,
dx: offset_x)
primitives
end
def tile_in_viewport size:, from_row:, from_col:, offset_row:, offset_col:, dy:, dx:;
x = size * offset_col + dx
y = size * offset_row + dy
return nil if (from_row + offset_row) < 0
return nil if (from_row + offset_row) > 9
return nil if (from_col + offset_col) < 0
return nil if (from_col + offset_col) > 9
# return the tile sprite, a border demarcation, and label of which tile x and y
[
{
x: x,
y: y,
w: size,
h: size,
path: "sprites/tile-#{from_col + offset_col}-#{from_row + offset_row}.png",
},
{
x: x,
y: y,
w: size,
h: size,
r: 255,
primitive_marker: :border,
},
{
x: x + size / 2 - 150,
y: y + size / 2 - 25,
w: 300,
h: 50,
primitive_marker: :solid,
r: 0,
g: 0,
b: 0,
a: 128
},
{
x: x + size / 2,
y: y + size / 2,
text: "tile #{from_col + offset_col}, #{from_row + offset_row}",
alignment_enum: 1,
vertical_alignment_enum: 1,
size_enum: 2,
r: 255,
g: 255,
b: 255
},
]
end
def create_tiles_if_needed args
# We are going to use args.outputs.screenshots to generate tiles of a
# png of size 6400x6400 called sprites/large.png.
if !args.gtk.stat_file("sprites/tile-9-9.png") && !args.state.creating_tiles
args.state.displaying_tiles = false
args.outputs.labels << {
x: 960,
y: 360,
text: "Press enter to generate tiles of sprites/large.png.",
alignment_enum: 1,
vertical_alignment_enum: 1
}
elsif !args.state.creating_tiles
args.state.displaying_tiles = true
end
# pressing enter will start the tile creation process
if args.inputs.keyboard.key_down.enter && !args.state.creating_tiles
args.state.displaying_tiles = false
args.state.creating_tiles = true
args.state.tile_clock = 0
end
# the tile creation process renders an area of sprites/large.png
# to the screen and takes a screenshot of it every half second
# until all tiles are generated.
# once all tiles are generated a map viewport will be rendered that
# stitches tiles together.
if args.state.creating_tiles
args.state.tile_x ||= 0
args.state.tile_y ||= 0
# render a sub-square of the large png.
args.outputs.sprites << {
x: 0,
y: 0,
w: 640,
h: 640,
source_x: args.state.tile_x * 640,
source_y: args.state.tile_y * 640,
source_w: 640,
source_h: 640,
path: "sprites/large.png"
}
# determine tile file name
tile_path = "sprites/tile-#{args.state.tile_x}-#{args.state.tile_y}.png"
args.outputs.labels << {
x: 960,
y: 320,
text: "Generating #{tile_path}",
alignment_enum: 1,
vertical_alignment_enum: 1
}
# take a screenshot on frames divisible by 29
if args.state.tile_clock.zmod?(29)
args.outputs.screenshots << {
x: 0,
y: 0,
w: 640,
h: 640,
path: tile_path,
a: 255
}
end
# increment tile to render on frames divisible by 30 (half a second)
# (one frame is allotted to take screenshot)
if args.state.tile_clock.zmod?(30)
args.state.tile_x += 1
if args.state.tile_x >= 10
args.state.tile_x = 0
args.state.tile_y += 1
end
# once all of tile tiles are created, begin displaying map
if args.state.tile_y >= 10
args.state.creating_tiles = false
args.state.displaying_tiles = true
end
end
args.state.tile_clock += 1
end
end
$gtk.reset
Blend Modes - main.rb link
# ./samples/07_advanced_rendering/11_blend_modes/app/main.rb
$gtk.reset
def draw_blendmode args, mode
w = 160
h = w
args.state.x += (1280-w) / (args.state.blendmodes.length + 1)
x = args.state.x
y = (720 - h) / 2
s = 'sprites/blue-feathered.png'
args.outputs.sprites << { blendmode_enum: mode.value, x: x, y: y, w: w, h: h, path: s }
args.outputs.labels << [x + (w/2), y, mode.name.to_s, 1, 1, 255, 255, 255]
end
def tick args
# Different blend modes do different things, depending on what they
# blend against (in this case, the pixels of the background color).
args.state.bg_element ||= 1
args.state.bg_color ||= 255
args.state.bg_color_direction ||= 1
bg_r = (args.state.bg_element == 1) ? args.state.bg_color : 0
bg_g = (args.state.bg_element == 2) ? args.state.bg_color : 0
bg_b = (args.state.bg_element == 3) ? args.state.bg_color : 0
args.state.bg_color += args.state.bg_color_direction
if (args.state.bg_color_direction > 0) && (args.state.bg_color >= 255)
args.state.bg_color_direction = -1
args.state.bg_color = 255
elsif (args.state.bg_color_direction < 0) && (args.state.bg_color <= 0)
args.state.bg_color_direction = 1
args.state.bg_color = 0
args.state.bg_element += 1
if args.state.bg_element >= 4
args.state.bg_element = 1
end
end
args.outputs.background_color = [ bg_r, bg_g, bg_b, 255 ]
args.state.blendmodes ||= [
{ name: :none, value: 0 },
{ name: :blend, value: 1 },
{ name: :add, value: 2 },
{ name: :mod, value: 3 },
{ name: :mul, value: 4 }
]
args.state.x = 0 # reset this, draw_blendmode will increment it.
args.state.blendmodes.each { |blendmode| draw_blendmode args, blendmode }
end
Render Target Noclear - main.rb link
# ./samples/07_advanced_rendering/12_render_target_noclear/app/main.rb
def tick args
args.state.x ||= 500
args.state.y ||= 350
args.state.xinc ||= 7
args.state.yinc ||= 7
args.state.bgcolor ||= 1
args.state.bginc ||= 1
# clear the render target on the first tick, and then never again. Draw
# another box to it every tick, accumulating over time.
clear_target = (args.state.tick_count == 0) || (args.inputs.keyboard.key_down.space)
args.render_target(:accumulation).transient = true
args.render_target(:accumulation).background_color = [ 0, 0, 0, 0 ];
args.render_target(:accumulation).clear_before_render = clear_target
args.render_target(:accumulation).solids << [args.state.x, args.state.y, 25, 25, 255, 0, 0, 255];
args.state.x += args.state.xinc
args.state.y += args.state.yinc
args.state.bgcolor += args.state.bginc
# animation upkeep...change where we draw the next box and what color the
# window background will be.
if args.state.xinc > 0 && args.state.x >= 1280
args.state.xinc = -7
elsif args.state.xinc < 0 && args.state.x < 0
args.state.xinc = 7
end
if args.state.yinc > 0 && args.state.y >= 720
args.state.yinc = -7
elsif args.state.yinc < 0 && args.state.y < 0
args.state.yinc = 7
end
if args.state.bginc > 0 && args.state.bgcolor >= 255
args.state.bginc = -1
elsif args.state.bginc < 0 && args.state.bgcolor <= 0
args.state.bginc = 1
end
# clear the screen to a shade of blue and draw the render target, which
# is not clearing every frame, on top of it. Note that you can NOT opt to
# skip clearing the screen, only render targets. The screen clears every
# frame; double-buffering would prevent correct updates between frames.
args.outputs.background_color = [ 0, 0, args.state.bgcolor, 255 ]
args.outputs.sprites << [ 0, 0, 1280, 720, :accumulation ]
end
$gtk.reset
Lighting - main.rb link
# ./samples/07_advanced_rendering/13_lighting/app/main.rb
def calc args
args.state.swinging_light_sign ||= 1
args.state.swinging_light_start_at ||= 0
args.state.swinging_light_duration ||= 300
args.state.swinging_light_perc = args.state
.swinging_light_start_at
.ease_spline_extended args.state.tick_count,
args.state.swinging_light_duration,
[
[0.0, 1.0, 1.0, 1.0],
[1.0, 1.0, 1.0, 0.0]
]
args.state.max_swing_angle ||= 45
if args.state.swinging_light_start_at.elapsed_time > args.state.swinging_light_duration
args.state.swinging_light_start_at = args.state.tick_count
args.state.swinging_light_sign *= -1
end
args.state.swinging_light_angle = 360 + ((args.state.max_swing_angle * args.state.swinging_light_perc) * args.state.swinging_light_sign)
end
def render args
args.outputs.background_color = [0, 0, 0]
# render scene
args.outputs[:scene].transient!
args.outputs[:scene].sprites << { x: 0, y: 0, w: 1280, h: 720, path: :pixel }
args.outputs[:scene].sprites << { x: 640 - 40, y: 100, w: 80, h: 80, path: 'sprites/square/blue.png' }
args.outputs[:scene].sprites << { x: 640 - 40, y: 200, w: 80, h: 80, path: 'sprites/square/blue.png' }
args.outputs[:scene].sprites << { x: 640 - 40, y: 300, w: 80, h: 80, path: 'sprites/square/blue.png' }
args.outputs[:scene].sprites << { x: 640 - 40, y: 400, w: 80, h: 80, path: 'sprites/square/blue.png' }
args.outputs[:scene].sprites << { x: 640 - 40, y: 500, w: 80, h: 80, path: 'sprites/square/blue.png' }
# render light
swinging_light_w = 1100
args.outputs[:lights].transient!
args.outputs[:lights].background_color = [0, 0, 0, 0]
args.outputs[:lights].sprites << { x: 640 - swinging_light_w.half,
y: -1300,
w: swinging_light_w,
h: 3000,
angle_anchor_x: 0.5,
angle_anchor_y: 1.0,
path: "sprites/lights/mask.png",
angle: args.state.swinging_light_angle }
args.outputs[:lights].sprites << { x: args.inputs.mouse.x - 400,
y: args.inputs.mouse.y - 400,
w: 800,
h: 800,
path: "sprites/lights/mask.png" }
# merge unlighted scene with lights
args.outputs[:lighted_scene].transient!
args.outputs[:lighted_scene].sprites << { x: 0, y: 0, w: 1280, h: 720, path: :lights, blendmode_enum: 0 }
args.outputs[:lighted_scene].sprites << { blendmode_enum: 2, x: 0, y: 0, w: 1280, h: 720, path: :scene }
# output lighted scene to main canvas
args.outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :lighted_scene }
# render lights and scene render_targets as a mini map
args.outputs.debug << { x: 16, y: (16 + 90).from_top, w: 160, h: 90, r: 255, g: 255, b: 255 }.solid!
args.outputs.debug << { x: 16, y: (16 + 90).from_top, w: 160, h: 90, path: :lights }
args.outputs.debug << { x: 16 + 80, y: (16 + 90 + 8).from_top, text: ":lights render_target", r: 255, g: 255, b: 255, size_enum: -3, alignment_enum: 1 }
args.outputs.debug << { x: 16 + 160 + 16, y: (16 + 90).from_top, w: 160, h: 90, r: 255, g: 255, b: 255 }.solid!
