Class: MiniGL::GameObject
- Includes:
- Movement
- Defined in:
- lib/minigl/game_object.rb
Overview
This class represents an object with a set of properties and methods commonly used in games. It defines an object with a rectangular bounding box, and having all the attributes required for using the Movement module.
Instance Attribute Summary
Attributes included from Movement
#bottom, #h, #left, #mass, #max_speed, #passable, #prev_speed, #right, #speed, #stored_forces, #top, #w, #x, #y
Attributes inherited from Sprite
#img, #img_index, #x, #y
Instance Method Summary collapse
-
#draw(map = nil, scale_x = 1, scale_y = 1, alpha = 0xff, color = 0xffffff, angle = nil, flip = nil, z_index = 0, round = false) ⇒ Object
Draws the game object in the screen.
-
#initialize(x, y, w, h, img, img_gap = nil, sprite_cols = nil, sprite_rows = nil, mass = 1.0, retro = nil) ⇒ GameObject
constructor
Creates a new game object.
-
#scale_image_gap? ⇒ Boolean
override this if you don’t want the image_gap to be scaled when drawing the object scaled.
-
#visible?(map = nil) ⇒ Boolean
Returns whether this object is visible in the given map (i.e., in the viewport determined by the camera of the given map).
Methods included from Movement
#bounds, #cycle, #move, #move_carrying, #move_free
Methods inherited from Sprite
#animate, #animate_once, #set_animation
Constructor Details
#initialize(x, y, w, h, img, img_gap = nil, sprite_cols = nil, sprite_rows = nil, mass = 1.0, retro = nil) ⇒ GameObject
Creates a new game object.
Parameters:
- x
-
The x-coordinate of the object’s bounding box. This can be modified later via the
x
attribute. - y
-
The y-coordinate of the object’s bounding box. This can be modified later via the
y
attribute. - w
-
The width of the object’s bounding box.
- h
-
The height of the object’s bounding box.
- img
-
The image or spritesheet for the object.
- img_gap
-
A Vector object representing the difference between the top left corner of the bounding box and the coordinates of the image. For example, an object with
x = 100
,y = 50
andimg_gap = Vector.new(-5, -5)
will be drawn at position (95, 45) of the screen. - sprite_cols
-
The number of columns in the spritesheet. Use
nil
if the image is not a spritesheet. - sprite_rows
-
The number of rows in the spritesheet. Use
nil
if the image is not a spritesheet. - mass
-
The mass of the object. Details on how it is used can be found in the Movement module.
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# File 'lib/minigl/game_object.rb', line 219 def initialize(x, y, w, h, img, img_gap = nil, sprite_cols = nil, sprite_rows = nil, mass = 1.0, retro = nil) super x, y, img, sprite_cols, sprite_rows, retro @w = w; @h = h @img_gap = if img_gap.nil? Vector.new 0, 0 else img_gap end @mass = mass @speed = Vector.new 0, 0 @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, flip = nil, z_index = 0, round = false) ⇒ Object
Draws the game object in the screen.
Parameters:
- map
-
A Map object, relative to which the object will be drawn (the x and y coordinates of the image will be changed according to the position of the camera).
- scale_x
-
A scale factor to be applied horizontally to the image.
- scale_y
-
A scale factor to be applied vertically to the image.
- alpha
-
The opacity with which the image will be drawn. Valid values vary from 0 (fully transparent) to 255 (fully opaque).
- color
-
A color filter to apply to the image. A white (0xffffff) filter will keep all colors unchanged, while a black (0x000000) filter will turn all colors to black. A red (0xff0000) filter will keep reddish colors with slight or no change, whereas bluish colors will be darkened, for example.
- angle
-
A rotation, in degrees, to be applied to the image, relative to its center.
- flip
-
Specify
:horiz
to draw the image horizontally flipped or:vert
to draw it vertically flipped. - z_index
-
The z-order to draw the object. Objects with larger z-orders will be drawn on top of the ones with smaller z-orders.
- round
-
Specify whether the drawing coordinates should be rounded to an integer before drawing, to avoid little distortions of the image. Only applies when the image is not rotated.
Obs.: This method accepts named parameters.
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# File 'lib/minigl/game_object.rb', line 260 def draw(map = nil, scale_x = 1, scale_y = 1, alpha = 0xff, color = 0xffffff, angle = nil, flip = nil, z_index = 0, round = false) if map.is_a? Hash scale_x = map.fetch(:scale_x, 1) scale_y = map.fetch(:scale_y, 1) alpha = map.fetch(:alpha, 0xff) color = map.fetch(:color, 0xffffff) angle = map.fetch(:angle, nil) flip = map.fetch(:flip, nil) z_index = map.fetch(:z_index, 0) round = map.fetch(:round, false) map = map.fetch(:map, nil) end color = (alpha << 24) | color img_gap_scale_x = scale_image_gap? ? scale_x : 1 img_gap_scale_y = scale_image_gap? ? scale_y : 1 if angle center_x = @x + @w * 0.5 center_y = @y + @h * 0.5 o_x = center_x - @x - @img_gap.x * img_gap_scale_x o_y = center_y - @y - @img_gap.y * img_gap_scale_y @img[@img_index].draw_rot @x + (flip == :horiz ? -1 : 1) * (@img_gap.x * img_gap_scale_x + o_x) - (map ? map.cam.x : 0), @y + (flip == :vert ? -1 : 1) * (@img_gap.y * img_gap_scale_y + o_y) - (map ? map.cam.y : 0), z_index, angle, o_x.to_f / (@img[0].width * scale_x), o_y.to_f / (@img[0].height * scale_y), (flip == :horiz ? -scale_x : scale_x), (flip == :vert ? -scale_y : scale_y), color else x = @x + (flip == :horiz ? -1 : 1) * @img_gap.x * img_gap_scale_x - (map ? map.cam.x : 0) + (flip == :horiz ? @w : 0) y = @y + (flip == :vert ? -1 : 1) * @img_gap.y * img_gap_scale_y - (map ? map.cam.y : 0) + (flip == :vert ? @h : 0) @img[@img_index].draw (round ? x.round : x), (round ? y.round : y), z_index, (flip == :horiz ? -scale_x : scale_x), (flip == :vert ? -scale_y : scale_y), color end end |
#scale_image_gap? ⇒ Boolean
override this if you don’t want the image_gap to be scaled when drawing the object scaled.
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# File 'lib/minigl/game_object.rb', line 305 def scale_image_gap? true end |
#visible?(map = nil) ⇒ Boolean
Returns whether this object is visible in the given map (i.e., in the viewport determined by the camera of the given map). If no map is given, returns whether the object is visible on the screen.
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# File 'lib/minigl/game_object.rb', line 297 def visible?(map = nil) r = Rectangle.new @x.round + @img_gap.x, @y.round + @img_gap.y, @img[0].width, @img[0].height return Rectangle.new(0, 0, G.window.width, G.window.height).intersect? r if map.nil? map.cam.intersect? r end |