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Ruby Tutorial
##Disclaimer
This is a modified version of Gosu's Tutorial wiki page. Please go check out that gem!
If you're impatient, here's a link to a live demo of this game: http://domgetter.github.io/dare/tutorial.html
This and other example games are included with the rest of the library.
If you don't have an editor that supports direct execution (TextMate, SciTE, ViM, SublimeText, etc.), cd
into the directory and create the js file with rake build
and then open tutorial.html in your favorite browser.
Install the dare gem using rubygems
$ gem install dare
After that's done, use dare to create a new directory with some staring files
$ dare new game
create game/Gemfile
create game/Rakefile
create game/game.rb
create game/game.html
$ cd game
game$ rake build
game$
You can now open game.html in your browser!
The easiest way to create a complete Dare application is to write a new class that inherits from Dare::Window
(see the reference for a complete description of its interface). Here's how a minimal Game
class might look:
require 'dare'
class Game < Dare::Window
def initialize
super width: 640, height: 480, border: true
self.caption = "Dare Tutorial Game"
end
def update
end
def draw
end
end
Game.new.run!
The constructor initializes the Dare::Window
base class. The parameters shown here create a 640x480 pixels-large canvas in the browser. The :border
option adds a 1px black border around the canvas. self.caption=
will set the window's title to whatever you like (self.title= works too).
update
and draw
are overrides of Dare::Window
's methods. update
is called 60 times per second (by default) and should contain the main game logic: move objects, handle collisions, etc.
draw
is called afterwards and whenever the window needs repainting for other reasons, and may also be skipped every other time if the FPS go too low. It should contain the code to redraw the whole screen, and no logic whatsoever.
Then follows the main program. A window is created and its run!
method is called, which does not return until the window/tab has been closed by the user or its own code. Tada! - go run rake build
and refresh your browser and now you have a small white canvas with a title of your choice, and a nice little border!
require 'dare'
class Game < Dare::Window
def initialize
super width: 640, height: 480, border: true
self.caption = "Dare Tutorial Game"
@background_image = Dare::Image.new("assets/Space.png")
end
def update
end
def draw
@background_image.draw # same as @background_image.draw(0, 0, canvas: Dare.default_canvas)
end
end
Game.new.run!
Dare::Image#initialize
takes one argument (plus an options hash). Like all drawable media resources, it is tied to a canvas, and by default, this is the one you already have (but you can use the :canvas
option to pass a different one). All of Dare's drawable resources need a canvas for initialization and will hold an internal reference to that canvas. Second, the file name of the image file is given. You can either pass an absolute URL, or a relative path to the resulting js file.
As mentioned in the last lesson, Game's draw
method is the place to draw everything, so this is the place for us to draw our background image.
There are no required arguments since we'll be drawing with the defaults (starting at the top left on the default canvas). Don't forget to rake build
and refresh!
Here comes a simple player class:
class Player
def initialize
@image = Dare::Image.new("assets/Starfighter.png")
@x = @y = @vel_x = @vel_y = 0.0
@angle = 90.0
@score = 0
end
def warp(x, y)
@x, @y = x, y
end
def turn_left
@angle += 4.5
end
def turn_right
@angle -= 4.5
end
def accelerate
@vel_x += Dare.offset_x(@angle, 0.5)
@vel_y += Dare.offset_y(@angle, 0.5)
end
def move
@x += @vel_x
@y += @vel_y
@x %= 640
@y %= 480
@vel_x *= 0.95
@vel_y *= 0.95
end
def draw
@image.draw_rot(@x, @y, @angle)
end
end
There are a couple of things to say about this:
- Player#accelerate makes use of the
offset_x
/offset_y
methods. They are similar to what some people use sin/cos for: For example, if something moved 100 pixels at an angle of 60°, it would passoffset_x(60, 100)
pixels horizontally andoffset_y(60, 100)
pixels vertically. - Note that
draw_rot
puts the center of the image at (x; y) - not the upper left corner as draw does! - The player is drawn on top of the background image because it was drawn after the background image. We'll figure out a better scheme for draw order later.
