More refactoring of sprite code.
Also, adjusted some rubocop rules (with justifications)
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5 changed files with 134 additions and 97 deletions
21
.rubocop.yml
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21
.rubocop.yml
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# the extension popped up a warning to include this:
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AllCops:
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NewCops: enable
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# my functions have too many assignments, I get it.
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# I have a lot to keep track of.
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Metrics/AbcSize:
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Enabled: false
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# 10-line methods are /way/ too short
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Metrics/MethodLength:
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Max: 100
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# Yeah, I've got constants with mutables in them. Doesn't bother me.
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Style/MutableConstant:
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Enabled: false
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# I like my hash alignment neat.
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Layout/HashAlignment:
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EnforcedHashRocketStyle: table
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EnforcedColonStyle: table
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# DragonRuby required the file extension, therefore /not/ redundant.
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RedundantFileExtensionInRequire:
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Enabled: false
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18
app/main.rb
18
app/main.rb
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@ -1,23 +1,33 @@
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# frozen_string_literal: true
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# first, third-party libraries
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require 'lib/coalesce.rb'
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# then, some basic classes required for lists of assets
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require 'app/sprite_instance.rb'
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# then, asset lists
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require 'sprites/_list.rb'
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# then, utility classes
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require 'app/input.rb'
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require 'app/sprite.rb'
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require 'app/util.rb'
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require 'app/sound.rb'
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require 'app/constants.rb'
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require 'app/menu.rb'
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require 'app/scene.rb'
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require 'app/game_setting.rb'
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require 'app/sound.rb'
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require 'app/text.rb'
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# then, the scenes
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require 'app/scenes/gameplay.rb'
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require 'app/scenes/main_menu.rb'
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require 'app/scenes/paused.rb'
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require 'app/scenes/settings.rb'
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require 'app/scenes/cube_tube.rb'
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# NOTE: add all requires above this
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# finally, the main tick
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# NOTE: add all other requires above this
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require 'app/tick.rb'
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@ -1,95 +1,7 @@
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# frozen_string_literal: true
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# Module for managing and interacting with sprites.
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module Sprite
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# Create type with ALL sprite properties AND primitive_marker
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class SpriteInstance
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attr_accessor :x, :y, :w, :h, :path, :angle, :a, :r, :g, :b,
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:source_x, :source_y, :source_w, :source_h,
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:tile_x, :tile_y, :tile_w, :tile_h,
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:flip_horizontally, :flip_vertically,
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:angle_anchor_x, :angle_anchor_y, :blendmode_enum
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def primitive_marker
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:sprite
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end
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def initialize opts
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@x = opts[:x]
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@y = opts[:y]
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@w = opts[:w]
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@h = opts[:h]
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@path = opts[:path]
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@angle = opts[:angle]
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@a = opts[:a]
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@r = opts[:r]
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@g = opts[:g]
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@b = opts[:b]
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@source_x = opts[:source_x]
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@source_y = opts[:source_y]
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@source_w = opts[:source_w]
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@source_h = opts[:source_h]
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@tile_x = opts[:tile_x]
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@tile_y = opts[:tile_y]
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@tile_w = opts[:tile_w]
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@tile_h = opts[:tile_h]
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@flip_horizontally = opts[:flip_horizontally]
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@flip_vertically = opts[:flip_vertically]
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@angle_anchor_x = opts[:angle_anchor_x]
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@angle_anchor_y = opts[:angle_anchor_y]
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@blendmode_enum = opts[:blendmode_enum]
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end
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def render(args, opts = {})
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args.outputs.sprites << [
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opts[:x]._?(@x),
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opts[:y]._?(@y),
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opts[:w]._?(@w),
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opts[:h]._?(@h),
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opts[:path]._?(@path),
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opts[:angle]._?(@angle),
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opts[:a]._?(@a),
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opts[:r]._?(@r),
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opts[:g]._?(@g),
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opts[:b]._?(@b),
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opts[:source_x]._?(@source_x),
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opts[:source_y]._?(@source_y),
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opts[:source_w]._?(@source_w),
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opts[:source_h]._?(@source_h),
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opts[:tile_x]._?(@tile_x),
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opts[:tile_y]._?(@tile_y),
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opts[:tile_w]._?(@tile_w),
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opts[:tile_h]._?(@tile_h),
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opts[:flip_horizontally]._?(@flip_horizontally),
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opts[:flip_vertically]._?(@flip_vertically),
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opts[:angle_anchor_x]._?(@angle_anchor_x),
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opts[:angle_anchor_y]._?(@angle_anchor_y),
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opts[:blendmode_enum]._?(@blendmode_enum)
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]
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end
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end
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# annoying to track but useful for reloading with +i+ in debug mode; would be
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# nice to define a different way
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SPRITES = {
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train: SpriteInstance.new({ w: 1597, h: 540, path: 'sprites/train-1.png' }),
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train_fore: SpriteInstance.new({ w: 1597, h: 540, path: 'sprites/train-2.png' }),
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screen: SpriteInstance.new({ w: 250, h: 210, path: 'sprites/screen.png' }),
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tunnel: SpriteInstance.new({ w: 267, h: 144, path: 'sprites/tunnel.png' }),
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pause: SpriteInstance.new({ w: 16, h: 16, path: 'sprites/pause.png' }),
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gray: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/gray.png' }),
