Hey guys,

I have implemented a very basic "move ship around screen" thing myself.
As a demonstration of what Shoes could do for me. You can find it here:

http://nedlinux.nl/~marnix/shoes/test.rb

And a screenshot here: http://home.nedlinux.nl/~marnix/shoes1.jpg

As you can see, I am not a pixel artist by profession. 

I was thinking about implementing some "array to image" functionality,
but before I do this perhaps it is wise to ask here if it has already
been implemented. You see, I've been implementing some simple heightmap
algorithm for terrain generation. To display the result I have created a
screen with 128 x 128 rectangles. When the screen is cleared, it takes
forever until it segfaults. As a solution I was thinking to put the
heightmap results (a 2d array) in an image, which would result in only
one object needing removal. 

Are there perhaps better ways to go around drawing many objects?

Cheers,

Marnix

p.s.: preliminary screenshot of application here:
http://home.nedlinux.nl/~marnix/shoes2.jpg


On Fri, 2008-01-25 at 19:56 -0500, Tieg Zaharia wrote:
> I was thinking of that myself! I wish I had the time to do it though.
> Have you guys seen that 3d shooter (I don't think you shoot anything
> though) that someone wrote with SVG and javascript? You could probably
> model it off that if you don't know where to start.
> 
> 
> -tieg
> 
> On Jan 25, 2008 6:39 PM, Jesse Thompson <[EMAIL PROTECTED]> wrote:
>         Hmm everything you describe here sounds striaghtforward;
>         following the
>         mouse and rotating the sprite for example (I had some very
>         promising
>         results in the rotating things department! yay ;)
>         
>         but when you fire a bullet, the bullet "hitting" the object
>         might be
>         challenging for non-rectangular targets without my hit
>         detection
>         suggestion available.
>         
>         As an implementational suggestion: Somewhere shoes is testing
>         the
>         point under the mouse for hit detection while testing for
>         clicks, and
>         hover over and the like right? Perhaps exposing part of that
>         interface
>         to the ruby code would do the job; such that you pass in the
>         x/y you
>         want to test, and internally what gets passed in is the
>         mouse's x/y.
>         :)   Just a guess based on how the code *might* already be
>         implemented! ;)
>         
>         Thx!
>         
>         - - Jesse
>         
>         
>         On Jan 25, 2008 2:30 PM, Timothy McDowell
>         <[EMAIL PROTECTED]> wrote:
>         > My definition of 'gellin' would be for shoes to be able to
>         create a
>         > simple, 360 degree 2d shooter! How would shoes handle this
>         and any
>         > tips on how I'd go about it?
>         >
>         > More of an example: Player moves mouse around (cursor object
>         follows
>         > it, like a crosshair) and the 2d image/sprite rotates to
>         face the
>         > mouse.
>         >
>         > --
>         > --TIMOTHY
>         >
>         
> 

Reply via email to