Ring Documentation, Release 1.5.3
Example (1):
load "ziplib.ring"
new Zip {
setFileName("myfile.zip")
open("w")
newEntry() {
open("test.c")
writefile("test.c")
close()
}
close()
}
Example (2):
load "ziplib.ring"
new Zip {
SetFileName("myfile.zip")
Open("w")
AddFile("test.c")
AddFile("zip.c")
AddFile("zip.h")
AddFile("miniz.h")
Close()
}
Example (3):
load "ziplib.ring"
new zip {
SetFileName("myfile.zip")
ExtractAllFiles("myfolder")
}
Example (4):
load "ziplib.ring"
new Zip {
SetFileName("myfile.zip")
Open("r")
see FilesCount()
Close()
}
Example (5):
load "ziplib.ring"
new Zip {
SetFileName("myfile.zip")
Open("r")
for x = 1 to filescount()
See GetFileNameByIndex(x) + nl
next
Close()
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}
49.5 Zip Class Reference
Methods:
Method Description/Output
SetFileName(cName) Set the Zip file name
GetFileName() Return the Zip file name
Open(cMode) Open File, cMode = “a”, “w” or “r”
Close() Close the Zip File
AddFile(cFileName) Add file to the Zip file
ExtractAllFiles(cFolder) Extract all files from the Zip file
FilesCount() Return files count in the Zip file
GetFileNameByIndex(nIndex) Return file name in the Zip file by file index
NewEntry() Create new ZipEntry object
49.6 ZipEntry Class Reference
Methods:
Method Description/Output
Open(cFileName) Open new Entry
WriteFile(cFileName) Write File to the Entry
WriteString(cString) Write String to the Entry
Close() Close the Entry
49.5. Zip Class Reference 426
CHAPTER
FIFTY
GRAPHICS AND 2D GAMES PROGRAMMING USING RINGALLEGRO
In this chapter we will learn how to use the allegro game programming library in our Ring applications.
We have the file gamelib.ring that load the DLL library that contains wrappers for the Allegro functions
Load "allegro.rh"
Loadlib("ring_allegro.dll")
The file gamelib.ring uses the Load instruction to execute the file allegro.rh which is a ring source code file con-
tains constants to be used in our programs. Then using the function LoadLib() we can load the DLL library
“ring_allegro.dll”.
To write portable code we can change the gamelib.ring to check the platform before loading the DLL/So file.
50.1 Drawing, Animation and Input
The next example uses the Allegro library for drawing, moving objects on the screen and getting input from the
keyboard and the mouse.
Load "gamelib.ring"
al_init()
al_init_image_addon()
display = al_create_display(640,480)
al_show_native_message_box(display, "Hello", "Welcome",
"Using Allegro from the Ring programming language",
"", 0);
al_clear_to_color(al_map_rgb(0,0,255))
BOUNCER_SIZE = 40
bouncer_x = 10
bouncer_y = 20
bouncer = al_create_bitmap(BOUNCER_SIZE, BOUNCER_SIZE)
al_set_target_bitmap(bouncer)
al_clear_to_color(al_map_rgb(255,0,255))
for x = 1 to 30
bouncer_x += x
bouncer_y += x
al_set_target_bitmap(al_get_backbuffer(display))
al_clear_to_color(al_map_rgb(0,0,0))
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al_draw_bitmap(bouncer, bouncer_x, bouncer_y, 0)
al_draw_bitmap(bouncer, 200+bouncer_x,200+ bouncer_y, 0)
al_flip_display()
al_rest(0.1)
next
al_clear_to_color(al_map_rgb(255,255,255))
