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= CHINGU http://github.com/ippa/chingu/tree/master

DOCUMENTATION: http://rdoc.info/projects/ippa/chingu

Ruby 1.9.1 is recommended. Also works with 1.8.7+.

This is still a rather young project, core classes and naming can still change.

== INSTALL gem sources -a http://gems.github.com sudo gem install ippa-chingu

== DESCRIPTION Game framework built on top of the OpenGL accelerated game lib Gosu. It adds simple yet powerful game states, prettier input handling, deployment safe asset-handling, a basic re-usable game object and automation of common task.

== THE STORY The last years I've dabbled around a lot with game development. I've developed games in both Rubygame and Gosu. I've looked at gamebox. Rubygame is a very capable framework with a lot of functionality (collision detection, very good event system etc). Gosu is way more minimalistic but also faster with OpenGL -acceleration. Gosu isn't likely to get much more complex since it does what it should do very well and fast.

After 10+ game prototypes and some finished smaller games I started to see patterns each time I started a new game. Making classes with x/y/image/other-parameters that I called update/draw on in the main loop. This became the basic Chingu::GameObject which encapsulates Gosus "Image.draw_rot" and enables automatic updating/drawing through "game_objects".

There was always a huge big chunk of checking keyboard-events in the main loop. Borrowing ideas from Rubygame this has now become @player.keyboard(:left => :move_left, :space => :fire ... etc.

== CORE OVERVIEW Chingu consists of the following core classes / concepts:

=== Chingu::Window The main window, use it at you use Gosu::Window now. Calcs the framerate, takes care of states, handles chingu-formated input, updates and draws BasicGameObject / GameObjects automaticly. Available thoughout your source as $window (Yes, that's the only global Chingu has).

=== Chingu::GameObject Use this for all your in game objects. The player, the enemies, the bullets, the powerups, the loot laying around. It's very reusable and doesn't contain any game-logic (that's up to you!). Only stuff to put it on screen a certain way. If you do GameObject.create() instead of new() Chingu will keep save the object in the "game_object"-list for automatic updates/draws. GameObjects also have the nicer Chingu input-mapping: @player.input = { :left => :move_left, :right => :move_right, :space => :fire} Has either Chingu::Window or a Chingu::GameState as "parent".

=== Chingu::BasicGameObject For those who think GameObject is a too little fat, there's BasicGameObject (GameObject inherits from BasicGameObject). BasicGameObject is just an empty frame (no x,y,image accessors or draw-logic) for you to build on. It can be extended with Chingus trait-system though. The new() vs create() behaivor of GameObject comes from BasicGameObject. BasicGameObject#parent points to either $window or a game state and is automaticly set on creation time.

=== Chingu::GameStateManager Keeps track of the game states. Implements a stack-based system with push_game_state and pop_game_state.

=== Chingu::GameState A "standalone game loop" that can be activated and deactivated to control game flow. A game state is very much like a main gosu window. You define update() and draw() in a gamestate. It comes with 2 extras that main window doesn't have. #setup (called when activated) and #finalize (called when deactivated)

If using game states, the flow of draw/update/button_up/button_down is: Chingu::Window --> Chingu::GameStateManager --> Chingu::GameState. For example, inside game state Menu you call push_game_state(Level). When Level exists, it will go back to Menu.

=== Traits Traits are extensions (or plugins if you so will) to BasicGameObjects. The aim is so encapsulate common behaivor into modules for easy inclusion in your game classes. Making a trait is easy, just an ordinary module with the methods setup_trait(), update_trait() and/or draw_trait(). It currently has to be namespaced to Chingu::Traits for "has_trait" to work inside GameObject-classes.

== OTHER CLASSES / HELPERS

=== Chingu::Text Makes use of Gosu::Font more rubyish and powerful. In it's core, another Chingu::GameObject + Gosu::Font.

=== Chingu::Animation Load and interact with tile-based animations. loop, bounce and access invidual frame(s) easily. An "@image = @animation.next!" in your Player#update is usually enough to get you started!

