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# Sprites represented as Classes using the queue ~args.outputs.static_sprites~.
# bypasses the queue behavior of ~args.outputs.sprites~. All instances are held
# by reference. You get better performance, but you are mutating state of held objects
# which is less functional/data oriented.
class Star
attr_sprite
def initialize grid
@grid = grid
@x = (rand @grid.w) * -1
@y = (rand @grid.h) * -1
@w = 4
@h = 4
@s = 1 + (4.randomize :ratio)
@path = 'sprites/tiny-star.png'
end
def move
@x += @s
@y += @s
@x = (rand @grid.w) * -1 if @x > @grid.right
@y = (rand @grid.h) * -1 if @y > @grid.top
end
end
# calls methods needed for game to run properly
def tick args
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Static Sprites, Classes"
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| Star.new args.grid }
args.outputs.static_sprites << args.state.stars
end
# update
args.state.stars.each(&:move)
# render
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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