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| author | _Tradam <[email protected]> | 2021-12-16 19:22:26 -0500 |
|---|---|---|
| committer | GitHub <[email protected]> | 2021-12-16 19:22:26 -0500 |
| commit | 5954b9beb4d4a3b4f248d72d1851195f030558a8 (patch) | |
| tree | fecd8aa840a25afdb502915b0fdb4d03b7ed339a /deploy_template/mygame | |
| parent | 2f845281f133849256b57bb08fd3e9ae57600784 (diff) | |
| parent | eaa29e72939f5edf61735ccbb73c36ee89369f65 (diff) | |
| download | dragonruby-game-toolkit-contrib-5954b9beb4d4a3b4f248d72d1851195f030558a8.tar.gz dragonruby-game-toolkit-contrib-5954b9beb4d4a3b4f248d72d1851195f030558a8.zip | |
Diffstat (limited to 'deploy_template/mygame')
131 files changed, 17 insertions, 1012 deletions
diff --git a/deploy_template/mygame/app/main.rb b/deploy_template/mygame/app/main.rb index 5683cc2..0ebdc6b 100644 --- a/deploy_template/mygame/app/main.rb +++ b/deploy_template/mygame/app/main.rb @@ -1,5 +1,6 @@ def tick args - args.outputs.labels << [ 580, 500, 'Hello World!' ] - args.outputs.labels << [ 640, 460, 'Go to docs/docs.html and read it!', 5, 1 ] - args.outputs.sprites << [ 576, 310, 128, 101, 'dragonruby.png' ] + args.outputs.labels << [640, 500, 'Hello World!', 5, 1] + args.outputs.labels << [640, 460, 'Go to docs/docs.html and read it!', 5, 1] + args.outputs.labels << [640, 420, 'Join the Discord! http://discord.dragonruby.org', 5, 1] + args.outputs.sprites << [576, 280, 128, 101, 'dragonruby.png'] end diff --git a/deploy_template/mygame/data/.gitkeep b/deploy_template/mygame/data/.gitkeep new file mode 100644 index 0000000..c1ffee3 --- /dev/null +++ b/deploy_template/mygame/data/.gitkeep @@ -0,0 +1 @@ +Put level data and other txt files here.
\ No newline at end of file diff --git a/deploy_template/mygame/documentation/01-high-level.md b/deploy_template/mygame/documentation/01-high-level.md deleted file mode 100644 index 7206d8d..0000000 --- a/deploy_template/mygame/documentation/01-high-level.md +++ /dev/null @@ -1,31 +0,0 @@ -# General Stuff - -- You have 1280x720 pixels to work with. The bottom left corner is 0, 0 - with X increasing going right, and Y increasing going up. -- The game is on a fixed 60 fps cycle (no delta time needed). -- Come to the Discord if you need help: http://discord.dragonruby.org -- Going through all the sample apps is a REALLY GOOD IDEA. Most sample apps - contain a recorded replay/demo. So just double click `watch-recording` to - see a full presentation of the sample. - -# Entry Point - -For all the examples in the other documentation files. It's assumed they -are being placed into the follow code block: - -``` -# Entry point placed in main.rb -def tick args - args.outputs.labels << [100, 100, 'hello world'] -end -``` - -# New to Ruby - -If you are a complete beginner and have never coded before: - -1. Run the 00_beginner_ruby_primer sample app and work through it. - Video walkthrough: https://s3.amazonaws.com/s3.dragonruby.org/dragonruby-gtk-primer.mp4 -2. Read all the code in the 00_intermediate_ruby_primer sample app. - Video walkthrough: https://s3.amazonaws.com/s3.dragonruby.org/dragonruby-gtk-intermediate.mp4 -3. There is also a free course you can sign up for at http://dragonruby.school diff --git a/deploy_template/mygame/documentation/02-labels.md b/deploy_template/mygame/documentation/02-labels.md deleted file mode 100644 index ea2642e..0000000 --- a/deploy_template/mygame/documentation/02-labels.md +++ /dev/null @@ -1,132 +0,0 @@ -# Labels - -Labels display text. - -## Sample Apps Related to Label Usage (ordered by size of codebase increasing) - -- 01_api_01_labels -- 01_api_99_tech_demo (includes recording) -- 10_save_load_game (includes recording) -- 