image = al_load_bitmap("man2.jpg")
al_draw_bitmap(image,200,200,0)
al_flip_display()
al_rest(2)
event_queue = al_create_event_queue()
al_register_event_source(event_queue, al_get_display_event_source(display))
ev = al_new_allegro_event()
timeout = al_new_allegro_timeout()
al_init_timeout(timeout, 0.06)
FPS = 60
timer = al_create_timer(1.0 / FPS)
al_register_event_source(event_queue, al_get_timer_event_source(timer))
al_start_timer(timer)
redraw = true
SCREEN_W = 640
SCREEN_H = 480
BOUNCER_SIZE = 32
bouncer_x = SCREEN_W / 2.0 - BOUNCER_SIZE / 2.0
bouncer_y = SCREEN_H / 2.0 - BOUNCER_SIZE / 2.0
bouncer_dx = -4.0
bouncer_dy = 4.0
al_install_mouse()
al_register_event_source(event_queue, al_get_mouse_event_source())
al_install_keyboard()
al_register_event_source(event_queue, al_get_keyboard_event_source())
KEY_UP = 1
KEY_DOWN = 2
KEY_LEFT = 3
KEY_RIGHT = 4
Key = [false,false,false,false]
while true
al_wait_for_event_until(event_queue, ev, timeout)
switch al_get_allegro_event_type(ev)
on ALLEGRO_EVENT_DISPLAY_CLOSE
exit
on ALLEGRO_EVENT_TIMER
# Animation
if bouncer_x < 0 or bouncer_x > SCREEN_W - BOUNCER_SIZE
bouncer_dx = -bouncer_dx
ok
if bouncer_y < 0 or bouncer_y > SCREEN_H - BOUNCER_SIZE
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bouncer_dy = -bouncer_dy
ok
bouncer_x += bouncer_dx
bouncer_y += bouncer_dy
# Keyboard
if key[KEY_UP] and bouncer_y >= 4.0
bouncer_y -= 4.0
ok
if key[KEY_DOWN] and bouncer_y <= SCREEN_H - BOUNCER_SIZE - 4.0
bouncer_y += 4.0
ok
if key[KEY_LEFT] and bouncer_x >= 4.0
bouncer_x -= 4.0
ok
if key[KEY_RIGHT] and bouncer_x <= SCREEN_W - BOUNCER_SIZE - 4.0
bouncer_x += 4.0
ok
redraw = true
on ALLEGRO_EVENT_MOUSE_AXES
bouncer_x = al_get_allegro_event_mouse_x(ev)
bouncer_y = al_get_allegro_event_mouse_y(ev)
on ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY
bouncer_x = al_get_allegro_event_mouse_x(ev)
bouncer_y = al_get_allegro_event_mouse_y(ev)
on ALLEGRO_EVENT_MOUSE_BUTTON_UP
exit
on ALLEGRO_EVENT_KEY_DOWN
switch al_get_allegro_event_keyboard_keycode(ev)
on ALLEGRO_KEY_UP
key[KEY_UP] = true
on ALLEGRO_KEY_DOWN
key[KEY_DOWN] = true
on ALLEGRO_KEY_LEFT
key[KEY_LEFT] = true
on ALLEGRO_KEY_RIGHT
key[KEY_RIGHT] = true
off
on ALLEGRO_EVENT_KEY_UP
switch al_get_allegro_event_keyboard_keycode(ev)
on ALLEGRO_KEY_UP
key[KEY_UP] = false
on ALLEGRO_KEY_DOWN
key[KEY_DOWN] = false
on ALLEGRO_KEY_LEFT
key[KEY_LEFT] = false
on ALLEGRO_KEY_RIGHT
key[KEY_RIGHT] = false
on ALLEGRO_KEY_ESCAPE
exit
off
off
if redraw and al_is_event_queue_empty(event_queue)
redraw = false
al_clear_to_color(al_map_rgb(0,0,0))
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al_draw_bitmap(bouncer, bouncer_x, bouncer_y, 0)
al_flip_display()
ok
callgc()
end
al_destroy_timer(timer)
al_destroy_allegro_event(ev)
al_destroy_allegro_timeout(timeout)
al_destroy_event_queue(event_queue)
al_destroy_bitmap(bouncer)
al_destroy_bitmap(image)
al_destroy_display(display)
Note: In the previous example we used the function callgc() which is a Ring function to force calling the Garbage
collector inside the While/End loop.
