Class: Window
- Inherits:
-
Gosu::Window
- Object
- Gosu::Window
- Window
- Defined in:
- lib/ruby-ai/window.rb
Constant Summary collapse
- COLORS =
{ :player => [1.0, 0.5764706134796143, 0.0, 1.0], #orange, paintbrush 'tangerine' :goal => [0.0, 0.9764706492424011, 0.0, 1.0], #green, paintbrush 'spring' :wall => [0.5803921818733215, 0.32156863808631897, 0.0, 1.0], #brown, paintbrush 'mocha' :empty => [0.0, 0.0, 0.0, 1.0], #black, paintbrush 'licorice' }
- DIMS =
{:x => 64, :y => 64}
Instance Attribute Summary collapse
-
#tiles ⇒ Object
readonly
Returns the value of attribute tiles.
Instance Method Summary collapse
- #add_tile(pixel, x, y) ⇒ Object
- #button_down(id) ⇒ Object
- #centering_modifiers(image_dims) ⇒ Object
- #draw ⇒ Object
-
#initialize(level) ⇒ Window
constructor
A new instance of Window.
- #load_level ⇒ Object
- #pixel_equal?(pixel, values) ⇒ Boolean
- #rotate90!(dims, coords) ⇒ Object
- #rough_equal?(float1, float2) ⇒ Boolean
- #update ⇒ Object
- #won? ⇒ Boolean
Constructor Details
#initialize(level) ⇒ Window
Returns a new instance of Window.
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# File 'lib/ruby-ai/window.rb', line 25 def initialize(level) super(DIMS[:x] * 10, DIMS[:y] * 10, false) self.caption = 'Ruby AI' @drawn = [] @ui = UI.new(self) @drawn << @ui @tiles = [] @level = level load_level @ai = AI.new(@player) unless @ai.respond_to?('level', "#{@level}") puts "Your AI class must define a method 'level(num)'" @player.stop = true end @ai_tick = 0.5 @last_ai_update = Time.now end |
Instance Attribute Details
#tiles ⇒ Object (readonly)
Returns the value of attribute tiles.
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# File 'lib/ruby-ai/window.rb', line 14 def tiles @tiles end |
Instance Method Details
#add_tile(pixel, x, y) ⇒ Object
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# File 'lib/ruby-ai/window.rb', line 104 def add_tile(pixel, x, y) if pixel_equal?(pixel, COLORS[:wall]) wall = Wall.new(self, {:x => x, :y => y}) @tiles << wall @drawn << wall elsif pixel_equal?(pixel, COLORS[:player]) @player = Player.new(self, {:x => x, :y => y}) @drawn << @player empty = Empty.new(self, {:x => x, :y => y}) @tiles << empty elsif pixel_equal?(pixel, COLORS[:goal]) @goal = Goal.new(self, {:x => x, :y => y}) @tiles << @goal @drawn << @goal elsif pixel_equal?(pixel, COLORS[:empty]) empty = Empty.new(self, {:x => x, :y => y}) @tiles << empty end end |
#button_down(id) ⇒ Object
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# File 'lib/ruby-ai/window.rb', line 175 def (id) if id == Gosu::KbEscape close elsif id == Gosu::KbReturn if @player.stop || @won exit end if @player.pause @player.pause = false else @player.pause = true end elsif id == Gosu::KbDown @ai_tick = @ai_tick * 2 unless @ai_tick > 1 elsif id == Gosu::KbUp @ai_tick = @ai_tick / 2 unless @ai_tick < 0.01 end end |
#centering_modifiers(image_dims) ⇒ Object
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# File 'lib/ruby-ai/window.rb', line 87 def centering_modifiers(image_dims) mods = {:x => 0, :y => 0} [:x, :y].each do |dim| if image_dims[dim] < DIMS[dim] diff = DIMS[dim]- image_dims[dim] mods[dim] = diff / 2 end end mods end |
#draw ⇒ Object
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# File 'lib/ruby-ai/window.rb', line 171 def draw @drawn.each {|o| o.send(:draw)} end |
#load_level ⇒ Object
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# File 'lib/ruby-ai/window.rb', line 47 def load_level level_image = Gosu::Image.new(self, APP_DIR + "levels/level#{@level}.png", false) puts "Loading #{level_image.width * level_image.height} tiles." image_dims = {:x => level_image.width, :y => level_image.height} reverse = {:x => [true, false].sample, :y => [true, false].sample} # reverse = {:x => false, :y => false} rotate_by = [0, 90, 180, 270].sample # rotate_by = 270 count = 0 coords = {} mods = centering_modifiers(image_dims) image_dims[:x].times do |x| image_dims[:y].times do |y| count += 1 if count > 99 print '.' count = 0 end coords[:x] = x coords[:y] = y [:x, :y].each do |dim| coords[dim] = image_dims[dim] - 1 - coords[dim] if reverse[dim] end (rotate_by / 90).times do rotate90!(image_dims, coords) end pixel = level_image.get_pixel(x, y) add_tile(pixel, (coords[:x] + mods[:x]) * 10, (coords[:y] + mods[:y]) * 10) end end puts 'Done.' end |
#pixel_equal?(pixel, values) ⇒ Boolean
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# File 'lib/ruby-ai/window.rb', line 125 def pixel_equal?(pixel, values) 4.times do |i| return false unless rough_equal?(pixel[i], values[i]) end true end |
#rotate90!(dims, coords) ⇒ Object
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# File 'lib/ruby-ai/window.rb', line 98 def rotate90!(dims, coords) old = coords[:y] coords[:y] = coords[:x] coords[:x] = dims[:y] - 1 - old end |
#rough_equal?(float1, float2) ⇒ Boolean
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# File 'lib/ruby-ai/window.rb', line 132 def rough_equal?(float1, float2) one = (float1 * 100).to_i two = (float2 * 100).to_i one == two end |
#update ⇒ Object
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# File 'lib/ruby-ai/window.rb', line 138 def update if won? @ui.text = 'Success! Press <enter> to exit.' return end if @player.stop @ui.text = 'Game over. Press <enter> to exit.' return end if @player.pause @ui.text = 'Paused. Press <enter> to resume.' return end @ui.text = '' if Time.now - @last_ai_update > @ai_tick @last_ai_update = Time.now @player.send(:moved=, false) @ai.level(@level.to_i) end end |
#won? ⇒ Boolean
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# File 'lib/ruby-ai/window.rb', line 163 def won? return true if @won if @player.x == @goal.x && @player.y == @goal.y puts 'Success!' @won = true end end |