Class: GamesParadise::Billiard::GameWindow
- Inherits:
-
Gosu::Window
- Object
- Gosu::Window
- GamesParadise::Billiard::GameWindow
- Includes:
- Gosu
- Defined in:
- lib/games_paradise/gui/gosu/billiard/billiard.rb
Constant Summary collapse
- WIDTH =
#
WIDTH
#
1000
- HEIGHT =
#
HEIGHT
#
660
- TITLE =
#
TITLE
#
'Just another ruby project'
Constants included from Gosu
Gosu::COLOUR_AQUA, Gosu::COLOUR_BLACK, Gosu::COLOUR_BLUE, Gosu::COLOUR_CYAN, Gosu::COLOUR_FUCHSIA, Gosu::COLOUR_GOLD, Gosu::COLOUR_GRAY, Gosu::COLOUR_GREEN, Gosu::COLOUR_NONE, Gosu::COLOUR_RED, Gosu::COLOUR_STEELBLUE, Gosu::COLOUR_WHITE, Gosu::COLOUR_YELLOW
Instance Attribute Summary collapse
-
#circle_img ⇒ Object
readonly
Returns the value of attribute circle_img.
-
#font_small ⇒ Object
readonly
Returns the value of attribute font_small.
Instance Method Summary collapse
-
#ball_in_hole ⇒ Object
# === ball_in_hole.
-
#balls_in_hole? ⇒ Boolean
(also: #balls_in_hole)
# === balls_in_hole? ========================================================================= #.
-
#button_down(id) ⇒ Object
# === button_down ========================================================================= #.
-
#button_up(id) ⇒ Object
# === button_up ========================================================================= #.
-
#check_ball_collision ⇒ Object
# === check_ball_collision ========================================================================= #.
-
#check_path_collision(x1, y1, x2, y2) ⇒ Object
# === check_path_collision ========================================================================= #.
-
#create_ball(x, y, dir, vel, rad) ⇒ Object
# === create_ball.
-
#destroy_ball(inst) ⇒ Object
# === destroy_ball ========================================================================= #.
-
#draw ⇒ Object
# === draw ========================================================================= #.
-
#font? ⇒ Boolean
(also: #font)
# === font? ========================================================================= #.
-
#initialize ⇒ GameWindow
constructor
# === initialize ========================================================================= #.
-
#instantiate_the_images ⇒ Object
# === instantiate_the_images ========================================================================= #.
-
#needs_cursor? ⇒ Boolean
# === needs_cursor? ========================================================================= #.
-
#pocket_corner_img? ⇒ Boolean
(also: #pocket_corner_img)
# === pocket_corner_img? ========================================================================= #.
-
#pocket_middle_img? ⇒ Boolean
(also: #pocket_middle_img)
# === pocket_middle_img? ========================================================================= #.
-
#restart ⇒ Object
# === restart ========================================================================= #.
-
#stripe_img? ⇒ Boolean
(also: #stripe_img)
