update syntax plans
This commit is contained in:
@@ -0,0 +1,23 @@
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window = Window.new 400, 400, title: "Button Test"
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main_scene = Scene.new
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default_font = Font.new "assets/DejaVuSans.ttf", 24, italic: true
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text = ElementText.new "Click me!", font: default_font, position: {x: 50, y: 50}, z: 1
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rect = ElementRect.new {x: 50, y: 50, w: 100, h: 25}, color: 0xFF0000, z: 0
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rect.on_click do
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rect.color = rect.color == 0xFF0000 ?
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0x00FF00
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:
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0xFF0000
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end
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main_scene.add_element text
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main_scene.add_element rect
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window.add_scene :main_scene, main_scene
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window.start :main_scene
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+115
-142
@@ -2,6 +2,7 @@
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# reference of what the engine should build up to.
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width, height = 720, 480
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image = Image.new "assets/loading.png"
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window = Window.new width, height, title: "My Game", loading_bg: image
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@@ -11,6 +12,9 @@ window.map_key ?s, :backward
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window.map_key ?a, :left
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window.map_key ?d, :right
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window.map_key ?h, :heal
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window.map_key ?t, :place
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menu_scene = Scene.new
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default_font = Font.new "assets/DejaVuSans.ttf", 12, italic: true
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@@ -30,165 +34,134 @@ world = ElementWorld.new
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# world.cam # camera object to control the view of the world, has position, zoom, rotation
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# can define any components with name and groups it is part of, systems will apply behaviour based on their groups
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# there are 5 inbuilt groups that have systems written for them, but you can create more component groups and systems for whatever you want
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# these groups are unique: true, meaning only on of it can be added to an entity and can be accesed using entity.group_name
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# there are 5 inbuilt groups that have systems written for them, but you can create more components and systems for whatever you want
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world.new_component :sample_body, [:body] do
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# these properties exist in the dsl, and are used by the physics engine, but you can also add any custom properties you want to the body and use them in your controller code or whatever
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shape = :rectangle
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size = {width: 50, height: 50}
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angle = 0
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mass = 1 # this can be set to 0 for static bodies that should not be affected by physics, these bodies will not move but can still collide with other bodies (velocity will be ignored for static bodies)
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velocity = {x: 1, y: 0}
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collision = true
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# whether this body should collide with other bodies, if false it will not collide with anything and will not be affected by physics, but can still be moved by setting the position directly or by using a controller, useful for things like ghosts or whatever
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# this is a custom component
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world.component :health do |c|
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field :health, int: 100
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allow_redefine [:health]
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end
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world.new_component :sample_sprite, [:sprite] do
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tiles = Tiles.from "assets/sprite.png", tile_width: 50, tile_height: 50
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animation1 = {tiles: 5..6, frame_rate: 10, loop: true}
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animations = {idle: animation1}
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current_animation = :idle
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end
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world.spawn do |e| # Name is optional
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e.tags = [:enemy]
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world.new_component :sample_light, [:light] do
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color = {r: 255, g: 255, b: 255, a: 255}
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intensity = 1.0
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radius = 100
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# useful if using inbuilt fog light shader only
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# mostly cuz i need it though most engines wouldnt have such a feature explicitly (it is dumb addition but i added it cuz i want to)
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# it could be achived using other methods / custom properties but this is just a convenient way to do it
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end
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world.new_component :sample_render, [:render] do
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# for extra rendering options like speech bubbles, health bars, etc
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z_index = 0 # by default all are y-sorted, but can override with z_index for more control in here
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renderer = do
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draw_rect 0, 0, 50, 50, {r: 255, g: 0, b: 0, a: 255} # example of custom rendering code for this entity (0,0 is the position of the entity)
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draw_text "Hello World", default_font, 0, 0, {r: 255, g: 255, b: 255, a: 255}
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e.position = {x: 100, y: 100} # entities always have a position, even if they don't have a body component, this is useful for rendering and for entities that don't need physics but still need to be positioned in the world
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e.add_component :body do |c|
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c.shape = :rectangle
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c.size = {width: 50, height: 50}
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c.angle = 0
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c.mass = 1
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c.velocity = {x: 0, y: 0}
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c.collision = true
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end
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# offset from the position of the entity, useful for things like speech bubbles or health bars that should be above the entity, etc
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offset = {x: 0, y: 0}
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end
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world.new_component :sample_controller, [:controller] do
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# these are defined in the window and mapped to the actual keys, so you can use whatever keys you want and just map them to these actions in the window
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# teh user can also remap them in the settings of the game
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keyboard_inputs = [
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:forward, :backward, :left, :right
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]
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# direct means only clicks on this entity will trigger the mouse inputs, useful for like chests or doors or whatever
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# global means mouse inputs will be triggered as long as the mouse is within the window, useful for like aiming or whatever
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# none means mouse inputs will not be triggered for this entity, useful for when the entity should not be interactable with the mouse
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# on direct and global mouse mode, you can also get the mouse position relative to the entity or the world
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mouse_input_mode = :direct
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mouse_position_mode = :relative
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mouse_inputs = [:left, :right, :hover]
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# when multiple entities match the mouse input, the one with the highest priority will receive the input, useful for when you have multiple entities on top of each other and you want to control which one should receive the mouse input
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mouse_priority = 100
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# doesnt work without a body component (as they have no size)
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update = do |delta_time|
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# example of custom controller code for this entity, delta_time is the time since the last update in ms, useful for making movement frame rate independent
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if key_down?(:forward)
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# move the entity forward, you can access the body component of the entity to move it with physics, or you can set the position directly for more arcade style movement, etc
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# if the entity has a body component, you can also apply forces or impulses to it for more realistic physics interactions
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# if the entity has a sprite component, you can also change the current animation based on the input or whatever
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entity.body.velocity.x = 0
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elsif key_down?(:backward)
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entity.body.velocity.y = 1
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else
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entity.body.velocity.y = 0
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end
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if colliding_with?([:enemies]) # list of groups to check collisions with
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puts "Colliding with an enemy!"
