Class: Game
- Inherits:
-
Object
- Object
- Game
- Defined in:
- lib/tetris/game.rb
Instance Method Summary collapse
- #draw ⇒ Object
- #draw_square(x, y, colour, border = true) ⇒ Object
-
#initialize(w, h, speed, font_file) ⇒ Game
constructor
A new instance of Game.
- #run ⇒ Object
- #update(time_delta) ⇒ Object
Constructor Details
#initialize(w, h, speed, font_file) ⇒ Game
Returns a new instance of Game.
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# File 'lib/tetris/game.rb', line 2 def initialize(w, h, speed, font_file) # Setup rubygame stuff @screen = Rubygame::Screen.new([w * $TileSize, h * $TileSize], 0, [Rubygame::HWSURFACE, Rubygame::DOUBLEBUF]) @queue = Rubygame::EventQueue.new @clock = Rubygame::Clock.new @clock.target_framerate = 30 Rubygame::TTF.setup @ttf = Rubygame::TTF.new(font_file, 20) # Setup the game of tetris @screen.title = "Tetris" @map = Map.new(w, h) @piece = Piece.new @background = :white @speed = speed @step = 0 @score = 0 end |
Instance Method Details
#draw ⇒ Object
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# File 'lib/tetris/game.rb', line 72 def draw @screen.fill(@background) draw_squares = lambda {|x, y, colour| draw_square(x, y, colour)} @piece.squares.each &draw_squares @map.squares.each &draw_squares @ttf.render("Score: " + @score.to_s, true, :black).blit(@screen, [0,0]) @screen.flip end |
#draw_square(x, y, colour, border = true) ⇒ Object
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# File 'lib/tetris/game.rb', line 61 def draw_square(x, y, colour, border=true) # Setup the points for SDL x_pos = x * $TileSize y_pos = y * $TileSize pt1 = [x_pos, y_pos] pt2 = [x_pos + $TileSize, y_pos + $TileSize] # Draw the square and then the border @screen.draw_box_s(pt1, pt2, colour) @screen.draw_box(pt1, pt2, :black) if border end |
#run ⇒ Object
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# File 'lib/tetris/game.rb', line 22 def run loop do update(@clock.tick) draw end end |
#update(time_delta) ⇒ Object
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# File 'lib/tetris/game.rb', line 29 def update(time_delta) # Process the event queue @queue.each do |ev| case ev when Rubygame::KeyDownEvent case(ev.key) when Rubygame::K_LEFT @piece.move(-1, 0, @map) when Rubygame::K_RIGHT @piece.move(1, 0, @map) when Rubygame::K_DOWN @piece.move(0, 1, @map) when Rubygame::K_UP @piece.rotate(@map) when Rubygame::K_SPACE @piece.drop(@map) end when Rubygame::QuitEvent Rubygame.quit exit end end # Update the game state @step += time_delta if @step > @speed @step -= @speed @piece.move(0, 1, @map) end @piece.update(@map) {|x, y, colour| @map.set(x, y, colour)} @score += @map.update end |