args.outputs.debug << { x: 16 + 160 + 16, y: (16 + 90).from_top, w: 160, h: 90, path: :scene }
args.outputs.debug << { x: 16 + 160 + 16 + 80, y: (16 + 90 + 8).from_top, text: ":scene render_target", r: 255, g: 255, b: 255, size_enum: -3, alignment_enum: 1 }
end
def tick args
render args
calc args
end
$gtk.reset
Triangles - main.rb link
# ./samples/07_advanced_rendering/14_triangles/app/main.rb
def tick args
args.outputs.labels << {
x: 640,
y: 30.from_top,
text: "Triangle rendering is available in Indie and Pro versions (ignored in Standard Edition).",
alignment_enum: 1
}
dragonruby_logo_width = 128
dragonruby_logo_height = 101
row_0 = 400
row_1 = 250
col_0 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 0
col_1 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 1
col_2 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 2
col_3 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 3
col_4 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 4
# row 0
args.outputs.solids << make_triangle(
col_0,
row_0,
col_0 + dragonruby_logo_width.half,
row_0 + dragonruby_logo_height,
col_0 + dragonruby_logo_width.half + dragonruby_logo_width.half,
row_0,
0, 128, 128,
128
)
args.outputs.solids << {
x: col_1,
y: row_0,
x2: col_1 + dragonruby_logo_width.half,
y2: row_0 + dragonruby_logo_height,
x3: col_1 + dragonruby_logo_width,
y3: row_0,
}
args.outputs.sprites << {
x: col_2,
y: row_0,
w: dragonruby_logo_width,
h: dragonruby_logo_height,
path: 'dragonruby.png'
}
args.outputs.sprites << {
x: col_3,
y: row_0,
x2: col_3 + dragonruby_logo_width.half,
y2: row_0 + dragonruby_logo_height,
x3: col_3 + dragonruby_logo_width,
y3: row_0,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_x2: dragonruby_logo_width.half,
source_y2: dragonruby_logo_height,
source_x3: dragonruby_logo_width,
source_y3: 0
}
args.outputs.sprites << TriangleLogo.new(x: col_4,
y: row_0,
x2: col_4 + dragonruby_logo_width.half,
y2: row_0 + dragonruby_logo_height,
x3: col_4 + dragonruby_logo_width,
y3: row_0,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_x2: dragonruby_logo_width.half,
source_y2: dragonruby_logo_height,
source_x3: dragonruby_logo_width,
source_y3: 0)
# row 1
args.outputs.primitives << make_triangle(
col_0,
row_1,
col_0 + dragonruby_logo_width.half,
row_1 + dragonruby_logo_height,
col_0 + dragonruby_logo_width,
row_1,
0, 128, 128,
args.state.tick_count.to_radians.sin_r.abs * 255
)
args.outputs.primitives << {
x: col_1,
y: row_1,
x2: col_1 + dragonruby_logo_width.half,
y2: row_1 + dragonruby_logo_height,
x3: col_1 + dragonruby_logo_width,
y3: row_1,
r: 0, g: 0, b: 0, a: args.state.tick_count.to_radians.sin_r.abs * 255
}
args.outputs.sprites << {
x: col_2,
y: row_1,
w: dragonruby_logo_width,
h: dragonruby_logo_height,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_w: dragonruby_logo_width,
source_h: dragonruby_logo_height.half +
dragonruby_logo_height.half * Math.sin(args.state.tick_count.to_radians).abs,
}
args.outputs.primitives << {
x: col_3,
y: row_1,
x2: col_3 + dragonruby_logo_width.half,
y2: row_1 + dragonruby_logo_height,
x3: col_3 + dragonruby_logo_width,
y3: row_1,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_x2: dragonruby_logo_width.half,
source_y2: dragonruby_logo_height.half +
dragonruby_logo_height.half * Math.sin(args.state.tick_count.to_radians).abs,
source_x3: dragonruby_logo_width,
source_y3: 0
}
args.outputs.primitives << TriangleLogo.new(x: col_4,
y: row_1,
x2: col_4 + dragonruby_logo_width.half,
y2: row_1 + dragonruby_logo_height,
x3: col_4 + dragonruby_logo_width,
y3: row_1,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_x2: dragonruby_logo_width.half,
source_y2: dragonruby_logo_height.half +
dragonruby_logo_height.half * Math.sin(args.state.tick_count.to_radians).abs,
source_x3: dragonruby_logo_width,
source_y3: 0)
end
def make_triangle *opts
x, y, x2, y2, x3, y3, r, g, b, a = opts
{
x: x, y: y, x2: x2, y2: y2, x3: x3, y3: y3,
r: r || 0,
g: g || 0,
b: b || 0,
a: a || 255
}
end
class TriangleLogo
attr_sprite
def initialize x:, y:, x2:, y2:, x3:, y3:, path:, source_x:, source_y:, source_x2:, source_y2:, source_x3:, source_y3:;
@x = x
@y = y
@x2 = x2
@y2 = y2
@x3 = x3
@y3 = y3
@path = path
@source_x = source_x
@source_y = source_y
@source_x2 = source_x2
@source_y2 = source_y2
@source_x3 = source_x3
@source_y3 = source_y3
end
end
Triangles Trapezoid - main.rb link
# ./samples/07_advanced_rendering/15_triangles_trapezoid/app/main.rb
def tick args
args.outputs.labels << {
x: 640,
y: 30.from_top,
text: "Triangle rendering is available in Indie and Pro versions (ignored in Standard Edition).",
alignment_enum: 1
}
transform_scale = ((args.state.tick_count / 3).sin.abs ** 5).half
args.outputs.sprites << [
{ x: 600,
y: 320,
x2: 600,
y2: 400,
x3: 640,
y3: 360,
path: "sprites/square/blue.png",
source_x: 0,
source_y: 0,
source_x2: 0,
source_y2: 80,
source_x3: 40,
source_y3: 40 },
{ x: 600,
y: 400,
x2: 680,
y2: (400 - 80 * transform_scale).round,
x3: 640,
y3: 360,
path: "sprites/square/blue.png",
source_x: 0,
source_y: 80,
source_x2: 80,
source_y2: 80,
source_x3: 40,
source_y3: 40 },
{ x: 640,
y: 360,
x2: 680,
y2: (400 - 80 * transform_scale).round,
x3: 680,
y3: (320 + 80 * transform_scale).round,
path: "sprites/square/blue.png",
source_x: 40,
source_y: 40,
source_x2: 80,
source_y2: 80,
source_x3: 80,
source_y3: 0 },
{ x: 600,
y: 320,
x2: 640,
y2: 360,
x3: 680,
y3: (320 + 80 * transform_scale).round,
path: "sprites/square/blue.png",
source_x: 0,
source_y: 0,
source_x2: 40,
source_y2: 40,
source_x3: 80,
source_y3: 0 }
]
end
Camera Space World Space Simple - main.rb link
# ./samples/07_advanced_rendering/16_camera_space_world_space_simple/app/main.rb
def tick args
# camera must have the following properties (x, y, and scale)
args.state.camera ||= {
x: 0,
y: 0,
scale: 1
}
args.state.camera.x += args.inputs.left_right * 10 * args.state.camera.scale
args.state.camera.y += args.inputs.up_down * 10 * args.state.camera.scale
# generate 500 shapes with random positions
args.state.objects ||= 500.map do
{
x: -2000 + rand(4000),
y: -2000 + rand(4000),
w: 16,
h: 16,
path: 'sprites/square/blue.png'
}
end
# "i" to zoom in, "o" to zoom out
if args.inputs.keyboard.key_down.i || args.inputs.keyboard.key_down.equal_sign || args.inputs.keyboard.key_down.plus
args.state.camera.scale += 0.1
elsif args.inputs.keyboard.key_down.o || args.inputs.keyboard.key_down.minus
args.state.camera.scale -= 0.1
args.state.camera.scale = 0.1 if args.state.camera.scale < 0.1
end
# "zero" to reset zoom and camera
if args.inputs.keyboard.key_down.zero
args.state.camera.scale = 1
args.state.camera.x = 0
args.state.camera.y = 0
end
# if mouse is clicked
if args.inputs.mouse.click
# convert the mouse to world space and delete any objects that intersect with the mouse
rect = Camera.to_world_space args.state.camera, args.inputs.mouse
args.state.objects.reject! { |o| rect.intersect_rect? o }
end
# "r" to reset
if args.inputs.keyboard.key_down.r
$gtk.reset_next_tick
end
# define scene
args.outputs[:scene].transient!
args.outputs[:scene].w = Camera::WORLD_SIZE
args.outputs[:scene].h = Camera::WORLD_SIZE
# render diagonals and background of scene
args.outputs[:scene].lines << { x: 0, y: 0, x2: 1500, y2: 1500, r: 0, g: 0, b: 0, a: 255 }
args.outputs[:scene].lines << { x: 0, y: 1500, x2: 1500, y2: 0, r: 0, g: 0, b: 0, a: 255 }
args.outputs[:scene].solids << { x: 0, y: 0, w: 1500, h: 1500, a: 128 }
# find all objects to render
objects_to_render = Camera.find_all_intersect_viewport args.state.camera, args.state.objects
# for objects that were found, convert the rect to screen coordinates and place them in scene
args.outputs[:scene].sprites << objects_to_render.map { |o| Camera.to_screen_space args.state.camera, o }
# render scene to screen
args.outputs.sprites << { **Camera.viewport, path: :scene }
# render instructions
args.outputs.sprites << { x: 0, y: 110.from_top, w: 1280, h: 110, path: :pixel, r: 0, g: 0, b: 0, a: 128 }
label_style = { r: 255, g: 255, b: 255, anchor_y: 0.5 }
args.outputs.labels << { x: 30, y: 30.from_top, text: "Arrow keys to move around. I and O Keys to zoom in and zoom out (0 to reset camera, R to reset everything).", **label_style }
args.outputs.labels << { x: 30, y: 60.from_top, text: "Click square to remove from world.", **label_style }
args.outputs.labels << { x: 30, y: 90.from_top, text: "Mouse locationin world: #{(Camera.to_world_space args.state.camera, args.inputs.mouse).to_sf}", **label_style }
end
# helper methods to create a camera and go to and from screen space and world space
class Camera
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720
WORLD_SIZE = 1500
WORLD_SIZE_HALF = WORLD_SIZE / 2
OFFSET_X = (SCREEN_WIDTH - WORLD_SIZE) / 2
OFFSET_Y = (SCREEN_HEIGHT - WORLD_SIZE) / 2
class << self
# given a rect in screen space, converts the rect to world space
def to_world_space camera, rect
rect_x = rect.x
rect_y = rect.y
rect_w = rect.w || 0
rect_h = rect.h || 0
x = (rect_x - WORLD_SIZE_HALF + camera.x * camera.scale - OFFSET_X) / camera.scale
y = (rect_y - WORLD_SIZE_HALF + camera.y * camera.scale - OFFSET_Y) / camera.scale
w = rect_w / camera.scale
h = rect_h / camera.scale
rect.merge x: x, y: y, w: w, h: h
end
# given a rect in world space, converts the rect to screen space
def to_screen_space camera, rect
rect_x = rect.x
rect_y = rect.y
rect_w = rect.w || 0
rect_h = rect.h || 0
x = rect_x * camera.scale - camera.x * camera.scale + WORLD_SIZE_HALF
y = rect_y * camera.scale - camera.y * camera.scale + WORLD_SIZE_HALF
w = rect_w * camera.scale
h = rect_h * camera.scale
rect.merge x: x, y: y, w: w, h: h
end
# viewport of the scene
def viewport
{
x: OFFSET_X,
y: OFFSET_Y,
w: 1500,
h: 1500
}
end
# viewport in the context of the world
def viewport_world camera
to_world_space camera, viewport
end
# helper method to find objects within viewport
def find_all_intersect_viewport camera, os
Geometry.find_all_intersect_rect viewport_world(camera), os
end
end
end
$gtk.reset
Camera Space World Space Simple Grid Map - main.rb link
# ./samples/07_advanced_rendering/16_camera_space_world_space_simple_grid_map/app/main.rb
def tick args
defaults args
calc args
render args
end
def defaults args
tile_size = 100
tiles_per_row = 32
number_of_rows = 32
number_of_tiles = tiles_per_row * number_of_rows
# generate map tiles
args.state.tiles ||= number_of_tiles.map_with_index do |i|
row = i.idiv(tiles_per_row)
col = i.mod(tiles_per_row)
{
x: row * tile_size,
y: col * tile_size,
w: tile_size,
h: tile_size,
path: 'sprites/square/blue.png'
}
end
center_map = {
x: tiles_per_row.idiv(2) * tile_size,
y: number_of_rows.idiv(2) * tile_size,
w: 1,
h: 1
}
args.state.center_tile ||= args.state.tiles.find { |o| o.intersect_rect? center_map }
args.state.selected_tile ||= args.state.center_tile
# camera must have the following properties (x, y, and scale)
if !args.state.camera
args.state.camera = {
x: 0,
y: 0,
scale: 1,
target_x: 0,
target_y: 0,
target_scale: 1
}
args.state.camera.target_x = args.state.selected_tile.x + args.state.selected_tile.w.half
args.state.camera.target_y = args.state.selected_tile.y + args.state.selected_tile.h.half
args.state.camera.x = args.state.camera.target_x
args.state.camera.y = args.state.camera.target_y
end
end
def calc args
calc_inputs args
calc_camera args
end
def calc_inputs args
# "i" to zoom in, "o" to zoom out
if args.inputs.keyboard.key_down.i || args.inputs.keyboard.key_down.equal_sign || args.inputs.keyboard.key_down.plus
args.state.camera.target_scale += 0.1 * args.state.camera.scale
elsif args.inputs.keyboard.key_down.o || args.inputs.keyboard.key_down.minus
args.state.camera.target_scale -= 0.1 * args.state.camera.scale
args.state.camera.target_scale = 0.1 if args.state.camera.scale < 0.1
end
# "zero" to reset zoom and camera
if args.inputs.keyboard.key_down.zero
args.state.camera.target_scale = 1
args.state.selected_tile = args.state.center_tile
end
# if mouse is clicked
if args.inputs.mouse.click
# convert the mouse to world space and delete any tiles that intersect with the mouse
rect = Camera.to_world_space args.state.camera, args.inputs.mouse
selected_tile = args.state.tiles.find { |o| rect.intersect_rect? o }
if selected_tile
args.state.selected_tile = selected_tile
args.state.camera.target_scale = 1
end
end
# "r" to reset
if args.inputs.keyboard.key_down.r
$gtk.reset_next_tick
end
end
def calc_camera args
args.state.camera.target_x = args.state.selected_tile.x + args.state.selected_tile.w.half
args.state.camera.target_y = args.state.selected_tile.y + args.state.selected_tile.h.half
dx = args.state.camera.target_x - args.state.camera.x
dy = args.state.camera.target_y - args.state.camera.y
ds = args.state.camera.target_scale - args.state.camera.scale
args.state.camera.x += dx * 0.1 * args.state.camera.scale
args.state.camera.y += dy * 0.1 * args.state.camera.scale
args.state.camera.scale += ds * 0.1
end
def render args
args.outputs.background_color = [0, 0, 0]
# define scene
args.outputs[:scene].transient!
