On 16/7/14 17:41, kilon alios wrote:
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 :)
Yes it should be called Pharo Limbo and once chapters are ready to get
out they should be dispatched to the corresponding book
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 ;)
I would prefer to keep Pharo by Example as close as the current one and
produce
- Fun With Pharo
- Pharo for the entreprise
- Laser Game Tutorial
On Wed, Jul 16, 2014 at 6:03 PM, Stephan Eggermont <[email protected]
<mailto:[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.
]]]