18_moddable_game -- 19_lowrez_jam_01_hello_world -- 99_sample_game_return_of_serenity - -## Minimum Code - -Creates a label with black text at location 100, 100. - -```ruby -# X Y TEXT -args.outputs.labels << [100, 100, "Hello world"] -``` - -## Font Size - -The size can be a number between `-10` and `+10`. The default size is `0`. - -```ruby -# X Y TEXT SIZE -args.outputs.labels << [100, 100, "Hello world", 5] -``` - -## Alignment - -Alignment values are `0` (left, default), `1` (center), and `2` -(right). The value must come after the size. - -A label smack dab in the center of the screen, with a center alignment: - -```ruby -# X Y TEXT SIZE ALIGNMENT -args.outputs.labels << [640, 360, "Hello world", 0, 1] -``` - -## RGBA - Colors and Alpha - -Labels can have colors. The value for the color is an number between -`0` and `255`. - -A green label with 50% opacity. - -```ruby -# X Y TEXT RED GREEN BLUE ALPHA -args.outputs.labels << [640, 360, "Hello world", 0, 255, 0, 128] -``` - -A green label with size and alignment. - -```ruby -# X Y TEXT SIZE ALIGNMENT RED GREEN BLUE ALPHA -args.outputs.labels << [640, 360, "Hello world", 0, 1, 0, 255, 0, 128] -``` - -## Custom Font - -You can override the font for a label. The font needs to be under the -`mygame` directory. It's recommended that you create a `fonts` folder -to keep things organized. - -Here is how you create a label with a font named `coolfont.ttf` under a directory `mygame/fonts`. - -```ruby -# X Y TEXT SIZE ALIGNMENT RED GREEN BLUE ALPHA FONT FILE -args.outputs.labels << [640, 360, "Hello world", 0, 1, 0, 0, 0, 255, "fonts/coolfont.ttf"] -``` - -## Hashes (Advanced) - -If you want a more readable invocation. You can use the following hash to create a label. -Any parameters that are not specified will be given a default value. The keys of the hash can -be provided in any order. - -Here is how you create a green label with a font named `coolfont.ttf` under a directory `mygame/fonts` -using the helper method (providing all the parameters). - -```ruby -args.outputs.labels << { - x: 200, - y: 550, - text: "dragonruby", - size_enum: 2, - alignment_enum: 1, - r: 155, - g: 50, - b: 50, - a: 255, - font: "fonts/manaspc.ttf" -} -``` - -## Duck Typing (Advanced) - -You can also create a class with line properties and render it as a primitive. -ALL properties must on the class. ADDITIONALLY, a method called -`primitive_marker` must be defined on the class. - -Here is an example: - -```ruby -# Create type with ALL sprite properties AND primitive_marker -class Label - attr_accessor :x, :y, :text, :size_enum, :alignment_enum, :font, :r, :g, :b, :a - - def primitive_marker - :label - end -end - -# Inherit from type -class TitleLabel < Label - - # constructor - def initialize x, y, text - self.x = x - self.y = y - self.text = text - end -end - -# render layer label - -args.outputs.label << TitleLabel.new(10, 10, "The Game") -``` diff --git a/deploy_template/mygame/documentation/03-solids-and-borders.md b/deploy_template/mygame/documentation/03-solids-and-borders.md deleted file mode 100644 index d309e40..0000000 --- a/deploy_template/mygame/documentation/03-solids-and-borders.md +++ /dev/null @@ -1,126 +0,0 @@ -# Solids and Borders - -Solids and Borders are great to use as place holders for sprites. - -## Sample Apps Related to Solid/Borders Usage (ordered by size of codebase increasing) - -- 01_api_03_rects -- 01_api_99_tech_demo (includes recording) -- 02_collisions -- 12_top_down_area (includes recording) -- 99_sample_game_flappy_dragon (includes recording) -- 08_platformer_collisions -- 20_roguelike_starting_point -- 99_sample_game_pong (includes recording) - -## Minimum Code - -Creates a solid black rectangle located at 100, 100. 