args.outputs[:scene].w = Camera::WORLD_SIZE
args.outputs[:scene].h = Camera::WORLD_SIZE
args.outputs[:scene].background_color = [0, 0, 0, 0]
# render diagonals and background of scene
args.outputs[:scene].lines << { x: 0, y: 0, x2: 1500, y2: 1500, r: 0, g: 0, b: 0, a: 255 }
args.outputs[:scene].lines << { x: 0, y: 1500, x2: 1500, y2: 0, r: 0, g: 0, b: 0, a: 255 }
args.outputs[:scene].solids << { x: 0, y: 0, w: 1500, h: 1500, a: 128 }
# find all tiles to render
objects_to_render = Camera.find_all_intersect_viewport args.state.camera, args.state.tiles
# convert mouse to world space to see if it intersects with any tiles (hover color)
mouse_in_world = Camera.to_world_space args.state.camera, args.inputs.mouse
# for tiles that were found, convert the rect to screen coordinates and place them in scene
args.outputs[:scene].sprites << objects_to_render.map do |o|
if o == args.state.selected_tile
tile_to_render = o.merge path: 'sprites/square/green.png'
elsif o.intersect_rect? mouse_in_world
tile_to_render = o.merge path: 'sprites/square/orange.png'
else
tile_to_render = o.merge path: 'sprites/square/blue.png'
end
Camera.to_screen_space args.state.camera, tile_to_render
end
# render scene to screen
args.outputs.sprites << { **Camera.viewport, path: :scene }
# render instructions
args.outputs.sprites << { x: 0, y: 110.from_top, w: 1280, h: 110, path: :pixel, r: 0, g: 0, b: 0, a: 200 }
label_style = { r: 255, g: 255, b: 255, anchor_y: 0.5 }
args.outputs.labels << { x: 30, y: 30.from_top, text: "I/O or +/- keys to zoom in and zoom out (0 to reset camera, R to reset everything).", **label_style }
args.outputs.labels << { x: 30, y: 60.from_top, text: "Click to center on square.", **label_style }
args.outputs.labels << { x: 30, y: 90.from_top, text: "Mouse location in world: #{(Camera.to_world_space args.state.camera, args.inputs.mouse).to_sf}", **label_style }
end
# helper methods to create a camera and go to and from screen space and world space
class Camera
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720
WORLD_SIZE = 1500
WORLD_SIZE_HALF = WORLD_SIZE / 2
OFFSET_X = (SCREEN_WIDTH - WORLD_SIZE) / 2
OFFSET_Y = (SCREEN_HEIGHT - WORLD_SIZE) / 2
class << self
# given a rect in screen space, converts the rect to world space
def to_world_space camera, rect
rect_x = rect.x
rect_y = rect.y
rect_w = rect.w || 0
rect_h = rect.h || 0
x = (rect_x - WORLD_SIZE_HALF + camera.x * camera.scale - OFFSET_X) / camera.scale
y = (rect_y - WORLD_SIZE_HALF + camera.y * camera.scale - OFFSET_Y) / camera.scale
w = rect_w / camera.scale
h = rect_h / camera.scale
rect.merge x: x, y: y, w: w, h: h
end
# given a rect in world space, converts the rect to screen space
def to_screen_space camera, rect
rect_x = rect.x
rect_y = rect.y
rect_w = rect.w || 0
rect_h = rect.h || 0
x = rect_x * camera.scale - camera.x * camera.scale + WORLD_SIZE_HALF
y = rect_y * camera.scale - camera.y * camera.scale + WORLD_SIZE_HALF
w = rect_w * camera.scale
h = rect_h * camera.scale
rect.merge x: x, y: y, w: w, h: h
end
# viewport of the scene
def viewport
{
x: OFFSET_X,
y: OFFSET_Y,
w: WORLD_SIZE,
h: WORLD_SIZE
}
end
# viewport in the context of the world
def viewport_world camera
to_world_space camera, viewport
end
# helper method to find objects within viewport
def find_all_intersect_viewport camera, os
Geometry.find_all_intersect_rect viewport_world(camera), os
end
end
end
$gtk.reset
Matrix And Triangles 2d - main.rb link
# ./samples/07_advanced_rendering/16_matrix_and_triangles_2d/app/main.rb
include MatrixFunctions
def tick args
args.state.square_one_sprite = { x: 0,
y: 0,
w: 100,
h: 100,
path: "sprites/square/blue.png",
source_x: 0,
source_y: 0,
source_w: 80,
source_h: 80 }
args.state.square_two_sprite = { x: 0,
y: 0,
w: 100,
h: 100,
path: "sprites/square/red.png",
source_x: 0,
source_y: 0,
source_w: 80,
source_h: 80 }
args.state.square_one = sprite_to_triangles args.state.square_one_sprite
args.state.square_two = sprite_to_triangles args.state.square_two_sprite
args.state.camera.x ||= 0
args.state.camera.y ||= 0
args.state.camera.zoom ||= 1
args.state.camera.rotation ||= 0
zmod = 1
move_multiplier = 1
dzoom = 0.01
if args.state.tick_count.zmod? zmod
args.state.camera.x += args.inputs.left_right * -1 * move_multiplier
args.state.camera.y += args.inputs.up_down * -1 * move_multiplier
end
if args.inputs.keyboard.i
args.state.camera.zoom += dzoom
elsif args.inputs.keyboard.o
args.state.camera.zoom -= dzoom
end
args.state.camera.zoom = args.state.camera.zoom.clamp(0.25, 10)
args.outputs.sprites << triangles_mat3_mul(args.state.square_one,
mat3_translate(-50, -50),
mat3_rotate(args.state.tick_count),
mat3_translate(0, 0),
mat3_translate(args.state.camera.x, args.state.camera.y),
mat3_scale(args.state.camera.zoom),
mat3_translate(640, 360))
args.outputs.sprites << triangles_mat3_mul(args.state.square_two,
mat3_translate(-50, -50),
mat3_rotate(args.state.tick_count),
mat3_translate(100, 100),
mat3_translate(args.state.camera.x, args.state.camera.y),
mat3_scale(args.state.camera.zoom),
mat3_translate(640, 360))
mouse_coord = vec3 args.inputs.mouse.x,
args.inputs.mouse.y,
1
mouse_coord = mul mouse_coord,
mat3_translate(-640, -360),
mat3_scale(args.state.camera.zoom),
mat3_translate(-args.state.camera.x, -args.state.camera.y)
args.outputs.lines << { x: 640, y: 0, h: 720 }
args.outputs.lines << { x: 0, y: 360, w: 1280 }
args.outputs.labels << { x: 30, y: 60.from_top, text: "x: #{args.state.camera.x.to_sf} y: #{args.state.camera.y.to_sf} z: #{args.state.camera.zoom.to_sf}" }
args.outputs.labels << { x: 30, y: 90.from_top, text: "Mouse: #{mouse_coord.x.to_sf} #{mouse_coord.y.to_sf}" }
args.outputs.labels << { x: 30,
y: 30.from_top,
text: "W,A,S,D to move. I, O to zoom. Triangles is a Indie/Pro Feature and will be ignored in Standard." }
end
def sprite_to_triangles sprite
[
{
x: sprite.x, y: sprite.y,
x2: sprite.x, y2: sprite.y + sprite.h,
x3: sprite.x + sprite.w, y3: sprite.y + sprite.h,
source_x: sprite.source_x, source_y: sprite.source_y,
source_x2: sprite.source_x, source_y2: sprite.source_y + sprite.source_h,
source_x3: sprite.source_x + sprite.source_w, source_y3: sprite.source_y + sprite.source_h,
path: sprite.path
},
{
x: sprite.x, y: sprite.y,
x2: sprite.x + sprite.w, y2: sprite.y + sprite.h,
x3: sprite.x + sprite.w, y3: sprite.y,
source_x: sprite.source_x, source_y: sprite.source_y,
source_x2: sprite.source_x + sprite.source_w, source_y2: sprite.source_y + sprite.source_h,
source_x3: sprite.source_x + sprite.source_w, source_y3: sprite.source_y,
path: sprite.path
}
]
end
def mat3_translate dx, dy
mat3 1, 0, dx,
0, 1, dy,
0, 0, 1
end
def mat3_rotate angle_d
angle_r = angle_d.to_radians
mat3 Math.cos(angle_r), -Math.sin(angle_r), 0,
Math.sin(angle_r), Math.cos(angle_r), 0,
0, 0, 1
end
def mat3_scale scale
mat3 scale, 0, 0,
0, scale, 0,
0, 0, 1
end
def triangles_mat3_mul triangles, *matrices
triangles.map { |triangle| triangle_mat3_mul triangle, *matrices }
end
def triangle_mat3_mul triangle, *matrices
result = [
(vec3 triangle.x, triangle.y, 1),
(vec3 triangle.x2, triangle.y2, 1),
(vec3 triangle.x3, triangle.y3, 1)
].map do |coord|
mul coord, *matrices
end
{
**triangle,
x: result[0].x,
y: result[0].y,
x2: result[1].x,
y2: result[1].y,
x3: result[2].x,
y3: result[2].y,
}
rescue Exception => e
pretty_print triangle
pretty_print result
pretty_print matrices
puts "#{matrices}"
raise e
end
Matrix And Triangles 3d - main.rb link
# ./samples/07_advanced_rendering/16_matrix_and_triangles_3d/app/main.rb
include MatrixFunctions
def tick args
args.outputs.labels << { x: 0,
y: 30.from_top,
text: "W,A,S,D to move. Q,E,U,O to turn, I,K for elevation. Triangles is a Indie/Pro Feature and will be ignored in Standard.",
alignment_enum: 1 }
args.grid.origin_center!