=== Chingu::Parallax A class for easy paralaxxscrolling. See example3.rb for more.

=== Various Helpers Both $window and game states gets some new graphical helpers, currently only 3, but quite useful:

fill() # Fills whole window with color 'color'. fill_rect() # Fills a given Rect 'rect' with Color 'color' fill_gradient() # Fills window or a given rect with a gradient between two colors.

If you base your models on GameObject (or BasicGameObject) you get: Enemy.all # Returns all object based on this class Enemy.each # Iterates through all objects of class Enemt. Enemy.destroy_if(&block) # destroy all objects for which &block returns true

== BASICS / EXAMPLES

=== Chingu::Window With Gosu the main window inherits from Gosu::Window. In Chingu we use Chingu::Window. It's a basic Gosu::Window with extra cheese on top of it. keyboard handling, automatic update/draw calls to all gameobjects, fps counting etc.

You're probably familiar with this very common Gosu pattern:

ROOT_PATH = File.dirname(File.expand_path(FILE)) class Game < Gosu::Window def initialize @player = Player.new end

def update
  if button_down? Button::KbLeft
    @player.left
  elsif button_down? Button::KbRight
    @player.right
  end
  
  @player.update      
end

def draw
  @player.draw
end

end

class Player attr_accessor :x,:y,:image def initialize(options) @x = options[:x] @y = options[:y] @image = Image.new(File.join(ROOT_PATH, "media", "player.png")) end

def move_left
  @x -= 1
end

def move_right
  @x += 1
end

def draw
  @image.draw(@x,@y,100)
end

end

Game.new.show # Start the Game update/draw loop!

Chingu doesn't change any fundamental concept of Gosu, but it will make the above code cleaner:

We use Chingu::Window instead of Gosu::Window

class Game < Chingu::Window def initialize super # This is always needed if you want to take advantage of what chingu offers # # Player will automaticly be updated and drawn since it's a Chingu::GameObject # You'll need your own Game#update/#draw after a while, but just put #super there and Chingu can do its thing. # @player = Player.create @player.input = {:left => :move_left, :right => :move_right} end
end

If we create classes from Chingu::GameObject we get stuff for free.

The accessors: image,x,y,zorder,angle,factor_x,factor_y,center_x,center_y,mode,update,draw

You might recognize those from #draw_rot - http://www.libgosu.org/rdoc/classes/Gosu/Image.html#M000023

And in it's core, that's what Chingu::GameObject is, an encapsulation of draw_rot with some extra cheese.

For example, we get automatic calls to draw/update with Chingu::GameObject, which usually is what you want.

You could stop this by doing: @player = Player.new(:draw => false, :update => false)

class Player < Chingu::GameObject def initialize(options) super(options.merge(:image => Image["player.png"]) end

def move_left
  @x -= 1
end

def move_right
  @x += 1
end    

end

Game.new.show # Start the Game update/draw loop!

Roughly 50 lines became 26 more powerful lines. (you can do @player.angle = 100 for example)

If you've worked with Gosu for a while you're probably tired of passing around the window-parameter. Chingu solves this (as has many other developers) with a global variable $window. Yes, globals are bad, but in this case it kinda makes sense. It's used under the hood in various places.

=== Chingu::GameObject This is our basic "game unit"-class, meaning most in game objects (players, enemies, bullets etc) should be inherited from Chingu::GameObject. The basic ideas behind it are:

  • Encapsulate only the very common basics that Most in game objects need
  • Keep naming close to Gosu, but add smart convenient methods / shortcuts and a more rubyish feeling
  • No game logic allowed in GameObject, since that's not likely to be useful for others.