160 pixels -wide and 90 pixels tall. - -```ruby -# X Y WIDTH HEIGHT -args.outputs.solids << [100, 100, 160, 90] -``` - -Creates an unfilled black-bordered rectangle located at 100, 100. -160 pixels wide and 90 pixels tall. - -```ruby -# X Y WIDTH HEIGHT -args.outputs.borders << [100, 100, 160, 90] -``` - -## RGBA - Colors and Alpha - -The value for the color and alpha is an number between `0` and `255`. The -alpha property is optional and will be set to `255` if not specified. - -Creates a green solid rectangle with an opacity of 50%. - -```ruby -# X Y WIDTH HEIGHT RED GREEN BLUE ALPHA -args.outputs.solids << [100, 100, 160, 90, 0, 255, 0, 128] -``` - -Creates an unfilled green-bordered rectangle located at 100, 100. -160 pixels wide and 90 pixels tall and an opacity of 50%. - -```ruby -# X Y WIDTH HEIGHT RED GREEN BLUE ALPHA -args.outputs.borders << [100, 100, 160, 90, 0, 255, 0, 128] -``` - -Creates a solid gray rectangle that covers the entire scene. Like a background. -The opacity is excluded because it's 100% opaque (which has a value of 255). - -```ruby -# X Y WIDTH HEIGHT RED GREEN BLUE -args.outputs.solids << [ 0, 0, 1280, 720, 128, 128, 128] -``` - -## Hash (Advanced) - -If you want a more readable invocation. You can use the following hash to create a solid. -Any parameters that are not specified will be given a default value. The keys of the hash can -be provided in any order. - -```ruby -args.outputs.solids << { - x: 0, - y: 0, - w: 100, - h: 100, - r: 0, - g: 255, - b: 0, - a: 255 -} - - -args.outputs.borders << { - x: 0, - y: 0, - w: 100, - h: 100, - r: 0, - g: 255, - b: 0, - a: 255 -} -``` - -## Duck Typing (Advanced) - -You can also create a class with solid/border properties and render it as a primitive. -ALL properties must on the class. ADDITIONALLY, a method called `primitive_marker` -must be defined on the class. - -Here is an example: - -```ruby -# Create type with ALL solid/border properties AND primitive_marker -class Solid (or Border) - attr_accessor :x, :y, :w, :h, :r, :g, :b, :a_x - - def primitive_marker - :solid (or :border) - end -end - -# Inherit from type -class Square < Solid (or Border) - # constructor - def initialize x, y, size - self.x = x - self.y = y - self.w = size - self.h = size - end -end - -# render solid/border - -args.outputs.solids << Square.new(10, 10, 32) -args.outputs.borders << Square.new(10, 10, 32) -``` diff --git a/deploy_template/mygame/documentation/04-lines.md b/deploy_template/mygame/documentation/04-lines.md deleted file mode 100644 index 03c1abc..0000000 --- a/deploy_template/mygame/documentation/04-lines.md +++ /dev/null @@ -1,108 +0,0 @@ -# Lines - -Lines are 1 pixel wide and can be diagonal. - -## Sample Apps Related to Line Usage (ordered by size of codebase increasing) - -- 01_api_02_lines -- 01_api_99_tech_demo (includes recording) -- 06_coordinate_systems (includes recording) -- 19_lowrez_jam_01_hello_world -- 99_sample_game_pong (includes recording) - -## Minimum Code - -Creates a black line from the bottom left corner to the top right corner. - -```ruby -# X1 Y1 X2 Y2 -args.outputs.lines << [ 0, 0, 1280, 720] -``` - -Creates a black vertical line through the center of the scene. - -```ruby -# X1 Y1 X2 Y2 -args.outputs.lines << [ 640, 0, 640, 720] -``` - -Creates a black horizontal line through the center of the scene. - -```ruby -# X1 Y1 X2 Y2 -args.outputs.lines << [ 0, 360, 1280, 360] -``` - -## RGBA - Colors and Alpha - -The value for the color and alpha is an number between `0` and `255`. The -alpha property is optional and will be set to `255` if not specified. - -Creates a green horizontal line through the center of the scene with an opacity of 