args.state.cam_x ||= 0.00
if args.inputs.keyboard.left
args.state.cam_x += 0.01
elsif args.inputs.keyboard.right
args.state.cam_x -= 0.01
end
args.state.cam_y ||= 0.00
if args.inputs.keyboard.i
args.state.cam_y += 0.01
elsif args.inputs.keyboard.k
args.state.cam_y -= 0.01
end
args.state.cam_z ||= 6.5
if args.inputs.keyboard.s
args.state.cam_z += 0.1
elsif args.inputs.keyboard.w
args.state.cam_z -= 0.1
end
args.state.cam_angle_y ||= 0
if args.inputs.keyboard.q
args.state.cam_angle_y += 0.25
elsif args.inputs.keyboard.e
args.state.cam_angle_y -= 0.25
end
args.state.cam_angle_x ||= 0
if args.inputs.keyboard.u
args.state.cam_angle_x += 0.1
elsif args.inputs.keyboard.o
args.state.cam_angle_x -= 0.1
end
# model A
args.state.a = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.a_world = mul_world args,
args.state.a,
(translate -0.25, -0.25, 0),
(translate 0, 0, 0.25),
(rotate_x args.state.tick_count)
args.state.a_camera = mul_cam args, args.state.a_world
args.state.a_projected = mul_perspective args, args.state.a_camera
render_projection args, args.state.a_projected
# model B
args.state.b = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.b_world = mul_world args,
args.state.b,
(translate -0.25, -0.25, 0),
(translate 0, 0, -0.25),
(rotate_x args.state.tick_count)
args.state.b_camera = mul_cam args, args.state.b_world
args.state.b_projected = mul_perspective args, args.state.b_camera
render_projection args, args.state.b_projected
# model C
args.state.c = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.c_world = mul_world args,
args.state.c,
(translate -0.25, -0.25, 0),
(rotate_y 90),
(translate -0.25, 0, 0),
(rotate_x args.state.tick_count)
args.state.c_camera = mul_cam args, args.state.c_world
args.state.c_projected = mul_perspective args, args.state.c_camera
render_projection args, args.state.c_projected
# model D
args.state.d = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.d_world = mul_world args,
args.state.d,
(translate -0.25, -0.25, 0),
(rotate_y 90),
(translate 0.25, 0, 0),
(rotate_x args.state.tick_count)
args.state.d_camera = mul_cam args, args.state.d_world
args.state.d_projected = mul_perspective args, args.state.d_camera
render_projection args, args.state.d_projected
# model E
args.state.e = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.e_world = mul_world args,
args.state.e,
(translate -0.25, -0.25, 0),
(rotate_x 90),
(translate 0, 0.25, 0),
(rotate_x args.state.tick_count)
args.state.e_camera = mul_cam args, args.state.e_world
args.state.e_projected = mul_perspective args, args.state.e_camera
render_projection args, args.state.e_projected
# model E
args.state.f = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.f_world = mul_world args,
args.state.f,
(translate -0.25, -0.25, 0),
(rotate_x 90),
(translate 0, -0.25, 0),
(rotate_x args.state.tick_count)
args.state.f_camera = mul_cam args, args.state.f_world
args.state.f_projected = mul_perspective args, args.state.f_camera
render_projection args, args.state.f_projected
# render_debug args, args.state.a, args.state.a_transform, args.state.a_projected
# args.outputs.labels << { x: -630, y: 10.from_top, text: "x: #{args.state.cam_x.to_sf} -> #{( args.state.cam_x * 1000 ).to_sf}" }
# args.outputs.labels << { x: -630, y: 30.from_top, text: "y: #{args.state.cam_y.to_sf} -> #{( args.state.cam_y * 1000 ).to_sf}" }
# args.outputs.labels << { x: -630, y: 50.from_top, text: "z: #{args.state.cam_z.fdiv(10).to_sf} -> #{( args.state.cam_z * 100 ).to_sf}" }
end
def mul_world args, model, *mul_def
model.map do |vecs|
vecs.map do |vec|
mul vec,
*mul_def
end
end
end
def mul_cam args, world_vecs
world_vecs.map do |vecs|
vecs.map do |vec|
mul vec,
(translate -args.state.cam_x, args.state.cam_y, -args.state.cam_z),
(rotate_y args.state.cam_angle_y),
(rotate_x args.state.cam_angle_x)
end
end
end
def mul_perspective args, camera_vecs
camera_vecs.map do |vecs|
vecs.map do |vec|
perspective vec
end
end
end
def render_debug args, model, transform, projected
args.outputs.labels << { x: -630, y: 10.from_top, text: "model: #{vecs_to_s model[0]}" }
args.outputs.labels << { x: -630, y: 30.from_top, text: " #{vecs_to_s model[1]}" }
args.outputs.labels << { x: -630, y: 50.from_top, text: "transform: #{vecs_to_s transform[0]}" }
args.outputs.labels << { x: -630, y: 70.from_top, text: " #{vecs_to_s transform[1]}" }
args.outputs.labels << { x: -630, y: 90.from_top, text: "projected: #{vecs_to_s projected[0]}" }
args.outputs.labels << { x: -630, y: 110.from_top, text: " #{vecs_to_s projected[1]}" }
end
def render_projection args, projection
p0 = projection[0]
args.outputs.sprites << {
x: p0[0].x, y: p0[0].y,
x2: p0[1].x, y2: p0[1].y,
x3: p0[2].x, y3: p0[2].y,
source_x: 0, source_y: 0,
source_x2: 80, source_y2: 0,
source_x3: 0, source_y3: 80,
a: 40,
# r: 128, g: 128, b: 128,
path: 'sprites/square/blue.png'
}
p1 = projection[1]
args.outputs.sprites << {
x: p1[0].x, y: p1[0].y,
x2: p1[1].x, y2: p1[1].y,
x3: p1[2].x, y3: p1[2].y,
source_x: 80, source_y: 0,
source_x2: 80, source_y2: 80,
source_x3: 0, source_y3: 80,
a: 40,
# r: 128, g: 128, b: 128,
path: 'sprites/square/blue.png'
}
end
def perspective vec
left = -1.0
right = 1.0
bottom = -1.0
top = 1.0
near = 300.0
far = 1000.0
sx = 2 * near / (right - left)
sy = 2 * near / (top - bottom)
c2 = - (far + near) / (far - near)
c1 = 2 * near * far / (near - far)
tx = -near * (left + right) / (right - left)
ty = -near * (bottom + top) / (top - bottom)
p = mat4 sx, 0, 0, tx,
0, sy, 0, ty,
0, 0, c2, c1,
0, 0, -1, 0
r = mul vec, p
r.x *= r.z / r.w / 100
r.y *= r.z / r.w / 100
r
end
def mat_scale scale
mat4 scale, 0, 0, 0,
0, scale, 0, 0,
0, 0, scale, 0,
0, 0, 0, 1
end
def rotate_y angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, 0, sin_t, 0,
0, 1, 0, 0,
-sin_t, 0, cos_t, 0,
0, 0, 0, 1)
end
def rotate_z angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, -sin_t, 0, 0,
sin_t, cos_t, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1)
end
def translate dx, dy, dz
mat4 1, 0, 0, dx,
0, 1, 0, dy,
0, 0, 1, dz,
0, 0, 0, 1
end
def rotate_x angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 1, 0, 0, 0,
0, cos_t, -sin_t, 0,
0, sin_t, cos_t, 0,
0, 0, 0, 1)
end
def vecs_to_s vecs
vecs.map do |vec|
"[#{vec.x.to_sf} #{vec.y.to_sf} #{vec.z.to_sf}]"
end.join " "
end
Matrix Camera Space World Space - main.rb link
# ./samples/07_advanced_rendering/16_matrix_camera_space_world_space/app/main.rb
# sample app shows how to translate between screen and world coordinates using matrix multiplication
class Game
attr_gtk
def tick
defaults
input
calc
render
end
def defaults
return if state.tick_count != 0
# define the size of the world
state.world_size = 1280
# initialize the camera
state.camera = {
x: 0,
y: 0,
zoom: 1
}
# initialize entities: place entities randomly in the world
state.entities = 200.map do
{
x: (rand * state.world_size - 100).to_i * (rand > 0.5 ? 1 : -1),
y: (rand * state.world_size - 100).to_i * (rand > 0.5 ? 1 : -1),
w: 32,
h: 32,
angle: 0,
path: "sprites/square/blue.png",
rotation_speed: rand * 5
}
end
# backdrop for the world
state.backdrop = { x: -state.world_size,
y: -state.world_size,
w: state.world_size * 2,
h: state.world_size * 2,
r: 200,
g: 100,
b: 0,
a: 128,
path: :pixel }
# rect representing the screen
state.screen_rect = { x: 0, y: 0, w: 1280, h: 720 }
# update the camera matricies (initial state)
update_matricies!
end
# if the camera is ever changed, recompute the matricies that are used
# to translate between screen and world coordinates. we want to cache
# the resolved matrix for speed
def update_matricies!
# camera space is defined with three matricies
# every entity is:
# - offset by the location of the camera
# - scaled
# - then centered on the screen
state.to_camera_space_matrix = MatrixFunctions.mul(mat3_translate(state.camera.x, state.camera.y),
mat3_scale(state.camera.zoom),
mat3_translate(640, 360))
# world space is defined based off the camera matricies but inverted:
# every entity is:
# - uncentered from the screen
# - unscaled
# - offset by the location of the camera in the opposite direction
state.to_world_space_matrix = MatrixFunctions.mul(mat3_translate(-640, -360),
mat3_scale(1.0 / state.camera.zoom),
mat3_translate(-state.camera.x, -state.camera.y))
# the viewport is computed by taking the screen rect and moving it into world space.
# what entities get rendered is based off of the viewport
state.viewport = rect_mul_matrix(state.screen_rect, state.to_world_space_matrix)
end
def input
# if the camera is changed, invalidate/recompute the translation matricies
should_update_matricies = false
# + and - keys zoom in and out
if inputs.keyboard.equal_sign || inputs.keyboard.plus || inputs.mouse.wheel && inputs.mouse.wheel.y > 0
state.camera.zoom += 0.01 * state.camera.zoom
should_update_matricies = true
elsif inputs.keyboard.minus || inputs.mouse.wheel && inputs.mouse.wheel.y < 0
state.camera.zoom -= 0.01 * state.camera.zoom
should_update_matricies = true
end
# clamp the zoom to a minimum of 0.25
if state.camera.zoom < 0.25
state.camera.zoom = 0.25
should_update_matricies = true
end
# left and right keys move the camera left and right
if inputs.left_right != 0
state.camera.x += -1 * (inputs.left_right * 10) * state.camera.zoom
should_update_matricies = true
end
# up and down keys move the camera up and down
if inputs.up_down != 0
state.camera.y += -1 * (inputs.up_down * 10) * state.camera.zoom
should_update_matricies = true
end
# reset the camera to the default position
if inputs.keyboard.key_down.zero
state.camera.x = 0
state.camera.y = 0
state.camera.zoom = 1
should_update_matricies = true
end
# if the update matricies flag is set, recompute the matricies
update_matricies! if should_update_matricies
end
def calc
# rotate all the entities by their rotation speed
# and reset their hovered state
state.entities.each do |entity|
entity.hovered = false
entity.angle += entity.rotation_speed
end
# find all the entities that are hovered by the mouse and update their state back to hovered
mouse_in_world = rect_to_world_coordinates inputs.mouse.rect
hovered_entities = geometry.find_all_intersect_rect mouse_in_world, state.entities
hovered_entities.each { |entity| entity.hovered = true }
end
def render
# create a render target to represent the camera's viewport
outputs[:scene].transient!
outputs[:scene].w = state.world_size
outputs[:scene].h = state.world_size
# render the backdrop
outputs[:scene].primitives << rect_to_screen_coordinates(state.backdrop)
# get all entities that are within the camera's viewport
entities_to_render = geometry.find_all_intersect_rect state.viewport, state.entities
# render all the entities within the viewport
outputs[:scene].primitives << entities_to_render.map do |entity|
r = rect_to_screen_coordinates entity
# change the color of the entity if it's hovered
r.merge!(path: "sprites/square/red.png") if entity.hovered
r
end
# render the camera's viewport
outputs.sprites << {
x: 0,
y: 0,
w: state.world_size,
h: state.world_size,
path: :scene
}
# show a label that shows the mouse's screen and world coordinates
outputs.labels << { x: 30, y: 30.from_top, text: "#{gtk.current_framerate.to_sf}" }
mouse_in_world = rect_to_world_coordinates inputs.mouse.rect
outputs.labels << {
x: 30,
y: 55.from_top,
text: "Screen Coordinates: #{inputs.mouse.x}, #{inputs.mouse.y}",
}
outputs.labels << {
x: 30,
y: 80.from_top,
text: "World Coordinates: #{mouse_in_world.x.to_sf}, #{mouse_in_world.y.to_sf}",
}
end
def rect_to_screen_coordinates rect
rect_mul_matrix rect, state.to_camera_space_matrix
end
def rect_to_world_coordinates rect
rect_mul_matrix rect, state.to_world_space_matrix
end
def rect_mul_matrix rect, matrix
# the bottom left and top right corners of the rect
# are multiplied by the matrix to get the new coordinates
bottom_left = MatrixFunctions.mul (MatrixFunctions.vec3 rect.x, rect.y, 1), matrix
top_right = MatrixFunctions.mul (MatrixFunctions.vec3 rect.x + rect.w, rect.y + rect.h, 1), matrix
# with the points of the rect recomputed, reconstruct the rect
rect.merge x: bottom_left.x,
y: bottom_left.y,
w: top_right.x - bottom_left.x,
h: top_right.y - bottom_left.y
end
# this is the definition of how to move a point in 2d space using a matrix
def mat3_translate x, y
MatrixFunctions.mat3 1, 0, x,
0, 1, y,
0, 0, 1
end
# this is the definition of how to scale a point in 2d space using a matrix
def mat3_scale scale
MatrixFunctions.mat3 scale, 0, 0,
0, scale, 0,
0, 0, 1
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
$gtk.reset
Matrix Cubeworld - main.rb link
# ./samples/07_advanced_rendering/16_matrix_cubeworld/app/main.rb
require 'app/modeling-api.rb'
include MatrixFunctions
def tick args
args.outputs.labels << { x: 0,
y: 30.from_top,
text: "W,A,S,D to move. Mouse to look. Triangles is a Indie/Pro Feature and will be ignored in Standard.",
alignment_enum: 1 }
args.grid.origin_center!
