Top Level Namespace
- Includes:
- GamesParadise, GamesParadise::BaldursGate, GamesParadise::ShakesAndFidgets, Gosu, Java, ShakesAndFidgets
Defined Under Namespace
Modules: Color, Colors, Directions_7, Games, GamesParadise, Gosu, Gtk, Input, Library, Load, MazePuzzle, ShakesAndFidgets, Window, Zorder Classes: Apple, ApplePlayer, Beginning, Board1010, Book, Bullet, Char1, Char10, Char11, Char12, Char13, Char14, Char15, Char2, Char3, Char4, Char5, Char6, Char7, Char8, Char9, Characters, Crowd, Earth1, Earth2, EndCredits, EndKnight, EndPlayer, EndPlayerSide, Ending, Ending2, Ending3, Enemy, Explosion, GUI, GameOver, GameWindow, Graphics, GridLayout, Ground, Highlight, Highlight2, Introduction, Knight, Level, LevelGenerator, Level_1, Level_2, Level_3, Logic, MainWindow, Menu, Meteor, Meteor1, Meteor2, Meteor3, MovingTriangle, Nut, Nuts, OpeningCredits, OpeningCredits2, Pause, Player, PlayerClass, SceneKBookPages, Signature1, Signature2, Sparkle, Spire, Sprite_Page, Star, Wall, WallFactory, Win
Constant Summary collapse
- USE_THIS_FONT =
#
USE_THIS_FONT
#
File.absolute_path( GamesParadise::PROJECT_BASE_DIRECTORY+'fonts/press_start_regular.ttf' )
- FILE_RBTETRIS =
#
FILE_RBTETRIS
#
"#{Dir.home}/.rbtris"
- USE_THIS_TITLE =
#
USE_THIS_TITLE
#
'Tetris'
- ARRAY_AVAILABLE_COLOURS =
#
ARRAY_AVAILABLE_COLOURS
#
%w( aqua yellow green red blue orange purple )
- DEBUG =
#
false
Constants included from GamesParadise::ShakesAndFidgets
GamesParadise::ShakesAndFidgets::ARMOURS, GamesParadise::ShakesAndFidgets::AVAILABLE_ATTRIBUTES, GamesParadise::ShakesAndFidgets::BASE_DIR, GamesParadise::ShakesAndFidgets::BASE_STATS_FOR_THE_CLASSES, GamesParadise::ShakesAndFidgets::ENCODING_ISO, GamesParadise::ShakesAndFidgets::FILE_XP_LEVELS, GamesParadise::ShakesAndFidgets::FORMEL_VERTEIDIGUNG, GamesParadise::ShakesAndFidgets::INVERTED_XP_LEVELS, GamesParadise::ShakesAndFidgets::KRITISCHE_TREFFER, GamesParadise::ShakesAndFidgets::LEBEN, GamesParadise::ShakesAndFidgets::MAIN_EDITOR, GamesParadise::ShakesAndFidgets::N, GamesParadise::ShakesAndFidgets::NAMESPACE, GamesParadise::ShakesAndFidgets::ONE_GOLD, GamesParadise::ShakesAndFidgets::PADDING_TO_USE, GamesParadise::ShakesAndFidgets::PROJECT_BASE_DIR, GamesParadise::ShakesAndFidgets::PROJECT_BASE_DIRECTORY, GamesParadise::ShakesAndFidgets::PROJECT_YAML_DIR, GamesParadise::ShakesAndFidgets::PROMPT, GamesParadise::ShakesAndFidgets::R, GamesParadise::ShakesAndFidgets::SAVED_CHARACTERS, GamesParadise::ShakesAndFidgets::SCHADEN, GamesParadise::ShakesAndFidgets::STORE_WHERE, GamesParadise::ShakesAndFidgets::WIDERSTAND, GamesParadise::ShakesAndFidgets::XP_LEVELS, GamesParadise::ShakesAndFidgets::XP_LEVELS_AS_ARRAY, GamesParadise::ShakesAndFidgets::YAML_DIR
Constants included from GamesParadise
GamesParadise::LAST_UPDATE, GamesParadise::PROJECT_BASE_DIRECTORY, GamesParadise::PROJECT_YAML_DIR, GamesParadise::UNHAPPY_SMILEY, GamesParadise::VERSION, GamesParadise::WHITE
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 Method Summary collapse
-
#key_down ⇒ Object
Event handling.
Methods included from GamesParadise::ShakesAndFidgets
ensure_that_the_saved_characters_directory_exists, #is_an_attribute?, project_base_dir?, #show_directory_content
Methods included from GamesParadise::Colours
#brown, #cfile, #convert_colour, #fancy, #normal, #pink, #red, #yel
Methods included from GamesParadise
bold_yellow, cat, chdir, file_good_dos_games, file_good_windows_games, image_directory?, mkdir, project_base_directory?, project_image_directory?, project_yaml_directory?, #rev, rev
Methods included from Gosu
Methods included from GamesParadise::BaldursGate
[], download_mods, prepare_all_mods
Instance Method Details
#key_down ⇒ Object
Event handling
76 77 78 79 80 81 82 83 84 85 86 |
# File 'lib/games_paradise/flappy_bird/ruby2d/main.rb', line 76 on :key_down do |event| next unless event.key == 'space' if game.over? time_delta = Time.now - game.over_at Logic.reset!(game, bird, scenario) if time_delta > 1 # second else game.start! unless game.started? bird.fly! end end |