50%. - -```ruby -# X1 Y1 X2 Y2 RED GREEN BLUE ALPHA -args.outputs.lines << [ 0, 360, 1280, 360, 0, 255, 0, 128] -``` - -Creates a green vertical line through the center of the scene. -The opacity is excluded because it's 100% opaque (which has a value of 255). - -```ruby -# X1 Y1 X2 Y2 RED GREEN BLUE -args.outputs.lines << [ 640, 0, 640, 720, 0, 255, 0] -``` - -## Hash (Advanced) - -If you want a more readable invocation. You can use the following hash to create a line. -Any parameters that are not specified will be given a default value. The keys of the hash can -be provided in any order. - -```ruby -args.outputs.lines << { - x: 0, - y: 0, - x2: 1280, - y2: 720, - r: 0, - g: 255, - b: 0, - a: 255 -} -``` - -## Duck Typing (Advanced) - -You can also create a class with line properties and render it as a primitive. -ALL properties must on the class. ADDITIONALLY, a method called `primitive_marker` -must be defined on the class. - -Here is an example: - -```ruby -# Create type with ALL line properties AND primitive_marker -class Line - attr_accessor :x, :y, :x2, :y2, :r, :g, :b, :a - - def primitive_marker - :line - end -end - -# Inherit from type -class VerticalLine < Line - - # constructor - def initialize x, y, h - self.x = x - self.y = y - self.x2 = x - self.y2 = y + h - end -end - -# render line - -args.outputs.lines << VerticalLine.new(10, 10, 100) -``` diff --git a/deploy_template/mygame/documentation/05-sprites.md b/deploy_template/mygame/documentation/05-sprites.md deleted file mode 100644 index e4d5cbb..0000000 --- a/deploy_template/mygame/documentation/05-sprites.md +++ /dev/null @@ -1,239 +0,0 @@ -# Sprites - -Sprites are the most important visual component of a game. - -## Sample Apps Related to Sprite Usage (ordered by size of codebase increasing) - -- 01_api_04_sprites -- 01_api_99_tech_demo (includes recording) -- 02_sprite_animation_and_keyboard_input (includes recording) -- 08_platformer_collisions_metroidvania -- 09_controller_analog_usage_advanced_sprites -- 99_sample_game_basic_gorillas (includes recording) -- 99_sample_game_dueling_starships (includes recording) -- 99_sample_game_flappy_dragon (includes recording) -- 99_sample_game_return_of_serenity - -## Minimum Code - -Sprites need to be under the `mygame` directory. It's recommended that you create a `sprites` folder -to keep things organized. All sprites must be `.png` files - -Here is how you create an sprite with located at 100, 100, that is 32 pixels wide and 64 pixels tall. -In this example the sprite name is `player.png` and is located under a directory `mygame/sprites`. - -```ruby -# X Y WIDTH HEIGHT PATH -args.outputs.sprites << [100, 100, 32, 64, "sprites/player.png"] -``` - -## Rotation / Angle - -Unlike `solids` and `borders`, sprites can be rotated. This is how you rotate a sprite 90 degrees. - -Note: All angles in DragonRuby Game Toolkit are represented in degrees (not radians). - -```ruby -# X Y WIDTH HEIGHT PATH ANGLE -args.outputs.sprites << [100, 100, 32, 64, "sprites/player.png", 90] -``` - -## Alpha - -Sprites can also have a transparency associated with them. The transparency value must come after -the angle value and supports a number between 0 and 255. - -This is how you would define a sprite with no rotation, and a 50% transparency. - -```ruby -# X Y WIDTH HEIGHT PATH ANGLE ALPHA -args.outputs.sprites << [100, 100, 32, 64, "sprites/player.png", 0, 128] -``` - -## Color Saturations - -A Sprite's color levels can be changed. The color saturations must come after `angle` and -`alpha` values. - -This is a sprite with no rotation, fully opaque, and with a green tint. - -```ruby -args.outputs.sprites << [100, # X - 100, # Y - 32, # W - 64, # H - "sprites/player.png", # PATH - 0, # ANGLE - 255, # ALPHA - 0, # RED_SATURATION - 255, # GREEN_SATURATION - 0] # BLUE_SATURATION -``` - -## Sprite Sub Division / Tile - -You can render a portion of a sprite (a tile). The sub division of the sprite is denoted as a rectangle -directly related to the original size of the png. - -This is a sprite scaled to 100 pixels where the source "tile" is located at the bottom left corner -within a 32 pixel square. The angle, opacity, and color levels of the tile are unaltered. - -```ruby -args.outputs.sprites << [ 100, # X - 100, # Y - 32, # W - 64, # H - "sprites/player.png", # PATH - 0, # ANGLE - 255, # ALPHA - 0, # RED_SATURATION - 255, # GREEN_SATURATION - 0, # BLUE_SATURATION - 0, # TILE_X - 0, # TILE_Y - 32, # TILE_W - 32] # TILE_H -``` - -## Flipping a Sprite Horizontally and Vertically - -A sprite can be flipped horizontally and vertically. - -This is a sprite that has been flipped horizontally. The sprite's angle, alpha, color saturations, -and tile subdivision are unaltered. - -```ruby -args.outputs.sprites << [ 100, # X - 100, # Y - 32, # W - 64, # H - "sprites/player.png", # PATH - 0, # ANGLE - 255, # ALPHA - 0, # RED_SATURATION - 255, # GREEN_SATURATION - 0, # BLUE_SATURATION - 0, # TILE_X - 0, # TILE_Y - 32, # TILE_W - 32, # TILE_H - true, # FLIP_HORIZONTALLY - false] # FLIP_VERTICALLY -``` - -This is a sprite that has been flipped vertically. The sprite's angle, alpha, color saturations, -and tile subdivision are unaltered. - -```ruby -args.outputs.sprites << [ 100, # X - 100, # Y - 32, # W - 64, # H - "sprites/player.png", # PATH - 0, # ANGLE - 255, # ALPHA - 0, # RED_SATURATION - 255, # GREEN_SATURATION - 0, # BLUE_SATURATION - 0, # TILE_X - 0, # TILE_Y - 32, # TILE_W - 32, # TILE_H - false, # FLIP_HORIZONTALLY - true] # FLIP_VERTICALLY -``` - -## Rotation Center - -A sprites center of rotation can be altered. - -This is a sprite that has its rotation center set to the top-middle. The sprite's angle, alpha, color saturations, -tile subdivision, and projections are unaltered. - -```ruby -args.outputs.sprites << [ 100, # X - 100, # Y - 32, # W - 64, # H - "sprites/player.png", # PATH - 0, # ANGLE - 255, # ALPHA - 255, # RED_SATURATION - 255, # GREEN_SATURATION - 0, # BLUE_SATURATION - 0, # TILE_X - 0, # TILE_Y - -1, # TILE_W - -1, # TILE_H - false, # FLIP_HORIZONTALLY - false, # FLIP_VERTICALLY - 0.5, # ANGLE_ANCHOR_X - 1.0] # ANCHOR_Y -``` - -## Hash (Advanced) - -If you want a more readable invocation. You can use the following hash to create a sprite. -Any parameters that are not specified will be given a default value. The keys of the hash can -be provided in any order. - -```ruby -args.outputs.sprites << { - x: 100, - y: 100, - w: 100, - h: 100, - path: "sprites/player.png", - angle: 0, - a, 255 - r: 255, - g: 255, - b: 255, - tile_x: 0, - tile_y: 0, - tile_w: -1, - tile_h: -1, - flip_vertically: false, - flip_horizontally: false, - angle_anchor_x: 0.5, - angle_anchor_y: 1.0 -} -``` - -## Duck Typing (Advanced) - -You can also create a class with sprite properties and render it as a primitive. -ALL properties must on the class. ADDITIONALLY, a method called `primitive_marker` -must be defined on the class. - -Here is an example: - -```ruby -# Create type with ALL sprite properties AND primitive_marker -class Sprite - attr_accessor :x, :y, :w, :h, :path, :angle, :a, :r, :g, :b, :tile_x, - :tile_y, :tile_w, :tile_h, :flip_horizontally, - :flip_vertically, :angle_anchor_x, :angle_anchor_y - - def primitive_marker - :sprite - end -end - -# Inherit from type -class PlayerSprite < Sprite - - # constructor - def initialize x, y, w, h - self.x = x - self.y = y - self.w = w - self.h = h - self.path = 