Module: AsciiParadise
- Defined in:
- lib/ascii_paradise/base/menu.rb,
lib/ascii_paradise/base/base.rb,
lib/ascii_paradise/demo/demo.rb,
lib/ascii_paradise/base/debug.rb,
lib/ascii_paradise/base/reset.rb,
lib/ascii_paradise/sparky/cli.rb,
lib/ascii_paradise/debug/debug.rb,
lib/ascii_paradise/table/table.rb,
lib/ascii_paradise/base/colours.rb,
lib/ascii_paradise/misc/lobster.rb,
lib/ascii_paradise/ascii_say/say.rb,
lib/ascii_paradise/asciitable/row.rb,
lib/ascii_paradise/constants/misc.rb,
lib/ascii_paradise/animation/reset.rb,
lib/ascii_paradise/animations/bird.rb,
lib/ascii_paradise/animations/fire.rb,
lib/ascii_paradise/animations/moth.rb,
lib/ascii_paradise/animations/whip.rb,
lib/ascii_paradise/animations/worm.rb,
lib/ascii_paradise/asciitable/cell.rb,
lib/ascii_paradise/base/initialize.rb,
lib/ascii_paradise/colours/colours.rb,
lib/ascii_paradise/flexbox/flexbox.rb,
lib/ascii_paradise/project/project.rb,
lib/ascii_paradise/version/version.rb,
lib/ascii_paradise/animations/diver.rb,
lib/ascii_paradise/animations/earth.rb,
lib/ascii_paradise/animations/genie.rb,
lib/ascii_paradise/animations/jello.rb,
lib/ascii_paradise/animations/phone.rb,
lib/ascii_paradise/asciitable/style.rb,
lib/ascii_paradise/asciitable/table.rb,
lib/ascii_paradise/commandline/help.rb,
lib/ascii_paradise/commandline/menu.rb,
lib/ascii_paradise/sparky/constants.rb,
lib/ascii_paradise/sparky/sparkline.rb,
lib/ascii_paradise/static_ascii/box.rb,
lib/ascii_paradise/animation/display.rb,
lib/ascii_paradise/animations/airbus.rb,
lib/ascii_paradise/animations/seesaw.rb,
lib/ascii_paradise/animations/spider.rb,
lib/ascii_paradise/animations/tetris.rb,
lib/ascii_paradise/animations/turtle.rb,
lib/ascii_paradise/animations/worker.rb,
lib/ascii_paradise/curses/table_flip.rb,
lib/ascii_paradise/animations/bunnies.rb,
lib/ascii_paradise/animations/chopper.rb,
lib/ascii_paradise/animations/counter.rb,
lib/ascii_paradise/animations/raining.rb,
lib/ascii_paradise/animations/shotgun.rb,
lib/ascii_paradise/animations/steamer.rb,
lib/ascii_paradise/animations/volcano.rb,
lib/ascii_paradise/static_ascii/heart.rb,
lib/ascii_paradise/toplevel_methods/e.rb,
lib/ascii_paradise/animation/animation.rb,
lib/ascii_paradise/animations/anti_air.rb,
lib/ascii_paradise/animations/aquarium.rb,
lib/ascii_paradise/animations/backflip.rb,
lib/ascii_paradise/animations/bunnycat.rb,
lib/ascii_paradise/animations/gargoyle.rb,
lib/ascii_paradise/animations/hadouken.rb,
lib/ascii_paradise/animations/juggling.rb,
lib/ascii_paradise/animations/macarena.rb,
lib/ascii_paradise/animations/raindrop.rb,
lib/ascii_paradise/static_ascii/circle.rb,
lib/ascii_paradise/static_ascii/ponies.rb,
lib/ascii_paradise/animations/boomerang.rb,
lib/ascii_paradise/animations/cigarette.rb,
lib/ascii_paradise/animations/coin_roll.rb,
lib/ascii_paradise/animations/fireworks.rb,
lib/ascii_paradise/animations/hourglass.rb,
lib/ascii_paradise/animations/jump_rope.rb,
lib/ascii_paradise/animations/pull_rope.rb,
lib/ascii_paradise/animations/star_trek.rb,
lib/ascii_paradise/asciitable/separator.rb,
lib/ascii_paradise/toplevel_methods/new.rb,
lib/ascii_paradise/animations/basketball.rb,
lib/ascii_paradise/animations/reflection.rb,
lib/ascii_paradise/animations/sand_clock.rb,
lib/ascii_paradise/animations/trampoline.rb,
lib/ascii_paradise/static_ascii/cat_face.rb,
lib/ascii_paradise/toplevel_methods/misc.rb,
lib/ascii_paradise/unicode/double_border.rb,
lib/ascii_paradise/animations/baby_dragon.rb,
lib/ascii_paradise/animations/bird_attack.rb,
lib/ascii_paradise/animations/bouncy_ball.rb,
lib/ascii_paradise/animations/dot_factory.rb,
lib/ascii_paradise/animations/driving_car.rb,
lib/ascii_paradise/animations/flying_head.rb,
lib/ascii_paradise/animations/hand_of_god.rb,
lib/ascii_paradise/animations/intercourse.rb,
lib/ascii_paradise/animations/jumping_pig.rb,
lib/ascii_paradise/animations/laser_clock.rb,
lib/ascii_paradise/animations/rubber_duck.rb,
lib/ascii_paradise/animations/running_man.rb,
lib/ascii_paradise/animations/silent_city.rb,
lib/ascii_paradise/animations/wrist_watch.rb,
lib/ascii_paradise/static_ascii/mona_lisa.rb,
lib/ascii_paradise/animations/ball_factory.rb,
lib/ascii_paradise/animations/dancing_girl.rb,
lib/ascii_paradise/animations/eye_wiggling.rb,
lib/ascii_paradise/animations/good_morning.rb,
lib/ascii_paradise/animations/loading_dots.rb,
lib/ascii_paradise/animations/progress_bar.rb,
lib/ascii_paradise/animations/rotating_dna.rb,
lib/ascii_paradise/animations/sailing_boat.rb,
lib/ascii_paradise/animations/soccer_twins.rb,
lib/ascii_paradise/animations/table_tennis.rb,
lib/ascii_paradise/animations/tears_of_ice.rb,
lib/ascii_paradise/asciitable/table_helper.rb,
lib/ascii_paradise/interactive/interactive.rb,
lib/ascii_paradise/toplevel_methods/figlet.rb,
lib/ascii_paradise/animations/animated_duck.rb,
lib/ascii_paradise/animations/block_breaker.rb,
lib/ascii_paradise/animations/body_builders.rb,
lib/ascii_paradise/animations/bouncing_ball.rb,
lib/ascii_paradise/animations/bubble_dragon.rb,
lib/ascii_paradise/animations/canadian_flag.rb,
lib/ascii_paradise/animations/digital_clock.rb,
lib/ascii_paradise/animations/flame_thrower.rb,
lib/ascii_paradise/animations/human_factory.rb,
lib/ascii_paradise/animations/one_destroyer.rb,
lib/ascii_paradise/animations/riding_a_duck.rb,
lib/ascii_paradise/animations/rotating_cube.rb,
lib/ascii_paradise/animations/swimming_lane.rb,
lib/ascii_paradise/toplevel_methods/wrap_at.rb,
lib/ascii_paradise/www/embeddable_interface.rb,
lib/ascii_paradise/animations/airplane_fight.rb,
lib/ascii_paradise/animations/animated_clock.rb,
lib/ascii_paradise/animations/breaking_glass.rb,
lib/ascii_paradise/animations/car_production.rb,
lib/ascii_paradise/animations/catch_the_ball.rb,
lib/ascii_paradise/animations/circle_of_life.rb,
lib/ascii_paradise/animations/endless_runner.rb,
lib/ascii_paradise/animations/firework_clock.rb,
lib/ascii_paradise/animations/lightning_bolt.rb,
lib/ascii_paradise/animations/parachute_jump.rb,
lib/ascii_paradise/animations/rotating_globe.rb,
lib/ascii_paradise/animations/rotating_slash.rb,
lib/ascii_paradise/animations/shooting_range.rb,
lib/ascii_paradise/animations/stepper_lepper.rb,
lib/ascii_paradise/constants/unicode_symbols.rb,
lib/ascii_paradise/static_ascii/pink_panther.rb,
lib/ascii_paradise/animations/animated_pacman.rb,
lib/ascii_paradise/animations/basketball_game.rb,
lib/ascii_paradise/animations/biker_and_snail.rb,
lib/ascii_paradise/animations/exploding_alien.rb,
lib/ascii_paradise/animations/friendly_monkey.rb,
lib/ascii_paradise/animations/station_traffic.rb,
lib/ascii_paradise/animations/thread_and_ball.rb,
lib/ascii_paradise/static_ascii/static_pacman.rb,
lib/ascii_paradise/asciitable/toplevel_methods.rb,
lib/ascii_paradise/clock_counter/clock_counter.rb,
lib/ascii_paradise/static_ascii/seductive_lady.rb,
lib/ascii_paradise/toplevel_methods/sort_files.rb,
lib/ascii_paradise/animations/exploding_bubbles.rb,
lib/ascii_paradise/animations/firework_launcher.rb,
lib/ascii_paradise/animations/framerate_walking.rb,
lib/ascii_paradise/animations/planting_a_forest.rb,
lib/ascii_paradise/ascii_say/parse_static_ascii.rb,
lib/ascii_paradise/static_ascii/attractive_lady.rb,
lib/ascii_paradise/toplevel_methods/clear_screen.rb,
lib/ascii_paradise/toplevel_methods/to_camelcase.rb,
lib/ascii_paradise/animations/endless_monkey_bars.rb,
lib/ascii_paradise/static_ascii/beautiful_pattern.rb,
lib/ascii_paradise/static_ascii/colourful_flowers.rb,
lib/ascii_paradise/animations/airplane_over_forest.rb,
lib/ascii_paradise/animations/animated_progress_bar.rb,
lib/ascii_paradise/animations/bouncy_exploding_ball.rb,
lib/ascii_paradise/animations/neverending_staircase.rb,
lib/ascii_paradise/static_ascii/sierpinksi_triangle.rb,
lib/ascii_paradise/toplevel_methods/register_sigint.rb,
lib/ascii_paradise/requires/require_animations_files.rb,
lib/ascii_paradise/requires/require_sparky_components.rb,
lib/ascii_paradise/requires/require_static_ascii_files.rb,
lib/ascii_paradise/animations/ball_bounces_against_wall.rb,
lib/ascii_paradise/animations/soccer_in_front_of_a_house.rb,
lib/ascii_paradise/requires/require_the_toplevel_methods.rb,
lib/ascii_paradise/animations/dog_tries_to_catch_the_ball.rb,
lib/ascii_paradise/toplevel_methods/n_animated_components.rb,
lib/ascii_paradise/toplevel_methods/colour_parse_this_string.rb,
lib/ascii_paradise/gui/universal_widgets/animated_frame/widget.rb,
lib/ascii_paradise/toplevel_methods/available_ascii_components.rb,
lib/ascii_paradise/toplevel_methods/run_this_animated_component.rb,
lib/ascii_paradise/toplevel_methods/show_available_ascii_components.rb,
lib/ascii_paradise/toplevel_methods/run_class_based_on_this_filename.rb,
lib/ascii_paradise/gui/universal_widgets/animated_frame/animated_frame.rb,
lib/ascii_paradise/toplevel_methods/available_ascii_components_options.rb,
lib/ascii_paradise/toplevel_methods/return_dataset_of_this_animated_ascii_component.rb
Overview
#
require ‘ascii_paradise/toplevel_methods/return_dataset_of_this_animated_ascii_component.rb’ dataset = AsciiParadise.dataset_for(:rubber_duck)
#
Defined Under Namespace
Modules: EmbeddableInterface, GUI, Heart, Unicode
Classes: Airbus, AirplaneFight, AirplaneOverForest, AnimatedClock, AnimatedDuck, AnimatedPacman, AnimatedProgressBar, Animation, AntiAir, Aquarium, AsciiTable, AttractiveLady, BabyDragon, Backflip, BallBouncesAgainstWall, BallFactory, Base, Basketball, BasketballGame, BeautifulPattern, BikerAndSnail, Bird, BirdAttack, BlockBreaker, BodyBuilders, Boomerang, BouncingBall, BouncyBall, BouncyExplodingBall, Box, BreakingGlass, BubbleDragon, Bunnies, Bunnycat, CanadianFlag, CarProduction, CatFace, CatchTheBall, Chopper, Cigarette, Circle, CircleOfLife, ClockCounter, CoinRoll, ColourfulFlowers, Counter, DancingGirl, DigitalClock, Diver, DogTriesToCatchTheBall, DotFactory, DrivingCar, Earth, EndlessMonkeyBars, EndlessRunner, ExplodingAlien, ExplodingBubbles, EyeWiggling, Fire, FireworkClock, FireworkLauncher, Fireworks, FlameThrower, Flexbox, FlyingHead, FramerateWalking, FriendlyMonkey, Gargoyle, Genie, GoodMorning, Hadouken, HandOfGod, Hourglass, HumanFactory, Intercourse, Jello, Juggling, JumpRope, JumpingPig, LaserClock, LightningBolt, LoadingDots, Lobster, Macarena, MonaLisa, Moth, NeverendingStaircase, OneDestroyer, ParachuteJump, ParseStaticAscii, Phone, PinkPanther, PlantingAForest, Ponies, ProgressBar, PullRope, Raindrop, Raining, Reflection, RidingADuck, RotatingCube, RotatingDNA, RotatingGlobe, RotatingSlash, RubberDuck, RunningMan, SailingBoat, SandClock, SeductiveLady, Seesaw, ShootingRange, Shotgun, SierpinksiTriangle, SilentCity, SoccerInFrontOfAHouse, SoccerTwins, Sparky, Spider, StarTrek, StaticPacman, StationTraffic, Steamer, StepperLepper, SwimmingLane, TableFlip, TableTennis, TearsOfIce, Tetris, ThreadAndBall, Trampoline, Turtle, Volcano, Whip, Worker, Worm, WristWatch
Constant Summary
collapse
- N =
"\n"
- R =
"\r"
- HOME_DIRECTORY_OF_THE_USER_X =
#
HOME_DIRECTORY_OF_THE_USER_X
#
'/home/x/'
- SLEEP_FOR_N_SECONDS =
0.40
- CLEAR_COMMAND =
"\033[2J"
- DEFAULT_COLOUR_TO_USE =
#
DEFAULT_COLOUR_TO_USE
#
:mediumseagreen
- ARRAY_SAY_CONSTANTS =
#
ARRAY_SAY_CONSTANTS
The names here correspond to .ascii files. For instance, there will be a file called “cat_in_the_hat.ascii”, in the subdirectory ascii_say/.
Sort this Array alphabetically.
#
%w(
alien
buddha
cat_in_the_hat
cowsay
dome_tent
flower_decoration
knight
sexy_angel
ponysay
wizard
)
- REGISTERED_CLASS_METHODS =
#
AsciiParadise::REGISTERED_CLASS_METHODS
Register all class methods that can be used via .random here.
#
%w(
animated_clock
animated_pacman
animated_progress_bar
animated_duck
ascii_circle
ascii_counter
ascii_box
ascii_heart
ascii_volcano
attractive_lady
beautiful_pattern
bubble_dragon
dancing_girl
mona_lisa
pony_generator
pink_panther
progress_bar
rotating_slash
rotating_dna
seductive_lady
sierpinski_triangle
swimming_lane
static_pacman
table_flip
ascii_earth
ascii_steamer
ascii_hourglass
ascii_moth
ascii_turtle
ascii_station_traffic
ascii_running_man
ascii_genie
ascii_spider
ascii_bunnycat
ascii_bunnies
ascii_fireworks
ascii_diver
ascii_good_morning
ascii_gargoyle
ascii_endless_runner
ascii_chopper
)
- PROJECT_BASE_DIRECTORY =
#
AsciiParadise::PROJECT_BASE_DIRECTORY
#
File.absolute_path("#{__dir__}/..")+'/'
- VERSION =
'0.2.76'
- LAST_UPDATE =
'05.04.2024'
- URL_TO_THE_DOCUMENTATION =
#
URL_TO_THE_DOCUMENTATION
#
"https://www.rubydoc.info/gems/#{self.to_s.split(/(?=[A-Z])/).join('_').downcase}/#{VERSION}"
- AsciiCounter =
Counter
- CAT_FACE =
#
AsciiParadise::CAT_FACE
#
File.read("#{static_dir?}cat_face.ascii")
- MONA_LISA =
#
AsciiParadise::MONA_LISA
#
File.read("#{static_dir?}mona_lisa.ascii")
- N_CHARACTERS_PER_LINE =
#
AsciiParadise::N_CHARACTERS_PER_LINE
Default value to be used for word-wrap splitting.