# === strip_img? ========================================================================= #.
-
#update ⇒ Object
# === update ========================================================================= #.
-
#warp_camera(x, y) ⇒ Object
# === warp_camera ========================================================================= #.
Methods included from Gosu
Methods inherited from Gosu::Window
#gosu_button_down?, #image, #image10?, #image1?, #image2?, #image3?, #image4?, #image5?, #image6?, #image7?, #image8?, #image9?, #on_left_arrow_pressed?, #on_right_arrow_pressed?, #q_means_quit, #reset, #set_font, #set_title, #sqrt, #tab_key?, #write_this_text
Constructor Details
#initialize ⇒ GameWindow
#
initialize
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 48 def initialize super(WIDTH, HEIGHT, false) set_title(TITLE) $window_width = 1000.0 $window_height = 650.0 $universe_width = 800.0 $universe_height = 400.0 instantiate_the_images @font = Gosu::Font.new(self, Gosu.default_font_name, 16) @font_small = Gosu::Font.new(self, Gosu.default_font_name, 12) $camera_x = $universe_width/2 $camera_y = $universe_height/2 # ======================================================================= # # === $path_blockers # # Used to determine the path that the cue ball will take after # being shot. # ======================================================================= # $path_blockers = [] $pocket_coords = [ [0, 26], [26, 0], [$universe_width-26, 0], [$universe_width, 26], [$universe_width, $universe_height-26], [$universe_width-26, $universe_height], [26, $universe_height], [ 0, $universe_height-26], [$universe_width/2-21, 0], [$universe_width/2+21, 0], [$universe_width/2-21, $universe_height], [$universe_width/2+21, $universe_height] ] # ======================================================================= # # === $lines_array # ======================================================================= # $lines_array = [ [26, 0, 0, -26], [0, 26, -26, 0], [$universe_width-26, 0, $universe_width, -26], [$universe_width, 26, $universe_width+26, 0], [$universe_width, $universe_height-26, $universe_width+26, $universe_height], [$universe_width-26, $universe_height, $universe_width, $universe_height+26], [26, $universe_height, 0, $universe_height+26], [0, $universe_height-26, -26, $universe_height], [$universe_width/2-21, 0, $universe_width/2-21+5, -25], [$universe_width/2+21, 0, $universe_width/2+21-5, -25], [$universe_width/2-21, $universe_height, $universe_width/2-21+5, $universe_height+25], [$universe_width/2+21, $universe_height, $universe_width/2+21-5, $universe_height+25] ] # ======================================================================= # # === $walls_array_path # ======================================================================= # $walls_array_path = [ [26, 11, $universe_width/2-21, 11], # Top left wall [$universe_width/2+21, 11, $universe_width-26, 11], # Top Right [26, $universe_height-11, $universe_width/2-21, $universe_height-11], # Bottom left [$universe_width/2+21, $universe_height-11, $universe_width-26, $universe_height-11], # Bottom right [11, 26, 11, $universe_height-26], # Left [$universe_width-11, 26, $universe_width-11, $universe_height-26]] # Right $pocket_holes = [ [-4, -4], [$universe_width+4, -4], [$universe_width+4, $universe_height+4], [-4, $universe_height+4], [$universe_width/2, -17], [$universe_width/2, $universe_height+17] ] # ======================================================================= # # === @id_colors # # We specify the colours for use of the billiard balls. # ======================================================================= # @id_colors = [ 0xffFFDDAE, 0xffFECC15, # This is some yellow colour-variant. 0xff375CB5, 0xffEE1122, 0xff513D9C, 0xffFD5413, 0xff2E5F32, 0xff79282E, 0xff191919, 0xffFECC15, 0xff375CB5, 0xffEE1122, 0xff513D9C, 0xffFD5413, 0xff2E5F32, 0xff79282E # This is some reddish colour-variant. ] restart end |
Instance Attribute Details
#circle_img ⇒ Object (readonly)
Returns the value of attribute circle_img.
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 42 def circle_img @circle_img end |
#font_small ⇒ Object (readonly)
Returns the value of attribute font_small.
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 43 def font_small @font_small end |
Instance Method Details
#ball_in_hole ⇒ Object
#
ball_in_hole
This will increment how many balls are in a hole.
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 404 def ball_in_hole @balls_in_hole += 1 end |
#balls_in_hole? ⇒ Boolean Also known as: balls_in_hole
#
balls_in_hole?
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 222 def balls_in_hole? @balls_in_hole end |
#button_down(id) ⇒ Object
#
button_down
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 270 def (id) case id when Gosu::KbEscape close when Gosu::KbZ restart when Gosu::MsLeft $balls.each { |inst| inst.checkMouseClick } end end |
#button_up(id) ⇒ Object
#
button_up
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 260 def (id) case id when Gosu::MsLeft $balls.each { |inst| inst.release } end end |
#check_ball_collision ⇒ Object
#
check_ball_collision
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 344 def check_ball_collision second_index = 1 for i in 0..$balls.length-2 ## Ignore the last ball, since we have all the collisions checked by then for q in second_index..$balls.length-1 ### Check every ball from second_index $balls[i].check_collision($balls[q]) end second_index += 1 end end |
#check_path_collision(x1, y1, x2, y2) ⇒ Object
#
check_path_collision
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 357 def check_path_collision(x1, y1, x2, y2) $balls.each { |inst| inst.collision_path(x1, y1, x2, y2) } for i in 0..$walls_array_path.length-1 $balls.each { |inst| inst.collision_wall_path( $walls_array_path[i][0], $walls_array_path[i][1], $walls_array_path[i][2], $walls_array_path[i][3], i # Wall-index. ) } end end |
#create_ball(x, y, dir, vel, rad) ⇒ Object
#
create_ball
This method will create a ball (and put it into the map).
