Game Development Reference
In-Depth Information
6
7 def draw (viewport)
8 @box . draw_rot(x, y, 0 , object . angle)
9 Utils . mark_corners(object . box) if $debug
10 end
11
12 def height
13 @box . height
14 end
15
16 def width
17 @box . width
18 end
19
20
private
21
22 def load_sprite
23 frame = boxes . frame_list . sample
24 @box = boxes . frame(frame)
25 end
26
27 def center_x
28 @center_x ||= x - width / 2
29 end
30
31 def center_y
32 @center_y ||= y - height / 2
33 end
34
35 def boxes
36
@@boxes ||= Gosu :: TexturePacker . load_json( $window ,
Utils . media_path( 'boxes_barrels.json' ))
37
38 end
39 end
Time to generate boxes in our Map . It will be similar to trees, but we won't need Perlin
noise, since there will be way fewer boxes than trees, so we don't need to form patterns.
All we need to do is to check if we're not generating box on water.
class Map
# ...
def initialize (object_pool)
# ...
generate_boxes
end
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