'sprites/player.png' - end -end - -#render player sprite - -args.outputs.sprites << PlayerSprite.new(10, 10, 32, 64) -``` diff --git a/deploy_template/mygame/documentation/06-keyboard.md b/deploy_template/mygame/documentation/06-keyboard.md deleted file mode 100644 index e226d16..0000000 --- a/deploy_template/mygame/documentation/06-keyboard.md +++ /dev/null @@ -1,150 +0,0 @@ -# Keyboard - -Determining if `a` key is in the down state (pressed). This happens once each time the key is pressed: - -``` -if args.inputs.keyboard.key_down.a - puts 'The key is pressed' -end -``` - -Determining if a key is being held. This happens every tick while the key is held down: - -``` -if args.inputs.keyboard.key_held.a - puts 'The key is being held' -end -``` - -Determining if a key is in the down state or is being held: - -``` -if args.inputs.keyboard.a - puts 'The key is pressed or being held' -end -``` - -Determining if a key is in the up state (released). This happens once each time the key is released: - -``` -if args.inputs.keyboard.key_up.a - puts 'The key is released' -end -``` - -# Truthy Keys - -You can access all triggered keys through `truthy_keys` on `keyboard`, `controller_one`, and `controller_two`. - -This is how you would right all keys to a file. The game must be in the foreground and have focus for this data -to be recorded. - -``` -def tick args - [ - [args.inputs.keyboard, :keyboard], - [args.inputs.controller_one, :controller_one], - [args.inputs.controller_two, :controller_two] - ].each do |input, name| - if input.key_down.truthy_keys.length > 0 - args.gtk.write_file("mygame/app/#{name}_key_down_#{args.state.tick_count}", input.key_down.truthy_keys.to_s) - end - end -end -``` - -# List of keys: - -These are the character and associated properties that will -be set to true. - -For example `A => :a, :shift` means that `args.inputs.keyboard.a` -would be true and so would `args.inputs.keyboard.shift` -(if both keys were being held or in the down state). - -``` -A => :a, :shift -B => :b, :shift -C => :c, :shift -D => :d, :shift -E => :e, :shift -F => :f, :shift -G => :g, :shift -H => :h, :shift -I => :i, :shift -J => :j, :shift -K => :k, :shift -L => :l, :shift -M => :m, :shift -N => :n, :shift -O => :o, :shift -P => :p, :shift -Q => :q, :shift -R => :r, :shift -S => :s, :shift -T => :t, :shift -U => :u, :shift -V => :v, :shift -W => :w, :shift -X => :x, :shift -Y => :y, :shift -Z => :z, :shift -! => :exclamation_point -0 => :zero -1 => :one -2 => :two -3 => :three -4 => :four -5 => :five -6 => :six -7 => :seven -8 => :eight -9 => :nine -\b => :backspace -\e => :escape -\r => :enter -\t => :tab -( => :open_round_brace -) => :close_round_brace -{ => :open_curly_brace -} => :close_curly_brace -[ => :open_square_brace -] => :close_square_brace -: => :colon -; => :semicolon -= => :equal_sign -- => :hyphen - => :space -$ => :dollar_sign -" => :double_quotation_mark -' => :single_quotation_mark -` => :backtick -~ => :tilde -. => :period -, => :comma -| => :pipe -_ => :underscore -# => :hash -+ => :plus -@ => :at -/ => :forward_slash -\ => :back_slash -* => :asterisk -< => :less_than -> => :greater_than -^ => :greater_than -& => :ampersand -² => :superscript_two -§ => :section_sign -? => :question_mark -% => :percent_sign -º => :ordinal_indicator -right arrow => :right -left arrow => :left -down arrow => :down -up arrow => :up -delete key => :delete -control key => :control -windows key/command key => :meta -alt key => :alt -``` diff --git a/deploy_template/mygame/documentation/07-mouse.md b/deploy_template/mygame/documentation/07-mouse.md deleted file mode 100644 index 2af8854..0000000 --- a/deploy_template/mygame/documentation/07-mouse.md +++ /dev/null @@ -1,48 +0,0 @@ -# Mouse - -Determining current position of mouse: - -``` -args.inputs.mouse.x -args.inputs.mouse.y -``` - -Determining if the mouse has been clicked, and it's position. Note: -`click` and `down` are aliases for each other. - -``` -if args.inputs.mouse.click - puts "click: #{args.inputs.mouse.click}" - puts "x: #{args.inputs.mouse.click.point.x}" - puts "y: #{args.inputs.mouse.click.point.y}" -end -``` - -Determining if the mouse button has been released: - -``` -if args.inputs.mouse.up - puts "up: #{args.inputs.mouse.up}" - puts "x: #{args.inputs.mouse.up.point.x}" - puts "y: #{args.inputs.mouse.up.point.y}" -end -``` - -Determine which mouse button(s) have been clicked (also works for up): -``` -if args.inputs.mouse.click - puts "left: #{args.inputs.mouse.button_left}" - puts "middle: #{args.inputs.mouse.button_middle}" - puts "right: #{args.inputs.mouse.button_right}" - puts "x1: #{args.inputs.mouse.button_x1}" - puts "x2: #{args.inputs.mouse.button_x2}" -end -``` - -Determine if the mouse wheel is being used and its values for this tick: -``` -if args.inputs.mouse.wheel - puts "The wheel moved #{args.inputs.mouse.wheel.x} left/right" - puts "The wheel moved #{args.inputs.mouse.wheel.y} up/down" -end -``` diff --git a/deploy_template/mygame/documentation/08-controllers.md b/deploy_template/mygame/documentation/08-controllers.md deleted file mode 100644 index fca575f..0000000 --- a/deploy_template/mygame/documentation/08-controllers.md +++ /dev/null @@ -1,86 +0,0 @@ -# Controllers - -There are two controllers you have access to: - -``` -args.inputs.controller_one -args.inputs.controller_two -``` - -Determining if a key was down: - -``` -if args.inputs.controller_one.key_down.a - puts 'The key was in the down state' -end -``` - -Determining if a key is being held: - -``` -if args.inputs.controller_one.key_held.a - puts 'The key is being held' -end -``` - -Determining if a key is released: - -``` -if args.inputs.controller_one.key_up.a - puts 'The key is being held' -end -``` - -# Truthy Keys - -You can access all triggered keys through `truthy_keys` on `keyboard`, `controller_one`, and `controller_two`. - -This is how you would right all keys to a file. The game must be in the foreground and have focus for this data -to be recorded. - -``` -def tick args - [ - [args.inputs.keyboard, :keyboard], - [args.inputs.controller_one, :controller_one], - [args.inputs.controller_two, :controller_two] - ].each do |input, name| - if input.key_down.truthy_keys.length > 0 - args.gtk.write_file("mygame/app/#{name}_key_down_#{args.state.tick_count}", input.key_down.truthy_keys.to_s) - end - end -end -``` - -# List of keys: - -``` -args.inputs.controller_one.key_held.up -args.inputs.controller_one.key_held.down -args.inputs.controller_one.key_held.left -args.inputs.controller_one.key_held.right -args.inputs.controller_one.key_held.a -args.inputs.controller_one.key_held.b -args.inputs.controller_one.x -args.inputs.controller_one.y -args.inputs.controller_one.key_held.l1 -args.inputs.controller_one.key_held.r1 -args.inputs.controller_one.key_held.l2 -args.inputs.controller_one.key_held.r2 -args.inputs.controller_one.key_held.l3 -args.inputs.controller_one.key_held.r3 -args.inputs.controller_one.key_held.start -args.inputs.controller_one.key_held.select -args.inputs.controller_one.key_held.directional_up -args.inputs.controller_one.key_held.directional_down -args.inputs.controller_one.key_held.directional_left -args.inputs.controller_one.key_held.directional_right -args.inputs.controller_one.left_analog_x_raw, -args.inputs.controller_one.left_analog_y_raw, -args.inputs.controller_one.left_analog_x_perc, -args.inputs.controller_one.left_analog_y_perc, -args.inputs.controller_one.right_analog_x_raw, -args.inputs.controller_one.right_analog_y_raw, -args.inputs.controller_one.right_analog_x_perc, -args.inputs.controller_one.right_analog_y_perc -``` diff --git a/deploy_template/mygame/documentation/99-todo.md b/deploy_template/mygame/documentation/99-todo.md deleted file mode 100644 index f02df2d..0000000 --- a/deploy_template/mygame/documentation/99-todo.md +++ /dev/null @@ -1,89 +0,0 @@ -# Documentation That Needs to be Organized - -## Class macro attr_gtk - -Use the `attr_gtk` class method to help access the different variables provided via `args`: - -```ruby -class Game - attr_gtk - attr_accessor :current_scene, :other_custom_attrs - - def tick - end -end - -$game = Game.new - -def tick args - $game.args = args - $game.tick -end -``` - -The code above is the similar to: - -```ruby -class Game - attr_accessor :args, :grid, :state, :inputs, :outputs, :gtk, :passes, - :current_scene, :other_custom_attrs - - def tick - end -end - -$game = Game.new - -def tick args - $game.args = args - $game.grid = args.grid - $game.state = args.state - $game.outputs = args.outputs - $game.gtk = args.gtk - $game.passes = args.passes - $game.tick -end -``` - -## Monkey patching the runtime - -You're on your own if you do this :grimacing: - -```ruby -module GTK - class Runtime - alias_method :__original_tick_core__, :tick_core unless Runtime.instance_methods.include?(:__original_tick_core__) - - def tick_core - __original_tick_core__ - $top_level.oh @args - $top_level.god @args - $top_level.why @args - end - end -end - -def tick args -end - -def oh args -end - -def god args -end - -def why args -end -``` - -## MP3's to Wav converstion script: - -```ruby -`ls .`.each_line.to_a.map do |l| - l = l.strip - if l.end_with? "mp3" - `ffmpeg -i #{l} -acodec pcm_s16le -ar 44100 prep-#{l.split(".")[0]}.wav` - `ffmpeg -y -i prep-#{l.split(".")[0]}.wav -f wav -bitexact -acodec pcm_s16le -ar 44100 -ac 1 #{l.split(".")[0]}.wav` - end -end -``` diff --git a/deploy_template/mygame/fonts/.gitkeep b/deploy_template/mygame/fonts/.gitkeep new file mode 100644 index 0000000..a03e35e --- /dev/null +++ b/deploy_template/mygame/fonts/.gitkeep @@ -0,0 +1 @@ +Put your custom fonts here.
\ No newline at end of file diff --git a/deploy_template/mygame/metadata/game_metadata.txt b/deploy_template/mygame/metadata/game_metadata.txt index 1b03500..4fb92f4 100644 --- a/deploy_template/mygame/metadata/game_metadata.txt +++ b/deploy_template/mygame/metadata/game_metadata.txt @@ -4,3 +4,4 @@ #gametitle=My Game #version=0.1 #icon=metadata/icon.png +#compile_ruby=false diff --git a/deploy_template/mygame/metadata/ios_metadata.txt b/deploy_template/mygame/metadata/ios_metadata.txt new file mode 100644 index 0000000..5a2f375 --- /dev/null +++ b/deploy_template/mygame/metadata/ios_metadata.txt @@ -0,0 +1,9 @@ +# ios_metadata.txt is used by the Pro version of DragonRuby Game Toolkit to create iOS apps. +# Information about the Pro version can be found at: http://dragonruby.org/toolkit/game#purchase + +# teamname needs to be set to your assigned team id which can be found at https://developer.apple.com/account/#/membership/L7H57V9CRD +teamid= +# appid needs to be set to your application identifier which can be found at https://developer.apple.com/account/resources/identifiers/list +appid= +# appname is the name you want to show up underneath the app icon on the device +appname= diff --git a/deploy_template/mygame/sounds/.gitkeep b/deploy_template/mygame/sounds/.gitkeep new file mode 100644 index 0000000..a99ec00 --- /dev/null +++ b/deploy_template/mygame/sounds/.gitkeep @@ -0,0 +1 @@ +Put your sounds here.
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