R2D: 2D Graphics for Ruby
R2D is a gem for drawing 2D graphics, animations, playing audio, capturing input, and more.
Contributing
This library is in very early development, which means the design direction, implementation, and final API spec is still in flux. Please contact me or open an issue before sending a pull request.
View the Roadmap in the wiki.
Installing
Until a v0.1.0 release, this gem will only be available locally. To build and install the gem, use:
$ gem build r2d.gemspec
$ gem install --local r2d-0.0.0.gem
A Simple R2D Application
require 'r2d'
# Configure and initialize the window
window width: 640, height: 480
# Create a shape and add it to the window
r = Rectangle.new(0, 0, 100, 100, "blue")
# Show the window
window :showRead the reference below to learn about all the things you can do with R2D. See the examples directory for more sample applications.
Basic Drawing
Common Parameters
x = an 'x' coordinate (Integer)
y = an 'y' coordinate (Integer)
s = the size (Integer)
w = the width (Integer)
h = the height (Integer)
c = the color (String)
or...
c = [r, g, b, a] (Array)
where elements are 0..255 (Integer) or 0.0..1.0 (Float)
r = red
g = green
b = blue
a = alpha
Common Instance Methods
All objects that can be drawn have the methods:
add, remove, show, hide
add and show, along with remove and hide are aliased.
Shapes
Squares
Parameters:
x, y, size, color="white", visible=true
Instance methods:
x/=, y/=, size=, color=
Examples:
s = Square.new(x, y, size)
s = Square.new(x, y, size, color, false)
s.x = 10
s.y = 20
s.size = 25
s.color = "red"
s.color = [250, 0, 0, 100]Rectangles
Parameters:
x, y, width, height, color="white", visible=true
Instance methods:
x/=, y/=, width/=, height/=, color=
Examples:
r = Rectangle.new(x, y, width, height)
r = Rectangle.new(x, y, width, height, color, false)
r.x = 10
r.y = 20
r.width = 200
r.height = 50
r.color = "blue"
r.color = [0, 0, 255, 150]Quadrilaterals
Parameters:
x1, y1, x2, y2, x3, y3, x4, y4, color="white", visible=true
Instance methods:
x1/=, y1/=, x2/=, y2/=, x3/=, y3/=, x4/=, y4/=, color=
Examples:
q = Quad.new(x1, y1, x2, y2, x3, y3, x4, y4)
q = Quad.new(x1, y1, x2, y2, x3, y3, x4, y4, color, false)
q.x1 = 10
q.y1 = 20
q.color = "blue"
q.color = [0, 0, 255, 150]Triangles
Parameters:
x1, y1, x2, y2, x3, y3, color="white", visible=true
Instance methods:
x1/=, y1/=, x2/=, y2/=, x3/=, y3/=, color=
Examples:
t = Triangle.new(x1, y1, x2, y2, x3, y3)
t = Triangle.new(x1, y1, x2, y2, x3, y3, color, false)
t.x1 = 10
t.y1 = 20
t.color = "red"
t.color = [0, 0, 255, 1]Gradients
Parameters
All gradient methods take a Hash where keys refer to the corners of the shape, and values represent the color.
{ :corner => color }:corner is specific to each shape (described below). color is either a string...
"red", "blue", "yellow", etc...or an array containing red, green, blue, alpha values from 0 to 255 (Integer) or 0.0 to 1.0 (Float):
[r, g, b, a]
# examples
[255, 0, 0, 255]
[1.0, 1.0, 0.8, 0.5]Squares and Rectangles
:corners can be these groupings:
# vertical
:top, :bottom
# horizontal
:left, :right
# all corners
:top_left, :top_right, :bottom_left, :bottom_rightExamples:
r.gradient = {
top: "red",
bottom: "blue"
}
r.gradient({
left: [255, 200, 150, 50],
right: "blue"
}
r.gradient = {
top_left: "red",
top_right: "blue",
bottom_left: "green",
bottom_right: "yellow"
}Quadrilaterals
:first, :second, :third, :fourthExamples:
q.gradient = {
first: "red",
second: "blue",
third: [0, 200, 255, 255],
fourth: "yellow"
}Triangles
The triangle gradient method takes a Hash containing keys (symbols) referring to the first, second, and third points of the triangle.
:corners are:
:first, :second, :thirdExamples:
t.gradient = {
first: "red",
second: "blue",
third: [0, 200, 255, 255]
}Images
Formats supported: BMP, PNG, JPG.
Parameters:
x, y, "path_to_image", visible=true
Instance methods:
x, y, width/=, height/=
Examples:
img = Image.new(x, y, "ruby.png")
img = Image.new(x, y, "media/ruby.png", false)
img.x = 10
img.y = 20
img.width = 125
img.height # returns heightText
Parameters:
x, y, h, "content", c="white", visible=true
Instance methods:
x/=, y/=, content=, color=
Examples:
t = Text.new(x, y, 20, "hello world")
t = Text.new(x, y, 20, "hello world", "blue", false)
t.x = 10
t.y = 20Playing Audio
Formats include: MP3, AAC, WAV.
Songs
These are long audio clips.
Parameters:
"path_to_song", volume=10
Instance methods:
play, playing?, pause, paused?, stop, loop
Examples:
s = Song.new("media/track.mp3")
s = Song.new("media/track.mp3", 5)
s.play
s.playing? # returns `true`
s.pause
s.paused? # returns `true`
s.stop
s.loopCapturing Input
Keyboard and Mouse Buttons
To capture a single key press where <key_string> is any valid keyboard character a..z, A..Z, 0..9, and string representing arrows, alt, control, shift, etc:
on_key <key_string> do
#...
endExample:
on_key 'a' do
# letter 'a' pressed
endDo something repeatedly as a key is held down.
key_down <key_string> do
#...
endExample:
key_down 's' do
# letter 's' held down
endValid character strings:
('a'..'z') || ('A'..'Z') || ('0'..'9')
'up'
'down'
'left'
'right'
'left_alt'
'right_alt'
'left_control'
'right_control'
'left_shift'
'right_shift'
'backspace'
'delete'
'space'
'tab'
'return'
'mouse_left'
'mouse_right'
Cursor Position
Use these helper methods to get the position of the cursor. Mouse positions are relative to the top left corner of the window.
# Returns the mouse:
mouse_x # x-coordinate
mouse_y # y-coordinateThe Window
R2D will create and manage a window instance for you. The window method is provided to send commands to the window instance.
Window Attributes
Attributes change the appearance and behavior of the window. These are applied before drawing is done.
# Defaults:
title: "My App" # "R2D"
width: 400 # 640
height: 300 # 480
cursor: false # `true`
background: "white" # "black"Example:
window title: 'My App', width: 300, height: 200, cursor: falseClearing the Window
To remove all objects from the window, use:
window :clearNote this does not delete the objects themselves – the references remain intact. This is equivalent to calling shape.remove.
The Update Loop
Do something each time the graphic environment is updated (60 times / second).
update do
# do something
endExamples:
update do
if key_down? <key_string>
# do something
end
end