Class: AGL::GameObject

Inherits:
Sprite
  • Object
show all
Includes:
Movement
Defined in:
lib/minigl/game_object.rb

Instance Attribute Summary

Attributes included from Movement

#bottom, #h, #left, #passable, #right, #speed, #stored_forces, #top, #w, #x, #y

Attributes inherited from Sprite

#img_index, #x, #y

Instance Method Summary collapse

Methods included from Movement

#bounds, #cycle, #move, #move_carrying, #move_free

Methods inherited from Sprite

#animate

Constructor Details

#initialize(x, y, w, h, img, img_gap = nil, sprite_cols = nil, sprite_rows = nil) ⇒ GameObject

Returns a new instance of GameObject.



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# File 'lib/minigl/game_object.rb', line 50

def initialize x, y, w, h, img, img_gap = nil, sprite_cols = nil, sprite_rows = nil
	super x, y, img, sprite_cols, sprite_rows
	@w = w; @h = h
	@img_gap =
		if img_gap.nil?
			Vector.new 0, 0
		else
			img_gap
		end
	@speed = Vector.new 0, 0
	@min_speed = Vector.new 0.01, 0.01
	@max_speed = Vector.new 15, 15
	@stored_forces = Vector.new 0, 0
end

Instance Method Details

#draw(map = nil, scale_x = 1, scale_y = 1, alpha = 0xff, color = 0xffffff, angle = nil) ⇒ Object



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# File 'lib/minigl/game_object.rb', line 76

def draw map = nil, scale_x = 1, scale_y = 1, alpha = 0xff, color = 0xffffff, angle = nil
	color = (alpha << 24) | color
	if map
		if angle
			@img[@img_index].draw_rot @x.round + @img_gap.x - map.cam.x,
			                          @y.round + @img_gap.y - map.cam.y,
			                          0, angle, 0.5, 0.5, scale_x, scale_y, color
		else
			@img[@img_index].draw @x.round + @img_gap.x - map.cam.x, @y.round + @img_gap.y - map.cam.y, 0, scale_x, scale_y, color
		end
	elsif angle
		@img[@img_index].draw_rot @x.round + @img_gap.x, @y.round + @img_gap.y, 0, angle, 0.5, 0.5, scale_x, scale_y, color
	else
		@img[@img_index].draw @x.round + @img_gap.x, @y.round + @img_gap.y, 0, scale_x, scale_y, color
	end
end

#is_visible(map) ⇒ Object



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# File 'lib/minigl/game_object.rb', line 71

def is_visible map
	return map.cam.intersects @active_bounds if @active_bounds
	false
end

#set_animation(index) ⇒ Object



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# File 'lib/minigl/game_object.rb', line 65

def set_animation index
	@anim_counter = 0
	@img_index = index
	@index_index = 0
end