- Also, see the rdoc for all drawing methods and arguments.
class Game < Dare::Window
def initialize
super width: 640, height: 480
self.caption = "Dare Tutorial Game"
@background_image = Dare::Image.new("media/Space.png")
@player = Player.new
@player.warp(320, 240)
end
def update
if button_down? Dare::KbLeft
@player.turn_left
end
if button_down? Dare::KbRight
@player.turn_right
end
if button_down? Dare::KbUp
@player.accelerate
end
@player.move
end
def draw
@player.draw
@background_image.draw
end
end
Game.new.run!
As you can see, we have introduced keyboard input!
Similar to update
and draw
, Dare::Window
provides the method button_down?(id)
which returns true
if the id is the same as a key currently being pressed. (For a list of predefined button constants, see rdoc).
If you rake build
and refresh your browser, you should be able to fly around!
What is an animation? A sequence of images - so we'll use Ruby's built in Arrays to store them. (For a real game, there is no way around writing some classes that fit the game's individual needs, but we'll get away with this simple solution for now.)
Let's introduce the stars which are the central object of this lesson. Stars appear out of nowhere at a random place on the screen and live their animated lives until the player collects them. The definition of the Star class is rather simple:
class Star
attr_reader :x, :y
def initialize(animation)
@animation = animation
@creation_time = Dare.ms
@x = rand 640
@y = rand 480
end
def draw
img = @animation[((Dare.ms-@creation_time)/100).to_i % @animation.size];
img.draw_rot(@x, @y)
end
end
Since we don't want each and every star to load the animation again, we can't do that in its constructor, but rather pass it in from somewhere else. (The Window will load the animation in about three paragraphs.)
To show a different frame of the stars' animation every 100 milliseconds, the time returned by Dare::ms
is divided by 100 and then modulo-ed down to the number of frames (we also use to_i since javascript will treat the /100 like a float). We also want to subtract the time at which the star was born, so that they all spin separately. This very image is then drawn centered at the star's position.
Now let's add easy code to the player to collect away stars from an array:
class Player
...
def score
@score
end
def collect_stars(stars)
if stars.reject! {|star| Dare.distance(@x, @y, star.x, star.y) < 35 }
@score += 1
end
end
end
Now let's modify Game
to load the animation, spawn new stars, have the player collect them and draw the remaining ones:
...
class Game < Dare::Window
def initialize
super width: 640, height: 480
self.caption = "Dare Tutorial Game"
@background_image = Dare::Image.new("assets/Space.png")
@player = Player.new
@player.warp(320, 240)
@star_animation = Dare::Image.load_tiles("assets/Star.png", width: 25)
@stars = []
end
def update
...
@player.move
@player.collect_stars(@stars)
if rand(100) < 4 and @stars.size < 25
@stars << Star.new(@star_animation)
end
end
def draw
@background_image.draw
@player.draw
@stars.each(&:draw)
end
...
Done! After a rake build
and a refresh, you can now collect stars!
Finally, we want to draw the current score using a font and play a 'beep' sound every time the player collects a star. The Window will handle the text part, loading a font 20 pixels high:
class Game < Dare::Window
def initialize
...
@font = Dare::Font.new(font: "Arial", size: 20, color: 'yellow')
end
...
def draw
@background_image.draw
@player.draw
@stars.each(&:draw)
@font.draw("Score: #{@player.score}", 10, 10) # you could have passed color: 'yellow' here too
end
end
What's left for the player? Right: A counter for the score, loading the sound and playing it.
class Player
def initialize
@image = Dare::Image.new("assets/Starfighter.png")
@grab_star_beep = Dare::Sound.new("assets/Beep.wav", overlap: 3)
@x = @y = @vel_x = @vel_y = 0.0
@angle = 90.0
@score = 0
end
...
def collect_stars(stars)
if stars.reject! {|star| Dare.distance(@x, @y, star.x, star.y) < 35}
@score += 10
@grab_star_beep.play
end
end
end
As you can see, loading and playing sound effects couldn't be easier! The overlap option lets more than one of the same sound play at once. Don't worry, you can play two different sounds at once without specifying the overlap! See the rdoc for other ways of playing back sounds - volume, looping, etc.
That's it! Everything else is up to your imagination. Also, to see a live demo of this tutorial, check out this page: http://domgetter.github.io/dare/tutorial.html