I've chose to base it around Image#draw_rot. So basically all the arguments that you pass to draw_rot can be passed to GameObject#new when creating a new object, an example using almost all arguments would be:

You probably recognize the arguments from http://www.libgosu.org/rdoc/classes/Gosu/Image.html#M000023

@player = Player.new(:image => Image["player.png"], :x=>100, :y=>100, :zorder=>100, :angle=>45, :factor_x=>10, :factor_y=>10, :center_x=>0, :center_y=>0)

A shortcut for the above line would be

@player = Player.new(:image => Image["player.png"], :x=>100, :y=>100, :zorder=>100, :angle=>45, :factor=>10, :center=>0)

I've tried doing sensible defaults:

x/y = [middle of the screen] for super quick display where it should be easy in sight)

angle = 0 (no angle by default)

center_x/center_y = 0.5 (basically the center of the image will be drawn at x/y)

factor_x/factor_y = 1 (no zoom by default)

@player = Player.new

By default Chingu::Window calls update & draw on all GameObjects in it's own update/draw.

If this is not what you want, use :draw and :update

@player = Player.new(:draw => false, :update => false)

=== Input One of the core things I wanted a more natural way of inputhandling. You can define input -> actions on Chingu::Window, Chingu::GameState and Chingu::GameObject. Like this:

When left arrow is pressed, call @player.turn_left ... and so on.

@player.input = { :left => :turn_left, :right => :turn_right, :left => :halt_left, :right => :halt_right }

In Gosu the equivalent would be:

def button_down(id) @player.turn_left if id == Button::KbLeft @player.turn_right if id == Button::KbRight end

def button_up(id) @player.halt_left if id == Button::KbLeft @player.halt_right if id == Button::KbRight end

Another more complex example:

So what happens here?

Pressing P would create an game state out of class Pause, cache it and activate it.

Pressing ESC would call Play#close

Holding down LEFT would call Play#move_left on every game iteration

Holding down RIGHT would call Play#move_right on every game iteration

Releasing SPACE would call Play#fire

class Play < Chingu::GameState def initialize self.input = { :p => Pause, :escape => :close, :holding_left => :move_left, :holding_right => :move_right, :released_space => :fire } end end class Pause < Chingu::GameState # pause logic here end

In Gosu the above code would include code in button_up(), button_down() and a check for button_down?() in update().

Every symbol can be prefixed by either "released_" or "holding_" while no prefix at all defaults to pressed once.

So, why not :up_space or :release_space instead of :released_space? +:up_space+ doesn't sound like english, :release_space sounds more like a command then an event.

Or +:hold_left+ or :down_left instead of :holding_left? :holding_left sounds like something that's happening over a period of time, not a single trigger, which corresponds well to how it works.

And with the default :space => :something you would imagine that :something is called once. You press :space once, :something is executed once.

=== GameState / GameStateManager Chingu incorporates a basic push/pop game state system (as discussed here: http://www.gamedev.net/community/forums/topic.asp?topic_id=477320).

Game states is a way of organizing your intros, menus, levels.

Game states aren't complicated. In Chingu a GameState is a class that behaves mostly like your default Gosu::Window (or in our case Chingu::Window) game loop.

A simple GameState-example

class Intro < Chingu::GameState

def update
  # game logic here
end

def draw
  # screen manipulation here
end
    
# Called when we enter the game state
def setup
  @player.angle = 0   # point player upwards
end

# Called when we leave the game state
def finalize
  push_game_state(Menu)   # switch to game state "Menu"
end

end

Looks familiar yet? You can activate the above game state in 2 ways

class Game < Chingu::Window def initialize # # 1) Create a new Intro-object and activate it (pushing to the top). # This version makes more sense if you want to pass parameters to the gamestate, for example: # push_game_state(Level.new(:level_nr => 10)) # push_game_state(Intro.new)

  #
  # 2) This leaves the actual object-creation to the game state manager.
  # Intro#initialize() is called, then Intro#setup()
  #
  push_game_state(Intro)
end

end

Another example:

class Game < Chingu::Window def initialize # # We start by pushing Menu to the game state stack, making it active as the only state on stack. # :setup => :false which will skip setup() from being called (standard when switching to a new state) # push_game_state(Menu, :setup => false)

  #
  # We push another game state to the stack, Play. We now have 2 states, which active being first / active.
  #
  # :finalize => false will skip setup() from being called on game state 
  # that's being pushed down the stack, in this case Intro.setup().
  #
  push_game_state(Play, :finalize => false)