#
76
- CHECKMARK_SYMBOL =
"\u2713"
- SNOWMAN =
"\u2603"
- UNICODE_DOUBLE_BORDER_HORIZONTAL =
#
UNICODE_DOUBLE_BORDER_HORIZONTAL
#
'═'
- UNICODE_DOUBLE_BORDER_VERTICAL =
#
UNICODE_DOUBLE_BORDER_VERTICAL
#
'║'
- UNICODE_DOUBLE_BORDER_TOP_LEFT =
#
UNICODE_DOUBLE_BORDER_TOP_LEFT
#
'╔'
- UNICODE_DOUBLE_BORDER_TOP_RIGHT =
#
UNICODE_DOUBLE_BORDER_TOP_RIGHT
#
'╗'
- UNICODE_DOUBLE_BORDER_BOTTOM_LEFT =
#
UNICODE_DOUBLE_BORDER_BOTTOM_LEFT
#
'╚'
- UNICODE_DOUBLE_BORDER_BOTTOM_RIGHT =
#
UNICODE_DOUBLE_BORDER_BOTTOM_RIGHT
#
'╝'
- Table =
#
Add an “alias” called Table next.
#
AsciiTable
Class Method Summary
collapse
-
.[](i = 12) ⇒ Object
# === AsciiParadise[].
-
.airbus(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.airbus =========================================================================== #.
-
.Airbus ⇒ Object
# === AsciiParadise.Airbus =========================================================================== #.
-
.airplane_fight(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.airplane_fight =========================================================================== #.
-
.airplane_over_forest(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.airplane_over_forest =========================================================================== #.
-
.AirplaneFight ⇒ Object
# === AsciiParadise.AirplaneFight =========================================================================== #.
-
.AirplaneOverForest ⇒ Object
# === AsciiParadise.AirplaneOverForest =========================================================================== #.
-
.animated_clock(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.animated_clock =========================================================================== #.
-
.animated_duck ⇒ Object
# === AsciiParadise.animated_duck =========================================================================== #.
-
.animated_pacman ⇒ Object
# === AsciiParadise.animated_pacman ========================================================================= #.
-
.animated_progress_bar ⇒ Object
# === AsciiParadise.animated_progress_bar ========================================================================= #.
-
.AnimatedClock ⇒ Object
# === AsciiParadise.AnimatedClock =========================================================================== #.
-
.animatedpacman ⇒ Object
# === AsciiParadise.animatedpacman ========================================================================= #.
-
.animatedprogressbar ⇒ Object
# === AsciiParadise.animatedprogressbar ========================================================================= #.
-
.animations_directory? ⇒ Boolean
# === AsciiParadise.animations_directory?.
-
.anti_air(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.anti_air =========================================================================== #.
-
.AntiAir ⇒ Object
# === AsciiParadise.AntiAir =========================================================================== #.
-
.aquarium(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.aquarium =========================================================================== #.
-
.Aquarium ⇒ Object
# === AsciiParadise.Aquarium =========================================================================== #.
-
.ascii_box(msg_content = 'Hello World!') ⇒ Object
# === AsciiParadise.ascii_box ‘Hello World!’ ========================================================================= #.
-
.ascii_circle(radius = 5) ⇒ Object
# === AsciiParadise.ascii_circle.
-
.ascii_counter(count_down_from = 50) ⇒ Object
# === AsciiParadise.ascii_counter ========================================================================= #.
-
.ascii_heart(size = '12') ⇒ Object
# === AsciiParadise.ascii_heart ‘Hello World!’ ========================================================================= #.
-
.ascii_say(i = 'Hello world!', use_which_subcomponent = :random) ⇒ Object
# === AsciiParadise.ascii_say.
-
.ask_the_user_which_component_should_be_run_next ⇒ Object
# === AsciiParadise.ask_the_user_which_component_should_be_run_next.
-
.attractive_lady ⇒ Object
# === AsciiParadise.attractive_lady ========================================================================= #.
-
.attractivelady ⇒ Object
# === AsciiParadise.attractivelady ========================================================================= #.
-
.available_ascii_components? ⇒ Boolean
# === AsciiParadise.available_ascii_components?.
-
.available_ascii_components_options ⇒ Object
# === AsciiParadise.available_ascii_components_options.
-
.baby_dragon(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.baby_dragon =========================================================================== #.
-
.BabyDragon ⇒ Object
# === AsciiParadise.BabyDragon =========================================================================== #.
-
.backflip(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.backflip =========================================================================== #.
-
.Backflip ⇒ Object
# === AsciiParadise.Backflip =========================================================================== #.
-
.ball_bounces_against_wall(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.ball_bounces_against_wall =========================================================================== #.
-
.ball_factory(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.ball_factory =========================================================================== #.
-
.BallBouncesAgainstWall ⇒ Object
# === AsciiParadise.BallBouncesAgainstWall =========================================================================== #.
-
.BallFactory ⇒ Object
# === AsciiParadise.BallFactory =========================================================================== #.
-
.basketball(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.basketball =========================================================================== #.
-
.Basketball ⇒ Object
# === AsciiParadise.Basketball =========================================================================== #.
-
.basketball_game(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.basketball_game =========================================================================== #.
-
.BasketballGame ⇒ Object
# === AsciiParadise.BasketballGame =========================================================================== #.
-
.beautiful_pattern ⇒ Object
# === AsciiParadise.beautiful_pattern ========================================================================= #.
-
.BeautifulPattern ⇒ Object
# === AsciiParadise.BeautifulPattern ========================================================================= #.
-
.biker_and_snail(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.biker_and_snail =========================================================================== #.
-
.BikerAndSnail ⇒ Object
# === AsciiParadise.BikerAndSnail =========================================================================== #.
-
.Bird ⇒ Object
# === AsciiParadise.Bird =========================================================================== #.
-
.bird(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.bird =========================================================================== #.
-
.bird_attack(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.bird_attack =========================================================================== #.
-
.BirdAttack ⇒ Object
# === AsciiParadise.BirdAttack =========================================================================== #.
-
.block_breaker(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.block_breaker =========================================================================== #.
-
.BlockBreaker ⇒ Object
# === AsciiParadise.BlockBreaker =========================================================================== #.
-
.body_builders(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.body_builders =========================================================================== #.
-
.BodyBuilders ⇒ Object
# === AsciiParadise.BodyBuilders =========================================================================== #.
-
.Boomerang ⇒ Object
# === AsciiParadise.Boomerang =========================================================================== #.
-
.boomerang(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.boomerang =========================================================================== #.
-
.bouncing_ball(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.bouncing_ball =========================================================================== #.
-
.BouncingBall ⇒ Object
# === AsciiParadise.BouncingBall =========================================================================== #.
-
.bouncy_ball(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.bouncy_ball =========================================================================== #.
-
.bouncy_exploding_ball(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.bouncy_exploding_ball =========================================================================== #.
-
.BouncyBall ⇒ Object
# === AsciiParadise.BouncyBall =========================================================================== #.
-
.BouncyExplodingBall ⇒ Object
# === AsciiParadise.BouncyExplodingBall =========================================================================== #.
-
.Box ⇒ Object
# === AsciiParadise.Box ========================================================================= #.
-
.breaking_glass(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.breaking_glass =========================================================================== #.
-
.BreakingGlass ⇒ Object
# === AsciiParadise.BreakingGlass =========================================================================== #.
-
.bubble_dragon(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.bubble_dragon =========================================================================== #.
-
.BubbleDragon ⇒ Object
# === AsciiParadise.BubbleDragon =========================================================================== #.
-
.Bunnies ⇒ Object
# === AsciiParadise.Bunnies =========================================================================== #.
-
.bunnies(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.bunnies =========================================================================== #.
-
.Bunnycat ⇒ Object
# === AsciiParadise.Bunnycat =========================================================================== #.
-
.bunnycat(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.bunnycat =========================================================================== #.
-
.canadian_flag(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.canadian_flag =========================================================================== #.
-
.CanadianFlag ⇒ Object
# === AsciiParadise.CanadianFlag =========================================================================== #.
-
.car_production(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.car_production =========================================================================== #.
-
.CarProduction ⇒ Object
# === AsciiParadise.CarProduction =========================================================================== #.
-
.cat_face ⇒ Object
# === AsciiParadise.cat_face ========================================================================= #.
-
.catch_the_ball(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.catch_the_ball =========================================================================== #.
-
.CatchTheBall ⇒ Object
# === AsciiParadise.CatchTheBall =========================================================================== #.
-
.CatFace ⇒ Object
# === AsciiParadise.CatFace ========================================================================= #.
-
.chopper(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.chopper =========================================================================== #.
-
.Chopper ⇒ Object
# === AsciiParadise.Chopper =========================================================================== #.
-
.Cigarette ⇒ Object
# === AsciiParadise.Cigarette =========================================================================== #.
-
.cigarette(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.cigarette =========================================================================== #.
-
.Circle ⇒ Object
# === AsciiParadise.Circle ========================================================================= #.
-
.circle_of_life(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.circle_of_life =========================================================================== #.
-
.CircleOfLife ⇒ Object
# === AsciiParadise.CircleOfLife =========================================================================== #.
-
.clear_colours ⇒ Object
# === AsciiParadise.clear_colours ========================================================================= #.
-
.clear_screen ⇒ Object
# === AsciiParadise.clear_screen.
-
.coin_roll(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.coin_roll =========================================================================== #.
-
.CoinRoll ⇒ Object
# === AsciiParadise.CoinRoll =========================================================================== #.
-
.colour? ⇒ Boolean
# === AsciiParadise.colour? ========================================================================= #.
-
.colour_parse_this_string(i) ⇒ Object
# === AsciiParadise.colour_parse_this_string.
-
.colourful_flowers ⇒ Object
# === AsciiParadise.colourful_flowers ========================================================================= #.
-
.ColourfulFlowers ⇒ Object
# === AsciiParadise.ColourfulFlowers ========================================================================= #.
-
.Counter ⇒ Object
# === AsciiParadise.Counter ========================================================================= #.
-
.cowsay(i = 'Hello world!') ⇒ Object
# === AsciiParadise.cowsay.
-
.dancing_girl(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.dancing_girl =========================================================================== #.
-
.DancingGirl ⇒ Object
# === AsciiParadise.DancingGirl =========================================================================== #.
-
.debug? ⇒ Boolean
# === AsciiParadise.debug?.
-
.demo(delay = 12) ⇒ Object
# === AsciiParadise.demo (demo tag, test tag).
-
.digital_clock(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.digital_clock =========================================================================== #.
-
.DigitalClock ⇒ Object
# === AsciiParadise.DigitalClock =========================================================================== #.
-
.disable_debug ⇒ Object
# === AsciiParadise.disable_debug ========================================================================= #.
-
.diver(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.diver =========================================================================== #.
-
.Diver ⇒ Object
# === AsciiParadise.Diver =========================================================================== #.
-
.dog_tries_to_catch_the_ball(commandline_arguments) ⇒ Object
# === AsciiParadise.dog_tries_to_catch_the_ball =========================================================================== #.
-
.DogTriesToCatchTheBall ⇒ Object
# === AsciiParadise.DogTriesToCatchTheBall =========================================================================== #.
-
.dot_factory(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.dot_factory =========================================================================== #.
-
.DotFactory ⇒ Object
# === AsciiParadise.DotFactory =========================================================================== #.
-
.driving_car(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.driving_car =========================================================================== #.
-
.DrivingCar ⇒ Object
# === AsciiParadise.DrivingCar =========================================================================== #.
-
.e(i = '') ⇒ Object
# === AsciiParadise.e ========================================================================= #.
-
.Earth ⇒ Object
# === AsciiParadise.Earth =========================================================================== #.
-
.earth(i = ARGV) ⇒ Object
# === AsciiParadise.earth =========================================================================== #.
-
.efiglet(i) ⇒ Object
# === AsciiParadise.efiglet.
-
.embeddable_interface ⇒ Object
# === AsciiParadise.embeddable_interface =========================================================================== #.
-
.enable_debug(optional_be_verbose = false) ⇒ Object
# === AsciiParadise.enable_debug.
-
.endless_monkey_bars(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.endless_monkey_bars =========================================================================== #.
-
.endless_runner(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.endless_runner =========================================================================== #.
-
.EndlessMonkeyBars ⇒ Object
# === AsciiParadise.EndlessMonkeyBars =========================================================================== #.
-
.EndlessRunner ⇒ Object
# === AsciiParadise.EndlessRunner =========================================================================== #.
-
.exploding_alien(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.exploding_alien =========================================================================== #.
-
.exploding_bubbles(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.exploding_bubbles =========================================================================== #.
-
.ExplodingAlien ⇒ Object
# === AsciiParadise.ExplodingAlien =========================================================================== #.
-
.ExplodingBubbles ⇒ Object
# === AsciiParadise.ExplodingBubbles =========================================================================== #.
-
.eye_wiggling(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.eye_wiggling =========================================================================== #.
-
.EyeWiggling ⇒ Object
# === AsciiParadise.EyeWiggling =========================================================================== #.
-
.figlet(i, optional_use_this_font = nil) ⇒ Object
# === AsciiParadise.figlet.
-
.Fire ⇒ Object
# === AsciiParadise.Fire =========================================================================== #.
-
.fire(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.fire =========================================================================== #.
-
.firework_clock(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.firework_clock =========================================================================== #.
-
.firework_launcher(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.firework_launcher =========================================================================== #.
-
.FireworkClock ⇒ Object
# === AsciiParadise.FireworkClock =========================================================================== #.
-
.FireworkLauncher ⇒ Object
# === AsciiParadise.FireworkLauncher =========================================================================== #.
-
.fireworks(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.fireworks =========================================================================== #.
-
.Fireworks ⇒ Object
# === AsciiParadise.Fireworks =========================================================================== #.
-
.flame_thrower(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.flame_thrower =========================================================================== #.
-
.FlameThrower ⇒ Object
# === AsciiParadise.FlameThrower =========================================================================== #.
-
.flexbox(i, &block) ⇒ Object
# === AsciiParadise.flexbox =========================================================================== #.
-
.flower_decoration(i = 'Hello world!') ⇒ Object
# === AsciiParadise.flower_decoration.
-
.flying_head(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.flying_head =========================================================================== #.
-
.FlyingHead ⇒ Object
# === AsciiParadise.FlyingHead =========================================================================== #.
-
.framerate_walking(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.framerate_walking =========================================================================== #.
-
.FramerateWalking ⇒ Object
# === AsciiParadise.FramerateWalking =========================================================================== #.
-
.friendly_monkey(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.friendly_monkey =========================================================================== #.
-
.FriendlyMonkey ⇒ Object
# === AsciiParadise.FriendlyMonkey =========================================================================== #.
-
.Gargoyle ⇒ Object
# === AsciiParadise.Gargoyle =========================================================================== #.
-
.gargoyle(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.gargoyle =========================================================================== #.
-
.Genie ⇒ Object
# === AsciiParadise.Genie =========================================================================== #.
-
.genie(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.genie =========================================================================== #.
-
.good_morning(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.good_morning =========================================================================== #.
-
.GoodMorning ⇒ Object
# === AsciiParadise.GoodMorning =========================================================================== #.
-
.Hadouken ⇒ Object
# === AsciiParadise.Hadouken =========================================================================== #.
-
.hadouken(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.hadouken =========================================================================== #.
-
.hand_of_god(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.hand_of_god =========================================================================== #.
-
.HandOfGod ⇒ Object
# === AsciiParadise.HandOfGod =========================================================================== #.
-
.have_the_animations_files_been_required? ⇒ Boolean
# === AsciiParadise.have_the_animations_files_been_required? ========================================================================= #.
-
.Heart ⇒ Object
# === AsciiParadise.Heart ========================================================================= #.
-
.Hourglass ⇒ Object
# === AsciiParadise.Hourglass =========================================================================== #.
-
.hourglass(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.hourglass =========================================================================== #.
-
.human_factory(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.human_factory =========================================================================== #.
-
.HumanFactory ⇒ Object
# === AsciiParadise.HumanFactory =========================================================================== #.
-
.include_this_file?(i) ⇒ Boolean
# === AsciiParadise.include_this_file?.
-
.initialize_the_animated_ascii_components ⇒ Object
# === AsciiParadise.initialize_the_animated_ascii_components.
-
.interactive ⇒ Object
# === AsciiParadise.interactive.
-
.Intercourse ⇒ Object
# === AsciiParadise.Intercourse =========================================================================== #.
-
.intercourse(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.intercourse =========================================================================== #.
-
.Jello ⇒ Object
# === AsciiParadise.Jello =========================================================================== #.
-
.jello(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.jello =========================================================================== #.
-
.juggling(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.juggling =========================================================================== #.
-
.Juggling ⇒ Object
# === AsciiParadise.Juggling =========================================================================== #.
-
.jump_rope(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.jump_rope =========================================================================== #.
-
.jumping_pig(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.jumping_pig =========================================================================== #.
-
.JumpingPig ⇒ Object
# === AsciiParadise.JumpingPig =========================================================================== #.
-
.JumpRope ⇒ Object
# === AsciiParadise.JumpRope =========================================================================== #.
-
.laser_clock(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.last_clock =========================================================================== #.
-
.LaserClock ⇒ Object
# === AsciiParadise.LaserClock =========================================================================== #.
-
.lightning_bolt(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.lightning_bolt =========================================================================== #.
-
.LightningBolt ⇒ Object
# === AsciiParadise.LightningBolt =========================================================================== #.
-
.loading_dots(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.loading_dots =========================================================================== #.
