Well not everything in there is an Enterprise solution so I think it would be better if renamed to "Pharo Bible" or "Pharo Encyclopedia" , for example Pharo Sound is not exactly Enterprise material, though its my favorite chapter :)
By the way great work and thanks for reminding to try this out now, I keep forgetting. This can go also inside our Updated PBE as a nice chapter, its after all ... an example ;) On Wed, Jul 16, 2014 at 6:03 PM, Stephan Eggermont <[email protected]> wrote: > Can we have another book? LaserGame would fit in fine too. > > I've started writing a chapter explaining PhlappyBird > > !PhlappyBird > > PhlappyBird is a smalltalk clone of the well-known little game. It is a > nice example of building a small Morphic application and well suited for a > tutorial. > +file://figures/PhlappyBird.png+ > > !! The top level window > > The top level window is a SystemWindow containing a game scene and a > button to restart the game. The scene will be recreated when the button is > pressed, and it is easiest to just have an instance variable refering to it. > > [[[ > SystemWindow subclass: #PhlappyBirdGame > instanceVariableNames: 'scene' > classVariableNames: '' > category: 'PhlappyBird' > ]]] > > The game can be started by typing ==PhlappyBirdGame play <DoIt>==. That > creates a new game, opens it window in te world and sets its width and > height. > > [[[ > PhlappyBirdGame class>>play > PhlappyBirdGame new > openInWorld; > extent: 298@510. > ]]] > > In Pharo, ==new== calls ==initialize==. In the initialization, the scene > is created, the window is given a title and made unresizable, the scene is > told that when the space key is pressed the bird should flap its wings and > the restart button is added. > > [[[ > PhlappyBirdGame>>initialize > super initialize. > scene := self newScene. > self > setLabel: 'Phlappy Bird'; > beUnresizeable; > on: Character space do: [ scene flapTheBird ]; > addMorph: self createRestartButton > frame: ([email protected] corner: 1@1) > ]]]. > > The ==addMorph:frame:== message is the morphic implementation of the > composite pattern. All Morphs can be composites. Most Morphs use > ==addMorph:fullFrame:== where the frame provides a layout object, but a > SystemWindow adds a simpler variant where a proportional layout can be used > with a rectangle with values between 0 and 1 for the relative size. The > button takes the 8% of the bottom part of the user-draw area of the window. > The scene takes the rest. > > [[[ > PhlappyBirdGame>>newScene > | newScene | > newScene := Scene new. > self > addMorph: newScene > frame: (0@0 corner: [email protected]). > ^ newScene > ]]] > > !!! The restart button > The button is a ==PluggableButtonMorph==. A PluggableButtonMorph is a > themeable button, that takes colors, borders and corner radius from the > currently selected theme. > > ;SystemWindow is also a theme-aware object. > > [[[ > PhlappyBirdGame>>createRestartButton > ^ PluggableButtonMorph > on: self > getState: nil > action: #restartPressed > label: #restartButtonLabel > ]]] > > The PluggableButtonMorph will react to being clicked by performing the > ==restartPressed== action method on its model (self), and gets its label > from the ==restartButtonLabel== method. The label is just a string. A > PluggableButtonMorph can show a binary value, and by ==setState: nil== it > is indicated that this is just a plain button. > > [[[ > PhlappyBirdGame>>restartButtonLabel > ^ 'New Game' > ]]] > > When the button is pressed, the current scene is removed as submorph from > the window and a new one is created and added. > [[[ > PhlappyBirdGame>>restartPressed > scene delete. > scene := self newScene. > ]]] >
