Module: MiniGL::Res

Defined in:
lib/minigl/global.rb

Overview

This class is responsible for resource management. It keeps references to all loaded resources until a call to clear is made. Resources can be loaded as global, so that their references won’t be removed even when clear is called.

It also provides an easier syntax for loading resources, assuming a particular folder structure. All resources must be inside subdirectories of a ‘data’ directory, so that you will only need to specify the type of resource being loaded and the file name (either as string or as symbol). There are default extensions for each type of resource, so the extension must be specified only if the file is in a format other than the default.

Class Attribute Summary collapse

Class Method Summary collapse

Class Attribute Details

.font_dirObject

Gets the current path to font files (under prefix). Default is ‘font’.



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# File 'lib/minigl/global.rb', line 467

def font_dir
  @font_dir
end

.img_dirObject

Gets the current path to image files (under prefix). Default is ‘img’.



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# File 'lib/minigl/global.rb', line 454

def img_dir
  @img_dir
end

.prefixObject

Get the current prefix for searching data files. This is the directory under which ‘img’, ‘sound’, ‘song’, etc. folders are located.



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# File 'lib/minigl/global.rb', line 451

def prefix
  @prefix
end

.separatorObject

Gets or sets the character that is currently being used in the id parameter of the loading methods as a folder separator. Default is ‘_’. Note that if you want to use symbols to specify paths, this separator should be a valid character in a Ruby symbol. On the other hand, if you want to use only slashes in Strings, you can specify a ‘weird’ character that won’t appear in any file name.



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# File 'lib/minigl/global.rb', line 475

def separator
  @separator
end

.song_dirObject

Gets the current path to song files (under prefix). Default is ‘song’.



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# File 'lib/minigl/global.rb', line 464

def song_dir
  @song_dir
end

.sound_dirObject

Gets the current path to sound files (under prefix). Default is ‘sound’.



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# File 'lib/minigl/global.rb', line 461

def sound_dir
  @sound_dir
end

.tileset_dirObject

Gets the current path to tileset files (under prefix). Default is ‘tileset’.



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# File 'lib/minigl/global.rb', line 458

def tileset_dir
  @tileset_dir
end

Class Method Details

.clearObject

Releases the memory used by all non-global resources.



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# File 'lib/minigl/global.rb', line 676

def clear
  @imgs.clear
  @tilesets.clear
  @sounds.clear
  @songs.clear
  @fonts.clear
end

.font(id, size, global = true, ext = '.ttf') ⇒ Object

Returns a Gosu::Font object. Fonts are needed to draw text and used by MiniGL elements like buttons, text fields and TextHelper objects.

Parameters:

id

A string or symbol representing the path to the song. It must be specified the same way as in img, but the base directory is prefix/font_dir.

size

The size of the font, in pixels. This will correspond, approximately, to the height of the tallest character when drawn.

global

Set to true if you want to keep the font in memory until the game execution is finished. If false, the font will be released when you call clear.

ext

The extension of the file being loaded. Specify only if it is other than “.ttf”.



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# File 'lib/minigl/global.rb', line 666

def font(id, size, global = true, ext = '.ttf')
  if global; a = @global_fonts; else; a = @fonts; end
  id_size = "#{id}_#{size}"
  return a[id_size] if a[id_size]
  s = @prefix + @font_dir + id.to_s.split(@separator).join('/') + ext
  font = Gosu::Font.new G.window, s, size
  a[id_size] = font
end

.img(id, global = false, tileable = false, ext = '.png') ⇒ Object

Returns a Gosu::Image object.

Parameters:

id

A string or symbol representing the path to the image. If the file is inside prefix/img_dir, only the file name is needed. If it’s inside a subdirectory of prefix/img_dir, the id must be prefixed by each subdirectory name followed by separator. Example: to load ‘data/img/sprite/1.png’, with the default values of prefix, img_dir and separator, provide :sprite_1 or “sprite_1”.

global

Set to true if you want to keep the image in memory until the game execution is finished. If false, the image will be released when you call clear.

tileable

Whether the image should be loaded in tileable mode, which is proper for images that will be used as a tile, i.e., that will be drawn repeated times, side by side, forming a continuous composition.

ext

The extension of the file being loaded. Specify only if it is other than ‘.png’.