Program Output:
At first the program display a messagebox
Then we see two rectangles are moving on the screen
50.1. Drawing, Animation and Input 430
Ring Documentation, Release 1.5.3
Then we see an image displayed on the screen
50.1. Drawing, Animation and Input 431
Ring Documentation, Release 1.5.3
Finally we have one rectangle, and we see it moving all of the time on the screen but we can control it using the Mouse
and/or the Keyborad
50.1. Drawing, Animation and Input 432
Ring Documentation, Release 1.5.3
50.2 Using TrueType Fonts
In this example we will see how to use TrueType Fonts *.ttf in our Games using Allegro
Load "gamelib.ring"
al_init()
al_init_font_addon()
al_init_ttf_addon()
display = al_create_display(800,600)
al_clear_to_color(al_map_rgb(0,0,255))
font = al_load_ttf_font("pirulen.ttf",14,0 )
al_draw_text(font, al_map_rgb(255,255,255), 10, 10,ALLEGRO_ALIGN_LEFT,
"Welcome to the Ring programming language")
al_flip_display()
al_rest(2)
al_destroy_display(display)
Screen Shot:
50.2. Using TrueType Fonts 433
Ring Documentation, Release 1.5.3
50.3 Playing Sound Files
The next example play a sound file
Load "gamelib.ring"
al_init()
al_install_audio()
al_init_acodec_addon()
al_reserve_samples(1)
sample = al_load_sample( "footstep.wav" )
sampleid = al_new_allegro_sample_id()
al_play_sample(sample, 1.0, 0.0,1.0,ALLEGRO_PLAYMODE_LOOP,sampleid)
display = al_create_display(640,480)
al_clear_to_color(al_map_rgb(0,0,255))
al_flip_display()
al_rest(10)
al_destroy_allegro_sample_id(sampleid)
50.3. Playing Sound Files 434

The Ring programming language version 1.5.3 book - Part 56 of 184

  • 1.
    Ring Documentation, Release1.5.3 Example (1): load "ziplib.ring" new Zip { setFileName("myfile.zip") open("w") newEntry() { open("test.c") writefile("test.c") close() } close() } Example (2): load "ziplib.ring" new Zip { SetFileName("myfile.zip") Open("w") AddFile("test.c") AddFile("zip.c") AddFile("zip.h") AddFile("miniz.h") Close() } Example (3): load "ziplib.ring" new zip { SetFileName("myfile.zip") ExtractAllFiles("myfolder") } Example (4): load "ziplib.ring" new Zip { SetFileName("myfile.zip") Open("r") see FilesCount() Close() } Example (5): load "ziplib.ring" new Zip { SetFileName("myfile.zip") Open("r") for x = 1 to filescount() See GetFileNameByIndex(x) + nl next Close() 49.4. Using RingZip Classes 425
  • 2.
    Ring Documentation, Release1.5.3 } 49.5 Zip Class Reference Methods: Method Description/Output SetFileName(cName) Set the Zip file name GetFileName() Return the Zip file name Open(cMode) Open File, cMode = “a”, “w” or “r” Close() Close the Zip File AddFile(cFileName) Add file to the Zip file ExtractAllFiles(cFolder) Extract all files from the Zip file FilesCount() Return files count in the Zip file GetFileNameByIndex(nIndex) Return file name in the Zip file by file index NewEntry() Create new ZipEntry object 49.6 ZipEntry Class Reference Methods: Method Description/Output Open(cFileName) Open new Entry WriteFile(cFileName) Write File to the Entry WriteString(cString) Write String to the Entry Close() Close the Entry 49.5. Zip Class Reference 426
  • 3.