-
.LoadingDots ⇒ Object
# === AsciiParadise.LoadingDots =========================================================================== #.
-
.lobster(i = ARGV) ⇒ Object
# === AsciiParadise.lobster =========================================================================== #.
-
.macarena(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.macarena =========================================================================== #.
-
.Macarena ⇒ Object
# === AsciiParadise.Macarena =========================================================================== #.
-
.mediumpurple(i = '') ⇒ Object
# === AsciiParadise.mediumpurple ========================================================================= #.
-
.menu(i = ARGV) ⇒ Object
-
.mona_lisa ⇒ Object
# === AsciiParadise.mona_lisa ========================================================================= #.
-
.MonaLisa ⇒ Object
# === AsciiParadise.MonaLisa ========================================================================= #.
-
.moth(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.moth =========================================================================== #.
-
.Moth ⇒ Object
# === AsciiParadise.Moth =========================================================================== #.
-
.n_animated_ascii_components ⇒ Object
# === AsciiParadise.n_animated_ascii_components.
-
.n_animated_components? ⇒ Boolean
# === AsciiParadise.n_animated_components?.
-
.neverending_staircase(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.neverending_staircase =========================================================================== #.
-
.NeverendingStaircase ⇒ Object
# === AsciiParadise.NeverendingStaircase =========================================================================== #.
-
.new(i = ARGV) ⇒ Object
# === AsciiParadise.new.
-
.one_destroyer(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.one_destroyer =========================================================================== #.
-
.OneDestroyer ⇒ Object
# === AsciiParadise.OneDestroyer =========================================================================== #.
-
.parachute_jump(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.parachute_jump =========================================================================== #.
-
.ParachuteJump ⇒ Object
# === AsciiParadise.ParachuteJump =========================================================================== #.
-
.phone(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.phone =========================================================================== #.
-
.Phone ⇒ Object
# === AsciiParadise.Phone =========================================================================== #.
-
.pink_panther ⇒ Object
# === AsciiParadise.pink_panther ========================================================================= #.
-
.PinkPanther ⇒ Object
# === AsciiParadise.PinkPanther ========================================================================= #.
-
.planting_a_forest(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.planting_a_forest =========================================================================== #.
-
.PlantingAForest ⇒ Object
# === AsciiParadise.PlantingAForest =========================================================================== #.
-
.Ponies ⇒ Object
# === AsciiParadise.Ponies ========================================================================= #.
-
.ponies ⇒ Object
# === AsciiParadise.ponyies ========================================================================= #.
-
.ponysay(i = 'Hello world!') ⇒ Object
# === AsciiParadise.ponysay.
-
.progress_bar ⇒ Object
# === AsciiParadise.progress_bar.
-
.ProgressBar ⇒ Object
# === AsciiParadise.ProgressBar ========================================================================= #.
-
.project_base_dir? ⇒ Boolean
# === AsciiParadise.project_base_dir? ========================================================================= #.
-
.pull_rope(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.pull_rope =========================================================================== #.
-
.PullRope ⇒ Object
# === AsciiParadise.PullRope =========================================================================== #.
-
.raindrop(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.raindrop =========================================================================== #.
-
.Raindrop ⇒ Object
# === AsciiParadise.Raindrop =========================================================================== #.
-
.raining(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.raining =========================================================================== #.
-
.Raining ⇒ Object
# === AsciiParadise.Raining =========================================================================== #.
-
.Reflection ⇒ Object
# === AsciiParadise.Reflection =========================================================================== #.
-
.reflection(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.reflection =========================================================================== #.
-
.register(name, template) ⇒ Object
# === AsciiParadise.register.
-
.register_sigint(show_this_message_on_exit = @show_this_message_on_exit) ⇒ Object
# === AsciiParadise.register_sigint ========================================================================= #.
-
.require_animations_files ⇒ Object
# === AsciiParadise.require_animations_files ========================================================================= #.
-
.require_sparky_components ⇒ Object
# === AsciiParadise.require_sparky_components ========================================================================= #.
-
.require_static_ascii_files ⇒ Object
# === AsciiParadise.require_static_ascii_files ========================================================================= #.
-
.require_the_toplevel_methods ⇒ Object
# === AsciiParadise.require_the_toplevel_methods ========================================================================= #.
-
.return_all_animated_ascii_components ⇒ Object
# === AsciiParadise.return_all_animated_ascii_components.
-
.return_dataset_of_this_animated_ascii_component(i = :volcano, convert_to_camelcase = true) ⇒ Object
# === AsciiParadise.return_dataset_of_this_animated_ascii_component.
-
.return_what_is_available ⇒ Object
# === AsciiParadise.return_what_is_available ========================================================================= #.
-
.riding_a_duck(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.riding_a_duck =========================================================================== #.
-
.RidingADuck ⇒ Object
# === AsciiParadise.RidingADuck =========================================================================== #.
-
.rotating_cube(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.rotating_cube =========================================================================== #.
-
.rotating_dna(runmode = :dna) ⇒ Object
# === AsciiParadise.rotating_dna =========================================================================== #.
-
.rotating_globe(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.rotating_globe =========================================================================== #.
-
.rotating_slash ⇒ Object
# === AsciiParadise.rotating_slash ========================================================================= #.
-
.RotatingCube ⇒ Object
# === AsciiParadise.RotatingCube =========================================================================== #.
-
.RotatingDna ⇒ Object
# === AsciiParadise.RotatingDna =========================================================================== #.
-
.RotatingGlobe ⇒ Object
# === AsciiParadise.RotatingGlobe =========================================================================== #.
-
.RotatingSlash ⇒ Object
# === AsciiParadise.RotatingSlash ========================================================================= #.
-
.rubber_duck(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.rubber_duck =========================================================================== #.
-
.RubberDuck ⇒ Object
# === AsciiParadise.RubberDuck =========================================================================== #.
-
.run_class_based_on_this_filename(i) ⇒ Object
# === AsciiParadise.run_class_based_on_this_filename.
-
.run_random_animation ⇒ Object
# === AsciiParadise.run_random_animation.
-
.run_this_animated_component(i = :default) ⇒ Object
# === AsciiParadise.run_this_animated_component.
-
.running_man(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.running_man =========================================================================== #.
-
.RunningMan ⇒ Object
# === AsciiParadise.RunningMan =========================================================================== #.
-
.sailing_boat(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.sailing_boat =========================================================================== #.
-
.SailingBoat ⇒ Object
# === AsciiParadise.SailingBoat =========================================================================== #.
-
.sand_clock(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.sand_clock =========================================================================== #.
-
.SandClock ⇒ Object
# === AsciiParadise.SandClock =========================================================================== #.
-
.seductive_lady ⇒ Object
# === AsciiParadise.seductive_lady ========================================================================= #.
-
.SeductiveLady ⇒ Object
# === AsciiParadise.SeductiveLady ========================================================================= #.
-
.Seesaw ⇒ Object
# === AsciiParadise.Seesaw =========================================================================== #.
-
.seesaw(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.seesaw =========================================================================== #.
-
.set_colour(i = nil) ⇒ Object
# === AsciiParadise.set_colour ========================================================================= #.
-
.sfancy(i) ⇒ Object
# === AsciiParadise.sfancy ========================================================================= #.
-
.sfile(i) ⇒ Object
# === AsciiParadise.sfile ========================================================================= #.
-
.shooting_range(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.shooting_range =========================================================================== #.
-
.ShootingRange ⇒ Object
# === AsciiParadise.ShootingRange =========================================================================== #.
-
.shotgun(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.shotgun =========================================================================== #.
-
.Shotgun ⇒ Object
# === AsciiParadise.Shotgun =========================================================================== #.
-
.show_available_ascii_components(display_mode = :everything) ⇒ Object
# === AsciiParadise.show_available_ascii_components.
-
.show_help ⇒ Object
# === AsciiParadise.show_help.
-
.show_interactive_help ⇒ Object
# === AsciiParadise.show_interactive_help (help tag).
-
.sierpinski_triangle(size = 80) ⇒ Object
# === AsciiParadise.sierpinski_triangle ========================================================================= #.
-
.SierpinskiTriangle ⇒ Object
# === AsciiParadise.SierpinskiTriangle ========================================================================= #.
-
.silent_city(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.silent_city =========================================================================== #.
-
.SilentCity ⇒ Object
# === AsciiParadise.SilentCity =========================================================================== #.
-
.simp(i) ⇒ Object
# === AsciiParadise.simp ========================================================================= #.
-
.soccer_in_front_of_a_house(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.SoccerInFrontOfAHouse =========================================================================== #.
-
.soccer_twins(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.soccer_twins =========================================================================== #.
-
.SoccerInFrontOfAHouse ⇒ Object
# === AsciiParadise.SoccerInFrontOfAHouse =========================================================================== #.
-
.SoccerTwins ⇒ Object
# === AsciiParadise.SoccerTwins =========================================================================== #.
-
.sort_files(sort_these_files) ⇒ Object
# === AsciiParadise.sort_files.
-
.sparky(numbers, &block) ⇒ String
# === AsciiParadise.sparky.
-
.Spider ⇒ Object
# === AsciiParadise.Spider =========================================================================== #.
-
.spider(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.spider =========================================================================== #.
-
.star_trek(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.star_trek =========================================================================== #.
-
.StarTrek ⇒ Object
# === AsciiParadise.StarTrek =========================================================================== #.
-
.static_ascii? ⇒ Boolean
# === AsciiParadise.static_ascii?.
-
.static_pacman ⇒ Object
# === AsciiParadise.static_pacman ========================================================================= #.
-
.StaticPacman ⇒ Object
# === AsciiParadise.StaticPacman ========================================================================= #.
-
.station_traffic(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.station_traffic =========================================================================== #.
-
.StationTraffic ⇒ Object
# === AsciiParadise.StationTraffic =========================================================================== #.
-
.Steamer ⇒ Object
# === AsciiParadise.Steamer =========================================================================== #.
-
.steamer(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.steamer =========================================================================== #.
-
.stepper_lepper(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.stepper_lepper =========================================================================== #.
-
.StepperLepper ⇒ Object
# === AsciiParadise.StepperLepper =========================================================================== #.
-
.swarn(i) ⇒ Object
# === AsciiParadise.swarn ========================================================================= #.
-
.swimming_lane(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.swimming_lane =========================================================================== #.
-
.SwimmingLane ⇒ Object
# === AsciiParadise.SwimmingLane =========================================================================== #.
-
.table(*dataset) ⇒ Object
# === AsciiParadise.table.
-
.table_flip ⇒ Object
# === AsciiParadise.table_flip ========================================================================= #.
-
.table_tennis(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.table_tennis =========================================================================== #.
-
.TableFlip ⇒ Object
# === AsciiParadise.TableFlip ========================================================================= #.
-
.TableTennis ⇒ Object
# === AsciiParadise.TableTennis =========================================================================== #.
-
.tears_of_ice(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.tears_of_ice =========================================================================== #.
-
.TearsOfIce ⇒ Object
# === AsciiParadise.TearsOfIce =========================================================================== #.
-
.template_directory? ⇒ Boolean
# === AsciiParadise.template_directory?.
-
.tetris(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.tetris =========================================================================== #.
-
.Tetris ⇒ Object
# === AsciiParadise.Tetris =========================================================================== #.
-
.thread_and_ball(commandline_arguments) ⇒ Object
# === AsciiParadise.thread_and_ball =========================================================================== #.
-
.ThreadAndBall ⇒ Object
# === AsciiParadise.ThreadAndBall =========================================================================== #.
-
.to_camelcase(i) ⇒ Object
# === AsciiParadise.to_camelcase.
-
.Trampoline ⇒ Object
# === AsciiParadise.Trampoline =========================================================================== #.
-
.trampoline(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.trampoline =========================================================================== #.
-
.Turtle ⇒ Object
# === AsciiParadise.Turtle =========================================================================== #.
-
.turtle(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.turtle =========================================================================== #.
-
.volcano(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.volcano =========================================================================== #.
-
.Volcano ⇒ Object
# === AsciiParadise.Volcano =========================================================================== #.
-
.Whip ⇒ Object
# === AsciiParadise.Whip =========================================================================== #.
-
.whip(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.whip =========================================================================== #.
-
.Worker ⇒ Object
# === AsciiParadise.Worker =========================================================================== #.
-
.worker(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.worker =========================================================================== #.
-
.Worm ⇒ Object
# === AsciiParadise.Worm =========================================================================== #.
-
.worm(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.worm =========================================================================== #.
-
.wrap_at(this_string, my_limit = N_CHARACTERS_PER_LINE, add_newline = true, add_padding = nil) ⇒ Object
# === AsciiParadise.wrap_at (Begrenzung tag, limit tag, boundary tag).
-
.wrist_watch(commandline_arguments = ARGV) ⇒ Object
# === AsciiParadise.wrist_watch =========================================================================== #.
-
.WristWatch ⇒ Object
# === AsciiParadise.WristWatch =========================================================================== #.
Instance Method Summary
collapse
Class Method Details
.[](i = 12) ⇒ Object
#
AsciiParadise[]
This is an alias towards one of the registered methods listed above.
If it can not be found, we will use the last else clause and delegate to AsciiParadise.ascii_counter() instead.
#
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# File 'lib/ascii_paradise/toplevel_methods/run_this_animated_component.rb', line 146
def self.[](i = 12)
_ = available_ascii_components?
case i
when 'random','', /^run(_|-)?random(_|-)?animation$/i
run_random_animation
else
if i.to_s =~ /^\d+$/
run_this_animated_component(
_[i.to_i - 1]
)
else
run_this_animated_component(i)
end
end
end
|
.airbus(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/airbus.rb', line 39
def self.airbus(commandline_arguments = ARGV)
Airbus.new(commandline_arguments)
end
|
.Airbus ⇒ Object
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# File 'lib/ascii_paradise/animations/airbus.rb', line 32
def self.Airbus
Airbus
end
|
.airplane_fight(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.airplane_fight
#
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# File 'lib/ascii_paradise/animations/airplane_fight.rb', line 39
def self.airplane_fight(commandline_arguments = ARGV)
AirplaneFight.new(commandline_arguments)
end
|
.airplane_over_forest(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.airplane_over_forest
#
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# File 'lib/ascii_paradise/animations/airplane_over_forest.rb', line 39
def self.airplane_over_forest(commandline_arguments = ARGV)
AirplaneOverForest.new(commandline_arguments)
end
|
.AirplaneFight ⇒ Object
#
AsciiParadise.AirplaneFight
#
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# File 'lib/ascii_paradise/animations/airplane_fight.rb', line 32
def self.AirplaneFight
AirplaneFight
end
|
.AirplaneOverForest ⇒ Object
#
AsciiParadise.AirplaneOverForest
#
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# File 'lib/ascii_paradise/animations/airplane_over_forest.rb', line 32
def self.AirplaneOverForest
AirplaneOverForest
end
|
.animated_clock(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.animated_clock
#
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# File 'lib/ascii_paradise/animations/animated_clock.rb', line 40
def self.animated_clock(commandline_arguments = ARGV)
AnimatedClock.new(commandline_arguments)
end
|
.animated_duck ⇒ Object
#
AsciiParadise.animated_duck
#
.animated_pacman ⇒ Object
#
AsciiParadise.animated_pacman
#
.animated_progress_bar ⇒ Object
#
AsciiParadise.animated_progress_bar
#
.AnimatedClock ⇒ Object
#
AsciiParadise.AnimatedClock
#
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# File 'lib/ascii_paradise/animations/animated_clock.rb', line 33
def self.AnimatedClock
AnimatedClock
end
|
.animatedpacman ⇒ Object
#
AsciiParadise.animatedpacman
#
.animatedprogressbar ⇒ Object
#
AsciiParadise.animatedprogressbar
#
.animations_directory? ⇒ Boolean
#
AsciiParadise.animations_directory?
Where all animations will be kept.
#
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# File 'lib/ascii_paradise/project/project.rb', line 40
def self.animations_directory?
"#{project_base_directory?}animations/"
end
|
.anti_air(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.anti_air
#
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# File 'lib/ascii_paradise/animations/anti_air.rb', line 38
def self.anti_air(commandline_arguments = ARGV)
AntiAir.new(commandline_arguments)
end
|
.AntiAir ⇒ Object
#
AsciiParadise.AntiAir
#
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# File 'lib/ascii_paradise/animations/anti_air.rb', line 31
def self.AntiAir
AntiAir
end
|
.aquarium(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.aquarium
#
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# File 'lib/ascii_paradise/animations/aquarium.rb', line 39
def self.aquarium(commandline_arguments = ARGV)
Aquarium.new(commandline_arguments)
end
|
.Aquarium ⇒ Object
#
AsciiParadise.Aquarium
#
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# File 'lib/ascii_paradise/animations/aquarium.rb', line 32
def self.Aquarium
Aquarium
end
|
.ascii_box(msg_content = 'Hello World!') ⇒ Object
#
AsciiParadise.ascii_box ‘Hello World!’
#
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# File 'lib/ascii_paradise/static_ascii/box.rb', line 291
def self.ascii_box(msg_content = 'Hello World!')
