App.run 720, 480, "Button Test" main_scene = Scene.new default_font = Font.new "assets/fonts/charybdis.ttf", 24, pixel_art: true bg_image1 = Image.new "assets/images/menu_bg.png", alpha: 0.7, pixel_art: true bg_image2 = Image.new "assets/images/game_over_dead_bg.png", alpha: 1, pixel_art: true bg_animation = Animation.new [bg_image1, bg_image2], fps: 5 App.language = :en App.localize(:en, :btn_text, "Click me!") text = ElementText.new :btn_text, default_font, position: {x: 50, y: 50}, z: 1, click_through: true rect = ElementRect.new({x: 50, y: 50, w: 100, h: 25}, 0xFF0000FF, z: 0) image_element = ElementImage.new bg_animation, position: {x: 0, y: 0}, z: -1, click_through: true rect.on_click do rect.color = rect.color == 0xFF0000FF ? 0x00FF00FF : 0xFF0000FF end =begin input handling: on_click - exists to simplify on elements, not the standard way. App.map_key(:space, :jump) # maps the space key to a :jump action (multiple keys can be mapped to the same action) # all events here are in english ones, (so need to find which english key corresponds to the key in the current language of the keyboard) key can be one of [:a..:z, :0..:9, :space, :enter, :shift, :ctrl, :alt, :tab, :backspace, :escape, :up, :down, :left, :right, :middle] this can be checked anywhere using: App.down?(:jump) # returns true if the jump action is currently being pressed App.pressed?(:jump) # returns true if the jump action was just pressed this frame App.released?(:jump) # returns true if the jump action was just released this frame for wheel, you can use: App.wheel # returns a hash with :x and :y values representing the wheel movement since the last frame (can be used for zooming, scrolling, etc.) mouse position can be accessed with: App.mouse_position # returns a hash with :x and :y values representing the current mouse position in the window For localized input, you can use: App.start_text_input! App.text_input # returns the text typed this frame as a string (useful for text input fields, chat, etc.) # can be multiple characters if the user types fast, so you should append it to a string variable to get the full input App.stop_text_input! #### also in a scene you can use (with click_though semantics): main_scene.elements_at(x, y) =end main_scene.on_update do |delta_time| # puts "Delta time: #{delta_time}ms" # commented out to avoid spamming the console, but you can uncomment to see the delta time being printed every frame # runs at 60fps, so you should see around 16-17ms being printed el = main_scene.elements_at(App.mouse_position) for elem in el if elem == image_element puts "Hovering over image element" elsif elem == rect puts "Hovering over rect element" elsif elem == text puts "Hovering over text element" end end end main_scene << text main_scene << rect main_scene << image_element # main_scene.delete(text) # Uncomment to test element deletion App.start main_scene