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end
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if mouse_down?(:left)
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# example of getting the mouse position relative to the entity or the world
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puts "Mouse position relative to entity: #{mouse_position}"
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e.add_component :sprite do |c|
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c.tiles = Tiles.from "assets/sprite.png", tile_width: 50, tile_height: 50
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animation1 = {tiles: 0..3, frame_rate: 10, loop: true}
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c.animations = {idle: animation1}
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c.current_animation = :idle
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end
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e.add_component :render do |c|
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c.z_index = 0
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c.renderer = proc do
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draw_rect 0, 0, 50, 50, {r: 255, g: 0, b: 0, a: 255} # example of custom rendering code for this entity (0,0 is the position of the entity)
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draw_text "Hello World", default_font, 0, 0, {r: 255, g: 255, b: 255, a: 255}
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end
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# offset from the position of the entity, useful for things like speech bubbles or health bars that should be above the entity, etc
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c.offset = {x: 0, y: 0}
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end
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e.add_component :health do |c|
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c.health = 100
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end
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end
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# this is a custom compoenent group and component
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world.define_group type: :component, name: :health, unique: false
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world.new_component :enemy_health, [:health] do
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health = 100
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# event subscriptions work like this, you can trigger events on the entity itself, or on the world
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on_event = {
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:damage => do |amount|
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health -= amount
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puts "Enemy took #{amount} damage, remaining health: #{health}"
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end
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}
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end
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world.define_group type: :entity, name: :enemies
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world.add_entity "Enemy1" do # Name is optional (as entities can be referenced by group or name)
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groups = [:enemies]
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position = {x: 100, y: 100} # entities always have a position, even if they don't have a body component, this is useful for rendering and for entities that don't need physics but still need to be positioned in the world
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components = [:sample_body, :sample_sprite, :sample_light, :sample_render, :sample_controller, :enemy_health]
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end
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world.add_entity "Trap Preview" do
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position = {x: 0, y: 0}
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components = [:sample_sprite]
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disabled = true # this entity will not be updated or rendered normally
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world.spawn "Trap Preview" do |e|
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e.position = {x: 0, y: 0}
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e.tags = [:trap_preview]
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e.active = false
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e.add_component :sprite do |c|
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c.tiles = Tiles.from "assets/trap.png", tile_width: 50, tile_height: 50
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animation1 = {tiles: 0..3, frame_rate: 10, loop: true}
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c.animations = {idle: animation1}
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c.current_animation = :idle
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end
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# e.remove_component :sprite # compoenents can also be removed
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end
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# systems are called on the world every update frame, some systems are built into the engine for things like physics, rendering, etc, but you can also create your own custom systems for things like trap placement, enemy spawning, etc
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world.add_system :health_regen do |dt|
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# example of a custom system that regenerates health for all entities with a health component, dt is the time since the last update in ms, useful for making things frame rate independent
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world.entities_query(:health).each do |entity|
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health_component = entity.healths.first # get the first health compoenent of teh entity (uses entity.group_names to access the component group - s or es added appropriately)
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health_component.health += 0.1 * dt # regenerate 0.1 health per second
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# systems can be created on queries
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# the query can be for compoenents or tags or both
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# match is set to list of all capturing queries
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# for components returns an object that responds to .each with every ceomponents values
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# for entities it does similarly
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query = tag(:enemy) & component(:health, true) & anti(name("Trap Preview", true))
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# in the match name will return just the one entity
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# tag and componet return list-like tables but they will be parallel and in order
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# empty columns will be filled with nil (not possible if only & is used)
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# the last part is to show how anti() works
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# it doesnt actually do anything as tag(:enemy) and component(:health) will never match name("Trap Preview") but it shows how you can use anti() to negate a query
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world.system :health_regen, for: query do |match, dt| # no trigger means always
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# example of a simple health regeneration system that regenerates health for all entities with a health component
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healths = match[0]
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healths.each do |health|
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health.health += 1 * dt # regenerate 1 health per second, dt is the delta time since the last update frame, so this will regenerate 1 health per second regardless of the frame rate
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health.health = [health.health, 100].min # cap health at 100
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end
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end
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world.add_system :trap_placement do |dt| # example from teh game mist trying to be made with this engine
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trigger = [:place]
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world.system :trap_placement, trigger: trigger do |dt|
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return unless world.holding_trap?