AsciiParadise::Box.new(msg_content).report
end
|
.ascii_circle(radius = 5) ⇒ Object
#
AsciiParadise.ascii_circle
We draw an ascii circle here. We can pass the radius as its first argument.
#
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# File 'lib/ascii_paradise/static_ascii/circle.rb', line 230
def self.ascii_circle(radius = 5)
AsciiParadise::Circle.new(radius, 1.0, '#').display
end
|
.ascii_counter(count_down_from = 50) ⇒ Object
#
AsciiParadise.ascii_counter
#
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# File 'lib/ascii_paradise/animations/counter.rb', line 121
def self.ascii_counter(count_down_from = 50)
AsciiParadise::Counter.new(count_down_from)
end
|
.ascii_heart(size = '12') ⇒ Object
#
AsciiParadise.ascii_heart ‘Hello World!’
#
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# File 'lib/ascii_paradise/static_ascii/heart.rb', line 144
def self.ascii_heart(size = '12')
AsciiParadise::Heart.draw_heart(size)
end
|
.ascii_say(i = 'Hello world!', use_which_subcomponent = :random) ⇒ Object
#
AsciiParadise.ascii_say
Use a simplified ascii-talker, a bit like in a cartoon.
The second argument of this method tells us which subcomponent is to be used.
Usage examples:
AsciiParadise.say 'Yo there how do you do?', :wizard
#
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# File 'lib/ascii_paradise/ascii_say/say.rb', line 25
def self.ascii_say(
i = 'Hello world!',
use_which_subcomponent = :random
)
if i.is_a? Array
i = i.join(' ')
end
case use_which_subcomponent.to_sym
when :random
array = [
AsciiParadise::Alien,
AsciiParadise::Buddha,
AsciiParadise::CatInTheHat,
AsciiParadise::DomeTent,
AsciiParadise::FlowerDecoration,
AsciiParadise::Wizard,
AsciiParadise::Knight,
AsciiParadise::SexyAngel,
AsciiParadise::Cowsay,
AsciiParadise::Ponysay
]
subcomponent_to_use = array.sample
when :alien
subcomponent_to_use = AsciiParadise::Alien
when :buddha
subcomponent_to_use = AsciiParadise::Buddha
when :dome_tent,
:tent
subcomponent_to_use = AsciiParadise::DomeTent
when :flower,
:flower_decoration
subcomponent_to_use = AsciiParadise::FlowerDecoration
when :cat,
:cat_in_the_hat
subcomponent_to_use = AsciiParadise::CatInTheHat
when :wizard
subcomponent_to_use = AsciiParadise::Wizard
when :knight
subcomponent_to_use = AsciiParadise::Knight
when :sexy_angel
subcomponent_to_use = AsciiParadise::SexyAngel
when :cowsay,
:cow
subcomponent_to_use = AsciiParadise::Cowsay
when :ponysay,
:pony
subcomponent_to_use = AsciiParadise::Ponysay
end
subcomponent_to_use.say i
end
|
.ask_the_user_which_component_should_be_run_next ⇒ Object
#
AsciiParadise.ask_the_user_which_component_should_be_run_next
We will ask the user which component should be run next.
#
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# File 'lib/ascii_paradise/interactive/interactive.rb', line 77
def self.ask_the_user_which_component_should_be_run_next
e
e 'Input your command next. Input "help" or "h" to get all options and'
e '"exit" or "q" to exit from this user input loop again.'
e
return_value = loop {
user_input = $stdin.gets.chomp.strip
user_input.downcase!
case user_input when /^clear$/i
e 'Clearing colour assignments next.'
clear_colours
when /^-?-?help$/i,'h'
show_interactive_help
when 'exit','q'
e 'Exiting now.'
exit
else if ::Colours.does_include? user_input
e 'Now using Colours. '+user_input+' colour.'
@colour = user_input
else
components = ::AsciiParadise.return_all_animated_ascii_components
result = nil
if user_input =~ /^\d+$/
result = components[user_input.to_i - 1]
end
if result
_ = nil
if @colour
_ = '--use-this-colour='+@colour.to_s
end
result.new(_) end
end
end
}
return return_value
end
|
.attractive_lady ⇒ Object
#
AsciiParadise.attractive_lady
#
.attractivelady ⇒ Object
#
AsciiParadise.attractivelady
#
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# File 'lib/ascii_paradise/static_ascii/attractive_lady.rb', line 38
def self.attractivelady
AsciiParadise::AttractiveLady
end
|
.available_ascii_components? ⇒ Boolean
#
AsciiParadise.available_ascii_components?
This will return a sorted Array which will have all the ascii components that are available.
This Array will look like so:
["AirplaneOverForest", "AnimatedCigarette"]
#
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# File 'lib/ascii_paradise/toplevel_methods/available_ascii_components.rb', line 26
def self.available_ascii_components?
target = ::AsciiParadise.animations_directory?
array = []
Dir["#{target}*.rb"].each {|file|
_ = File.basename(file).
gsub(/ascii_/,'').
sub(/\.rb$/,'').capitalize
if _.include? '_'
_ = _.split('_').map {|entry| entry.capitalize }.join
end
array << _
}
array.sort end
|
.available_ascii_components_options ⇒ Object
#
AsciiParadise.available_ascii_components_options
The Array that will be returned here, is used in a case-when menu elsewhere. It is used to determine which options are applicable in order to show the available ascii components of this project.
#
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# File 'lib/ascii_paradise/toplevel_methods/available_ascii_components_options.rb', line 17
def self.available_ascii_components_options
%w(
--available
--show-available
--showavailable
--overview
overview
show-available
)
end
|
.baby_dragon(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.baby_dragon
#
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# File 'lib/ascii_paradise/animations/baby_dragon.rb', line 39
def self.baby_dragon(commandline_arguments = ARGV)
BabyDragon.new(commandline_arguments)
end
|
.BabyDragon ⇒ Object
#
AsciiParadise.BabyDragon
#
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# File 'lib/ascii_paradise/animations/baby_dragon.rb', line 32
def self.BabyDragon
BabyDragon
end
|
.backflip(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.backflip
#
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# File 'lib/ascii_paradise/animations/backflip.rb', line 39
def self.backflip(commandline_arguments = ARGV)
Backflip.new(commandline_arguments)
end
|
.Backflip ⇒ Object
#
AsciiParadise.Backflip
#
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# File 'lib/ascii_paradise/animations/backflip.rb', line 32
def self.Backflip
Backflip
end
|
.ball_bounces_against_wall(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.ball_bounces_against_wall
#
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# File 'lib/ascii_paradise/animations/ball_bounces_against_wall.rb', line 40
def self.ball_bounces_against_wall(commandline_arguments = ARGV)
BallBouncesAgainstWall.new(commandline_arguments)
end
|
.ball_factory(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.ball_factory
#
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# File 'lib/ascii_paradise/animations/ball_factory.rb', line 39
def self.ball_factory(commandline_arguments = ARGV)
BallFactory.new(commandline_arguments)
end
|
.BallBouncesAgainstWall ⇒ Object
#
AsciiParadise.BallBouncesAgainstWall
#
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# File 'lib/ascii_paradise/animations/ball_bounces_against_wall.rb', line 33
def self.BallBouncesAgainstWall
BallBouncesAgainstWall
end
|
.BallFactory ⇒ Object
#
AsciiParadise.BallFactory
#
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# File 'lib/ascii_paradise/animations/ball_factory.rb', line 32
def self.BallFactory
BallFactory
end
|
.basketball(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.basketball
#
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# File 'lib/ascii_paradise/animations/basketball.rb', line 39
def self.basketball(commandline_arguments = ARGV)
Basketball.new(commandline_arguments)
end
|
.Basketball ⇒ Object
#
AsciiParadise.Basketball
#
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# File 'lib/ascii_paradise/animations/basketball.rb', line 32
def self.Basketball
Basketball
end
|
.basketball_game(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.basketball_game
#
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# File 'lib/ascii_paradise/animations/basketball_game.rb', line 39
def self.basketball_game(commandline_arguments = ARGV)
BasketballGame.new(commandline_arguments)
end
|
.BasketballGame ⇒ Object
#
AsciiParadise.BasketballGame
#
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# File 'lib/ascii_paradise/animations/basketball_game.rb', line 32
def self.BasketballGame
BasketballGame
end
|
.beautiful_pattern ⇒ Object
#
AsciiParadise.beautiful_pattern
#
.BeautifulPattern ⇒ Object
#
AsciiParadise.BeautifulPattern
#
.biker_and_snail(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.biker_and_snail
#
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# File 'lib/ascii_paradise/animations/biker_and_snail.rb', line 40
def self.biker_and_snail(commandline_arguments = ARGV)
BikerAndSnail.new(commandline_arguments)
end
|
.BikerAndSnail ⇒ Object
#
AsciiParadise.BikerAndSnail
#
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# File 'lib/ascii_paradise/animations/biker_and_snail.rb', line 33
def self.BikerAndSnail
BikerAndSnail
end
|
.Bird ⇒ Object
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# File 'lib/ascii_paradise/animations/bird.rb', line 32
def self.Bird
Bird
end
|
.bird(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/bird.rb', line 39
def self.bird(commandline_arguments = ARGV)
Bird.new(commandline_arguments)
end
|
.bird_attack(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.bird_attack
#
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# File 'lib/ascii_paradise/animations/bird_attack.rb', line 39
def self.bird_attack(commandline_arguments = ARGV)
BirdAttack.new(commandline_arguments)
end
|
.BirdAttack ⇒ Object
#
AsciiParadise.BirdAttack
#
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# File 'lib/ascii_paradise/animations/bird_attack.rb', line 32
def self.BirdAttack
BirdAttack
end
|
.block_breaker(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.block_breaker
#
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# File 'lib/ascii_paradise/animations/block_breaker.rb', line 39
def self.block_breaker(commandline_arguments = ARGV)
BlockBreaker.new(commandline_arguments)
end
|
.BlockBreaker ⇒ Object
#
AsciiParadise.BlockBreaker
#
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# File 'lib/ascii_paradise/animations/block_breaker.rb', line 32
def self.BlockBreaker
BlockBreaker
end
|
.body_builders(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.body_builders
#
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# File 'lib/ascii_paradise/animations/body_builders.rb', line 39
def self.body_builders(commandline_arguments = ARGV)
BodyBuilders.new(commandline_arguments)
end
|
.BodyBuilders ⇒ Object
#
AsciiParadise.BodyBuilders
#
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# File 'lib/ascii_paradise/animations/body_builders.rb', line 32
def self.BodyBuilders
BodyBuilders
end
|
.Boomerang ⇒ Object
#
AsciiParadise.Boomerang
#
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# File 'lib/ascii_paradise/animations/boomerang.rb', line 32
def self.Boomerang
Boomerang
end
|
.boomerang(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.boomerang
#
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# File 'lib/ascii_paradise/animations/boomerang.rb', line 39
def self.boomerang(commandline_arguments = ARGV)
Boomerang.new(commandline_arguments)
end
|
.bouncing_ball(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.bouncing_ball
#
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# File 'lib/ascii_paradise/animations/bouncing_ball.rb', line 39
def self.bouncing_ball(commandline_arguments = ARGV)
BouncingBall.new(commandline_arguments)
end
|
.BouncingBall ⇒ Object
#
AsciiParadise.BouncingBall
#
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# File 'lib/ascii_paradise/animations/bouncing_ball.rb', line 32
def self.BouncingBall
BouncingBall
end
|
.bouncy_ball(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.bouncy_ball
#
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# File 'lib/ascii_paradise/animations/bouncy_ball.rb', line 39
def self.bouncy_ball(commandline_arguments = ARGV)
BouncyBall.new(commandline_arguments)
end
|
.bouncy_exploding_ball(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.bouncy_exploding_ball
#
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# File 'lib/ascii_paradise/animations/bouncy_exploding_ball.rb', line 39
def self.bouncy_exploding_ball(commandline_arguments = ARGV)
BouncyExplodingBall.new(commandline_arguments)
end
|
.BouncyBall ⇒ Object
#
AsciiParadise.BouncyBall
#
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# File 'lib/ascii_paradise/animations/bouncy_ball.rb', line 32
def self.BouncyBall
BouncyBall
end
|
.BouncyExplodingBall ⇒ Object
#
AsciiParadise.BouncyExplodingBall
#
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# File 'lib/ascii_paradise/animations/bouncy_exploding_ball.rb', line 32
def self.BouncyExplodingBall
BouncyExplodingBall
end
|
.Box ⇒ Object
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# File 'lib/ascii_paradise/static_ascii/box.rb', line 298
def self.Box
AsciiParadise::Box
end
|
.breaking_glass(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.breaking_glass
#
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# File 'lib/ascii_paradise/animations/breaking_glass.rb', line 39
def self.breaking_glass(commandline_arguments = ARGV)
BreakingGlass.new(commandline_arguments)
end
|
.BreakingGlass ⇒ Object
#
AsciiParadise.BreakingGlass
#
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# File 'lib/ascii_paradise/animations/breaking_glass.rb', line 32
def self.BreakingGlass
BreakingGlass
end
|
.bubble_dragon(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.bubble_dragon
#
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# File 'lib/ascii_paradise/animations/bubble_dragon.rb', line 39
def self.bubble_dragon(commandline_arguments = ARGV)
BubbleDragon.new(commandline_arguments)
end
|
.BubbleDragon ⇒ Object
#
AsciiParadise.BubbleDragon
#
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# File 'lib/ascii_paradise/animations/bubble_dragon.rb', line 32
def self.BubbleDragon
BubbleDragon
end
|
.Bunnies ⇒ Object
#
AsciiParadise.Bunnies
#
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# File 'lib/ascii_paradise/animations/bunnies.rb', line 32
def self.Bunnies
Bunnies
end
|
.bunnies(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.bunnies
#
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# File 'lib/ascii_paradise/animations/bunnies.rb', line 39
def self.bunnies(commandline_arguments = ARGV)
Bunnies.new(commandline_arguments)
end
|
.Bunnycat ⇒ Object
#
AsciiParadise.Bunnycat
#
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# File 'lib/ascii_paradise/animations/bunnycat.rb', line 32
def self.Bunnycat
Bunnycat
end
|
.bunnycat(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.bunnycat
#
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# File 'lib/ascii_paradise/animations/bunnycat.rb', line 39
def self.bunnycat(commandline_arguments = ARGV)
Bunnycat.new(commandline_arguments)
end
|
.canadian_flag(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.canadian_flag
#
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# File 'lib/ascii_paradise/animations/canadian_flag.rb', line 39
def self.canadian_flag(commandline_arguments = ARGV)
CanadianFlag.new(commandline_arguments)
end
|
.CanadianFlag ⇒ Object
#
AsciiParadise.CanadianFlag
#
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# File 'lib/ascii_paradise/animations/canadian_flag.rb', line 32
def self.CanadianFlag
CanadianFlag
end
|
.car_production(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.car_production
#
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# File 'lib/ascii_paradise/animations/car_production.rb', line 39
def self.car_production(commandline_arguments = ARGV)
CarProduction.new(commandline_arguments)
end
|
.CarProduction ⇒ Object
#
AsciiParadise.CarProduction
#
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# File 'lib/ascii_paradise/animations/car_production.rb', line 32
def self.CarProduction
CarProduction
end
|
.cat_face ⇒ Object
#
AsciiParadise.cat_face
#
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# File 'lib/ascii_paradise/static_ascii/cat_face.rb', line 28
def self.cat_face
AsciiParadise::CatFace.new
end
|
.catch_the_ball(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.catch_the_ball
#
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# File 'lib/ascii_paradise/animations/catch_the_ball.rb', line 39
def self.catch_the_ball(commandline_arguments = ARGV)
CatchTheBall.new(commandline_arguments)
end
|
.CatchTheBall ⇒ Object
#
AsciiParadise.CatchTheBall
#
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# File 'lib/ascii_paradise/animations/catch_the_ball.rb', line 32
def self.CatchTheBall
CatchTheBall
end
|
.CatFace ⇒ Object
#
AsciiParadise.CatFace
#
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# File 'lib/ascii_paradise/static_ascii/cat_face.rb', line 35
def self.CatFace
AsciiParadise::CatFace
end
|
.chopper(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.chopper
#
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# File 'lib/ascii_paradise/animations/chopper.rb', line 39
def self.chopper(commandline_arguments = ARGV)
Chopper.new(commandline_arguments)
end
|
.Chopper ⇒ Object
#
AsciiParadise.Chopper
#
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# File 'lib/ascii_paradise/animations/chopper.rb', line 32
def self.Chopper
Chopper
end
|
.Cigarette ⇒ Object
#
AsciiParadise.Cigarette
#
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# File 'lib/ascii_paradise/animations/cigarette.rb', line 32
def self.Cigarette
Cigarette
end
|
.cigarette(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.cigarette
#
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# File 'lib/ascii_paradise/animations/cigarette.rb', line 39
def self.cigarette(commandline_arguments = ARGV)
Cigarette.new(commandline_arguments)
end
|
.Circle ⇒ Object
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# File 'lib/ascii_paradise/static_ascii/circle.rb', line 237
def self.Circle
AsciiParadise::Circle
end
|
.circle_of_life(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.circle_of_life
#
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# File 'lib/ascii_paradise/animations/circle_of_life.rb', line 32
def self.circle_of_life(commandline_arguments = ARGV)
CircleOfLife.new(commandline_arguments)
end
|
.CircleOfLife ⇒ Object
#
AsciiParadise.CircleOfLife
#
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# File 'lib/ascii_paradise/animations/circle_of_life.rb', line 39
def self.CircleOfLife
CircleOfLife
end
|
.clear_colours ⇒ Object
#
AsciiParadise.clear_colours
#
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# File 'lib/ascii_paradise/colours/colours.rb', line 43
def self.clear_colours
AsciiParadise.set_colour(nil)
end
|
.clear_screen ⇒ Object
#
AsciiParadise.clear_screen
Simply perform ‘clear’ here.
