lib/missile-command-ruby.rb in missile-command-ruby-0.0.5 vs lib/missile-command-ruby.rb in missile-command-ruby-0.0.6

- old
+ new

@@ -10,17 +10,18 @@ require 'explosion' require 'missile' require 'cross_hair' class MissileCommand < Game + use CollisionSystem + #use StalkerSystem, :stalk => [Actor, Silo, Missile, Explosion, TextBox] def initialize super - setup_events @info = TextBox.new(:size => 15) @info.text("Press F1 to hide this text | F2 debug info | F3 toggle pause", :size => 24) - @info.watch(@systems[FpsSystem], :size => 20) + @info.watch(lambda{ fps }, :size => 20) @info.watch(@systems[StalkerSystem], :color => 0xff33ccff) @info.text("Click on screen to launch some missiles!") end def load_resources @@ -34,17 +35,9 @@ def setup_input set_keys(Gosu::KbEscape => :close, Gosu::KbF1 => [:toggle_info, false], Gosu::KbF2 => [:debug!, false], Gosu::KbF3 => [:pause!, false]) - end - - def setup_systems - # It's important to call super here to setup the InputSystem - super - use(CollisionSystem) - use(FpsSystem) - use(StalkerSystem, :stalk => [Actor, Silo, Missile, Explosion, TextBox, Object]) end def setup_actors @player = Silo.new(:x => width/2, :width => 100,