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