#
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# File 'lib/ascii_paradise/toplevel_methods/clear_screen.rb', line 14
def self.clear_screen
system 'clear'
end
|
.coin_roll(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.coin_roll
#
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# File 'lib/ascii_paradise/animations/coin_roll.rb', line 40
def self.coin_roll(commandline_arguments = ARGV)
CoinRoll.new(commandline_arguments)
end
|
.CoinRoll ⇒ Object
#
AsciiParadise.CoinRoll
#
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# File 'lib/ascii_paradise/animations/coin_roll.rb', line 33
def self.CoinRoll
CoinRoll
end
|
.colour? ⇒ Boolean
#
AsciiParadise.colour?
#
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# File 'lib/ascii_paradise/colours/colours.rb', line 29
def self.colour?
@colour
end
|
.colour_parse_this_string(i) ⇒ Object
#
AsciiParadise.colour_parse_this_string
This method can take an existing String and replace all html colour tags, such as <steelblue>, with the corresponding ASCII escape code, on the commandline.
#
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# File 'lib/ascii_paradise/toplevel_methods/colour_parse_this_string.rb', line 21
def self.colour_parse_this_string(i)
if i.is_a? Array
i = i.first
end
if i and File.file?(i)
i = File.readlines(i)
end
if i.is_a? String
i = i.split("\n")
end
i.map! {|entry|
if ::Colours.does_this_line_include_a_html_colour?(entry)
entry = ::Colours.replace_all_html_colours_in_this_line(entry, :default, :revert)
end
entry
}
if i.is_a? Array
i = i.join
end
i
end
|
.colourful_flowers ⇒ Object
#
AsciiParadise.colourful_flowers
#
.ColourfulFlowers ⇒ Object
#
AsciiParadise.ColourfulFlowers
#
.Counter ⇒ Object
#
AsciiParadise.Counter
#
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# File 'lib/ascii_paradise/animations/counter.rb', line 128
def self.Counter
AsciiParadise::Counter
end
|
.cowsay(i = 'Hello world!') ⇒ Object
#
AsciiParadise.cowsay
The ascii cow will say the given text.
Invocation example:
AsciiParadise.cowsay 'I am a happy cow!'
#
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# File 'lib/ascii_paradise/ascii_say/say.rb', line 124
def self.cowsay(i = 'Hello world!')
say(i, :cow)
end
|
.dancing_girl(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.dancing_girl
#
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# File 'lib/ascii_paradise/animations/dancing_girl.rb', line 39
def self.dancing_girl(commandline_arguments = ARGV)
DancingGirl.new(commandline_arguments)
end
|
.DancingGirl ⇒ Object
#
AsciiParadise.DancingGirl
#
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# File 'lib/ascii_paradise/animations/dancing_girl.rb', line 32
def self.DancingGirl
DancingGirl
end
|
.debug? ⇒ Boolean
#
AsciiParadise.debug?
Query the debug value here.
#
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# File 'lib/ascii_paradise/debug/debug.rb', line 22
def self.debug?
@debug
end
|
.demo(delay = 12) ⇒ Object
#
AsciiParadise.demo (demo tag, test tag)
We can use this method to demo what the AsciiParadise is capable of doing.
#
.digital_clock(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.digital_clock
#
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# File 'lib/ascii_paradise/animations/digital_clock.rb', line 39
def self.digital_clock(commandline_arguments = ARGV)
DigitalClock.new(commandline_arguments)
end
|
.DigitalClock ⇒ Object
#
AsciiParadise.DigitalClock
#
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# File 'lib/ascii_paradise/animations/digital_clock.rb', line 32
def self.DigitalClock
DigitalClock
end
|
.disable_debug ⇒ Object
#
AsciiParadise.disable_debug
#
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# File 'lib/ascii_paradise/debug/debug.rb', line 29
def self.disable_debug
@debug = false
end
|
.diver(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/diver.rb', line 39
def self.diver(commandline_arguments = ARGV)
Diver.new(commandline_arguments)
end
|
.Diver ⇒ Object
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# File 'lib/ascii_paradise/animations/diver.rb', line 32
def self.Diver
Diver
end
|
.dog_tries_to_catch_the_ball(commandline_arguments) ⇒ Object
#
AsciiParadise.dog_tries_to_catch_the_ball
#
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# File 'lib/ascii_paradise/animations/dog_tries_to_catch_the_ball.rb', line 39
def self.dog_tries_to_catch_the_ball(commandline_arguments)
DogTriesToCatchTheBall.new(commandline_arguments)
end
|
.DogTriesToCatchTheBall ⇒ Object
#
AsciiParadise.DogTriesToCatchTheBall
#
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# File 'lib/ascii_paradise/animations/dog_tries_to_catch_the_ball.rb', line 32
def self.DogTriesToCatchTheBall
DogTriesToCatchTheBall
end
|
.dot_factory(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.dot_factory
#
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# File 'lib/ascii_paradise/animations/dot_factory.rb', line 40
def self.dot_factory(commandline_arguments = ARGV)
DotFactory.new(commandline_arguments)
end
|
.DotFactory ⇒ Object
#
AsciiParadise.DotFactory
#
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# File 'lib/ascii_paradise/animations/dot_factory.rb', line 33
def self.DotFactory
DotFactory
end
|
.driving_car(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.driving_car
#
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# File 'lib/ascii_paradise/animations/driving_car.rb', line 39
def self.driving_car(commandline_arguments = ARGV)
DrivingCar.new(commandline_arguments)
end
|
.DrivingCar ⇒ Object
#
AsciiParadise.DrivingCar
#
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# File 'lib/ascii_paradise/animations/driving_car.rb', line 32
def self.DrivingCar
DrivingCar
end
|
.e(i = '') ⇒ Object
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# File 'lib/ascii_paradise/toplevel_methods/e.rb', line 12
def self.e(i = '')
puts i
end
|
.Earth ⇒ Object
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# File 'lib/ascii_paradise/animations/earth.rb', line 32
def self.Earth
Earth
end
|
.earth(i = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/earth.rb', line 39
def self.earth(i = ARGV)
Earth.new(i)
end
|
.efiglet(i) ⇒ Object
#
AsciiParadise.efiglet
This is as figlet(), but it will output the result.
#
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# File 'lib/ascii_paradise/toplevel_methods/figlet.rb', line 78
def self.efiglet(i)
e figlet(i)
end
|
.embeddable_interface ⇒ Object
#
AsciiParadise.embeddable_interface
#
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# File 'lib/ascii_paradise/www/embeddable_interface.rb', line 132
def self.embeddable_interface
object = Object.new
object.extend(::AsciiParadise::EmbeddableInterface)
return object
end
|
.enable_debug(optional_be_verbose = false) ⇒ Object
#
AsciiParadise.enable_debug
The first argument determines whether we will give a notification to the user, when he wants to have it. By default, no notification will be made, to lessen the noise-level.
This method will enable debug all across the AsciiParadise components.
#
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# File 'lib/ascii_paradise/debug/debug.rb', line 42
def self.enable_debug(
optional_be_verbose = false
)
case optional_be_verbose
when :be_verbose
optional_be_verbose = true
end
if optional_be_verbose
e 'We will now debug when we run code from the AsciiParadise project.'
end
@debug = true
end
|
.endless_monkey_bars(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.endless_monkey_bars
#
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# File 'lib/ascii_paradise/animations/endless_monkey_bars.rb', line 39
def self.endless_monkey_bars(commandline_arguments = ARGV)
EndlessMonkeyBars.new(commandline_arguments)
end
|
.endless_runner(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.endless_runner
#
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# File 'lib/ascii_paradise/animations/endless_runner.rb', line 40
def self.endless_runner(commandline_arguments = ARGV)
EndlessRunner.new(commandline_arguments)
end
|
.EndlessMonkeyBars ⇒ Object
#
AsciiParadise.EndlessMonkeyBars
#
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# File 'lib/ascii_paradise/animations/endless_monkey_bars.rb', line 32
def self.EndlessMonkeyBars
EndlessMonkeyBars
end
|
.EndlessRunner ⇒ Object
#
AsciiParadise.EndlessRunner
#
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# File 'lib/ascii_paradise/animations/endless_runner.rb', line 33
def self.EndlessRunner
EndlessRunner
end
|
.exploding_alien(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.exploding_alien
#
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# File 'lib/ascii_paradise/animations/exploding_alien.rb', line 39
def self.exploding_alien(commandline_arguments = ARGV)
ExplodingAlien.new(commandline_arguments)
end
|
.exploding_bubbles(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.exploding_bubbles
#
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# File 'lib/ascii_paradise/animations/exploding_bubbles.rb', line 39
def self.exploding_bubbles(commandline_arguments = ARGV)
ExplodingBubbles.new(commandline_arguments)
end
|
.ExplodingAlien ⇒ Object
#
AsciiParadise.ExplodingAlien
#
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# File 'lib/ascii_paradise/animations/exploding_alien.rb', line 32
def self.ExplodingAlien
ExplodingAlien
end
|
.ExplodingBubbles ⇒ Object
#
AsciiParadise.ExplodingBubbles
#
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# File 'lib/ascii_paradise/animations/exploding_bubbles.rb', line 32
def self.ExplodingBubbles
ExplodingBubbles
end
|
.eye_wiggling(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.eye_wiggling
#
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# File 'lib/ascii_paradise/animations/eye_wiggling.rb', line 39
def self.eye_wiggling(commandline_arguments = ARGV)
EyeWiggling.new(commandline_arguments)
end
|
.EyeWiggling ⇒ Object
#
AsciiParadise.EyeWiggling
#
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# File 'lib/ascii_paradise/animations/eye_wiggling.rb', line 32
def self.EyeWiggling
EyeWiggling
end
|
.figlet(i, optional_use_this_font = nil) ⇒ Object
#
AsciiParadise.figlet
This method requires the program called ‘figlet’ installed - otherwise it will not work. If you wish to add more fonts then you can download them from websites such as www.jave.de/figlet/fonts/overview.html or other sites.
Figlet is a text-to-ASCII “symbols” converter. To make use of fonts, you can issue something like this:
figlet -w 120 -f ~/Downloads/broadway.flf
The first argument to this method should be a String. This string will be “figletized” - that is, converted into an ASCII representation.
The second (optional) argument can be used to specify the path to a locally existing .flf file (font file).
Note that this method will return a String.
The following list shows some fonts which I consider as useful; many other fonts are quite crappy, though.
Invocation examples:
AsciiParadise.figlet 'Wikipedia'
AsciiParadise.figlet 'Wikipedia', '3d_diagonal'
AsciiParadise.figlet 'Wikipedia', :acrobatic
AsciiParadise.figlet 'Wikipedia', :alpha
AsciiParadise.figlet 'Wikipedia', :broadway
AsciiParadise.figlet 'Wikipedia', :colossal
AsciiParadise.figlet 'Wikipedia', :doh
AsciiParadise.figlet 'Wikipedia', 'Georgia11'
AsciiParadise.figlet 'Wikipedia', 'pebbles'
AsciiParadise.figlet 'Wikipedia', 'univers'
#
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# File 'lib/ascii_paradise/toplevel_methods/figlet.rb', line 49
def self.figlet(
i, optional_use_this_font = nil
)
if i.is_a? Array
i = i.join(' ').strip
end
cmd_to_use = 'figlet -t'.dup
if optional_use_this_font
unless optional_use_this_font.include? '/'
optional_use_this_font.prepend('/Depot/jjj/fonts/')
end
cmd_to_use << ' -f '+optional_use_this_font.to_s
unless cmd_to_use.end_with? '.flf'
cmd_to_use << '.flf'
end
end
cmd_to_use << " #{i}"
result = `#{cmd_to_use}`
return result
end
|
.Fire ⇒ Object
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# File 'lib/ascii_paradise/animations/fire.rb', line 33
def self.Fire
Fire
end
|
.fire(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/fire.rb', line 40
def self.fire(commandline_arguments = ARGV)
Fire.new(commandline_arguments)
end
|
.firework_clock(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.firework_clock
#
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# File 'lib/ascii_paradise/animations/firework_clock.rb', line 39
def self.firework_clock(commandline_arguments = ARGV)
FireworkClock.new(commandline_arguments)
end
|
.firework_launcher(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.firework_launcher
#
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# File 'lib/ascii_paradise/animations/firework_launcher.rb', line 39
def self.firework_launcher(commandline_arguments = ARGV)
FireworkLauncher.new(commandline_arguments)
end
|
.FireworkClock ⇒ Object
#
AsciiParadise.FireworkClock
#
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# File 'lib/ascii_paradise/animations/firework_clock.rb', line 32
def self.FireworkClock
FireworkClock
end
|
.FireworkLauncher ⇒ Object
#
AsciiParadise.FireworkLauncher
#
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# File 'lib/ascii_paradise/animations/firework_launcher.rb', line 32
def self.FireworkLauncher
FireworkLauncher
end
|
.fireworks(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.fireworks
#
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# File 'lib/ascii_paradise/animations/fireworks.rb', line 39
def self.fireworks(commandline_arguments = ARGV)
Fireworks.new(commandline_arguments)
end
|
.Fireworks ⇒ Object
#
AsciiParadise.Fireworks
#
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# File 'lib/ascii_paradise/animations/fireworks.rb', line 32
def self.Fireworks
Fireworks
end
|
.flame_thrower(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.flame_thrower
#
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# File 'lib/ascii_paradise/animations/flame_thrower.rb', line 39
def self.flame_thrower(commandline_arguments = ARGV)
FlameThrower.new(commandline_arguments)
end
|
.FlameThrower ⇒ Object
#
AsciiParadise.FlameThrower
#
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# File 'lib/ascii_paradise/animations/flame_thrower.rb', line 32
def self.FlameThrower
FlameThrower
end
|
.flexbox(i, &block) ⇒ Object
#
AsciiParadise.flexbox
#
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|
# File 'lib/ascii_paradise/flexbox/flexbox.rb', line 1631
def self.flexbox(i, &block)
AsciiParadise::Flexbox.new(i, &block).display
end
|
.flower_decoration(i = 'Hello world!') ⇒ Object
#
AsciiParadise.flower_decoration
Invocation example:
AsciiParadise.flower_decoration(("Once upon a time ... \n there were three evil witches."*10))
#
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# File 'lib/ascii_paradise/ascii_say/say.rb', line 150
def self.flower_decoration(i = 'Hello world!')
say(i, :flower_decoration)
end
|
.flying_head(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.flying_head
#
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# File 'lib/ascii_paradise/animations/flying_head.rb', line 39
def self.flying_head(commandline_arguments = ARGV)
FlyingHead.new(commandline_arguments)
end
|
.FlyingHead ⇒ Object
#
AsciiParadise.FlyingHead
#
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# File 'lib/ascii_paradise/animations/flying_head.rb', line 32
def self.FlyingHead
FlyingHead
end
|
.framerate_walking(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.framerate_walking
#
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# File 'lib/ascii_paradise/animations/framerate_walking.rb', line 40
def self.framerate_walking(commandline_arguments = ARGV)
FramerateWalking.new(commandline_arguments)
end
|
.FramerateWalking ⇒ Object
#
AsciiParadise.FramerateWalking
#
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# File 'lib/ascii_paradise/animations/framerate_walking.rb', line 33
def self.FramerateWalking
FramerateWalking
end
|
.friendly_monkey(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.friendly_monkey
#
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# File 'lib/ascii_paradise/animations/friendly_monkey.rb', line 39
def self.friendly_monkey(commandline_arguments = ARGV)
FriendlyMonkey.new(commandline_arguments)
end
|
.FriendlyMonkey ⇒ Object
#
AsciiParadise.FriendlyMonkey
#
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# File 'lib/ascii_paradise/animations/friendly_monkey.rb', line 32
def self.FriendlyMonkey
FriendlyMonkey
end
|
.Gargoyle ⇒ Object
#
AsciiParadise.Gargoyle
#
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# File 'lib/ascii_paradise/animations/gargoyle.rb', line 32
def self.Gargoyle
Gargoyle
end
|
.gargoyle(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.gargoyle
#
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# File 'lib/ascii_paradise/animations/gargoyle.rb', line 39
def self.gargoyle(commandline_arguments = ARGV)
Gargoyle.new(commandline_arguments)
end
|
.Genie ⇒ Object
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# File 'lib/ascii_paradise/animations/genie.rb', line 32
def self.Genie
Genie
end
|
.genie(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/genie.rb', line 39
def self.genie(commandline_arguments = ARGV)
Genie.new(commandline_arguments)
end
|
.good_morning(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.good_morning
#
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# File 'lib/ascii_paradise/animations/good_morning.rb', line 39
def self.good_morning(commandline_arguments = ARGV)
GoodMorning.new(commandline_arguments)
end
|
.GoodMorning ⇒ Object
#
AsciiParadise.GoodMorning
#
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# File 'lib/ascii_paradise/animations/good_morning.rb', line 32
def self.GoodMorning
GoodMorning
end
|
.Hadouken ⇒ Object
#
AsciiParadise.Hadouken
#
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# File 'lib/ascii_paradise/animations/hadouken.rb', line 32
def self.Hadouken
Hadouken
end
|
.hadouken(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.hadouken
#
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# File 'lib/ascii_paradise/animations/hadouken.rb', line 39
def self.hadouken(commandline_arguments = ARGV)
Hadouken.new(commandline_arguments)
end
|
.hand_of_god(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.hand_of_god
#
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# File 'lib/ascii_paradise/animations/hand_of_god.rb', line 39
def self.hand_of_god(commandline_arguments = ARGV)
HandOfGod.new(commandline_arguments)
end
|
.HandOfGod ⇒ Object
#
AsciiParadise.HandOfGod
#
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# File 'lib/ascii_paradise/animations/hand_of_god.rb', line 32
def self.HandOfGod
HandOfGod
end
|
.have_the_animations_files_been_required? ⇒ Boolean
#
AsciiParadise.have_the_animations_files_been_required?
