# Extend this class for your game. # # Example: # class MyGreatGame < GameWindow # class GameWindow < Gosu::Window include InitializerHooks # TODO handle more elegantly # def window self end def destroyed? false end include ItIsA # Move up to standard object, also from thing attr_writer :full_screen, :font_name, :font_size, :damping, :caption, :screen_width, :screen_height, :gravity_vector, :background_options attr_reader :environment, :moveables, :font, :scheduling, :collisions attr_accessor :stop_condition, :proceed_condition def initialize setup_window setup_moveables setup_remove_shapes setup_controls setup_window_control # e.g. ESC => exits @collisions = [] after_initialize super self.screen_width, self.screen_height, self.full_screen, 16 setup_background setup_steps setup_scheduling setup_font setup_uis setup_containers setup_environment setup_enemies setup_players setup_waves setup_collisions install_main_loop after_setup end # This is the main game loop. # def main_loop @main_loop ||= lambda do # Smoother, but slower: GC.start if rand > 0.98 next_step SUBSTEPS.times do remove_shapes move targeting handle_input step_physics end end end def install_main_loop @current_loop = main_loop end def media_path @media_path || 'media' end def full_screen @full_screen || false end def font_name @font_name || Gosu::default_font_name end def font_size @font_size || 20 end def damping @damping || 0.001 end def caption @caption || "" end def screen_width @screen_width || DEFAULT_SCREEN_WIDTH end def screen_height @screen_height || DEFAULT_SCREEN_HEIGHT end def gravity_vector @gravity_vector || @gravity_vector = CP::Vec2.new(0, 0.98/SUBSTEPS) end def background_options Gosu::Color::WHITE end class << self def gravity amount = 0.98 InitializerHooks.register self do self.gravity_vector = CP::Vec2.new(0, amount.to_f/SUBSTEPS) end end def width value = DEFAULT_SCREEN_WIDTH InitializerHooks.register self do self.screen_width = value end end def height value = DEFAULT_SCREEN_HEIGHT InitializerHooks.register self do self.screen_height = value end end def caption text = "" InitializerHooks.register self do self.caption = text end end def damping amount = 0.0 InitializerHooks.register self do self.damping = amount end end def font name = Gosu::default_font_name, size = 20 InitializerHooks.register self do self.font_name = name self.font_size = size end end def background path_or_color = Gosu::Color::WHITE attr_reader :background_options InitializerHooks.register self do self.background_options = path_or_color end end def full_screen InitializerHooks.register self do self.full_screen = true end end attr_accessor :collisions def no_collision this, that = this # The next line doesn't work, as &nil == nil # collision this, that, &Collision::None InitializerHooks.register self do self.collisions << Collision.new(self, this, that) end end def collision this, that = this, &definition definition ||= Collision::Simple InitializerHooks.register self do self.collisions << Collision.new(self, this, that, &definition) end end # Stop the game if this condition is true. # # Block will instance eval in the window. # # Use the callback after_stopping. # def stop_on &condition InitializerHooks.register self do self.stop_condition = condition end end # # Proceed if this condition is true. # # # def proceed_on &condition # InitializerHooks.register self do # self.proceed_condition = condition # end # end end # Setup methods # def setup_window self.caption = self.class.caption || "" end def setup_background @background = Background.new self end def setup_moveables @moveables = Moveables.new end def setup_remove_shapes @remove_shapes = RemoveShapes.new end def setup_controls @controls = Controls.new end def setup_window_control add_controls_for self end def setup_containers @players = [] @waves = Waves.new self, @scheduling end def setup_steps @step = 0 @dt = 1.0 / 60.0 end def setup_scheduling @scheduling = Scheduling.new end def setup_font @font = Gosu::Font.new self, self.font_name, self.font_size end def setup_uis @uis = [] end def setup_environment @environment = Environment.new class << @environment attr_accessor :window end @environment.window = self @environment.damping = -self.damping + 1 # recalculate the damping such that 0.0 has no damping. end # Callbacks. # def setup_players; end def setup_enemies; end def setup_waves; end def after_setup; end def after_stopping; end def before_proceeding; end def step; end # The most important callback # # # Example: # collisions do # add_collision_func ... # def setup_collisions self.collisions.each { |collision| collision.install_on(environment) } end # Add controls for a player. # # Example: # add_controls_for @player1, Gosu::Button::KbA => :left, # Gosu::Button::KbD => :right, # Gosu::Button::KbW => :full_speed_ahead, # Gosu::Button::KbS => :reverse, # Gosu::Button::Kb1 => :revive # def add_controls_for object, mapping = nil @controls << Control.new(self, object, mapping) end # Main loop methods. # # # def update @current_loop.call end def stop @current_loop = lambda do proceed if proceed_condition && instance_eval(&proceed_condition) advance_step handle_input end after_stopping end def proceed before_proceeding @current_loop = main_loop end # Advances to the next step in the game. # def advance_step @step += 1 @scheduling.step end def next_step stop if stop_condition && instance_eval(&stop_condition) advance_step step end # Each step, this is called to handle any input. # def handle_input @controls.handle end # Does a single step. # def step_physics @environment.step @dt end # Moves each moveable. # def move @moveables.move end # Handles the targeting process. # def targeting @moveables.targeting end # Remove the shapes that are marked for removal. # def remove_shapes @remove_shapes.remove_from @environment, @moveables end # Adding things. # # Moveables register themselves here. # def register moveable @moveables.register moveable moveable.add_to @environment end # Things unregister themselves here. # # Note: Use as follows in a Thing. # # def destroy # threaded do # 5.times { sleep 0.1; animate_explosion } # @window.unregister self # end # end # def unregister thing # explicitly call unregister_ui thing if you want it remove thing.shape end # Register a user interfaceable object. # def register_ui thing @uis << thing end def unregister_ui thing @uis.delete thing end # Remove this shape the next turn. # # Note: Internal use. Use unregister to properly remove a moveable. # def remove shape @remove_shapes.add shape end # Is the thing registered? # def registered? thing @moveables.registered? thing end # Scheduling # # Run some code at relative time