  #
  # This would remove Play state from the stack, going back to the Menu-state. But also:
  # .. skipping the standard call to Menu#setup     (the new game state)
  # .. skipping the standard call to Play#finalize  (the current game state)
  #
  # :setup => false can for example be useful when pop'ing a Pause game state. (see example4.rb)
  #
  pop_game_state(:setup => false, :finalize => :false)
  
  #
  # Replace the current game state with a new one.
  # :setup and :finalize options are available here as well.
  #
  switch_game_state(Credits)
end

end

A GameState in Chingu is just a class with the following instance methods:

  • initialize() - called only once with push_game_state(Intro) but every time with push_game_state(Intro.new)
  • setup() - called each time the game state becomes active.
  • button_down(id) - Called when a button is down
  • button_up(id) - Called when a button is released
  • update() - just as in your normal game loop, put your game logic here.
  • draw() - just as in your normal game loop, put your screen manipulation here.
  • finalize() - called when a game state de-activated (for example by pushing a new one on top with push_game_state)

Chingu::Window automatically creates a @game_state_manager and makes it accessible in our game loop. By default the game loop calls update() / draw() on the the current game state.

Chingu also has a couple of helpers-methods for handling the game states: In a main loop or in a game state:

  • push_game_state(state) - adds a new gamestate on top of the stack, which then becomes the active one
  • pop_game_state - removes active gamestate and activates the previous one
  • switch_game_state(state) - replaces current game state with a new one
  • current_game_state - returns the current game state
  • previous_game_state - returns the previous game state (useful for pausing and dialog boxes, see example4.rb)
  • pop_until_game_state(state) - pop game states until given state is found
  • clear_game_states - removes all game states from stack

To switch to a certain gamestate with a keypress use Chingus input handler: class Intro < Chingu::GameState def setup self.input = { :space => lambda{push_gamestate(Menu.new)} } end end

Or Chingus shortcut:

class Intro < Chingu::GameState def setup self.input = { :space => Menu } end end

Chingus inputhandler will detect that Menu is a gamestate-class, create a new instance, cache it and activate it with push_game_state().

=== Assets / Paths

You might wonder why this is necessary in the straight Gosu example: ROOT_PATH = File.dirname(File.expand_path(FILE)) @image = Image.new(File.join(ROOT_PATH, "media", "player.png"))

It enables you to start your game from any directory and it will still find your assets (pictures, samples, fonts etc..) correctly. For a local development version this might not be important, you're likely to start the game from the games root-dir. But as soon as you try to deploy (for example to windows with OCRA - http://github.com/larsch/ocra/tree/master) you'll run into trouble of you don't do it like that.

Chingu solves this problem behind the scenes for the most common assets. The 2 lines above can be replaced with: Image["player.png"]

You also have: Sound["shot.png"] Song["intromusic.ogg"]

By default Image, Sound and Sound searches the current directory and directory "media". Add your own searchpaths like this: Gosu::Image.autoload_dirs << File.join($window.root, "gfx") Gosu::Sound.autoload_dirs << File.join($window.root, "samples")

This will add \path\to\your\game\gfx and \path\to\your\game\samples to Image and Sound.

Thanks to Jacious of rubygame-fame (http://rubygame.org/) for his named resource code powering this.

Tiles and fonts are trickier since they require extra parameters so you'll have to do those the ordinary way. You have $window.root (equivalent to ROOT_PATH above) for free though which points to the dir containing the game.

=== Text Text is a class to give the use of Gosu::Font more rubyish feel and fit it better into Chingu.

Pure Gosu

@font = Gosu::Font.new($window, "verdana", 30) @font.draw("A Text", 200, 50, 55, 2.0)

Chingu

@text = Chingu::Text.create(:text => "A Text", :x => 200, :y => 50, :zorder => 55, :factor_x => 2.0) @text.draw

@text.draw is usually not needed as Text is a GameObject and therefore automaticly updated/drawn (it #create is used instead of #new) It's not only that the second example is readable by ppl now even familiar with Gosu, @text comes with a number of changeable properties, x,y,zorder,angle,factor_x,color,mode etc. Set a new x or angle or color and it will instantly update on screen.

