Class: MiniGL::Effect
Overview
Represents a visual effect, i.e., a graphic - usually animated - that shows up in the screen, lasts for a given time and “disappears”. You should explicitly dispose of references to effects whose attribute dead is set to true.
Instance Attribute Summary collapse
-
#dead ⇒ Object
readonly
This is
truewhen the effect’s lifetime has already passed.
Attributes inherited from Sprite
#img_index, #x, #y
Instance Method Summary collapse
- #draw(map = nil, scale_x = 1, scale_y = 1, alpha = 0xff, color = 0xffffff, angle = nil, z_index = 0) ⇒ Object
-
#initialize(x, y, img, sprite_cols = nil, sprite_rows = nil, interval = 10, indices = nil, lifetime = nil, sound = nil, sound_ext = '.wav', sound_volume = 1) ⇒ Effect
constructor
Creates a new Effect.
-
#update ⇒ Object
Updates the effect, animating and counting its remaining lifetime.
Methods inherited from Sprite
Constructor Details
#initialize(x, y, img, sprite_cols = nil, sprite_rows = nil, interval = 10, indices = nil, lifetime = nil, sound = nil, sound_ext = '.wav', sound_volume = 1) ⇒ Effect
Creates a new Effect.
Parameters:
- x
-
The x-coordinate in the screen (or map) where the effect will be drawn. This can be modified later via the
xattribute. - y
-
The y-coordinate in the screen (or map) where the effect will be drawn. This can be modified later via the
yattribute. - img
-
The image or spritesheet to use for this effect (see Sprite for details on spritesheets).
- sprite_cols
-
(see Sprite)
- sprite_rows
-
(see Sprite)
- interval
-
The interval between steps of the animation, in updates.
- indices
-
The indices to use in the animation. See Sprite#animate for details. If
nil, it will be the sequence from 0 tosprite_cols * sprite_rows - 1. - lifetime
-
The lifetime of the effect, in updates. After
updateis called this number of times, the effect will no longer be visible, even whendrawis called, and thedeadflag will be set totrue, so you get to know when to dispose of the Effect object. Ifnil, it will be set to@indices.length * interval, i.e., the exact time needed for one animation cycle to complete. - sound
-
The id of a sound to be played when the effect is created (id must be given in the format specified for the
Res.soundmethod). - sound_ext
-
Extension of the sound file, if a sound is given. Default is ‘.wav’.
- sound_volume
-
The volume (from 0 to 1) to play the sound, if any. Default is 1.
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# File 'lib/minigl/game_object.rb', line 248 def initialize(x, y, img, sprite_cols = nil, sprite_rows = nil, interval = 10, indices = nil, lifetime = nil, sound = nil, sound_ext = '.wav', sound_volume = 1) super x, y, img, sprite_cols, sprite_rows @timer = 0 if indices @indices = indices else @indices = *(0..(@img.length - 1)) end @interval = interval if lifetime @lifetime = lifetime else @lifetime = @indices.length * interval end Res.sound(sound, false, sound_ext).play(sound_volume) if sound end |
Instance Attribute Details
#dead ⇒ Object (readonly)
This is true when the effect’s lifetime has already passed.
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# File 'lib/minigl/game_object.rb', line 218 def dead @dead end |
Instance Method Details
#draw(map = nil, scale_x = 1, scale_y = 1, alpha = 0xff, color = 0xffffff, angle = nil, z_index = 0) ⇒ Object
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# File 'lib/minigl/game_object.rb', line 275 def draw(map = nil, scale_x = 1, scale_y = 1, alpha = 0xff, color = 0xffffff, angle = nil, z_index = 0) super unless @dead end |
#update ⇒ Object
Updates the effect, animating and counting its remaining lifetime.
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# File 'lib/minigl/game_object.rb', line 267 def update unless @dead animate @indices, @interval @timer += 1 @dead = true if @timer == @lifetime end end |