args.state.cam_y ||= 0.00
if args.inputs.keyboard.i
args.state.cam_y += 0.01
elsif args.inputs.keyboard.k
args.state.cam_y -= 0.01
end
args.state.cam_angle_y ||= 0
if args.inputs.keyboard.q
args.state.cam_angle_y += 0.25
elsif args.inputs.keyboard.e
args.state.cam_angle_y -= 0.25
end
args.state.cam_angle_x ||= 0
if args.inputs.keyboard.u
args.state.cam_angle_x += 0.1
elsif args.inputs.keyboard.o
args.state.cam_angle_x -= 0.1
end
if args.inputs.mouse.has_focus
y_change_rate = (args.inputs.mouse.x / 640) ** 2
if args.inputs.mouse.x < 0
args.state.cam_angle_y -= 0.8 * y_change_rate
else
args.state.cam_angle_y += 0.8 * y_change_rate
end
x_change_rate = (args.inputs.mouse.y / 360) ** 2
if args.inputs.mouse.y < 0
args.state.cam_angle_x += 0.8 * x_change_rate
else
args.state.cam_angle_x -= 0.8 * x_change_rate
end
end
args.state.cam_z ||= 6.4
if args.inputs.keyboard.up
point_1 = { x: 0, y: 0.02 }
point_r = args.geometry.rotate_point point_1, args.state.cam_angle_y
args.state.cam_x -= point_r.x
args.state.cam_z -= point_r.y
elsif args.inputs.keyboard.down
point_1 = { x: 0, y: -0.02 }
point_r = args.geometry.rotate_point point_1, args.state.cam_angle_y
args.state.cam_x -= point_r.x
args.state.cam_z -= point_r.y
end
args.state.cam_x ||= 0.00
if args.inputs.keyboard.right
point_1 = { x: -0.02, y: 0 }
point_r = args.geometry.rotate_point point_1, args.state.cam_angle_y
args.state.cam_x -= point_r.x
args.state.cam_z -= point_r.y
elsif args.inputs.keyboard.left
point_1 = { x: 0.02, y: 0 }
point_r = args.geometry.rotate_point point_1, args.state.cam_angle_y
args.state.cam_x -= point_r.x
args.state.cam_z -= point_r.y
end
if args.inputs.keyboard.key_down.r || args.inputs.keyboard.key_down.zero
args.state.cam_x = 0.00
args.state.cam_y = 0.00
args.state.cam_z = 1.00
args.state.cam_angle_y = 0
args.state.cam_angle_x = 0
end
if !args.state.models
args.state.models = []
25.times do
args.state.models.concat new_random_cube
end
end
args.state.models.each do |m|
render_triangles args, m
end
args.outputs.lines << { x: 0, y: -50, h: 100, a: 80 }
args.outputs.lines << { x: -50, y: 0, w: 100, a: 80 }
end
def mul_triangles model, *mul_def
combined = mul mul_def
model.map do |vecs|
vecs.map do |vec|
mul vec, *combined
end
end
end
def mul_cam args, world_vecs
mul_triangles world_vecs,
(translate -args.state.cam_x, -args.state.cam_y, -args.state.cam_z),
(rotate_y args.state.cam_angle_y),
(rotate_x args.state.cam_angle_x)
end
def mul_perspective camera_vecs
camera_vecs.map do |vecs|
r = vecs.map do |vec|
perspective vec
end
r if r[0] && r[1] && r[2]
end.reject_nil
end
def render_debug args, model, transform, projected
args.outputs.labels << { x: -630, y: 10.from_top, text: "model: #{vecs_to_s model[0]}" }
args.outputs.labels << { x: -630, y: 30.from_top, text: " #{vecs_to_s model[1]}" }
args.outputs.labels << { x: -630, y: 50.from_top, text: "transform: #{vecs_to_s transform[0]}" }
args.outputs.labels << { x: -630, y: 70.from_top, text: " #{vecs_to_s transform[1]}" }
args.outputs.labels << { x: -630, y: 90.from_top, text: "projected: #{vecs_to_s projected[0]}" }
args.outputs.labels << { x: -630, y: 110.from_top, text: " #{vecs_to_s projected[1]}" }
end
def render_triangles args, triangles
camera_space = mul_cam args, triangles
projection = mul_perspective camera_space
args.outputs.sprites << projection.map_with_index do |i, index|
if i
{
x: i[0].x, y: i[0].y,
x2: i[1].x, y2: i[1].y,
x3: i[2].x, y3: i[2].y,
source_x: 0, source_y: 0,
source_x2: 80, source_y2: 0,
source_x3: 0, source_y3: 80,
r: 128, g: 128, b: 128,
a: 80 + 128 * 1 / (index + 1),
path: :pixel
}
end
end
end
def perspective vec
left = 100.0
right = -100.0
bottom = 100.0
top = -100.0
near = 3000.0
far = 8000.0
sx = 2 * near / (right - left)
sy = 2 * near / (top - bottom)
c2 = - (far + near) / (far - near)
c1 = 2 * near * far / (near - far)
tx = -near * (left + right) / (right - left)
ty = -near * (bottom + top) / (top - bottom)
p = mat4 sx, 0, 0, tx,
0, sy, 0, ty,
0, 0, c2, c1,
0, 0, -1, 0
r = mul vec, p
return nil if r.w < 0
r.x *= r.z / r.w / 100
r.y *= r.z / r.w / 100
r
end
def mat_scale scale
mat4 scale, 0, 0, 0,
0, scale, 0, 0,
0, 0, scale, 0,
0, 0, 0, 1
end
def rotate_y angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, 0, sin_t, 0,
0, 1, 0, 0,
-sin_t, 0, cos_t, 0,
0, 0, 0, 1)
end
def rotate_z angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, -sin_t, 0, 0,
sin_t, cos_t, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1)
end
def translate dx, dy, dz
mat4 1, 0, 0, dx,
0, 1, 0, dy,
0, 0, 1, dz,
0, 0, 0, 1
end
def rotate_x angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 1, 0, 0, 0,
0, cos_t, -sin_t, 0,
0, sin_t, cos_t, 0,
0, 0, 0, 1)
end
def vecs_to_s vecs
vecs.map do |vec|
"[#{vec.x.to_sf} #{vec.y.to_sf} #{vec.z.to_sf}]"
end.join " "
end
def new_random_cube
cube_w = rand * 0.2 + 0.1
cube_h = rand * 0.2 + 0.1
randx = rand * 2.0 * [1, -1].sample
randy = rand * 2.0
randz = rand * 5 * [1, -1].sample
cube = [
square do
scale x: cube_w, y: cube_h
translate x: -cube_w / 2, y: -cube_h / 2
rotate_x 90
translate y: -cube_h / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_w, y: cube_h
translate x: -cube_w / 2, y: -cube_h / 2
rotate_x 90
translate y: cube_h / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_h, y: cube_h
translate x: -cube_h / 2, y: -cube_h / 2
rotate_y 90
translate x: -cube_w / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_h, y: cube_h
translate x: -cube_h / 2, y: -cube_h / 2
rotate_y 90
translate x: cube_w / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_w, y: cube_h
translate x: -cube_w / 2, y: -cube_h / 2
translate z: -cube_h / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_w, y: cube_h
translate x: -cube_w / 2, y: -cube_h / 2
translate z: cube_h / 2
translate x: randx, y: randy, z: randz
end
]
cube
end
$gtk.reset
Matrix Cubeworld - modeling-api.rb link
# ./samples/07_advanced_rendering/16_matrix_cubeworld/app/modeling-api.rb
class ModelingApi
attr :matricies
def initialize
@matricies = []
end
def scale x: 1, y: 1, z: 1
@matricies << scale_matrix(x: x, y: y, z: z)
if block_given?
yield
@matricies << scale_matrix(x: -x, y: -y, z: -z)
end
end
def translate x: 0, y: 0, z: 0
@matricies << translate_matrix(x: x, y: y, z: z)
if block_given?
yield
@matricies << translate_matrix(x: -x, y: -y, z: -z)
end
end
def rotate_x x
@matricies << rotate_x_matrix(x)
if block_given?
yield
@matricies << rotate_x_matrix(-x)
end
end
def rotate_y y
@matricies << rotate_y_matrix(y)
if block_given?
yield
@matricies << rotate_y_matrix(-y)
end
end
def rotate_z z
@matricies << rotate_z_matrix(z)
if block_given?
yield
@matricies << rotate_z_matrix(-z)
end
end
def scale_matrix x:, y:, z:;
mat4 x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1
end
def translate_matrix x:, y:, z:;
mat4 1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1
end
def rotate_y_matrix angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, 0, sin_t, 0,
0, 1, 0, 0,
-sin_t, 0, cos_t, 0,
0, 0, 0, 1)
end
def rotate_z_matrix angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, -sin_t, 0, 0,
sin_t, cos_t, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1)
end
def rotate_x_matrix angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 1, 0, 0, 0,
0, cos_t, -sin_t, 0,
0, sin_t, cos_t, 0,
0, 0, 0, 1)
end
def __mul_triangles__ model, *mul_def
model.map do |vecs|
vecs.map do |vec|
mul vec,
*mul_def
end
end
end
end
def square &block
square_verticies = [
[vec4(0, 0, 0, 1), vec4(1.0, 0, 0, 1), vec4(0, 1.0, 0, 1)],
[vec4(1.0, 0, 0, 1), vec4(1.0, 1.0, 0, 1), vec4(0, 1.0, 0, 1)]
]