== MISC / FAQ === How do I access my main-window easily? Chingu keeps a global variable, $window, which contains the Chingu::Window instance. Since Chingu::Window is just Gosu::Window + some cheese you can do your $window.button_down?, $window.draw_line() etc from anywhere. See http://www.libgosu.org/rdoc/classes/Gosu/Window.html for a full set of methods.

=== How did you decide on naming of methods / classes? There's 1 zillion ways of naming stuff. As a general guideline I've tried to follow Gosus naming. If Gosu didn't have a good name for a certain thing/method I've checked Ruby itself and then Rails since alot of Ruby-devs are familiar with Rails.

== TODO:

  • add :padding and :align => :topleft etc to class Text
  • (skip) rename Chingu::Window so 'include Chingu' and 'include Gosu' wont make Window collide
  • (done) BasicObject vs GameObject vs ScreenObject => Became BasicGameObject and GameObject
  • (50%) some kind of componentsystem for GameObject (which should be cleaned up)
  • (done) scale <--> growth parameter. See trait "effect"
  • (done) Enemy.all ... instead of game_objects_of_type(Enemy) ? could this be cool / understandable?
  • (done) Don't call .update(time) with timeparameter, make time available thru other means when needed.
  • (10% done) debug screen / game state.. check out shawn24's elite irb sollution :)
  • (done) Complete the input-definitions with all possible inputs (keyboard, gamepad, mouse)!
  • (done) Complete input-stuff with released-states etc
  • (done) More gfx effects, for example: fade in/out to a specific color (black makes sense between levels).
  • (posted request on forums) Summon good proven community gosu snippets into Chingu
  • (done) Generate docs @ ippa.github.com- http://rdoc.info/projects/ippa/chingu !
  • (done) A good scene-manager to manage welcome screens, levels and game flow- GameStateManager / GameState !
  • (20% done) make a playable simple game in examples\ that really depends on game states
  • (done) Make a gem- first gem made on github
  • (done) Automate gemgenning rake-task even more
  • (done) More examples when effects are more complete
  • class ChipmunkObject
  • (done) class Actor/MovingActor with maybe a bit more logic then the basic GameObject.
  • (60% done) Spell check all docs, sloppy spelling turns ppl off. tnx jduff ;).
  • Tests
  • (done) Streamline fps / tick code
  • (done) Encapsulate Font.new / draw_rot with a "class Text < GameObject"
  • (10% done) Make it possible for ppl to use the parts of Chingu they like
  • (done) At least make GameStateManager really easy to use with pure Gosu / Document it!
  • (50% done) Get better at styling rdocs
  • (done) all �gamestate� ? �game state� ? it's "game state"
  • (skipping) intergrate MovieMaker - solve this with traits instead.
  • A more robust game state <-> game_object system to connect them together.
  • FIX example4: :p => Pause.new would Change the "inside_game_state" to Pause and make @player belong to Pause.

== WHY?

  • Plain Gosu is very minimalistic, perfect to build some higher level logic on!
  • Deployment and asset handling should be simple
  • Managing game states/scenes (intros, menus, levels etc) should be simple
  • There are patterns in game development

== OPINIONS

  • Less code is usually better
  • Hash arguments FTW. And it becomes even better in 1.9.
  • Don't separate too much from Gosus core-naming

== CREDITS:

  • Jacius of Rubygame (For doing cool stuff that's well documented as re-usable). So far rect.rb and named_resource.rb is taken from Rubygame.
  • Jduff for input / commits.
  • Jlnr,Philymore,Shawn24,JamesKilton for constructive feedback/discussions.
  • Thanks to http://github.com/tarcieri for require_all code, good stuff

== REQUIREMENTS:

  • Gosu latest version
  • Ruby 1.8.7+ (Works with 1.9+ as well!)

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Package last updated on 11 Aug 2014

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