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def tick args
args.state.x ||= 500
args.state.y ||= 350
args.state.xinc ||= 7
args.state.yinc ||= 7
args.state.bgcolor ||= 1
args.state.bginc ||= 1
# clear the render target on the first tick, and then never again. Draw
# another box to it every tick, accumulating over time.
clear_target = (args.state.tick_count == 0) || (args.inputs.keyboard.key_down.space)
args.render_target(:accumulation).background_color = [ 0, 0, 0, 0 ];
args.render_target(:accumulation).clear_before_render = clear_target
args.render_target(:accumulation).solids << [args.state.x, args.state.y, 25, 25, 255, 0, 0, 255];
args.state.x += args.state.xinc
args.state.y += args.state.yinc
args.state.bgcolor += args.state.bginc
# animation upkeep...change where we draw the next box and what color the
# window background will be.
if args.state.xinc > 0 && args.state.x >= 1280
args.state.xinc = -7
elsif args.state.xinc < 0 && args.state.x < 0
args.state.xinc = 7
end
if args.state.yinc > 0 && args.state.y >= 720
args.state.yinc = -7
elsif args.state.yinc < 0 && args.state.y < 0
args.state.yinc = 7
end
if args.state.bginc > 0 && args.state.bgcolor >= 255
args.state.bginc = -1
elsif args.state.bginc < 0 && args.state.bgcolor <= 0
args.state.bginc = 1
end
# clear the screen to a shade of blue and draw the render target, which
# is not clearing every frame, on top of it. Note that you can NOT opt to
# skip clearing the screen, only render targets. The screen clears every
# frame; double-buffering would prevent correct updates between frames.
args.outputs.background_color = [ 0, 0, args.state.bgcolor, 255 ]
args.outputs.sprites << [ 0, 0, 1280, 720, :accumulation ]
end
$gtk.reset
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