m = ModelingApi.new
m.instance_eval &block if block
m.__mul_triangles__ square_verticies, *m.matricies
end
Override Core Rendering - main.rb link
# ./samples/07_advanced_rendering/17_override_core_rendering/app/main.rb
class GTK::Runtime
# You can completely override how DR renders by defining this method
# It is strongly recommend that you do not do this unless you know what you're doing.
def primitives pass
# fn.each_send pass.solids, self, :draw_solid
# fn.each_send pass.static_solids, self, :draw_solid
# fn.each_send pass.sprites, self, :draw_sprite
# fn.each_send pass.static_sprites, self, :draw_sprite
# fn.each_send pass.primitives, self, :draw_primitive
# fn.each_send pass.static_primitives, self, :draw_primitive
fn.each_send pass.labels, self, :draw_label
fn.each_send pass.static_labels, self, :draw_label
# fn.each_send pass.lines, self, :draw_line
# fn.each_send pass.static_lines, self, :draw_line
# fn.each_send pass.borders, self, :draw_border
# fn.each_send pass.static_borders, self, :draw_border
# if !self.production
# fn.each_send pass.debug, self, :draw_primitive
# fn.each_send pass.static_debug, self, :draw_primitive
# end
# fn.each_send pass.reserved, self, :draw_primitive
# fn.each_send pass.static_reserved, self, :draw_primitive
end
end
def tick args
args.outputs.labels << { x: 30, y: 30, text: "primitives function defined, only labels rendered" }
args.outputs.sprites << { x: 100, y: 100, w: 100, h: 100, path: "dragonruby.png" }
end
Layouts - main.rb link
# ./samples/07_advanced_rendering/18_layouts/app/main.rb
def tick args
args.outputs.solids << args.layout.rect(row: 0,
col: 0,
w: 24,
h: 12,
include_row_gutter: true,
include_col_gutter: true).merge(b: 255, a: 80)
render_row_examples args
render_column_examples args
render_max_width_max_height_examples args
render_points_with_anchored_label_examples args
render_centered_rect_examples args
render_rect_group_examples args
end
def render_row_examples args
# rows (light blue)
args.outputs.labels << args.layout.rect(row: 1, col: 6 + 3).merge(text: "row examples", anchor_x: 0.5, anchor_y: 0.5)
4.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row, col: 6, w: 1, h: 1).merge(**light_blue)
end
2.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row * 2, col: 6 + 1, w: 1, h: 2).merge(**light_blue)
end
4.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row, col: 6 + 2, w: 2, h: 1).merge(**light_blue)
end
2.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row * 2, col: 6 + 4, w: 2, h: 2).merge(**light_blue)
end
end
def render_column_examples args
# columns (yellow)
yellow = { r: 255, g: 255, b: 128 }
args.outputs.labels << args.layout.rect(row: 1, col: 12 + 3).merge(text: "column examples", anchor_x: 0.5, anchor_y: 0.5)
6.times do |col|
args.outputs.solids << args.layout.rect(row: 0, col: 12 + col, w: 1, h: 1).merge(**yellow)
end
3.times do |col|
args.outputs.solids << args.layout.rect(row: 1, col: 12 + col * 2, w: 2, h: 1).merge(**yellow)
end
6.times do |col|
args.outputs.solids << args.layout.rect(row: 2, col: 12 + col, w: 1, h: 2).merge(**yellow)
end
end
def render_max_width_max_height_examples args
# max width/height baseline (transparent green)
args.outputs.labels << args.layout.rect(row: 4, col: 12).merge(text: "max width/height examples", anchor_x: 0.5, anchor_y: 0.5)
args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 24, h: 2).merge(a: 64, **green)
# max height
args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 24, h: 2, max_height: 1).merge(a: 64, **green)
# max width
args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 24, h: 2, max_width: 12).merge(a: 64, **green)
end
def render_points_with_anchored_label_examples args
# labels relative to rects
label_color = { r: 0, g: 0, b: 0 }
# labels realtive to point, achored at 0.0, 0.0
args.outputs.borders << args.layout.rect(row: 6, col: 3, w: 6, h: 5)
args.outputs.labels << args.layout.rect(row: 6, col: 3, w: 6, h: 1).center.merge(text: "layout.point anchored to 0.0, 0.0", anchor_x: 0.5, anchor_y: 0.5, size_px: 15)
grey = { r: 128, g: 128, b: 128 }
args.outputs.solids << args.layout.rect(row: 7, col: 4.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 7, col: 4.5, row_anchor: 1.0, col_anchor: 0.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 7, col: 5.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 7, col: 5.5, row_anchor: 1.0, col_anchor: 0.5).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 7, col: 6.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 7, col: 6.5, row_anchor: 1.0, col_anchor: 1.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 8, col: 4.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 8, col: 4.5, row_anchor: 0.5, col_anchor: 0.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 8, col: 5.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 8, col: 5.5, row_anchor: 0.5, col_anchor: 0.5).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 8, col: 6.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 8, col: 6.5, row_anchor: 0.5, col_anchor: 1.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 9, col: 4.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 9, col: 4.5, row_anchor: 0.0, col_anchor: 0.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 9, col: 5.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 9, col: 5.5, row_anchor: 0.0, col_anchor: 0.5).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 9, col: 6.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 9, col: 6.5, row_anchor: 0.0, col_anchor: 1.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
end
def render_centered_rect_examples args
# centering rects
args.outputs.borders << args.layout.rect(row: 6, col: 9, w: 6, h: 5)
args.outputs.labels << args.layout.rect(row: 6, col: 9, w: 6, h: 1).center.merge(text: "layout.rect centered inside another rect", anchor_x: 0.5, anchor_y: 0.5, size_px: 15)
outer_rect = args.layout.rect(row: 7, col: 10.5, w: 3, h: 3)
# render outer rect
args.outputs.solids << outer_rect.merge(**light_blue)
# # center a yellow rect with w and h of two
args.outputs.solids << args.layout.rect_center(
args.layout.rect(w: 1, h: 5), # inner rect
outer_rect, # outer rect
).merge(**yellow)
# # center a black rect with w three h of one
args.outputs.solids << args.layout.rect_center(
args.layout.rect(w: 5, h: 1), # inner rect
outer_rect, # outer rect
)
end
def render_rect_group_examples args
args.outputs.labels << args.layout.rect(row: 6, col: 15, w: 6, h: 1).center.merge(text: "layout.rect_group usage", anchor_x: 0.5, anchor_y: 0.5, size_px: 15)
args.outputs.borders << args.layout.rect(row: 6, col: 15, w: 6, h: 5)
horizontal_markers = [
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
]
args.outputs.solids << args.layout.rect_group(row: 7,
col: 15,
dcol: 1,
w: 1,
h: 1,
group: horizontal_markers)
vertical_markers = [
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 }
]
args.outputs.solids << args.layout.rect_group(row: 7,
col: 15,
drow: 1,
w: 1,
h: 1,
group: vertical_markers)
colors = [
{ r: 0, g: 0, b: 0 },
{ r: 50, g: 50, b: 50 },
{ r: 100, g: 100, b: 100 },
{ r: 150, g: 150, b: 150 },
{ r: 200, g: 200, b: 200 },
{ r: 250, g: 250, b: 250 },
]
args.outputs.solids << args.layout.rect_group(row: 8,
col: 15,
dcol: 1,
w: 1,
h: 1,
group: colors)
end
def light_blue
{ r: 128, g: 255, b: 255 }
end
def yellow
{ r: 255, g: 255, b: 128 }
end
def green
{ r: 0, g: 128, b: 80 }
end
def white
{ r: 255, g: 255, b: 255 }
end
def label_color
{ r: 0, g: 0, b: 0 }
end
$gtk.reset
Advanced Rendering Hd link
Hd Labels - main.rb link
# ./samples/07_advanced_rendering_hd/01_hd_labels/app/main.rb
def tick args
args.state.output_cycle ||= :top_level
args.outputs.background_color = [0, 0, 0]
args.outputs.solids << [0, 0, 1280, 720, 255, 255, 255]
if args.state.output_cycle == :top_level
render_main args
else
render_scene args
end
# cycle between labels in top level args.outputs
# and labels inside of render target
if args.state.tick_count.zmod? 300
if args.state.output_cycle == :top_level
args.state.output_cycle = :render_target
else
args.state.output_cycle = :top_level
end
end
end
def render_main args
# center line
args.outputs.lines << { x: 0, y: 360, x2: 1280, y2: 360 }
args.outputs.lines << { x: 640, y: 0, x2: 640, y2: 720 }
# horizontal ruler
args.outputs.lines << { x: 0, y: 370, x2: 1280, y2: 370 }
args.outputs.lines << { x: 0, y: 351, x2: 1280, y2: 351 }
# vertical ruler
args.outputs.lines << { x: 575, y: 0, x2: 575, y2: 720 }
args.outputs.lines << { x: 701, y: 0, x2: 701, y2: 720 }
args.outputs.sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square/blue.png", a: 128 }
args.outputs.labels << { x: 640, y: 0, text: "(bottom)", alignment_enum: 1, vertical_alignment_enum: 0 }
args.outputs.labels << { x: 640, y: 425, text: "top_level", alignment_enum: 1, vertical_alignment_enum: 1 }
args.outputs.labels << { x: 640, y: 720, text: "(top)", alignment_enum: 1, vertical_alignment_enum: 2 }
args.outputs.labels << { x: 0, y: 360, text: "(left)", alignment_enum: 0, vertical_alignment_enum: 1 }
args.outputs.labels << { x: 1280, y: 360, text: "(right)", alignment_enum: 2, vertical_alignment_enum: 1 }
end
def render_scene args
args.outputs[:scene].transient!
args.outputs[:scene].background_color = [255, 255, 255, 0]
# center line
args.outputs[:scene].lines << { x: 0, y: 360, x2: 1280, y2: 360 }
args.outputs[:scene].lines << { x: 640, y: 0, x2: 640, y2: 720 }
# horizontal ruler
args.outputs[:scene].lines << { x: 0, y: 370, x2: 1280, y2: 370 }
args.outputs[:scene].lines << { x: 0, y: 351, x2: 1280, y2: 351 }
# vertical ruler
args.outputs[:scene].lines << { x: 575, y: 0, x2: 575, y2: 720 }
args.outputs[:scene].lines << { x: 701, y: 0, x2: 701, y2: 720 }
args.outputs[:scene].sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square/blue.png", a: 128, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 640, y: 0, text: "(bottom)", alignment_enum: 1, vertical_alignment_enum: 0, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 640, y: 425, text: "render target", alignment_enum: 1, vertical_alignment_enum: 1, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 640, y: 720, text: "(top)", alignment_enum: 1, vertical_alignment_enum: 2, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 0, y: 360, text: "(left)", alignment_enum: 0, vertical_alignment_enum: 1, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 1280, y: 360, text: "(right)", alignment_enum: 2, vertical_alignment_enum: 1, blendmode_enum: 0 }