#
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# File 'lib/ascii_paradise/requires/require_animations_files.rb', line 20
def self.have_the_animations_files_been_required?
@have_the_animations_files_been_required
end
|
.Heart ⇒ Object
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# File 'lib/ascii_paradise/static_ascii/heart.rb', line 152
def self.Heart
AsciiParadise::Heart
end
|
.Hourglass ⇒ Object
#
AsciiParadise.Hourglass
#
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# File 'lib/ascii_paradise/animations/hourglass.rb', line 32
def self.Hourglass
Hourglass
end
|
.hourglass(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.hourglass
#
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# File 'lib/ascii_paradise/animations/hourglass.rb', line 39
def self.hourglass(commandline_arguments = ARGV)
Hourglass.new(commandline_arguments)
end
|
.human_factory(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.human_factory
#
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# File 'lib/ascii_paradise/animations/human_factory.rb', line 40
def self.human_factory(commandline_arguments = ARGV)
HumanFactory.new(commandline_arguments)
end
|
.HumanFactory ⇒ Object
#
AsciiParadise.HumanFactory
#
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# File 'lib/ascii_paradise/animations/human_factory.rb', line 33
def self.HumanFactory
HumanFactory
end
|
.include_this_file?(i) ⇒ Boolean
#
AsciiParadise.include_this_file?
This method can be used to determine whether we do include a specific file. Any ‘-’ tokens in the input will be ignored, thus allowing you to more easily search for the name of the file at hand.
Usage example:
AsciiParadise.include_this_file? '--endless_runner'
AsciiParadise.include_this_file? '--volcano'
#
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# File 'lib/ascii_paradise/toplevel_methods/misc.rb', line 27
def self.include_this_file?(i)
i = File.basename(i.to_s.delete('-'))
files = Dir[project_base_dir?+'animations/*.rb'].map {|entry|
File.basename(entry)
}
files.any? {|filename| filename.include? i }
end
|
.initialize_the_animated_ascii_components ⇒ Object
#
AsciiParadise.initialize_the_animated_ascii_components
This method will initialize all the animated ASCII components, but only if this has not yet been done.
#
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# File 'lib/ascii_paradise/requires/require_animations_files.rb', line 30
def self.initialize_the_animated_ascii_components
unless @have_the_animations_files_been_required
require_animations_files
end
end
|
.interactive ⇒ Object
#
AsciiParadise.interactive
Use this method if you want to ask interactively what component we should run next.
#
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# File 'lib/ascii_paradise/interactive/interactive.rb', line 26
def self.interactive
@show_this_message_on_exit = 'We will exit now, as requested.'
register_sigint
initialize_animated_ascii_components
ask_the_user_which_component_should_be_run_next
end
|
.Intercourse ⇒ Object
#
AsciiParadise.Intercourse
#
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# File 'lib/ascii_paradise/animations/intercourse.rb', line 32
def self.Intercourse
Intercourse
end
|
.intercourse(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.intercourse
#
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# File 'lib/ascii_paradise/animations/intercourse.rb', line 39
def self.intercourse(commandline_arguments = ARGV)
Intercourse.new(commandline_arguments)
end
|
.Jello ⇒ Object
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# File 'lib/ascii_paradise/animations/jello.rb', line 32
def self.Jello
Jello
end
|
.jello(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/jello.rb', line 39
def self.jello(commandline_arguments = ARGV)
Jello.new(commandline_arguments)
end
|
.juggling(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.juggling
#
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# File 'lib/ascii_paradise/animations/juggling.rb', line 39
def self.juggling(commandline_arguments = ARGV)
Juggling.new(commandline_arguments)
end
|
.Juggling ⇒ Object
#
AsciiParadise.Juggling
#
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# File 'lib/ascii_paradise/animations/juggling.rb', line 32
def self.Juggling
Juggling
end
|
.jump_rope(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.jump_rope
#
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# File 'lib/ascii_paradise/animations/jump_rope.rb', line 39
def self.jump_rope(commandline_arguments = ARGV)
JumpRope.new(commandline_arguments)
end
|
.jumping_pig(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.jumping_pig
#
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# File 'lib/ascii_paradise/animations/jumping_pig.rb', line 38
def self.jumping_pig(commandline_arguments = ARGV)
JumpingPig.new(commandline_arguments)
end
|
.JumpingPig ⇒ Object
#
AsciiParadise.JumpingPig
#
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# File 'lib/ascii_paradise/animations/jumping_pig.rb', line 31
def self.JumpingPig
JumpingPig
end
|
.JumpRope ⇒ Object
#
AsciiParadise.JumpRope
#
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# File 'lib/ascii_paradise/animations/jump_rope.rb', line 32
def self.JumpRope
JumpRope
end
|
.laser_clock(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.last_clock
#
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# File 'lib/ascii_paradise/animations/laser_clock.rb', line 39
def self.laser_clock(commandline_arguments = ARGV)
LaserClock.new(commandline_arguments)
end
|
.LaserClock ⇒ Object
#
AsciiParadise.LaserClock
#
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# File 'lib/ascii_paradise/animations/laser_clock.rb', line 32
def self.LaserClock
LaserClock
end
|
.lightning_bolt(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.lightning_bolt
#
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# File 'lib/ascii_paradise/animations/lightning_bolt.rb', line 51
def self.lightning_bolt(commandline_arguments = ARGV)
LightningBolt.new(commandline_arguments)
end
|
.LightningBolt ⇒ Object
#
AsciiParadise.LightningBolt
#
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# File 'lib/ascii_paradise/animations/lightning_bolt.rb', line 44
def self.LightningBolt
LightningBolt
end
|
.loading_dots(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.loading_dots
#
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# File 'lib/ascii_paradise/animations/loading_dots.rb', line 39
def self.loading_dots(commandline_arguments = ARGV)
LoadingDots.new(commandline_arguments)
end
|
.LoadingDots ⇒ Object
#
AsciiParadise.LoadingDots
#
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# File 'lib/ascii_paradise/animations/loading_dots.rb', line 32
def self.LoadingDots
LoadingDots
end
|
.lobster(i = ARGV) ⇒ Object
#
AsciiParadise.lobster
#
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# File 'lib/ascii_paradise/misc/lobster.rb', line 107
def self.lobster(i = ARGV)
AsciiParadise::Lobster.new(i)
end
|
.macarena(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.macarena
#
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# File 'lib/ascii_paradise/animations/macarena.rb', line 39
def self.macarena(commandline_arguments = ARGV)
Macarena.new(commandline_arguments)
end
|
.Macarena ⇒ Object
#
AsciiParadise.Macarena
#
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# File 'lib/ascii_paradise/animations/macarena.rb', line 32
def self.Macarena
Macarena
end
|
.mediumpurple(i = '') ⇒ Object
#
AsciiParadise.mediumpurple
#
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# File 'lib/ascii_paradise/colours/colours.rb', line 50
def self.mediumpurple(i = '')
Colours.mediumpurple(i)
end
|
#
This method can be used to parse the commandline arguments given to the AsciiParadise project, whenever a user invokes the executable called “ascii_paradise”.
#
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# File 'lib/ascii_paradise/commandline/menu.rb', line 25
def self.(
i = ARGV
)
if i.is_a? Array
i.each {|entry| (entry) }
else
case i when /^-?-?gtk3?$/i,
/^-?-?gui$/i
require 'ascii_paradise/gui/gtk3/animated_frame/widget.rb'
::AsciiParadise::GUI::Gtk::Widget.run
when /^-?-?gtk2$/i
require 'ascii_paradise/gui/gtk2/animated_frame/widget.rb'
::AsciiParadise::GUI::Gtk::Widget.run
when /^-?-?pretty(-|_)?flowers$/i,
/^-?-?flowers$/i,
/^-?-?beautiful(-|_)?flower$/i
target = AsciiParadise.static_ascii_directory?+'colourful_flowers.ascii'
if File.exist? target
e AsciiParadise.colour_parse_this_string(target)
else
e 'No file exists at '+target+'.'
end
when /^-?-?show(-|_)?available(_|-)?ascii(_|-)?components$/i,
/^-?-?show(-|_)?available$/i
show_available_ascii_components
when /^-?-?n(_|-)?components\??$/i
n_components = Dir["#{::AsciiParadise.animations_directory?}*.rb"].size
e Colours.rev+'The AsciiParadise project has '+
sfancy(n_components)+' components available.'
when /^-?-?help$/i
show_help
when /^-?-?demo$/i,
/^-?-?run(_|-)?demo$/i
run_demo
when /^-?-?colour=(.+)/
this_colour = $1.to_s.dup
set_use_this_colour(this_colour)
when /^-?-?available(_|-)?components$/,
/^-?-?show(_|-)?components$/ e
show_available_ascii_components(
:show_only_ascii_components
)
e
else
AsciiParadise.run_this_animated_component(i)
end
end
end
|
.mona_lisa ⇒ Object
#
AsciiParadise.mona_lisa
#
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# File 'lib/ascii_paradise/static_ascii/mona_lisa.rb', line 28
def self.mona_lisa
AsciiParadise::MonaLisa.new
end
|
.MonaLisa ⇒ Object
#
AsciiParadise.MonaLisa
#
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# File 'lib/ascii_paradise/static_ascii/mona_lisa.rb', line 35
def self.MonaLisa
AsciiParadise::MonaLisa
end
|
.moth(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/moth.rb', line 39
def self.moth(commandline_arguments = ARGV)
Moth.new(commandline_arguments)
end
|
.Moth ⇒ Object
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# File 'lib/ascii_paradise/animations/moth.rb', line 32
def self.Moth
Moth
end
|
.n_animated_ascii_components ⇒ Object
#
AsciiParadise.n_animated_ascii_components
This method will return a number, which tells us how many ASCII components are registered in this project.
#
.n_animated_components? ⇒ Boolean
#
AsciiParadise.n_animated_components?
This will return how many animated components we have.
#
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# File 'lib/ascii_paradise/toplevel_methods/n_animated_components.rb', line 17
def self.n_animated_components? files = Dir[
AsciiParadise.animations_subdirectory?+'*.rb'
]
files.size end
|
.neverending_staircase(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.neverending_staircase
#
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# File 'lib/ascii_paradise/animations/neverending_staircase.rb', line 39
def self.neverending_staircase(commandline_arguments = ARGV)
NeverendingStaircase.new(commandline_arguments)
end
|
.NeverendingStaircase ⇒ Object
#
AsciiParadise.NeverendingStaircase
#
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# File 'lib/ascii_paradise/animations/neverending_staircase.rb', line 32
def self.NeverendingStaircase
NeverendingStaircase
end
|
.new(i = ARGV) ⇒ Object
#
AsciiParadise.new
This is a simpler toplevel-instantiation variant.
#
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# File 'lib/ascii_paradise/toplevel_methods/new.rb', line 15
def self.new(i = ARGV)
i = [i].flatten.compact ::AsciiParadise.run_this_animated_component(
i.map {|entry|
entry.to_s.delete(':')
}
)
end
|
.one_destroyer(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.one_destroyer
#
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# File 'lib/ascii_paradise/animations/one_destroyer.rb', line 39
def self.one_destroyer(commandline_arguments = ARGV)
OneDestroyer.new(commandline_arguments)
end
|
.OneDestroyer ⇒ Object
#
AsciiParadise.OneDestroyer
#
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# File 'lib/ascii_paradise/animations/one_destroyer.rb', line 32
def self.OneDestroyer
OneDestroyer
end
|
.parachute_jump(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.parachute_jump
#
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|
# File 'lib/ascii_paradise/animations/parachute_jump.rb', line 39
def self.parachute_jump(commandline_arguments = ARGV)
ParachuteJump.new(commandline_arguments)
end
|
.ParachuteJump ⇒ Object
#
AsciiParadise.ParachuteJump
#
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# File 'lib/ascii_paradise/animations/parachute_jump.rb', line 32
def self.ParachuteJump
ParachuteJump
end
|
.phone(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/phone.rb', line 40
def self.phone(commandline_arguments = ARGV)
Phone.new(commandline_arguments)
end
|
.Phone ⇒ Object
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# File 'lib/ascii_paradise/animations/phone.rb', line 33
def self.Phone
Phone
end
|
.pink_panther ⇒ Object
#
AsciiParadise.pink_panther
#
.PinkPanther ⇒ Object
#
AsciiParadise.PinkPanther
#
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# File 'lib/ascii_paradise/static_ascii/pink_panther.rb', line 55
def self.PinkPanther
AsciiParadise::PinkPanther
end
|
.planting_a_forest(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.planting_a_forest
#
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|
# File 'lib/ascii_paradise/animations/planting_a_forest.rb', line 39
def self.planting_a_forest(commandline_arguments = ARGV)
PlantingAForest.new(commandline_arguments)
end
|
.PlantingAForest ⇒ Object
#
AsciiParadise.PlantingAForest
#
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# File 'lib/ascii_paradise/animations/planting_a_forest.rb', line 32
def self.PlantingAForest
PlantingAForest
end
|
.Ponies ⇒ Object
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# File 'lib/ascii_paradise/static_ascii/ponies.rb', line 57
def self.Ponies
AsciiParadise::Ponies
end
|
.ponies ⇒ Object
#
AsciiParadise.ponyies
#
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# File 'lib/ascii_paradise/static_ascii/ponies.rb', line 50
def self.ponies
AsciiParadise::Ponies.new
end
|
.ponysay(i = 'Hello world!') ⇒ Object
#
AsciiParadise.ponysay
The ascii pony will say the given text.
Invocation example:
AsciiParadise.ponysay 'I am a happy pony!'
#
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# File 'lib/ascii_paradise/ascii_say/say.rb', line 138
def self.ponysay(i = 'Hello world!')
say(i, :pony)
end
|
.progress_bar ⇒ Object
#
AsciiParadise.progress_bar
You can also invoke this method via:
AsciiParadise.progressbar
#
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# File 'lib/ascii_paradise/animations/progress_bar.rb', line 91
def self.progress_bar
ProgressBar.new
end
|
.ProgressBar ⇒ Object
#
AsciiParadise.ProgressBar
#
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# File 'lib/ascii_paradise/animations/progress_bar.rb', line 99
def self.ProgressBar
ProgressBar
end
|
.project_base_dir? ⇒ Boolean
#
AsciiParadise.project_base_dir?
#
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|
# File 'lib/ascii_paradise/project/project.rb', line 19
def self.project_base_dir?
PROJECT_BASE_DIRECTORY
end
|
.pull_rope(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.pull_rope
#
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# File 'lib/ascii_paradise/animations/pull_rope.rb', line 39
def self.pull_rope(commandline_arguments = ARGV)
PullRope.new(commandline_arguments)
end
|
.PullRope ⇒ Object
#
AsciiParadise.PullRope
#
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# File 'lib/ascii_paradise/animations/pull_rope.rb', line 32
def self.PullRope
PullRope
end
|
.raindrop(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.raindrop
#
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# File 'lib/ascii_paradise/animations/raindrop.rb', line 39
def self.raindrop(commandline_arguments = ARGV)
Raindrop.new(commandline_arguments)
end
|
.Raindrop ⇒ Object
#
AsciiParadise.Raindrop
#
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# File 'lib/ascii_paradise/animations/raindrop.rb', line 32
def self.Raindrop
Raindrop
end
|
.raining(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.raining
#
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# File 'lib/ascii_paradise/animations/raining.rb', line 39
def self.raining(commandline_arguments = ARGV)
Raining.new(commandline_arguments)
end
|
.Raining ⇒ Object
#
AsciiParadise.Raining
#
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# File 'lib/ascii_paradise/animations/raining.rb', line 32
def self.Raining
Raining
end
|
.Reflection ⇒ Object
#
AsciiParadise.Reflection
#
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# File 'lib/ascii_paradise/animations/reflection.rb', line 32
def self.Reflection
Reflection
end
|
.reflection(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.reflection
#
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# File 'lib/ascii_paradise/animations/reflection.rb', line 39
def self.reflection(commandline_arguments = ARGV)
Reflection.new(commandline_arguments)
end
|
.register(name, template) ⇒ Object
#
AsciiParadise.register
The second argument to this method is the path to the .ascii file in question, the template that we will use for the speak-bubble.
