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# 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
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