args.outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :scene }
end
Texture Atlases - main.rb link
# ./samples/07_advanced_rendering_hd/02_texture_atlases/app/main.rb
# With HD mode enabled. DragonRuby will automatically use HD sprites given the following
# naming convention (assume we are using a sprite called =player.png=):
#
# | Name | Resolution | File Naming Convention |
# |-------+------------+-------------------------------|
# | 720p | 1280x720 | =player.png= |
# | HD+ | 1600x900 | [email protected]= |
# | 1080p | 1920x1080 | [email protected]= |
# | 1440p | 2560x1440 | [email protected]= |
# | 1800p | 3200x1800 | [email protected]= |
# | 4k | 3200x2160 | [email protected]= |
# | 5k | 6400x2880 | [email protected]= |
# Note: Review the sample app's game_metadata.txt file for what configurations are enabled.
def tick args
args.outputs.background_color = [0, 0, 0]
args.outputs.borders << { x: 0, y: 0, w: 1280, h: 720, r: 255, g: 255, b: 255 }
args.outputs.labels << { x: 30, y: 30.from_top, text: "render scale: #{args.grid.native_scale}", r: 255, g: 255, b: 255 }
args.outputs.labels << { x: 30, y: 60.from_top, text: "render scale: #{args.grid.native_scale_enum}", r: 255, g: 255, b: 255 }
args.outputs.sprites << { x: -640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: -320 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 0 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 320 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 960 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 1280 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 1600 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 1920 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 720, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 100.from_top, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 0, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: -100, w: 100, h: 100, path: "sprites/square.png" }
end
Allscreen Properties - main.rb link
# ./samples/07_advanced_rendering_hd/03_allscreen_properties/app/main.rb
def tick args
label_style = { r: 255, g: 255, b: 255, size_enum: 4 }
args.outputs.background_color = [0, 0, 0]
args.outputs.borders << { x: 0, y: 0, w: 1280, h: 720, r: 255, g: 255, b: 255 }
args.outputs.labels << { x: 10, y: 10.from_top, text: "native_scale: #{args.grid.native_scale}", **label_style }
args.outputs.labels << { x: 10, y: 40.from_top, text: "native_scale_enum: #{args.grid.native_scale_enum}", **label_style }
args.outputs.labels << { x: 10, y: 70.from_top, text: "hd_offset_x: #{args.grid.hd_offset_x}", **label_style }
args.outputs.labels << { x: 10, y: 100.from_top, text: "hd_offset_y: #{args.grid.hd_offset_y}", **label_style }
if (args.state.tick_count % 500) < 250
args.outputs.labels << { x: 10, y: 130.from_top, text: "cropped to: grid", **label_style }
args.outputs.sprites << { x: 0,
y: 0,
w: 1280,
h: 720,
source_x: 2000 - 640,
source_y: 2000 - 320,
source_w: 1280,
source_h: 720,
path: "sprites/world.png" }
else
args.outputs.labels << { x: 10, y: 130.from_top, text: "cropped to: allscreen", **label_style }
args.outputs.sprites << { x: 0 - args.grid.hd_offset_x,
y: 0 - args.grid.hd_offset_y,
w: 1280 + args.grid.hd_offset_x * 2,
h: 720 + args.grid.hd_offset_y * 2,
source_x: 2000 - 640 - args.grid.hd_offset_x,
source_y: 2000 - 320 - args.grid.hd_offset_y,
source_w: 1280 + args.grid.hd_offset_x * 2,
source_h: 720 + args.grid.hd_offset_y * 2,
path: "sprites/world.png" }
args.outputs.sprites << { x: 0 - args.grid.hd_offset_x,
y: 0 - args.grid.hd_offset_y,
w: 1280 + args.grid.hd_offset_x * 2,
h: 720 + args.grid.hd_offset_y * 2,
source_x: 2000 - 640 - args.grid.hd_offset_x,
source_y: 2000 - 320 - args.grid.hd_offset_y,
source_w: 1280 + args.grid.hd_offset_x * 2,
source_h: 720 + args.grid.hd_offset_y * 2,
path: "sprites/world.png" }
end
args.outputs.sprites << { x: 0, y: 0.from_top - 165, w: 410, h: 165, r: 0, g: 0, b: 0, a: 200, path: :pixel }
end
Layouts And Portrait Mode - main.rb link
# ./samples/07_advanced_rendering_hd/04_layouts_and_portrait_mode/app/main.rb
def tick args
args.outputs.solids << args.layout.rect(row: 0, col: 0, w: 12, h: 24, include_row_gutter: true, include_col_gutter: true).merge(b: 255, a: 80)
# rows (light blue)
light_blue = { r: 128, g: 255, b: 255 }
args.outputs.labels << args.layout.rect(row: 1, col: 3).merge(text: "row examples", vertical_alignment_enum: 1, alignment_enum: 1)
4.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row, col: 0, w: 1, h: 1).merge(**light_blue)
end
2.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row * 2, col: 1, w: 1, h: 2).merge(**light_blue)
end
4.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row, col: 2, w: 2, h: 1).merge(**light_blue)
end
2.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row * 2, col: 4, w: 2, h: 2).merge(**light_blue)
end
# columns (yellow)
yellow = { r: 255, g: 255, b: 128 }
args.outputs.labels << args.layout.rect(row: 1, col: 9).merge(text: "column examples", vertical_alignment_enum: 1, alignment_enum: 1)
6.times do |col|
args.outputs.solids << args.layout.rect(row: 0, col: 6 + col, w: 1, h: 1).merge(**yellow)
end
3.times do |col|
args.outputs.solids << args.layout.rect(row: 1, col: 6 + col * 2, w: 2, h: 1).merge(**yellow)
end
6.times do |col|
args.outputs.solids << args.layout.rect(row: 2, col: 6 + col, w: 1, h: 2).merge(**yellow)
end
# max width/height baseline (transparent green)
green = { r: 0, g: 128, b: 80 }
args.outputs.labels << args.layout.rect(row: 4, col: 6).merge(text: "max width/height examples", vertical_alignment_enum: 1, alignment_enum: 1)
args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 12, h: 2).merge(a: 64, **green)
# max height
args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 12, h: 2, max_height: 1).merge(a: 64, **green)
# max width
args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 12, h: 2, max_width: 6).merge(a: 64, **green)
# labels relative to rects
label_color = { r: 0, g: 0, b: 0 }
white = { r: 232, g: 232, b: 232 }
# labels realtive to point, achored at 0.0, 0.0
args.outputs.labels << args.layout.rect(row: 5.5, col: 6).merge(text: "labels using args.layout.point anchored to 0.0, 0.0", vertical_alignment_enum: 1, alignment_enum: 1)
grey = { r: 128, g: 128, b: 128 }
args.outputs.solids << args.layout.rect(row: 7, col: 4).merge(**grey)
args.outputs.labels << args.layout.point(row: 7, col: 4, row_anchor: 1.0, col_anchor: 0.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 7, col: 5).merge(**grey)
args.outputs.labels << args.layout.point(row: 7, col: 5, row_anchor: 1.0, col_anchor: 0.5).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 7, col: 6).merge(**grey)
args.outputs.labels << args.layout.point(row: 7, col: 6, row_anchor: 1.0, col_anchor: 1.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 8, col: 4).merge(**grey)
args.outputs.labels << args.layout.point(row: 8, col: 4, row_anchor: 0.5, col_anchor: 0.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 8, col: 5).merge(**grey)
args.outputs.labels << args.layout.point(row: 8, col: 5, row_anchor: 0.5, col_anchor: 0.5).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 8, col: 6).merge(**grey)
args.outputs.labels << args.layout.point(row: 8, col: 6, row_anchor: 0.5, col_anchor: 1.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 9, col: 4).merge(**grey)
args.outputs.labels << args.layout.point(row: 9, col: 4, row_anchor: 0.0, col_anchor: 0.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 9, col: 5).merge(**grey)
args.outputs.labels << args.layout.point(row: 9, col: 5, row_anchor: 0.0, col_anchor: 0.5).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 9, col: 6).merge(**grey)
args.outputs.labels << args.layout.point(row: 9, col: 6, row_anchor: 0.0, col_anchor: 1.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
# centering rects
args.outputs.labels << args.layout.rect(row: 10.5, col: 6).merge(text: "layout.rect centered inside another layout.rect", vertical_alignment_enum: 1, alignment_enum: 1)
outer_rect = args.layout.rect(row: 12, col: 4, w: 3, h: 3)
# render outer rect
args.outputs.solids << outer_rect.merge(**light_blue)
# center a yellow rect with w and h of two
args.outputs.solids << args.layout.rect_center(
args.layout.rect(w: 1, h: 5), # inner rect
outer_rect, # outer rect
).merge(**yellow)
# center a black rect with w three h of one
args.outputs.solids << args.layout.rect_center(
args.layout.rect(w: 5, h: 1), # inner rect
outer_rect, # outer rect
)
args.outputs.labels << args.layout.rect(row: 16.5, col: 6).merge(text: "layout.rect_group usage", vertical_alignment_enum: 1, alignment_enum: 1)
horizontal_markers = [
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 }
]
args.outputs.solids << args.layout.rect_group(row: 18,
dcol: 1,
w: 1,
h: 1,
group: horizontal_markers)
vertical_markers = [
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 }
]
args.outputs.solids << args.layout.rect_group(row: 18,
drow: 1,
w: 1,
h: 1,
group: vertical_markers)
colors = [
{ r: 0, g: 0, b: 0 },
{ r: 50, g: 50, b: 50 },
{ r: 100, g: 100, b: 100 },
{ r: 150, g: 150, b: 150 },
{ r: 200, g: 200, b: 200 },
]
args.outputs.solids << args.layout.rect_group(row: 19,
col: 1,
dcol: 2,
w: 2,
h: 1,
group: colors)
args.outputs.solids << args.layout.rect_group(row: 19,
col: 1,
drow: 1,
w: 2,
h: 1,
group: colors)
end
$gtk.reset
Tweening Lerping Easing Functions link
Easing Functions - main.rb link
# ./samples/08_tweening_lerping_easing_functions/01_easing_functions/app/main.rb
def tick args
# STOP! Watch the following presentation first!!!!
# Math for Game Programmers: Fast and Funky 1D Nonlinear Transformations
# https://www.youtube.com/watch?v=mr5xkf6zSzk
# You've watched the talk, yes? YES???
# define starting and ending points of properties to animate
args.state.target_x = 1180
args.state.target_y = 620
args.state.target_w = 100
args.state.target_h = 100
args.state.starting_x = 0
args.state.starting_y = 0
args.state.starting_w = 300
args.state.starting_h = 300
# define start time and duration of animation
args.state.start_animate_at = 3.seconds # this is the same as writing 60 * 5 (or 300)
args.state.duration = 2.seconds # this is the same as writing 60 * 2 (or 120)
# define type of animations
# Here are all the options you have for values you can put in the array:
# :identity, :quad, :cube, :quart, :quint, :flip
# Linear is defined as:
# [:identity]
#
# Smooth start variations are:
# [:quad]
# [:cube]
# [:quart]
# [:quint]
# Linear reversed, and smooth stop are the same as the animations defined above, but reversed:
# [:flip, :identity]
# [:flip, :quad, :flip]
# [:flip, :cube, :flip]
# [:flip, :quart, :flip]
# [:flip, :quint, :flip]
# You can also do custom definitions. See the bottom of the file details
# on how to do that. I've defined a couple for you:
# [:smoothest_start]
# [:smoothest_stop]
# CHANGE THIS LINE TO ONE OF THE LINES ABOVE TO SEE VARIATIONS
args.state.animation_type = [:identity]
# args.state.animation_type = [:quad]
# args.state.animation_type = [:cube]
# args.state.animation_type = [:quart]
# args.state.animation_type = [:quint]
# args.state.animation_type = [:flip, :identity]
# args.state.animation_type = [:flip, :quad, :flip]
# args.state.animation_type = [:flip, :cube, :flip]
# args.state.animation_type = [:flip, :quart, :flip]
# args.state.animation_type = [:flip, :quint, :flip]
# args.state.animation_type = [:smoothest_start]
# args.state.animation_type = [:smoothest_stop]
# THIS IS WHERE THE MAGIC HAPPENS!
# Numeric#ease
progress = args.state.start_animate_at.ease(args.state.duration, args.state.animation_type)
# Numeric#ease needs to called:
# 1. On the number that represents the point in time you want to start, and takes two parameters:
# a. The first parameter is how long the animation should take.
# b. The second parameter represents the functions that need to be called.
#
# For example, if I wanted an animate to start 3 seconds in, and last for 10 seconds,
# and I want to animation to start fast and end slow, I would do:
# (60 * 3).ease(60 * 10, :flip, :quint, :flip)
# initial value delta to the final value
calc_x = args.state.starting_x + (args.state.target_x - args.state.starting_x) * progress
calc_y = args.state.starting_y + (args.state.target_y - args.state.starting_y) * progress
calc_w = args.state.starting_w + (args.state.target_w - args.state.starting_w) * progress
calc_h = args.state.starting_h + (args.state.target_h - args.state.starting_h) * progress
args.outputs.solids << [calc_x, calc_y, calc_w, calc_h, 0, 0, 0]
# count down
count_down = args.state.start_animate_at - args.state.tick_count
if count_down > 0
args.outputs.labels << [640, 375, "Running: #{args.state.animation_type} in...", 3, 1]
args.outputs.labels << [640, 345, "%.2f" % count_down.fdiv(60), 3, 1]
elsif progress >= 1
args.outputs.labels << [640, 360, "Click screen to reset.", 3, 1]
if args.inputs.click
$gtk.reset
end
end
end
# $gtk.reset
# you can make own variations of animations using this
module Easing
# you have access to all the built in functions: identity, flip, quad, cube, quart, quint
def self.smoothest_start x
quad(quint(x))
end
def self.smoothest_stop x
flip(quad(quint(flip(x))))
end
# this is the source for the existing easing functions
def self.identity x
x
end
def self.flip x
1 - x
end
def self.quad x
x * x
end
def self.cube x
x * x * x
end
def self.quart x
x * x * x * x * x
end
def self.quint x
x * x * x * x * x * x
end
end
Cubic Bezier - main.rb link
# ./samples/08_tweening_lerping_easing_functions/02_cubic_bezier/app/main.rb
def tick args
args.outputs.background_color = [33, 33, 33]
args.outputs.lines << bezier(100, 100,
100, 620,
1180, 620,
1180, 100,
0)
args.outputs.lines << bezier(100, 100,
100, 620,
1180, 620,
1180, 100,
20)
end
def bezier x1, y1, x2, y2, x3, y3, x4, y4, step
step ||= 0
color = [200, 200, 200]
points = points_for_bezier [x1, y1], [x2, y2], [x3, y3], [x4, y4], step
points.each_cons(2).map do |p1, p2|
[p1, p2, color]
end
end
def points_for_bezier p1, p2, p3, p4, step
points = []
if step == 0
[p1, p2, p3, p4]
else
t_step = 1.fdiv(step + 1)
t = 0
t += t_step
points = []
while t < 1
points << [
b_for_t(p1.x, p2.x, p3.x, p4.x, t),
b_for_t(p1.y, p2.y, p3.y, p4.y, t),
]
t += t_step
end
[
p1,
*points,
p4
]
end
end
def b_for_t v0, v1, v2, v3, t
pow(1 - t, 3) * v0 +
3 * pow(1 - t, 2) * t * v1 +
3 * (1 - t) * pow(t, 2) * v2 +
pow(t, 3) * v3
end
def pow n, to
n ** to
end
Easing Using Spline - main.rb link
# ./samples/08_tweening_lerping_easing_functions/03_easing_using_spline/app/main.rb
def tick args
args.state.duration = 10.seconds
args.state.spline = [
[0.0, 0.33, 0.66, 1.0],
[1.0, 1.0, 1.0, 1.0],
[1.0, 0.66, 0.33, 0.0],
]
args.state.simulation_tick = args.state.tick_count % args.state.duration
progress = 0.ease_spline_extended args.state.simulation_tick, args.state.duration, args.state.spline
args.outputs.borders << args.grid.rect
args.outputs.solids << [20 + 1240 * progress,
20 + 680 * progress,
20, 20].anchor_rect(0.5, 0.5)
args.outputs.labels << [10,
710,
"perc: #{"%.2f" % (args.state.simulation_tick / args.state.duration)} t: #{args.state.simulation_tick}"]