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 420 def create_ball(x, y, dir, vel, rad) for i in 0..199 if !@ball_ids.include? i id = i @ball_ids << id a_new_ball = Ball.new(self, x, y, dir, vel, rad, id, @id_colors[i]) $balls << a_new_ball break end end end |
#destroy_ball(inst) ⇒ Object
#
destroy_ball
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 394 def destroy_ball(inst) @ball_ids.delete(inst.id) $balls.delete(inst) end |
#draw ⇒ Object
#
draw
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 284 def draw @billiard_logo_img.draw(0, 0, 1, 1) draw_quad( 0, 0, 0xffffffff, $window_width, 0, 0xffffffff, $window_width, $window_height, 0xffffffff, 0, $window_height, 0xffffffff, 0 ) brown_wall_size = 40 draw_quad( 0-brown_wall_size+$window_width/2-$camera_x, 0-brown_wall_size+$window_height/2-$camera_y, 0xff773E2F, $universe_width+brown_wall_size+$window_width/2-$camera_x, 0-brown_wall_size+$window_height/2-$camera_y, 0xff773E2F, $universe_width+brown_wall_size+$window_width/2-$camera_x, $universe_height+brown_wall_size+$window_height/2-$camera_y, 0xff773E2F, 0-brown_wall_size+$window_width/2-$camera_x, $universe_height+brown_wall_size+$window_height/2-$camera_y, 0xff773E2F, 0 ) green_wall_size = 21 draw_quad( 0-green_wall_size+$window_width/2-$camera_x, 0-green_wall_size+$window_height/2-$camera_y, 0xff144429, $universe_width+green_wall_size+$window_width/2-$camera_x, 0-green_wall_size+$window_height/2-$camera_y, 0xff144429, $universe_width+green_wall_size+$window_width/2-$camera_x, $universe_height+green_wall_size+$window_height/2-$camera_y, 0xff144429, 0-green_wall_size+$window_width/2-$camera_x, $universe_height+green_wall_size+$window_height/2-$camera_y, 0xff144429, 0 ) # Corner Pockets # Clockwise order @pocket_corner_img.draw_rot(0-brown_wall_size+$window_width/2-$camera_x, 0-brown_wall_size+$window_height/2-$camera_y, 1, 0, 0.0, 0.0) @pocket_corner_img.draw_rot($universe_width+brown_wall_size+$window_width/2-$camera_x, 0-brown_wall_size+$window_height/2-$camera_y, 1, 0, 0.0, 0.0, -1.0, 1.0) @pocket_corner_img.draw_rot($universe_width+brown_wall_size+$window_width/2-$camera_x, $universe_height+brown_wall_size+$window_height/2-$camera_y, 1, 0, 0.0, 0.0, -1.0, -1.0) @pocket_corner_img.draw_rot(0-brown_wall_size+$window_width/2-$camera_x, $universe_height+brown_wall_size+$window_height/2-$camera_y, 1, 0, 0.0, 0.0, 1.0, -1.0) # Middle Pockets @pocket_middle_img.draw_rot($universe_width/2+$window_width/2-$camera_x, 0-brown_wall_size+$window_height/2-$camera_y, 1, 0, 0.5, 0.0, 1.0, 1.0) @pocket_middle_img.draw_rot($universe_width/2+$window_width/2-$camera_x, $universe_height+brown_wall_size+$window_height/2-$camera_y, 1, 0, 0.5, 0.0, 1.0, -1.0) draw_quad( 0+$window_width/2-$camera_x, 0+$window_height/2-$camera_y, 0xff38BC73, $universe_width+$window_width/2-$camera_x, 0+$window_height/2-$camera_y, 0xff38BC73, $universe_width+$window_width/2-$camera_x, $universe_height+$window_height/2-$camera_y, 0xff38BC73, 0+$window_width/2-$camera_x, $universe_height+$window_height/2-$camera_y, 0xff38BC73, 0 ) # Draw all balls next: $balls.each { |inst| inst.draw } # # Draw the collision hitbox for the pocket holes (white circles) # for i in 0..$pocket_holes.length-1 # @circle_img.draw_rot($pocket_holes[i][0]+$window_width/2-$camera_x, $pocket_holes[i][1]+$window_height/2-$camera_y, 2, 0, 0.5, 0.5, 1.0*(POCKET_RADIUS/50.0), 1.0*(POCKET_RADIUS/50.0)) # end # for i in 0..$walls_array_path.length-1 # draw_line($walls_array_path[i][0]+$window_width/2-$camera_x, $walls_array_path[i][1]+$window_height/2-$camera_y, 0xffffffff, $walls_array_path[i][2]+$window_width/2-$camera_x, $walls_array_path[i][3]+$window_height/2-$camera_y, 0xffffffff, 3) # end end |
#font? ⇒ Boolean Also known as: font
#
font?