    CHAPTER FIFTY GRAPHICS AND 2DGAMES PROGRAMMING USING RINGALLEGRO In this chapter we will learn how to use the allegro game programming library in our Ring applications. We have the file gamelib.ring that load the DLL library that contains wrappers for the Allegro functions Load "allegro.rh" Loadlib("ring_allegro.dll") The file gamelib.ring uses the Load instruction to execute the file allegro.rh which is a ring source code file con- tains constants to be used in our programs. Then using the function LoadLib() we can load the DLL library “ring_allegro.dll”. To write portable code we can change the gamelib.ring to check the platform before loading the DLL/So file. 50.1 Drawing, Animation and Input The next example uses the Allegro library for drawing, moving objects on the screen and getting input from the keyboard and the mouse. Load "gamelib.ring" al_init() al_init_image_addon() display = al_create_display(640,480) al_show_native_message_box(display, "Hello", "Welcome", "Using Allegro from the Ring programming language", "", 0); al_clear_to_color(al_map_rgb(0,0,255)) BOUNCER_SIZE = 40 bouncer_x = 10 bouncer_y = 20 bouncer = al_create_bitmap(BOUNCER_SIZE, BOUNCER_SIZE) al_set_target_bitmap(bouncer) al_clear_to_color(al_map_rgb(255,0,255)) for x = 1 to 30 bouncer_x += x bouncer_y += x al_set_target_bitmap(al_get_backbuffer(display)) al_clear_to_color(al_map_rgb(0,0,0)) 427
  • 4.
    Ring Documentation, Release1.5.3 al_draw_bitmap(bouncer, bouncer_x, bouncer_y, 0) al_draw_bitmap(bouncer, 200+bouncer_x,200+ bouncer_y, 0) al_flip_display() al_rest(0.1) next al_clear_to_color(al_map_rgb(255,255,255)) image = al_load_bitmap("man2.jpg") al_draw_bitmap(image,200,200,0) al_flip_display() al_rest(2) event_queue = al_create_event_queue() al_register_event_source(event_queue, al_get_display_event_source(display)) ev = al_new_allegro_event() timeout = al_new_allegro_timeout() al_init_timeout(timeout, 0.06) FPS = 60 timer = al_create_timer(1.0 / FPS) al_register_event_source(event_queue, al_get_timer_event_source(timer)) al_start_timer(timer) redraw = true SCREEN_W = 640 SCREEN_H = 480 BOUNCER_SIZE = 32 bouncer_x = SCREEN_W / 2.0 - BOUNCER_SIZE / 2.0 bouncer_y = SCREEN_H / 2.0 - BOUNCER_SIZE / 2.0 bouncer_dx = -4.0 bouncer_dy = 4.0 al_install_mouse() al_register_event_source(event_queue, al_get_mouse_event_source()) al_install_keyboard() al_register_event_source(event_queue, al_get_keyboard_event_source()) KEY_UP = 1 KEY_DOWN = 2 KEY_LEFT = 3 KEY_RIGHT = 4 Key = [false,false,false,false] while true al_wait_for_event_until(event_queue, ev, timeout) switch al_get_allegro_event_type(ev) on ALLEGRO_EVENT_DISPLAY_CLOSE exit on ALLEGRO_EVENT_TIMER # Animation if bouncer_x < 0 or bouncer_x > SCREEN_W - BOUNCER_SIZE bouncer_dx = -bouncer_dx ok if bouncer_y < 0 or bouncer_y > SCREEN_H - BOUNCER_SIZE 50.1. Drawing, Animation and Input 428
  • 5.