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world.spawn do |e|
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e.tags = [:trap]
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e.position = world.mouse_position_world
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e.add_component :sprite do |c|
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c.tiles = Tiles.from "assets/trap.png", tile_width: 50, tile_height: 50
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animation1 = {tiles: 0..3, frame_rate: 10, loop: true}
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c.animations = {idle: animation1}
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c.current_animation = :idle
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end
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e.add_component :body do |c|
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c.shape = :rectangle
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c.size = {width: 50, height: 50}
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c.angle = 0
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c.mass = 1
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c.velocity = {x: 0, y: 0}
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c.collision = true
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end
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end
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end
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# could be done as so or
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world.system :trap_preview, for: name("Trap Preview", true) do |match, dt| # example from teh game mist trying to be made with this engine
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# do trap placement logic when a trap is held
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if world.fetch(:holding_trap, false) # example of using the world's store to keep track of global state like whether the player is currently holding a trap or not
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if mouse_down?(:left)
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# place a trap at the mouse position, you can use the mouse position relative to the world for this
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world.add_entity "Trap" do
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groups = [:traps]
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position = mouse_position_world
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components = [:trap_body, :trap_sprite, :trap_render, :trap_controller]
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end
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world.store :holding_trap, false # stop placing traps until the player picks up another one
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else
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# show a preview of the trap at the mouse position, you can use the mouse position relative to the world for this
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world.entity("Trap Preview").update do
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position = mouse_position_world
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disabled = false # enable the trap preview entity to show it at the mouse position
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end
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end
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else
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# hide the trap preview when not holding a trap
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world.entity("Trap Preview").update do
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disabled = true
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end
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end
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return unless world.holding_trap?
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# show a preview of the trap at the mouse position, you can use the mouse position relative to the world for this
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e = match.first
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e.position = world.mouse_position_world
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e.active = true # enable the trap preview entity to show it at the mouse position
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end
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# this is used by teh engine like so
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# when a bunch of enities reuse the same components, you can define the components once and then just add them to the entities, which is more efficient than defining the components for each entity separately
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# and also for example all the entites that have a body component can be packed and calculated together in the physics engine, all the entities that have a sprite component can be packed and rendered together in the rendering engine, etc.
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# OR, this one isnt the exact same but shows that .active works on both entites and components
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world.add_shader :fog do |shader|
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world.system :trap_preview, for: name("Trap Preview", true) & component(:sprite, true) do |match, dt|
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return unless world.holding_trap?
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# if | was used between teh queries then the arrays would still be parallel but empty rows fit with nil
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# for & between they will always match and so the arrays will always be the same length and so you can just use the first one to set the position of the entity and then use the second one to set the active of the sprite component, etc (without nil check)
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match.second.each_with_index do |s, i|
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match.first[i].position = world.mouse_position_world
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s.active = true
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end
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end
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## ------ ##
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world.shader :fog do |shader|
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# shaders are per world
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vertex "assets/fog.vert"
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fragment "assets/fog.frag"
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@@ -196,7 +169,7 @@ world.add_shader :fog do |shader|
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data_format = {
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name: :float,
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time: :float,
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resolution: :vec2
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resolution: :vec2,
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# data required by teh shader is defined here once
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}
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@@ -209,7 +182,7 @@ world.add_shader :fog do |shader|
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z = 100 # shaders always appear above normal sprites but z is used to sort them relative to each other, so a shader with z 100 will appear above a shader with z 50, but both will appear above normal sprites
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end
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window.add_scene :menu_scene => menu_scene
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window.add_scene :game_scene => game_scene
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window.add_scene :menu_scene, menu_scene
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window.add_scene :game_scene, game_scene
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window.start :menu_scene # first scene to show when the game starts, stops the loading bg
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@@ -0,0 +1,40 @@
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class Query
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def initialize(type, value, capturing)
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@type = type
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@value = value
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@query_l = nil
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@query_r = nil
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@capturing = capturing
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end
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def &(other)
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@query_l = self
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@query_r = other
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self.type = :and
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self
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end
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def |(other)
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@query_l = self
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@query_r = other
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self.type = :or
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self
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end
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end
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def tag(name, capturing = false)
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return Query.new(:tag, name, capturing)
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end
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def component(name, capturing = false)
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return Query.new(:component, name, capturing)
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end
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def name(name, capturing = false)
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return Query.new(:name, name, capturing)
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end
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def anti(query)
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query.type = :"not_#{query.type}"
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query
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end
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@@ -398,6 +398,7 @@ bool Window::poll(Event &event) {
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break;
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case SDL_EVENT_KEY_DOWN:
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#warning This is a bit of a hack to prevent key down/up events from being generated when text input is active on certian keys, but this list is not enough, need to look more into it
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if (text_input_active && sdl_event.key.key > '0' && sdl_event.key.key < 'z')
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return false;
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event.type = Event::KEY_DOWN;
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Reference in New Issue
Block a user