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| author | Amir Rajan <[email protected]> | 2019-09-06 15:33:10 -0500 |
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| committer | Amir Rajan <[email protected]> | 2019-09-06 15:33:10 -0500 |
| commit | 220c3f0ed4a323d5d7e354c7f1b7ff1e8b16c4e9 (patch) | |
| tree | ea88e9c1425389a0fe4df8fb3d411a7c5fed1542 /deploy_template/README.txt | |
| parent | 9c2ce126dba8a4c3ada82e5f4bd6637b1fa92ab0 (diff) | |
| download | dragonruby-game-toolkit-contrib-220c3f0ed4a323d5d7e354c7f1b7ff1e8b16c4e9.tar.gz dragonruby-game-toolkit-contrib-220c3f0ed4a323d5d7e354c7f1b7ff1e8b16c4e9.zip | |
Added deploy_template to contribe.
Diffstat (limited to 'deploy_template/README.txt')
| -rw-r--r-- | deploy_template/README.txt | 407 |
1 files changed, 407 insertions, 0 deletions
diff --git a/deploy_template/README.txt b/deploy_template/README.txt new file mode 100644 index 0000000..80050db --- /dev/null +++ b/deploy_template/README.txt @@ -0,0 +1,407 @@ +Join the Discord: http://discord.dragonruby.org +Community Forums: https://dragonruby.itch.io/dragonruby-gtk/community +Free Training Course: http://dragonruby.school + +Welcome! + +Here's just a little push to get you started. + +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 wrote the C parts of this toolkit and Ruby +looks a little strange to me, 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. + +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. + +If you don't know how to program, no worries! Watching these two videos will +help tremendously: + +- https://s3.amazonaws.com/s3.dragonruby.org/dragonruby-gtk-primer.mp4 +- https://s3.amazonaws.com/s3.dragonruby.org/dragonruby-gtk-intermediate.mp4 + +Did you watch the videos? Great! + +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! + +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 array onto the list of them at + # args.outputs.labels) + args.outputs.labels << [ 580, 400, '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. + +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 << [ 580, 400, 'Hello World!' ] + args.outputs.sprites << [ 576, 100, 128, 101, 'dragonruby.png' ] +end + +(ProTip: 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, and you can +find the image to draw at dragonruby.png. + +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.outputs.labels << [ 580, 400, 'Hello World!' ] + args.outputs.sprites << [ 576, 100, 128, 101, 'dragonruby.png', args.state.rotation ] + args.state.rotation -= 1 +end + +Now you can see that this function is getting called a lot! + +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 and have it survive past the +life of the function call. 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. + +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. + +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.click.point.x - 64 + args.state.y = args.inputs.mouse.click.point.y - 50 + end + + args.outputs.labels << [ 580, 400, 'Hello World!' ] + args.outputs.sprites << [ args.state.x, args.state.y, 128, 101, 'dragonruby.png', 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. + +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. + +If you want to get a good idea of what's available to you, please check out +the "samples" directory: in there, the "tech_demo" directory is a good dumping +ground of features, and many of the others are little starter games. Just +go to the samples directory, find the sample you want to run, and double click +"dragonruby" within the sample folder. + +There is also a lot more you _can't_ do with DragonRuby, at least not yet. +We are excited about the potential of this, so we wanted to get it in your +hands right away. We intend to add a bunch of features and we would love +feedback on what needs work and what you want that isn't there. + +But now, it's time to show your friends and family that you're a real game +developer! Let's package up what we have and let them play it! + +Let's just give it a few bits of information. Point your text editor at +mygame/metadata/game_metadata.txt and make it look like this: + +devid=bob +devtitle=Bob The Game Developer +gameid=mygame +gametitle=My Game +version=0.1 + +(obviously you should change it if your name isn't Bob.) + +See that other program? dragonruby-publish? Let's use that to package up your +game. 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.) + +This should spit out packaged versions of your game for Windows, Linux and +macOS that you can hand out to friends and family however you like. They +just have to download and double-click it! + +But if you want to get _really_ fancy: Set up a free account on +https://itch.io/, with the same login as you specified for "devid" in +game_metadata.txt, and a product with the gameid. Set a price for it. And +then run... + +./dragonruby-publish mygame + +...and 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. + +And that's all! We hope you find DragonRuby useful, and more importantly we +hope you have fun playing around with it. Please check out +https://dragonruby.itch.io/dragonruby-gtk as we add new features and improve +this toolkit based on your feedback! + +BORING LEGAL STUFF AND CREDIT WHERE CREDIT IS DUE: +(if you don't read software licenses, you're done with this README now. IT IS +STRONGLY RECOMMENDED THAT YOU GO THROUGH ALL THE SAMPLE APPS!!) + +DragonRuby uses the following open source libraries! + +- mRuby: https://mruby.org/ + +Copyright (c) 2019 mruby developers + +Permission is hereby granted, free of charge, to any person obtaining a +copy of this software and associated documentation files (the "Software"), +to deal in the Software without restriction, including without limitation +the rights to use, copy, modify, merge, publish, distribute, sublicense, +and/or sell copies of the Software, and to permit persons to whom the +Software is furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER +DEALINGS IN THE SOFTWARE. + + +- Simple Directmedia Layer: https://www.libsdl.org/ + +Simple DirectMedia Layer +Copyright (C) 1997-2019 Sam Lantinga <[email protected]> + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. +2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. +3. This notice may not be removed or altered from any source distribution. + + +- stb_vorbis, stb_image, stb_truetype: https://github.com/nothings/stb/ + +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + + +- lodepng: https://lodev.org/lodepng/ + +Copyright (c) 2005-2018 Lode Vandevenne + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + + 3. This notice may not be removed or altered from any source + distribution. + + +- miniz: https://github.com/richgel999/miniz + +Copyright 2013-2014 RAD Game Tools and Valve Software +Copyright 2010-2014 Rich Geldreich and Tenacious Software LLC + +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. + + +- MojoAL: https://hg.icculus.org/icculus/mojoAL/ + + Copyright (c) 2018 Ryan C. Gordon and others. + + This software is provided 'as-is', without any express or implied warranty. + In no event will the authors be held liable for any damages arising from + the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software in a + product, an acknowledgment in the product documentation would be + appreciated but is not required. + + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + + 3. This notice may not be removed or altered from any source distribution. + + Ryan C. Gordon <[email protected]> + + +- PhysicsFS: https://icculus.org/physfs/ + + Copyright (c) 2001-2019 Ryan C. Gordon and others. + + This software is provided 'as-is', without any express or implied warranty. + In no event will the authors be held liable for any damages arising from + the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software in a + product, an acknowledgment in the product documentation would be + appreciated but is not required. + + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + + 3. This notice may not be removed or altered from any source distribution. + + Ryan C. Gordon <[email protected]> |