    Ring Documentation, Release1.5.3 bouncer_dy = -bouncer_dy ok bouncer_x += bouncer_dx bouncer_y += bouncer_dy # Keyboard if key[KEY_UP] and bouncer_y >= 4.0 bouncer_y -= 4.0 ok if key[KEY_DOWN] and bouncer_y <= SCREEN_H - BOUNCER_SIZE - 4.0 bouncer_y += 4.0 ok if key[KEY_LEFT] and bouncer_x >= 4.0 bouncer_x -= 4.0 ok if key[KEY_RIGHT] and bouncer_x <= SCREEN_W - BOUNCER_SIZE - 4.0 bouncer_x += 4.0 ok redraw = true on ALLEGRO_EVENT_MOUSE_AXES bouncer_x = al_get_allegro_event_mouse_x(ev) bouncer_y = al_get_allegro_event_mouse_y(ev) on ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY bouncer_x = al_get_allegro_event_mouse_x(ev) bouncer_y = al_get_allegro_event_mouse_y(ev) on ALLEGRO_EVENT_MOUSE_BUTTON_UP exit on ALLEGRO_EVENT_KEY_DOWN switch al_get_allegro_event_keyboard_keycode(ev) on ALLEGRO_KEY_UP key[KEY_UP] = true on ALLEGRO_KEY_DOWN key[KEY_DOWN] = true on ALLEGRO_KEY_LEFT key[KEY_LEFT] = true on ALLEGRO_KEY_RIGHT key[KEY_RIGHT] = true off on ALLEGRO_EVENT_KEY_UP switch al_get_allegro_event_keyboard_keycode(ev) on ALLEGRO_KEY_UP key[KEY_UP] = false on ALLEGRO_KEY_DOWN key[KEY_DOWN] = false on ALLEGRO_KEY_LEFT key[KEY_LEFT] = false on ALLEGRO_KEY_RIGHT key[KEY_RIGHT] = false on ALLEGRO_KEY_ESCAPE exit off off if redraw and al_is_event_queue_empty(event_queue) redraw = false al_clear_to_color(al_map_rgb(0,0,0)) 50.1. Drawing, Animation and Input 429
  • 6.
    Ring Documentation, Release1.5.3 al_draw_bitmap(bouncer, bouncer_x, bouncer_y, 0) al_flip_display() ok callgc() end al_destroy_timer(timer) al_destroy_allegro_event(ev) al_destroy_allegro_timeout(timeout) al_destroy_event_queue(event_queue) al_destroy_bitmap(bouncer) al_destroy_bitmap(image) al_destroy_display(display) Note: In the previous example we used the function callgc() which is a Ring function to force calling the Garbage collector inside the While/End loop. Program Output: At first the program display a messagebox Then we see two rectangles are moving on the screen 50.1. Drawing, Animation and Input 430
  • 7.
    Ring Documentation, Release1.5.3 Then we see an image displayed on the screen 50.1. Drawing, Animation and Input 431
  • 8.
    Ring Documentation, Release1.5.3 Finally we have one rectangle, and we see it moving all of the time on the screen but we can control it using the Mouse and/or the Keyborad 50.1. Drawing, Animation and Input 432
  • 9.
    Ring Documentation, Release1.5.3 50.2 Using TrueType Fonts In this example we will see how to use TrueType Fonts *.ttf in our Games using Allegro Load "gamelib.ring" al_init() al_init_font_addon() al_init_ttf_addon() display = al_create_display(800,600) al_clear_to_color(al_map_rgb(0,0,255)) font = al_load_ttf_font("pirulen.ttf",14,0 ) al_draw_text(font, al_map_rgb(255,255,255), 10, 10,ALLEGRO_ALIGN_LEFT, "Welcome to the Ring programming language") al_flip_display() al_rest(2) al_destroy_display(display) Screen Shot: 50.2. Using TrueType Fonts 433
  • 10.
    Ring Documentation, Release1.5.3 50.3 Playing Sound Files The next example play a sound file Load "gamelib.ring" al_init() al_install_audio() al_init_acodec_addon() al_reserve_samples(1) sample = al_load_sample( "footstep.wav" ) sampleid = al_new_allegro_sample_id() al_play_sample(sample, 1.0, 0.0,1.0,ALLEGRO_PLAYMODE_LOOP,sampleid) display = al_create_display(640,480) al_clear_to_color(al_map_rgb(0,0,255)) al_flip_display() al_rest(10) al_destroy_allegro_sample_id(sampleid) 50.3. Playing Sound Files 434