Class: Chingu::GameStates::Edit

Inherits:
Chingu::GameState show all
Defined in:
lib/chingu/game_states/edit.rb

Overview

Premade game state for chingu - A simple pause state. Pause whenever with:

push_game_state(Chingu::GameStates::Pause)

requires the global $window set to the instance of Gosu::Window (automaticly handled if you use Chingu::Window)

Constant Summary

Constants included from Helpers::GFX

Helpers::GFX::CIRCLE_STEP

Instance Attribute Summary

Attributes inherited from Chingu::GameState

#game_objects, #game_state_manager, #options

Attributes included from Helpers::InputDispatcher

#input_clients

Instance Method Summary collapse

Methods inherited from Chingu::GameState

#button_down, #button_up, #close, #close_game, #draw_trait, has_trait, has_traits, #setup_trait, #to_s, #to_sym, #trait_options, #update_trait

Methods included from Helpers::ClassInheritableAccessor

included

Methods included from Helpers::InputClient

#input, #input=

Methods included from Helpers::InputDispatcher

#add_input_client, #dispatch_action, #dispatch_button_down, #dispatch_button_up, #dispatch_input_for, #remove_input_client

Methods included from Helpers::GameObject

#add_game_object, #game_objects, #game_objects_of_class, #load_game_objects, #remove_game_object

Methods included from Helpers::GameState

#clear_game_states, #current_game_state, #pop_game_state, #previous_game_state, #push_game_state, #switch_game_state, #transitional_game_state

Methods included from Helpers::GFX

#draw_circle, #draw_rect, #fill, #fill_gradient, #fill_rect

Constructor Details

#initialize(options = {}) ⇒ Edit

Returns a new instance of Edit.



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# File 'lib/chingu/game_states/edit.rb', line 33

def initialize(options = {})
  super
  @grid = options[:grid]
  @classes = options[:classes] || []
  
  @color = Gosu::Color.new(200,0,0,0)
  @red = Gosu::Color.new(0xFFFF0000)
  @white = Gosu::Color.new(0xFFFFFFFF)
  @selected_game_object = nil        
  self.input =  { :left_mouse_button => :left_mouse_button, 
                  :released_left_mouse_button => :released_left_mouse_button,
                  :delete => :destroy_selected_game_objects,
                  :backspace => :destroy_selected_game_objects,
                  :e => :save_and_quit,
                  :s => :save,
                  :esc => :quit,
                  :"1" => :create_object_1,
                  :"2" => :create_object_2,
                  :"3" => :create_object_3,
                  :"4" => :create_object_4,
                  :"5" => :create_object_5,
                }
end

Dynamic Method Handling

This class handles dynamic methods through the method_missing method

#method_missing(symbol, *args) ⇒ Object

If we’re editing a game state with automaticly called special methods, the following takes care of those.



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# File 'lib/chingu/game_states/edit.rb', line 217

def method_missing(symbol, *args)
  previous_game_state.__send__(symbol, *args)
end

Instance Method Details

#create_object_1Object



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# File 'lib/chingu/game_states/edit.rb', line 74

def create_object_1; create_object_nr(0); end

#create_object_2Object



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# File 'lib/chingu/game_states/edit.rb', line 75

def create_object_2; create_object_nr(1); end

#create_object_3Object



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# File 'lib/chingu/game_states/edit.rb', line 76

def create_object_3; create_object_nr(2); end

#create_object_4Object



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# File 'lib/chingu/game_states/edit.rb', line 77

def create_object_4; create_object_nr(3); end

#create_object_5Object



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# File 'lib/chingu/game_states/edit.rb', line 78

def create_object_5; create_object_nr(4); end

#create_object_nr(number) ⇒ Object



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# File 'lib/chingu/game_states/edit.rb', line 70

def create_object_nr(number)
  @classes[number].create(:x => $window.mouse_x, :y => $window.mouse_y, :parent => previous_game_state)  if @classes[number]
end

#destroy_selected_game_objectsObject



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# File 'lib/chingu/game_states/edit.rb', line 135

def destroy_selected_game_objects
  selected_game_objects.each(&:destroy)
end

#drawObject



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# File 'lib/chingu/game_states/edit.rb', line 82

def draw
  # Draw prev game state onto screen (the level we're editing for example)
  previous_game_state.draw 
  
  #
  # Draw an edit HUD
  #
  $window.draw_quad(  0,0,@color,
                      $window.width,0,@color,
                      $window.width,100,@color,
                      0,100,@color,10)
  #
  # Draw debug Texts etc..
  #
  super
  
