Class: Pacman::LevelRenderer
- Inherits:
-
Object
- Object
- Pacman::LevelRenderer
- Defined in:
- lib/pacman/level_renderer.rb
Overview
main renderer class
Class Method Summary collapse
Instance Method Summary collapse
-
#initialize(window, rel_path = '') ⇒ LevelRenderer
constructor
A new instance of LevelRenderer.
- #render(level, state) ⇒ Object
Constructor Details
#initialize(window, rel_path = '') ⇒ LevelRenderer
Returns a new instance of LevelRenderer.
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# File 'lib/pacman/level_renderer.rb', line 18 def initialize(window, rel_path = '') @ghosts_renderer = GhostsRenderer.new(window, rel_path) # initialize graphics @font = Gosu::Font.new(window, 'Arial', 18) @field_size = 50 @background = Gosu::Image.new(window, rel_path + 'media/bg2_2.jpg', false) @wall = Gosu::Image.new(window, rel_path + 'media/wall.png') @pellet = Gosu::Image.new(window, rel_path + 'media/pellet.png') @power_pellet = Gosu::Image.new(window, rel_path + 'media/power_pellet.png') @player_left = Gosu::Image.load_tiles(window, rel_path + 'media/pacman_left.png', 50, 50, false) @player_right = Gosu::Image.load_tiles(window, rel_path + 'media/pacman_right.png', 50, 50, false) @player_up = Gosu::Image.load_tiles(window, rel_path + 'media/pacman_up.png', 50, 50, false) @player_down = Gosu::Image.load_tiles(window, rel_path + 'media/pacman_down.png', 50, 50, false) @timer = 0 end |
Class Method Details
.field_size ⇒ Object
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# File 'lib/pacman/level_renderer.rb', line 5 def field_size 50 end |
.x_min ⇒ Object
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# File 'lib/pacman/level_renderer.rb', line 9 def x_min 50 end |
.y_min ⇒ Object
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# File 'lib/pacman/level_renderer.rb', line 13 def y_min 50 end |
Instance Method Details
#render(level, state) ⇒ Object
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# File 'lib/pacman/level_renderer.rb', line 42 def render(level, state) @timer += 1 next_frame = @timer % 5 == 0 if next_frame level.player.animation_index = (level.player.animation_index + 1) % @player_down.size end @background.draw(0, 0, 0) render_objects(level, state) # draw player x_pos = LevelRenderer.x_min + level.player.x * LevelRenderer.field_size y_pos = LevelRenderer.y_min + level.player.y * LevelRenderer.field_size @ghosts_renderer.render(level, state, next_frame) case level.player.direction when :left @player_left[level.player.animation_index].draw(x_pos, y_pos, 1) when :right @player_right[level.player.animation_index].draw(x_pos, y_pos, 1) when :up @player_up[level.player.animation_index].draw(x_pos, y_pos, 1) when :down @player_down[level.player.animation_index].draw(x_pos, y_pos, 1) end return unless (state == :win) @font.draw('END', 100, 100, 1.0, 4.0, 4.0) score = level.pellet_count - level.pellets_left @font.draw("Score: #{score} / #{level.pellet_count}", 100, 150, 1.0, 1.5, 1.5) end |