#
.register_sigint(show_this_message_on_exit = @show_this_message_on_exit) ⇒ Object
#
AsciiParadise.register_sigint
#
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# File 'lib/ascii_paradise/toplevel_methods/register_sigint.rb', line 19
def self.register_sigint(
show_this_message_on_exit = @show_this_message_on_exit
)
Signal.trap('SIGINT') {
if show_this_message_on_exit
e show_this_message_on_exit
end
exit
}
end
|
.require_animations_files ⇒ Object
#
AsciiParadise.require_animations_files
#
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# File 'lib/ascii_paradise/requires/require_animations_files.rb', line 39
def self.require_animations_files
Dir["#{project_base_dir?}animations/*.rb"].each {|file|
require "ascii_paradise/animations/#{File.basename(file)}"
}
@have_the_animations_files_been_required = true
end
|
.require_sparky_components ⇒ Object
#
AsciiParadise.require_sparky_components
#
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# File 'lib/ascii_paradise/requires/require_sparky_components.rb', line 12
def self.require_sparky_components
require 'ascii_paradise/sparky/sparkline.rb'
end
|
.require_static_ascii_files ⇒ Object
#
AsciiParadise.require_static_ascii_files
#
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# File 'lib/ascii_paradise/requires/require_static_ascii_files.rb', line 14
def self.require_static_ascii_files
Dir["#{AsciiParadise.static_ascii?}*.rb"].each {|file|
require "ascii_paradise/static_ascii/#{File.basename(file)}"
}
end
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.require_the_toplevel_methods ⇒ Object
#
AsciiParadise.require_the_toplevel_methods
#
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# File 'lib/ascii_paradise/requires/require_the_toplevel_methods.rb', line 17
def self.require_the_toplevel_methods
Dir["#{AsciiParadise::PROJECT_BASE_DIRECTORY}toplevel_methods/*.rb"].each {|this_file|
require "ascii_paradise/toplevel_methods/#{File.basename(this_file)}"
}
end
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.return_all_animated_ascii_components ⇒ Object
#
AsciiParadise.return_all_animated_ascii_components
This method will return all AsciiParadise components that can be animated.
For now we assume that this will only work for all those components that are a subclass of class AsciiParadise::Animation.
Usage example:
x = AsciiParadise.return_all_animated_ascii_components
#
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# File 'lib/ascii_paradise/toplevel_methods/available_ascii_components.rb', line 69
def self.return_all_animated_ascii_components
possible_candidates = available_ascii_components?
possible_candidates.map! {|entry|
if ::AsciiParadise.const_defined? entry.to_sym
entry = ::AsciiParadise.const_get(entry)
end
entry
}
possible_candidates.compact!
possible_candidates.select! {|entry|
entry.is_animated?
}
return possible_candidates
end
|
.return_dataset_of_this_animated_ascii_component(i = :volcano, convert_to_camelcase = true) ⇒ Object
#
AsciiParadise.return_dataset_of_this_animated_ascii_component
This method can retrieve the dataset of a given animated ASCII component. This ASCII component must have been registered, though,
The argument to this method should be camelcased, e. g. :RubberDuck rather than :rubber_duck. In order to simplify the use of the API, the user can also send :rubber_duck, though.
A String can also be passed into this method, such as ‘RubberDuck’, but it is recommended to use Symbols, if possible, such as :rubber_duck or :RubberDuck.
Usage examples:
dataset = AsciiParadise.dataset_for(:rubber_duck)
dataset = AsciiParadise.dataset_for(:table_tennis)
dataset = AsciiParadise.dataset_for('TableTennis')
dataset = AsciiParadise.return_dataset_of_this_animated_ascii_component(:volcano)
dataset = AsciiParadise.obtain_dataset_for(1)
#
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# File 'lib/ascii_paradise/toplevel_methods/return_dataset_of_this_animated_ascii_component.rb', line 36
def self.return_dataset_of_this_animated_ascii_component(
i = :volcano, convert_to_camelcase = true
)
case convert_to_camelcase
when :do_not_uppercase
convert_to_camelcase = false
end
if i.is_a? Array
i = i.first
end
initialize_the_animated_ascii_components
i = i.to_s
if i =~ /^\d{1,9}$/
upper_range = AsciiParadise.n_animated_components? if i.to_i > upper_range
i = upper_range
end
all_files = Dir[project_base_dir?+'animations/*'].select {|entry|
File.directory?(entry)
}.map {|inner_entry|
File.basename(inner_entry)
}
i = all_files[i.to_i - 1]
end
i = to_camelcase(i) if convert_to_camelcase
unless AsciiParadise.respond_to? i
array_available_ascii_components = AsciiParadise.available_ascii_components?
possible_matches = array_available_ascii_components.map {|inner_entry|
inner_entry.to_s.downcase
}.select {|entry| entry.include? i.to_s.downcase }
if !possible_matches.empty?
i = array_available_ascii_components.select {|entry|
entry.to_s.downcase.include?(i.to_s.downcase)
}
if i.is_a? Array
i = i.first
end
end
end
if AsciiParadise.respond_to? i
instance = AsciiParadise.send(i)
dataset = instance.new { :do_not_run_yet }.dataset?
return dataset
else
e "Not an animated component (#{i})."
false
end
end
|
.return_what_is_available ⇒ Object
#
AsciiParadise.return_what_is_available
#
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# File 'lib/ascii_paradise/toplevel_methods/show_available_ascii_components.rb', line 95
def self.return_what_is_available
target = ::AsciiParadise.animations_directory?
array = []
Dir["#{target}*.rb"].each {|file|
_ = File.basename(file).sub(/^ascii_/,'').sub(/\.rb$/,'').capitalize.dup
if _.include? '_'
_ = _.split('_').map {|e| e.capitalize }.join
end
array << _ }
return array
end
|
.riding_a_duck(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.riding_a_duck
#
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# File 'lib/ascii_paradise/animations/riding_a_duck.rb', line 39
def self.riding_a_duck(commandline_arguments = ARGV)
RidingADuck.new(commandline_arguments)
end
|
.RidingADuck ⇒ Object
#
AsciiParadise.RidingADuck
#
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# File 'lib/ascii_paradise/animations/riding_a_duck.rb', line 32
def self.RidingADuck
RidingADuck
end
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.rotating_cube(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.rotating_cube
#
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# File 'lib/ascii_paradise/animations/rotating_cube.rb', line 39
def self.rotating_cube(commandline_arguments = ARGV)
RotatingCube.new(commandline_arguments)
end
|
.rotating_dna(runmode = :dna) ⇒ Object
#
AsciiParadise.rotating_dna
#
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# File 'lib/ascii_paradise/animations/rotating_dna.rb', line 180
def self.rotating_dna(runmode = :dna)
AsciiParadise::RotatingDNA[runmode]
end
|
.rotating_globe(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.rotating_globe
#
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# File 'lib/ascii_paradise/animations/rotating_globe.rb', line 38
def self.rotating_globe(commandline_arguments = ARGV)
RotatingGlobe.new(commandline_arguments)
end
|
.rotating_slash ⇒ Object
#
AsciiParadise.rotating_slash
#
.RotatingCube ⇒ Object
#
AsciiParadise.RotatingCube
#
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# File 'lib/ascii_paradise/animations/rotating_cube.rb', line 32
def self.RotatingCube
RotatingCube
end
|
.RotatingDna ⇒ Object
#
AsciiParadise.RotatingDna
#
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# File 'lib/ascii_paradise/animations/rotating_dna.rb', line 187
def self.RotatingDna
AsciiParadise::RotatingDNA
end
|
.RotatingGlobe ⇒ Object
#
AsciiParadise.RotatingGlobe
#
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# File 'lib/ascii_paradise/animations/rotating_globe.rb', line 31
def self.RotatingGlobe
RotatingGlobe
end
|
.RotatingSlash ⇒ Object
#
AsciiParadise.RotatingSlash
#
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# File 'lib/ascii_paradise/animations/rotating_slash.rb', line 106
def self.RotatingSlash
AsciiParadise::RotatingSlash
end
|
.rubber_duck(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.rubber_duck
#
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# File 'lib/ascii_paradise/animations/rubber_duck.rb', line 39
def self.rubber_duck(commandline_arguments = ARGV)
RubberDuck.new(commandline_arguments)
end
|
.RubberDuck ⇒ Object
#
AsciiParadise.RubberDuck
#
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# File 'lib/ascii_paradise/animations/rubber_duck.rb', line 32
def self.RubberDuck
RubberDuck
end
|
.run_class_based_on_this_filename(i) ⇒ Object
#
AsciiParadise.run_class_based_on_this_filename
This method should only be called after a prior call to AsciiParadise.include_this_file?().
#
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# File 'lib/ascii_paradise/toplevel_methods/run_class_based_on_this_filename.rb', line 17
def self.run_class_based_on_this_filename(i)
if i.is_a? Array
i = i.first
end
i = File.basename(i.to_s.delete('-'))
i.sub!(/#{File.extname(i)}$/,'')
run_this_animated_component(i)
end
|
.run_random_animation ⇒ Object
#
AsciiParadise.run_random_animation
This method can be used to run a random animation.
#
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# File 'lib/ascii_paradise/toplevel_methods/run_this_animated_component.rb', line 132
def self.run_random_animation
_ = available_ascii_components?.sample
run_this_animated_component(_)
end
|
.run_this_animated_component(i = :default) ⇒ Object
#
AsciiParadise.run_this_animated_component
This toplevel method can be used to run an animated component of the AsciiParadise project. The main purpose is, primarily, to allow this from the commandline directly, so that it can be used from the file residing at bin/ascii_paradise directly.
The API use may be like this:
AsciiParadise.run_this_animated_component '--endless_runner'
AsciiParadise.run_this_animated_component '--chopper'
Note that you can also obtain individual frames, like this:
AsciiParadise.run(:spider) { :frame5 }
AsciiParadise.run(:spider) { 5 }
This component will be returned.
#
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# File 'lib/ascii_paradise/toplevel_methods/run_this_animated_component.rb', line 35
def self.run_this_animated_component(
i = :default
)
if i.is_a? Array
i = i.join(' ').strip end
case i
when :default
i = 'endless_runner' end
require 'abbrev'
array_available_constants = available_ascii_components?
this_constant = i.to_s.delete('-') case this_constant when 'tennis'
this_constant = 'table_tennis'
end
if this_constant.include? '_' this_constant = to_camelcase(this_constant)
end
unless array_available_constants.include? this_constant
flattened = Abbrev.abbrev(array_available_constants).flatten
alternatives = Hash[*flattened.sort]
if alternatives.has_key? this_constant
this_constant = alternatives[this_constant]
end
end
if this_constant.include? '=' else
this_constant = this_constant.to_s
if this_constant =~ /^\d{1,5}$/
target = project_base_directory?+'animations/*.rb'
all_files = Dir[target].map {|entry|
entry = File.basename(entry).delete_suffix('.rb')
entry
}
this_constant = all_files[i.to_i - 1]
end
this_constant = this_constant.dup if this_constant.frozen?
this_constant[0,1] = this_constant[0,1].upcase
initialize_the_animated_ascii_components
this_constant = AsciiParadise.to_camelcase(this_constant)
if ::AsciiParadise.const_defined? this_constant
yielded = nil
if block_given?
yielded = yield
end
if yielded
if yielded.is_a? Symbol
if yielded.to_s.start_with?('frame')
yielded = yielded.to_s.sub(/^frame/,'').to_i
end
end
if yielded.is_a? Numeric
_ = AsciiParadise.return_dataset_of_this_animated_ascii_component(this_constant)
return _[yielded - 1]
end
end
case this_constant
when 'Heart'
::AsciiParadise.ascii_heart
else
::AsciiParadise.send(this_constant).animate end
end
end
end
|
.running_man(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.running_man
#
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# File 'lib/ascii_paradise/animations/running_man.rb', line 39
def self.running_man(commandline_arguments = ARGV)
RunningMan.new(commandline_arguments)
end
|
.RunningMan ⇒ Object
#
AsciiParadise.RunningMan
#
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# File 'lib/ascii_paradise/animations/running_man.rb', line 32
def self.RunningMan
RunningMan
end
|
.sailing_boat(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.sailing_boat
#
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# File 'lib/ascii_paradise/animations/sailing_boat.rb', line 39
def self.sailing_boat(commandline_arguments = ARGV)
SailingBoat.new(commandline_arguments)
end
|
.SailingBoat ⇒ Object
#
AsciiParadise.SailingBoat
#
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# File 'lib/ascii_paradise/animations/sailing_boat.rb', line 32
def self.SailingBoat
SailingBoat
end
|
.sand_clock(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.sand_clock
#
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# File 'lib/ascii_paradise/animations/sand_clock.rb', line 39
def self.sand_clock(commandline_arguments = ARGV)
SandClock.new(commandline_arguments)
end
|
.SandClock ⇒ Object
#
AsciiParadise.SandClock
#
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# File 'lib/ascii_paradise/animations/sand_clock.rb', line 32
def self.SandClock
SandClock
end
|
.seductive_lady ⇒ Object
#
AsciiParadise.seductive_lady
#
.SeductiveLady ⇒ Object
#
AsciiParadise.SeductiveLady
#
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# File 'lib/ascii_paradise/static_ascii/seductive_lady.rb', line 44
def self.SeductiveLady
AsciiParadise::SeductiveLady
end
|
.Seesaw ⇒ Object
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# File 'lib/ascii_paradise/animations/seesaw.rb', line 32
def self.Seesaw
Seesaw
end
|
.seesaw(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/seesaw.rb', line 39
def self.seesaw(commandline_arguments = ARGV)
Seesaw.new(commandline_arguments)
end
|
.set_colour(i = nil) ⇒ Object
#
AsciiParadise.set_colour
#
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# File 'lib/ascii_paradise/colours/colours.rb', line 36
def self.set_colour(i = nil)
@colour = i
end
|
.sfancy(i) ⇒ Object
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# File 'lib/ascii_paradise/colours/colours.rb', line 71
def self.sfancy(i)
Colours.sfancy(i)
end
|
.sfile(i) ⇒ Object
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# File 'lib/ascii_paradise/colours/colours.rb', line 64
def self.sfile(i)
Colours.sfile(i)
end
|
.shooting_range(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.shooting_range
#
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# File 'lib/ascii_paradise/animations/shooting_range.rb', line 39
def self.shooting_range(commandline_arguments = ARGV)
ShootingRange.new(commandline_arguments)
end
|
.ShootingRange ⇒ Object
#
AsciiParadise.ShootingRange
#
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# File 'lib/ascii_paradise/animations/shooting_range.rb', line 32
def self.ShootingRange
ShootingRange
end
|
.shotgun(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.shotgun
#
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# File 'lib/ascii_paradise/animations/shotgun.rb', line 39
def self.shotgun(commandline_arguments = ARGV)
Shotgun.new(commandline_arguments)
end
|
.Shotgun ⇒ Object
#
AsciiParadise.Shotgun
#
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# File 'lib/ascii_paradise/animations/shotgun.rb', line 32
def self.Shotgun
Shotgun
end
|
.show_available_ascii_components(display_mode = :everything) ⇒ Object
#
AsciiParadise.show_available_ascii_components
This method will show the available ASCII classes.
Since as of March 2017, this class accepts an optional argument, which should be a Symbol. The default Symbol is :everything which means that we will display everything, including the LINKS.md file - on my home system at least.
If the argument is :show_only_ascii_components then we will only show the ASCII components of the project.
To invoke this, do:
aparadise --help
aparadise --show-available
#
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# File 'lib/ascii_paradise/toplevel_methods/show_available_ascii_components.rb', line 33
def self.show_available_ascii_components(
display_mode = :everything
)
target = ::AsciiParadise.animations_directory?
if display_mode == :everything
e 'The following classes are part of this project:'
e
end
array = []
Dir["#{target}*.rb"].each {|file|
_ = File.basename(file).sub(/^ascii_/,'').sub(/\.rb$/,'').capitalize.dup
if _.include? '_'
_ = _.split('_').map {|e| e.capitalize }.join
end
array << _ }
array.sort.each_with_index {|entry, _index|
_index += 1
case display_mode
when :everything, :default
e ' '+sfancy(entry)
when :show_only_ascii_components
e simp(_index.to_s.rjust(5))+') '+sfancy(entry)
end
}
case display_mode
when :everything
e
_ = "#{HOME_DIRECTORY_OF_THE_USER_X}DATA/PROGRAMMING_LANGUAGES/RUBY/src/ascii_paradise/doc/LINKS.md"
if File.exist? _
e 'Additionally, these links are available:'; e
File.read(_).split(N).select {|entry| entry.start_with? ' '}.each {|file|
e ' '+simp(file)
}; e
end
end
end
|
.show_help ⇒ Object
#
AsciiParadise.show_help
This method can be used to show the available help options in general.