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black: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/black.png' }),
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white: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/white.png' }),
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red: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/red.png' }),
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green: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/green.png' }),
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blue: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/blue.png' }),
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yellow: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/yellow.png' }),
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indigo: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/indigo.png' }),
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violet: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/violet.png' }),
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orange: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/orange.png' }),
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screen_s1: SpriteInstance.new({ w: 250, h: 210, path: 'sprites/screen-s1.png' }),
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screen_s2: SpriteInstance.new({ w: 250, h: 210, path: 'sprites/screen-s2.png' }),
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screen_s3: SpriteInstance.new({ w: 250, h: 210, path: 'sprites/screen-s3.png' }),
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screen_s4: SpriteInstance.new({ w: 250, h: 210, path: 'sprites/screen-s4.png' }),
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}
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class << self
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def reset_all(args)
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SPRITES.each { |_, v| args.gtk.reset_sprite(v) }
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@ -99,5 +11,4 @@ module Sprite
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SPRITES.fetch(key)
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end
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end
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end
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end
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68
app/sprite_instance.rb
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68
app/sprite_instance.rb
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# frozen_string_literal: true
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# Create type with ALL sprite properties AND primitive_marker
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class SpriteInstance
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attr_accessor :x, :y, :w, :h, :path, :angle, :a, :r, :g, :b,
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:source_x, :source_y, :source_w, :source_h,
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:tile_x, :tile_y, :tile_w, :tile_h,
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:flip_horizontally, :flip_vertically,
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:angle_anchor_x, :angle_anchor_y, :blendmode_enum
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def primitive_marker
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:sprite
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end
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def initialize(opts)
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@x = opts[:x]
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@y = opts[:y]
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@w = opts[:w]
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@h = opts[:h]
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@path = opts[:path]
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@angle = opts[:angle]
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@a = opts[:a]
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@r = opts[:r]
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@g = opts[:g]
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@b = opts[:b]
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@source_x = opts[:source_x]
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@source_y = opts[:source_y]
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@source_w = opts[:source_w]
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@source_h = opts[:source_h]
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@tile_x = opts[:tile_x]
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@tile_y = opts[:tile_y]
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@tile_w = opts[:tile_w]
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@tile_h = opts[:tile_h]
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@flip_horizontally = opts[:flip_horizontally]
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@flip_vertically = opts[:flip_vertically]
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@angle_anchor_x = opts[:angle_anchor_x]
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@angle_anchor_y = opts[:angle_anchor_y]
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@blendmode_enum = opts[:blendmode_enum]
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end
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def render(args, opts = {})
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args.outputs.sprites << [
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opts[:x]._?(@x),
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opts[:y]._?(@y),
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opts[:w]._?(@w),
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opts[:h]._?(@h),
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opts[:path]._?(@path),
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opts[:angle]._?(@angle),
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opts[:a]._?(@a),
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opts[:r]._?(@r),
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opts[:g]._?(@g),
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opts[:b]._?(@b),
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opts[:source_x]._?(@source_x),
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opts[:source_y]._?(@source_y),
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opts[:source_w]._?(@source_w),
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opts[:source_h]._?(@source_h),
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opts[:tile_x]._?(@tile_x),
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opts[:tile_y]._?(@tile_y),
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opts[:tile_w]._?(@tile_w),
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opts[:tile_h]._?(@tile_h),
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opts[:flip_horizontally]._?(@flip_horizontally),
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opts[:flip_vertically]._?(@flip_vertically),
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opts[:angle_anchor_x]._?(@angle_anchor_x),
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opts[:angle_anchor_y]._?(@angle_anchor_y),
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opts[:blendmode_enum]._?(@blendmode_enum)
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]
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end
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end
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27
sprites/_list.rb
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27
sprites/_list.rb
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# frozen_string_literal: true
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module Sprite
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# annoying to track but useful for reloading with +i+ in debug mode; would be
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# nice to define a different way
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SPRITES = {
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train: SpriteInstance.new({ w: 1597, h: 540, path: 'sprites/train-1.png' }),
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train_fore: SpriteInstance.new({ w: 1597, h: 540, path: 'sprites/train-2.png' }),
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screen: SpriteInstance.new({ w: 250, h: 210, path: 'sprites/screen.png' }),
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tunnel: SpriteInstance.new({ w: 267, h: 144, path: 'sprites/tunnel.png' }),
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pause: SpriteInstance.new({ w: 16, h: 16, path: 'sprites/pause.png' }),
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gray: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/gray.png' }),
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black: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/black.png' }),
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white: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/white.png' }),
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red: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/red.png' }),
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green: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/green.png' }),
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blue: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/blue.png' }),
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yellow: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/yellow.png' }),
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indigo: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/indigo.png' }),
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violet: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/violet.png' }),
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orange: SpriteInstance.new({ w: 176, h: 148, path: 'sprites/box/orange.png' }),
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screen_s1: SpriteInstance.new({ w: 250, h: 210, path: 'sprites/screen-s1.png' }),
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screen_s2: SpriteInstance.new({ w: 250, h: 210, path: 'sprites/screen-s2.png' }),
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screen_s3: SpriteInstance.new({ w: 250, h: 210, path: 'sprites/screen-s3.png' }),
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screen_s4: SpriteInstance.new({ w: 250, h: 210, path: 'sprites/screen-s4.png' }),
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}
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end
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