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 435 def font? @font end |
#instantiate_the_images ⇒ Object
#
instantiate_the_images
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 195 def instantiate_the_images _ = ::GamesParadise.project_image_directory?+'billiard/' @point_img = gosu_tilable_image("#{_}Point2.png") @pocket_corner_img = gosu_tilable_image("#{_}pocket_corner.png") @pocket_middle_img = gosu_tilable_image("#{_}pocket_middle.png") @circle_img = gosu_tilable_image("#{_}filled_circle.png") @stripe_img = gosu_tilable_image("#{_}billiard_circle.png") @billiard_logo_img = gosu_tilable_image("#{_}billiard_ball.png") end |
#needs_cursor? ⇒ Boolean
#
needs_cursor?
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 379 def needs_cursor? true end |
#pocket_corner_img? ⇒ Boolean Also known as: pocket_corner_img
#
pocket_corner_img?
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 208 def pocket_corner_img? @pocket_corner_img end |
#pocket_middle_img? ⇒ Boolean Also known as: pocket_middle_img
#
pocket_middle_img?
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 411 def pocket_middle_img? @pocket_middle_img end |
#restart ⇒ Object
#
restart
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 156 def restart # ======================================================================= # # All balls are stored in the following Array. # ======================================================================= # $balls = [] # ======================================================================= # # === @ball_ids # ======================================================================= # @ball_ids = [] # ======================================================================= # # === @balls_in_hole # ======================================================================= # @balls_in_hole = 0 # ======================================================================= # # The cue ball will be created next. # ======================================================================= # create_ball($universe_width*3/4, $universe_height/2, 271, 0, 11.0) # ======================================================================= # # The triangle balls. # ======================================================================= # for i in 0..4 create_ball(110, $universe_height/2-44+i*22, 0, 0, 11.0) end for i in 0..3 create_ball(110+19.10, $universe_height/2-33+i*22, 0, 0, 11.0) end for i in 0..2 create_ball(110+19.10*2, $universe_height/2-22+i*22, 0, 0, 11.0) end for i in 0..1 create_ball(110+19.10*3, $universe_height/2-11+i*22, 0, 0, 11.0) end create_ball(110+19.10*4, $universe_height/2, 0, 0, 11.0) end |
#stripe_img? ⇒ Boolean Also known as: stripe_img
#
strip_img?
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 215 def stripe_img? @stripe_img end |
#update ⇒ Object
#
update
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 229 def update $path_blockers = [] set_title("Billiard - [FPS: #{Gosu::fps.to_s}]") # Called twice for 120 physics updates per second $balls.each { |inst| inst.update } check_ball_collision $balls.each { |inst| inst.update } check_ball_collision # ======================================================================= # # The next lines can be used to re-position the main camera. # ======================================================================= # # ======================================================================= # # === The A key is pressed. # ======================================================================= # if Gosu::KbA $camera_x = [$camera_x-5, $universe_width/2-400].max elsif Gosu::KbD $camera_x = [$camera_x+5, $universe_width/2+400].min elsif Gosu::KbW $camera_y = [$camera_y-5, $universe_height/2-400].max elsif Gosu::KbS $camera_y = [$camera_y+5, $universe_height/2+400].min end end |
#warp_camera(x, y) ⇒ Object
#
warp_camera
#
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# File 'lib/games_paradise/gui/gosu/billiard/billiard.rb', line 386 def warp_camera(x, y) $camera_x = x $camera_y = y end |