It is a class-method primarily so that we can display the help options without having to instantiate a new class.
An invocation example for the method follows:
asciispider --help
#
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# File 'lib/ascii_paradise/commandline/help.rb', line 25
def self.show_help
e 'These options are available:'
e
array = [] array << ' --run-n-times=() # run n times'
array << ' --no-clear # do not invoke "clear"; this '\
'may be helpful for debugging'
array << ' --wait-for-keypress # wait for keypress events'
array << ' --colour=green # use a specific colour, in this example green'
array << ' --colour=random-colour # this is equivalent to --random-colour'
array << ' --colourspray # use a random colour during each (full) '\
'iteration'
array << ' --rainbow-line # this option will colourize every '\
'individual cell of a given frame'
array << ' --disco-inferno # change the colour during every iteration'
array << ' --half-colour # use two random colours, one '\
'for the upper area, another for the lower area '
array << ' --numbers # like --full-debug but also uses red '\
'"frame numbers"'
array << ' --random-colour # use a random colour (useful if '\
'you do not want to decide on any specific colour)'
array << ' --overview # show the available components '\
'(most of them at least)'
array << ' --n_components? # show how many components are '\
'available (a number)'
array << ' --interactive # enter the interactive part '\
'of AsciiParadise'
array << ' --random # run a random component of '\
'the AsciiParadise project'
array << ' --show-frame=33 # show a specific frame, '\
'in this case, frame 33'
array << ' --framerate # query, in seconds, the delay '\
'before the next frame is shown'
array << ' --delay=2 (Float or Integer) # set the delay to 2 '\
'seconds, in this case; use any number as input'
array << ' --random # animate a random component'
array.sort.each {|entry| e entry }
unless Object.const_defined? :Colours
e; e 'Note that you do not appear to have Colours available.'
e 'This means that we will use normal ansicolours instead.'
end
e
end
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.show_interactive_help ⇒ Object
#
AsciiParadise.show_interactive_help (help tag)
This method will allow the user to select the relevant component to run.
#
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# File 'lib/ascii_paradise/interactive/interactive.rb', line 39
def self.show_interactive_help
e 'These interactive components are available:'
e
components = return_all_animated_ascii_components
components.each_with_index {|entry, index|
index += 1
e index.to_s.rjust(4)+' '+Colours.simp(entry)
}
e
e 'Please input the positional number only, such as "50", without '\
'the "" quotes.'
e
e 'If you wish to use colours-gem, simply input the colour, '\
'then press enter.'
e 'All components from that point onwards will use this colour.'
e 'Use "clear" to clear it again.'
end
|
.sierpinski_triangle(size = 80) ⇒ Object
#
AsciiParadise.sierpinski_triangle
#
.SierpinskiTriangle ⇒ Object
#
AsciiParadise.SierpinskiTriangle
#
.silent_city(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.silent_city
#
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# File 'lib/ascii_paradise/animations/silent_city.rb', line 39
def self.silent_city(commandline_arguments = ARGV)
SilentCity.new(commandline_arguments)
end
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.SilentCity ⇒ Object
#
AsciiParadise.SilentCity
#
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# File 'lib/ascii_paradise/animations/silent_city.rb', line 32
def self.SilentCity
SilentCity
end
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.simp(i) ⇒ Object
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# File 'lib/ascii_paradise/colours/colours.rb', line 57
def self.simp(i)
Colours.simp(i)
end
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.soccer_in_front_of_a_house(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.SoccerInFrontOfAHouse
#
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# File 'lib/ascii_paradise/animations/soccer_in_front_of_a_house.rb', line 40
def self.soccer_in_front_of_a_house(commandline_arguments = ARGV)
SoccerInFrontOfAHouse.new(commandline_arguments)
end
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.soccer_twins(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.soccer_twins
#
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# File 'lib/ascii_paradise/animations/soccer_twins.rb', line 39
def self.soccer_twins(commandline_arguments = ARGV)
SoccerTwins.new(commandline_arguments)
end
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.SoccerInFrontOfAHouse ⇒ Object
#
AsciiParadise.SoccerInFrontOfAHouse
#
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# File 'lib/ascii_paradise/animations/soccer_in_front_of_a_house.rb', line 33
def self.SoccerInFrontOfAHouse
SoccerInFrontOfAHouse
end
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.SoccerTwins ⇒ Object
#
AsciiParadise.SoccerTwins
#
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# File 'lib/ascii_paradise/animations/soccer_twins.rb', line 32
def self.SoccerTwins
SoccerTwins
end
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.sort_files(sort_these_files) ⇒ Object
#
AsciiParadise.sort_files
This module-method will keep the files stored in the animations/ subdirectory properly sorted, from 01 etc.. to 100 and so on.
It will use a regex in order to achieve this.
#
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# File 'lib/ascii_paradise/toplevel_methods/sort_files.rb', line 18
def self.sort_files(sort_these_files)
sort_these_files.sort_by! {|entry|
regex = /\/.+_(\d+).ascii$/ entry =~ regex
number_value = $1.to_s.dup
number_value.to_i
}
end
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.sparky(numbers, &block) ⇒ String
#
AsciiParadise.sparky
This method will return a UTF-8 “sparky” line.
Invocation example:
array = [3, 33]
AsciiParadise.sparky(array)
Next, let’s show an example with a block passed to the method:
Let’s say you have your list of open and closed issues, but you want to format it so the open ones are red and the closed ones are green, so you can quickly see how you are doing. Let’s further suppose you use a gem that adds a #color method to String for ANSI coloring.
line = AsciiParadise.sparky(list) { |tick, count, index|
if index == 0
tick.color(:red)
else
tick.color(:green)
end
}
line
#
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# File 'lib/ascii_paradise/sparky/sparkline.rb', line 152
def self.sparky(numbers, &block)
new_sparky_instance = Sparky.new(numbers)
if block
new_sparky_instance.format(&block)
end
new_sparky_instance.to_s
end
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.Spider ⇒ Object
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# File 'lib/ascii_paradise/animations/spider.rb', line 32
def self.Spider
Spider
end
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.spider(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/spider.rb', line 39
def self.spider(commandline_arguments = ARGV)
Spider.new(commandline_arguments)
end
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.star_trek(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.star_trek
#
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# File 'lib/ascii_paradise/animations/star_trek.rb', line 40
def self.star_trek(commandline_arguments = ARGV)
StarTrek.new(commandline_arguments)
end
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.StarTrek ⇒ Object
#
AsciiParadise.StarTrek
#
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# File 'lib/ascii_paradise/animations/star_trek.rb', line 33
def self.StarTrek
StarTrek
end
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.static_ascii? ⇒ Boolean
#
AsciiParadise.static_ascii?
This method may resolve to a path such as:
"/Programs/Ruby/2.6.3/lib/ruby/site_ruby/2.6.0/ascii_paradise/static_ascii/"
#
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# File 'lib/ascii_paradise/project/project.rb', line 54
def self.static_ascii?
"#{::AsciiParadise.project_base_directory?}static_ascii/"
end
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.static_pacman ⇒ Object
#
AsciiParadise.static_pacman
#
.StaticPacman ⇒ Object
#
AsciiParadise.StaticPacman
#
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# File 'lib/ascii_paradise/static_ascii/static_pacman.rb', line 55
def self.StaticPacman
AsciiParadise::StaticPacman
end
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.station_traffic(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.station_traffic
#
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# File 'lib/ascii_paradise/animations/station_traffic.rb', line 39
def self.station_traffic(commandline_arguments = ARGV)
StationTraffic.new(commandline_arguments)
end
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.StationTraffic ⇒ Object
#
AsciiParadise.StationTraffic
#
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# File 'lib/ascii_paradise/animations/station_traffic.rb', line 32
def self.StationTraffic
StationTraffic
end
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.Steamer ⇒ Object
#
AsciiParadise.Steamer
#
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# File 'lib/ascii_paradise/animations/steamer.rb', line 32
def self.Steamer
Steamer
end
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.steamer(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.steamer
#
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# File 'lib/ascii_paradise/animations/steamer.rb', line 39
def self.steamer(commandline_arguments = ARGV)
Steamer.new(commandline_arguments)
end
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.stepper_lepper(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.stepper_lepper
#
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# File 'lib/ascii_paradise/animations/stepper_lepper.rb', line 40
def self.stepper_lepper(commandline_arguments = ARGV)
StepperLepper.new(commandline_arguments)
end
|
.StepperLepper ⇒ Object
#
AsciiParadise.StepperLepper
#
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# File 'lib/ascii_paradise/animations/stepper_lepper.rb', line 33
def self.StepperLepper
StepperLepper
end
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.swarn(i) ⇒ Object
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# File 'lib/ascii_paradise/colours/colours.rb', line 78
def self.swarn(i)
Colours.swarn(i)
end
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.swimming_lane(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.swimming_lane
#
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# File 'lib/ascii_paradise/animations/swimming_lane.rb', line 39
def self.swimming_lane(commandline_arguments = ARGV)
SwimmingLane.new(commandline_arguments)
end
|
.SwimmingLane ⇒ Object
#
AsciiParadise.SwimmingLane
#
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# File 'lib/ascii_paradise/animations/swimming_lane.rb', line 32
def self.SwimmingLane
SwimmingLane
end
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.table(*dataset) ⇒ Object
#
AsciiParadise.table
This method will show a simple ASCII Table of the given input.
The input to this method should be an Array or just several strings.
Usage example:
AsciiParadise.table 'hello','world','john', 'doe'
#
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# File 'lib/ascii_paradise/table/table.rb', line 21
def self.table(*dataset)
chunk = dataset.each_slice(2).to_a
line = '# =========================================================== #'
e line
chunk.each {|array|
_ = array[0].rjust(28)+' | '+array[1].ljust(28)
e '# '+_+' #'
}
e line
end
|
.table_flip ⇒ Object
#
AsciiParadise.table_flip
#
.table_tennis(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.table_tennis
#
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# File 'lib/ascii_paradise/animations/table_tennis.rb', line 38
def self.table_tennis(commandline_arguments = ARGV)
TableTennis.new(commandline_arguments)
end
|
.TableFlip ⇒ Object
#
AsciiParadise.TableFlip
#
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# File 'lib/ascii_paradise/curses/table_flip.rb', line 96
def self.TableFlip
AsciiParadise::TableFlip
end
|
.TableTennis ⇒ Object
#
AsciiParadise.TableTennis
#
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# File 'lib/ascii_paradise/animations/table_tennis.rb', line 31
def self.TableTennis
TableTennis
end
|
.tears_of_ice(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.tears_of_ice
#
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# File 'lib/ascii_paradise/animations/tears_of_ice.rb', line 40
def self.tears_of_ice(commandline_arguments = ARGV)
TearsOfIce.new(commandline_arguments)
end
|
.TearsOfIce ⇒ Object
#
AsciiParadise.TearsOfIce
#
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# File 'lib/ascii_paradise/animations/tears_of_ice.rb', line 33
def self.TearsOfIce
TearsOfIce
end
|
.template_directory? ⇒ Boolean
#
AsciiParadise.template_directory?
Where we store the .txt files that can be used for cartoon-like speaking.
#
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# File 'lib/ascii_paradise/project/project.rb', line 31
def self.template_directory?
"#{::AsciiParadise.project_base_directory?}ascii_say/"
end
|
.tetris(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/tetris.rb', line 39
def self.tetris(commandline_arguments = ARGV)
Tetris.new(commandline_arguments)
end
|
.Tetris ⇒ Object
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# File 'lib/ascii_paradise/animations/tetris.rb', line 32
def self.Tetris
Tetris
end
|
.thread_and_ball(commandline_arguments) ⇒ Object
#
AsciiParadise.thread_and_ball
#
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# File 'lib/ascii_paradise/animations/thread_and_ball.rb', line 39
def self.thread_and_ball(commandline_arguments)
ThreadAndBall.new(commandline_arguments)
end
|
.ThreadAndBall ⇒ Object
#
AsciiParadise.ThreadAndBall
#
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# File 'lib/ascii_paradise/animations/thread_and_ball.rb', line 32
def self.ThreadAndBall
ThreadAndBall
end
|
.to_camelcase(i) ⇒ Object
#
AsciiParadise.to_camelcase
This will camelcase the given input, from ‘rubber_duck’ to ‘RubberDuck’.
#
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# File 'lib/ascii_paradise/toplevel_methods/to_camelcase.rb', line 14
def self.to_camelcase(i)
if i.is_a? Array
i = i.first
end
if i
if i.include? '_'
return i.to_s.split('_').map { |_| _.capitalize }.join
else
i = i.dup if i.frozen?
i[0] = i[0].upcase
end
end
i
end
|
.Trampoline ⇒ Object
#
AsciiParadise.Trampoline
#
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# File 'lib/ascii_paradise/animations/trampoline.rb', line 32
def self.Trampoline
Trampoline
end
|
.trampoline(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.trampoline
#
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# File 'lib/ascii_paradise/animations/trampoline.rb', line 39
def self.trampoline(commandline_arguments = ARGV)
Trampoline.new(commandline_arguments)
end
|
.Turtle ⇒ Object
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# File 'lib/ascii_paradise/animations/turtle.rb', line 31
def self.Turtle
Turtle
end
|
.turtle(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/turtle.rb', line 38
def self.turtle(commandline_arguments = ARGV)
Turtle.new(commandline_arguments)
end
|
.volcano(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.volcano
#
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# File 'lib/ascii_paradise/animations/volcano.rb', line 38
def self.volcano(commandline_arguments = ARGV)
Volcano.new(commandline_arguments)
end
|
.Volcano ⇒ Object
#
AsciiParadise.Volcano
#
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# File 'lib/ascii_paradise/animations/volcano.rb', line 31
def self.Volcano
Volcano
end
|
.Whip ⇒ Object
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# File 'lib/ascii_paradise/animations/whip.rb', line 31
def self.Whip
Whip
end
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.whip(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/whip.rb', line 38
def self.whip(commandline_arguments = ARGV)
Whip.new(commandline_arguments)
end
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.Worker ⇒ Object
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# File 'lib/ascii_paradise/animations/worker.rb', line 32
def self.Worker
Worker
end
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.worker(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/worker.rb', line 39
def self.worker(commandline_arguments = ARGV)
Worker.new(commandline_arguments)
end
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.Worm ⇒ Object
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# File 'lib/ascii_paradise/animations/worm.rb', line 32
def self.Worm
Worm
end
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.worm(commandline_arguments = ARGV) ⇒ Object
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# File 'lib/ascii_paradise/animations/worm.rb', line 39
def self.worm(commandline_arguments = ARGV)
Worm.new(commandline_arguments)
end
|
.wrap_at(this_string, my_limit = N_CHARACTERS_PER_LINE, add_newline = true, add_padding = nil) ⇒ Object
#
AsciiParadise.wrap_at (Begrenzung tag, limit tag, boundary tag)
Wraps at a specified position.
Specific examples:
puts "abc abc abdc abc abc abc abc abc abc abc abcdef abc abc abc abc abc abc abc abc abc ".wrap_at(20)
puts AsciiParadise.wrap_at(("x"*200), 30)
("x"*200).wrap_at(30,true,5)
#
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# File 'lib/ascii_paradise/toplevel_methods/wrap_at.rb', line 28
def self.wrap_at(
this_string, my_limit = N_CHARACTERS_PER_LINE,
add_newline = true,
add_padding = nil
)
case my_limit
when :default
my_limit = N_CHARACTERS_PER_LINE
end
begin
add_padding = add_padding.to_i unless add_padding.nil?
if add_newline
_ = "\\1\\3\n" unless add_padding.nil?
_ = _.linsert(' ' * add_padding)
end
return this_string.gsub(
/(.{1,#{my_limit}})( +|$)\n?|(.{#{my_limit}})/,_
)
else
_ = "\\1\\3"
unless add_padding.nil?
_ = _.linsert(' ' * add_padding)
end
return this_string.gsub(
/(.{1,#{my_limit}})( +|$)\n?|(.{#{my_limit}})/,
_
) end
rescue Exception => error
puts error
end
end
|
.wrist_watch(commandline_arguments = ARGV) ⇒ Object
#
AsciiParadise.wrist_watch
#
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# File 'lib/ascii_paradise/animations/wrist_watch.rb', line 38
def self.wrist_watch(commandline_arguments = ARGV)
WristWatch.new(commandline_arguments)
end
|
.WristWatch ⇒ Object
#
AsciiParadise.WristWatch
#
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# File 'lib/ascii_paradise/animations/wrist_watch.rb', line 31
def self.WristWatch
WristWatch
end
|
Instance Method Details
#return_checkmark_symbol ⇒ Object
#
return_checkmark_symbol
#
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# File 'lib/ascii_paradise/sparky/sparkline.rb', line 166
def return_checkmark_symbol
CHECKMARK_SYMBOL
end
|