diff options
Diffstat (limited to 'samples/09_performance/04_sprites_as_strict_entities/app')
| -rw-r--r-- | samples/09_performance/04_sprites_as_strict_entities/app/main.rb | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/samples/09_performance/04_sprites_as_strict_entities/app/main.rb b/samples/09_performance/04_sprites_as_strict_entities/app/main.rb new file mode 100644 index 0000000..a2688c2 --- /dev/null +++ b/samples/09_performance/04_sprites_as_strict_entities/app/main.rb @@ -0,0 +1,72 @@ +# Sprites represented as StrictEntities using the queue ~args.outputs.sprites~ +# yields apis access similar to Entities, but all properties that can be set on the +# entity must be predefined with a default value. Strict entities do not support the +# addition of new properties after the fact. They are more performant than OpenEntities +# because of this constraint. +def random_x args + (args.grid.w.randomize :ratio) * -1 +end + +def random_y args + (args.grid.h.randomize :ratio) * -1 +end + +def random_speed + 1 + (4.randomize :ratio) +end + +def new_star args + args.state.new_entity_strict(:star, + x: (random_x args), + y: (random_y args), + w: 4, h: 4, + path: 'sprites/tiny-star.png', + s: random_speed) do |entity| + # invoke attr_sprite so that it responds to + # all properties that are required to render a sprite + entity.attr_sprite + end +end + +def move_star args, star + star.x += star.s + star.y += star.s + if star.x > args.grid.w || star.y > args.grid.h + star.x = (random_x args) + star.y = (random_y args) + star.s = random_speed + end +end + +def tick args + args.state.star_count ||= 0 + + # sets console command when sample app initially opens + if Kernel.global_tick_count == 0 + puts "" + puts "" + puts "=========================================================" + puts "* INFO: Sprites, Strict Entities" + puts "* INFO: Please specify the number of sprites to render." + args.gtk.console.set_command "reset_with count: 100" + end + + # init + if args.state.tick_count == 0 + args.state.stars = args.state.star_count.map { |i| new_star args } + end + + # update + args.state.stars.each { |s| move_star args, s } + + # render + args.outputs.sprites << args.state.stars + args.outputs.background_color = [0, 0, 0] + args.outputs.primitives << args.gtk.current_framerate_primitives +end + +# resets game, and assigns star count given by user +def reset_with count: count + $gtk.reset + $gtk.args.state.star_count = count +end |