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# File 'lib/minigl/global.rb', line 556

def img(id, global = false, tileable = false, ext = '.png')
  if global; a = @global_imgs; else; a = @imgs; end
  return a[id] if a[id]
  s = @prefix + @img_dir + id.to_s.split(@separator).join('/') + ext
  img = Gosu::Image.new G.window, s, tileable
  a[id] = img
end

.imgs(id, sprite_cols, sprite_rows, global = false, ext = '.png') ⇒ Object

Returns an array of Gosu::Image objects, using the image as a spritesheet. The image with index 0 will be the top left sprite, and the following indices raise first from left to right and then from top to bottom.

Parameters:

id

A string or symbol representing the path to the image. See img for details.

sprite_cols

Number of columns in the spritesheet.

sprite_rows

Number of rows in the spritesheet.

global

Set to true if you want to keep the image in memory until the game execution is finished. If false, the image will be released when you call clear.

ext

The extension of the file being loaded. Specify only if it is other than “.png”.



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# File 'lib/minigl/global.rb', line 579

def imgs(id, sprite_cols, sprite_rows, global = false, ext = '.png')
  if global; a = @global_imgs; else; a = @imgs; end
  return a[id] if a[id]
  s = @prefix + @img_dir + id.to_s.split(@separator).join('/') + ext
  imgs = Gosu::Image.load_tiles G.window, s, -sprite_cols, -sprite_rows, false
  a[id] = imgs
end

.initializeObject

This is called by GameWindow.initialize. Don’t call it explicitly.



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# File 'lib/minigl/global.rb', line 479

def initialize
  @imgs = {}
  @global_imgs = {}
  @tilesets = {}
  @global_tilesets = {}
  @sounds = {}
  @global_sounds = {}
  @songs = {}
  @global_songs = {}
  @fonts = {}
  @global_fonts = {}

  @prefix = File.expand_path(File.dirname($0)) + '/data/'
  @img_dir = 'img/'
  @tileset_dir = 'tileset/'
  @sound_dir = 'sound/'
  @song_dir = 'song/'
  @font_dir = 'font/'
  @separator = '_'
end

.song(id, global = false, ext = '.ogg') ⇒ Object

Returns a Gosu::Song object. This should be used for the background musics of your game.

Parameters:

id

A string or symbol representing the path to the song. It must be specified the same way as in img, but the base directory is prefix/song_dir.

global

Set to true if you want to keep the song in memory until the game execution is finished. If false, the song will be released when you call clear.

ext

The extension of the file being loaded. Specify only if it is other than “.ogg”.



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# File 'lib/minigl/global.rb', line 643

def song(id, global = false, ext = '.ogg')
  if global; a = @global_songs; else; a = @songs; end
  return a[id] if a[id]
  s = @prefix + @song_dir + id.to_s.split(@separator).join('/') + ext
  song = Gosu::Song.new G.window, s
  a[id] = song
end

.sound(id, global = false, ext = '.wav') ⇒ Object

Returns a Gosu::Sample object. This should be used for simple and short sound effects.

Parameters:

id

A string or symbol representing the path to the sound. It must be specified the same way as in img, but the base directory is prefix/sound_dir.

global

Set to true if you want to keep the sound in memory until the game execution is finished. If false, the sound will be released when you call clear.

ext

The extension of the file being loaded. Specify only if it is other than “.wav”.



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# File 'lib/minigl/global.rb', line 623

def sound(id, global = false, ext = '.wav')
  if global; a = @global_sounds; else; a = @sounds; end
  return a[id] if a[id]
  s = @prefix + @sound_dir + id.to_s.split(@separator).join('/') + ext
  sound = Gosu::Sample.new G.window, s
  a[id] = sound
end

.tileset(id, tile_width = 32, tile_height = 32, global = false, ext = '.png') ⇒ Object

Returns an array of Gosu::Image objects, using the image as a tileset. Works the same as imgs, except you must provide the tile size instead of the number of columns and rows, and that the images will be loaded as tileable.

Parameters:

id

A string or symbol representing the path to the image. It must be specified the same way as in img, but the base directory is prefix/tileset_dir.

tile_width

Width of each tile, in pixels.

tile_height

Height of each tile, in pixels.

global

Set to true if you want to keep the image in memory until the game execution is finished. If false, the image will be released when you call clear.

ext

The extension of the file being loaded. Specify only if it is other than “.png”.



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# File 'lib/minigl/global.rb', line 603

def tileset(id, tile_width = 32, tile_height = 32, global = false, ext = '.png')
  if global; a = @global_tilesets; else; a = @tilesets; end
  return a[id] if a[id]
  s = @prefix + @tileset_dir + id.to_s.split(@separator).join('/') + ext
  tileset = Gosu::Image.load_tiles G.window, s, tile_width, tile_height, true
  a[id] = tileset
end