  #
  # Draw a red rectangle around all selected game objects
  #
  selected_game_objects.each do |game_object|
    draw_rect(game_object.bounding_box.inflate(2,2), @red, 999)
  end
  
  #
  # draw a simple triagle-shaped cursor
  #
  $window.draw_triangle( $window.mouse_x, $window.mouse_y, @white, 
                         $window.mouse_x, $window.mouse_y + 10, @white, 
                         $window.mouse_x + 10, $window.mouse_y + 10, @white, 9999)
  
end

#game_object_at(x, y) ⇒ Object



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# File 'lib/chingu/game_states/edit.rb', line 173

def game_object_at(x, y)
  previous_game_state.game_objects.select do |game_object| 
    game_object.respond_to?(:bounding_box) && game_object.bounding_box.collide_point?(x,y)
  end.first
end

#left_mouse_buttonObject



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# File 'lib/chingu/game_states/edit.rb', line 139

def left_mouse_button
  @left_mouse_button = true
  x = $window.mouse_x / $window.factor
  y = $window.mouse_y / $window.factor
          
  @text.text = "Click @ #{x} / #{y}"
  
  #
  # Deselect all objects
  #
  selected_game_objects.each do |game_object|         
    game_object.options[:selected] = false
  end
  
  #
  # Get new object that was clicked at (if any)
  #
  @selected_game_object = game_object_at(x, y)
  
  if @selected_game_object
    @text.text = "#{@text.text} : #{@selected_game_object.class.to_s}"
    @selected_game_object.options[:selected] = true
    
    @mouse_x_offset = @selected_game_object.x - $window.mouse_x
    @mouse_y_offset = @selected_game_object.y - $window.mouse_y
  end
  
end

#quitObject



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# File 'lib/chingu/game_states/edit.rb', line 209

def quit
  pop_game_state(:setup => false)
end

#released_left_mouse_buttonObject



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# File 'lib/chingu/game_states/edit.rb', line 168

def released_left_mouse_button        
  @left_mouse_button = false
  @selected_game_object = false
end

#saveObject



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# File 'lib/chingu/game_states/edit.rb', line 180

def save
  require 'yaml'
  objects = []
  previous_game_state.game_objects.each do |game_object|
    objects << {game_object.class.to_s  => 
                  {
                  :x => game_object.x, 
                  :y => game_object.y,
                  :angle => game_object.angle,
                  :zorder => game_object.zorder,
                  :factor_x => game_object.factor_x,
                  :factor_y => game_object.factor_y,
                  :center_x => game_object.center_x,
                  :center_y => game_object.center_y,
                  }
                }
  end
  
  #Marshal.dump(previous_game_state.game_objects, File.open(@filename, "w"))
  File.open(@filename, 'w') do |out|
    YAML.dump(objects, out)
  end
end

#save_and_quitObject



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# File 'lib/chingu/game_states/edit.rb', line 204

def save_and_quit
  save
  quit
end

#selected_game_objectsObject



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# File 'lib/chingu/game_states/edit.rb', line 131

def selected_game_objects
  previous_game_state.game_objects.select { |o| o.options[:selected] }
end

#setupObject



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# File 'lib/chingu/game_states/edit.rb', line 57

def setup
  name = if defined?(previous_game_state.filename)
    previous_game_state.filename
  else 
    "#{previous_game_state.class.to_s.downcase}.yml"
  end
  @filename = File.join($window.root, name)
  @title = Text.create("File: #{@filename}", :x => 5, :y => 10)
  @title.text += " - Grid: #{@grid}" if @grid
  @title2 = Text.create("(1-10) Create object at mouse pos  (DEL) Delete selected object  (S) Save  (E) Save and Quit  (ESC) Quit without saving", :x => 5, :y => 30)        
  @text = Text.create("", :x => 5, :y => 50)        
end

#updateObject



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# File 'lib/chingu/game_states/edit.rb', line 114

def update
  super
  
  if @left_mouse_button && @selected_game_object
    @selected_game_object.x = ($window.mouse_x + @mouse_x_offset) / $window.factor
    @selected_game_object.y = ($window.mouse_y + @mouse_y_offset) / $window.factor
    @selected_game_object.x -= @selected_game_object.x % @grid[0]
    @selected_game_object.y -= @selected_game_object.y % @grid[1]
    
    # TODO: better cleaner sollution
    if @selected_game_object.respond_to?(:bounding_box)
      @selected_game_object.bounding_box.x = @selected_game_object.x
      @selected_game_object.bounding_box.y = @selected_game_object.y
    end
  end
end