end
Pulsing Button - main.rb link
# ./samples/08_tweening_lerping_easing_functions/04_pulsing_button/app/main.rb
# game concept from: https://youtu.be/Tz-AinJGDIM
# This class encapsulates the logic of a button that pulses when clicked.
# It is used in the StartScene and GameOverScene classes.
class PulseButton
# a block is passed into the constructor and is called when the button is clicked,
# and after the pulse animation is complete
def initialize rect, text, &on_click
@rect = rect
@text = text
@on_click = on_click
@pulse_animation_spline = [[0.0, 0.90, 1.0, 1.0], [1.0, 0.10, 0.0, 0.0]]
@duration = 10
end
# the button is ticked every frame and check to see if the mouse
# intersects the button's bounding box.
# if it does, then pertinent information is stored in the @clicked_at variable
# which is used to calculate the pulse animation
def tick tick_count, mouse
@tick_count = tick_count
if @clicked_at && @clicked_at.elapsed_time > @duration
@clicked_at = nil
@on_click.call
end
return if !mouse.click
return if !mouse.inside_rect? @rect
@clicked_at = tick_count
end
# this function returns an array of primitives that can be rendered
def prefab easing
# calculate the percentage of the pulse animation that has completed
# and use the percentage to compute the size and position of the button
perc = if @clicked_at
easing.ease_spline @clicked_at, @tick_count, @duration, @pulse_animation_spline
else
0
end
rect = { x: @rect.x - 50 * perc / 2,
y: @rect.y - 50 * perc / 2,
w: @rect.w + 50 * perc,
h: @rect.h + 50 * perc }
point = { x: @rect.x + @rect.w / 2, y: @rect.y + @rect.h / 2 }
[
{ **rect, path: :pixel },
{ **point, text: @text, size_px: 32, anchor_x: 0.5, anchor_y: 0.5 }
]
end
end
class Game
attr_gtk
def initialize args
self.args = args
@pulse_button ||= PulseButton.new({ x: 640 - 100, y: 360 - 50, w: 200, h: 100 }, 'Click Me!') do
$gtk.notify! "Animation complete and block invoked!"
end
end
def tick
@pulse_button.tick state.tick_count, inputs.mouse
outputs.primitives << @pulse_button.prefab(easing)
end
end
def tick args
$game ||= Game.new args
$game.args = args
$game.tick
end
Scene Transitions - main.rb link
# ./samples/08_tweening_lerping_easing_functions/05_scene_transitions/app/main.rb
# This sample app shows a more advanced implementation of scenes:
# 1. "Scene 1" has a label on it that says "I am scene ONE. Press enter to go to scene TWO."
# 2. "Scene 2" has a label on it that says "I am scene TWO. Press enter to go to scene ONE."
# 3. When the game starts, Scene 1 is presented.
# 4. When the player presses enter, the scene transitions to Scene 2 (fades out Scene 1 over half a second, then fades in Scene 2 over half a second).
# 5. When the player presses enter again, the scene transitions to Scene 1 (fades out Scene 2 over half a second, then fades in Scene 1 over half a second).
# 6. During the fade transitions, spamming the enter key is ignored (scenes don't accept a transition/respond to the enter key until the current transition is completed).
class SceneOne
attr_gtk
def tick
outputs[:scene].transient!
outputs[:scene].labels << { x: 640,
y: 360,
text: "I am scene ONE. Press enter to go to scene TWO.",
alignment_enum: 1,
vertical_alignment_enum: 1 }
state.next_scene = :scene_two if inputs.keyboard.key_down.enter
end
end
class SceneTwo
attr_gtk
def tick
outputs[:scene].transient!
outputs[:scene].labels << { x: 640,
y: 360,
text: "I am scene TWO. Press enter to go to scene ONE.",
alignment_enum: 1,
vertical_alignment_enum: 1 }
state.next_scene = :scene_one if inputs.keyboard.key_down.enter
end
end
class RootScene
attr_gtk
def initialize
@scene_one = SceneOne.new
@scene_two = SceneTwo.new
end
def tick
defaults
render
tick_scene
end
def defaults
set_current_scene! :scene_one if state.tick_count == 0
state.scene_transition_duration ||= 30
end
def render
a = if state.transition_scene_at
255 * state.transition_scene_at.ease(state.scene_transition_duration, :flip)
elsif state.current_scene_at
255 * state.current_scene_at.ease(state.scene_transition_duration)
else
255
end
outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :scene, a: a }
end
def tick_scene
current_scene = state.current_scene
@current_scene.args = args
@current_scene.tick
if current_scene != state.current_scene
raise "state.current_scene changed mid tick from #{current_scene} to #{state.current_scene}. To change scenes, set state.next_scene."
end
if state.next_scene && state.next_scene != state.transition_scene && state.next_scene != state.current_scene
state.transition_scene_at = state.tick_count
state.transition_scene = state.next_scene
end
if state.transition_scene_at && state.transition_scene_at.elapsed_time >= state.scene_transition_duration
set_current_scene! state.transition_scene
end
state.next_scene = nil
end
def set_current_scene! id
return if state.current_scene == id
state.current_scene = id
state.current_scene_at = state.tick_count
state.transition_scene = nil
state.transition_scene_at = nil
if state.current_scene == :scene_one
@current_scene = @scene_one
elsif state.current_scene == :scene_two
@current_scene = @scene_two
end
end
end
def tick args
$game ||= RootScene.new
$game.args = args
$game.tick
end
Animation Queues - main.rb link
# ./samples/08_tweening_lerping_easing_functions/06_animation_queues/app/main.rb
# here's how to create a "fire and forget" sprite animation queue
def tick args
args.outputs.labels << { x: 640,
y: 360,
text: "Click anywhere on the screen.",
alignment_enum: 1,
vertical_alignment_enum: 1 }
# initialize the queue to an empty array
args.state.fade_out_queue ||=[]
# if the mouse is click, add a sprite to the fire and forget
# queue to be processed
if args.inputs.mouse.click
args.state.fade_out_queue << {
x: args.inputs.mouse.x - 20,
y: args.inputs.mouse.y - 20,
w: 40,
h: 40,
path: "sprites/square/blue.png"
}
end
# process the queue
args.state.fade_out_queue.each do |item|
# default the alpha value if it isn't specified
item.a ||= 255
# decrement the alpha by 5 each frame
item.a -= 5
end
# remove the item if it's completely faded out
args.state.fade_out_queue.reject! { |item| item.a <= 0 }
# render the sprites in the queue
args.outputs.sprites << args.state.fade_out_queue
end
Animation Queues Advanced - main.rb link
# ./samples/08_tweening_lerping_easing_functions/07_animation_queues_advanced/app/main.rb
# sample app shows how to perform a fire and forget animation when a collision occurs
def tick args
defaults args
spawn_bullets args
calc_bullets args
render args
end
def defaults args
# place a player on the far left with sprite and hp information
args.state.player ||= { x: 100, y: 360 - 50, w: 100, h: 100, path: "sprites/square/blue.png", hp: 30 }
# create an array of bullets
args.state.bullets ||= []
# create a queue for handling bullet explosions
args.state.explosion_queue ||= []
end
def spawn_bullets args
# span a bullet in a random location on the far right every half second
return if !args.state.tick_count.zmod? 30
args.state.bullets << {
x: 1280 - 100,
y: rand(720 - 100),
w: 100,
h: 100,
path: "sprites/square/red.png"
}
end
def calc_bullets args
# for each bullet
args.state.bullets.each do |b|
# move it to the left by 20 pixels
b.x -= 20
# determine if the bullet collides with the player
if b.intersect_rect? args.state.player
# decrement the player's health if it does
args.state.player.hp -= 1
# mark the bullet as exploded
b.exploded = true
# queue the explosion by adding it to the explosion queue
args.state.explosion_queue << b.merge(exploded_at: args.state.tick_count)
end
end
# remove bullets that have exploded so they wont be rendered
args.state.bullets.reject! { |b| b.exploded }
# remove animations from the animation queue that have completed
# frame index will return nil once the animation has completed
args.state.explosion_queue.reject! { |e| !e.exploded_at.frame_index(7, 4, false) }
end
def render args
# render the player's hp above the sprite
args.outputs.labels << {
x: args.state.player.x + 50,
y: args.state.player.y + 110,
text: "#{args.state.player.hp}",
alignment_enum: 1,
vertical_alignment_enum: 0
}
# render the player
args.outputs.sprites << args.state.player
# render the bullets
args.outputs.sprites << args.state.bullets
# process the animation queue
args.outputs.sprites << args.state.explosion_queue.map do |e|
number_of_frames = 7
hold_each_frame_for = 4
repeat_animation = false
# use the exploded_at property and the frame_index function to determine when the animation should start
frame_index = e.exploded_at.frame_index(number_of_frames, hold_each_frame_for, repeat_animation)
# take the explosion primitive and set the path variariable
e.merge path: "sprites/misc/explosion-#{frame_index}.png"
end
end
Cutscenes - main.rb link
# ./samples/08_tweening_lerping_easing_functions/08_cutscenes/app/main.rb
# sample app shows how you can user a queue/callback mechanism to create cutscenes
class Game
attr_gtk
def initialize
# this class controls the cutscene orchestration
@tick_queue = TickQueue.new
end
def tick
@tick_queue.args = args
state.player ||= { x: 0, y: 0, w: 100, h: 100, path: :pixel, r: 0, g: 255, b: 0 }
state.fade_to_black ||= 0
state.back_and_forth_count ||= 0
# if the mouse is clicked, start the cutscene
if inputs.mouse.click && !state.cutscene_started
start_cutscene
end
outputs.primitives << state.player
outputs.primitives << { x: 0, y: 0, w: 1280, h: 720, path: :pixel, r: 0, g: 0, b: 0, a: state.fade_to_black }
@tick_queue.tick
end
def start_cutscene
# don't start the cutscene if it's already started
return if state.cutscene_started
state.cutscene_started = true
# start the cutscene by moving right
queue_move_to_right_side
end
def queue_move_to_right_side
# use the tick queue mechanism to kick off the player moving right
@tick_queue.queue_tick state.tick_count do |args, entry|
state.player.x += 30
# once the player is done moving right, stage the next step of the cutscene (moving left)
if state.player.x + state.player.w > 1280
state.player.x = 1280 - state.player.w
queue_move_to_left_side
# marke the queued tick entry as complete so it doesn't get run again
entry.complete!
end
end
end
def queue_move_to_left_side
# use the tick queue mechanism to kick off the player moving right
@tick_queue.queue_tick state.tick_count do |args, entry|
args.state.player.x -= 30
# once the player id done moving left, decide on whether they should move right again or fade to black
# the decision point is based on the number of times the player has moved left and right
if args.state.player.x < 0
state.player.x = 0
args.state.back_and_forth_count += 1
if args.state.back_and_forth_count < 3
# if they haven't moved left and right 3 times, move them right again
queue_move_to_right_side
else
# if they have moved left and right 3 times, fade to black
queue_fade_to_black
end
# marke the queued t