Breaking the Kubernetes Kill Chain: Host Path Mount
Using the Game Engine - Object and Drawing
1. Ring Documentation, Release 1.5.1
52.20 Using the Game Engine - Sprite - Keypress event
Load "gameengine.ring" # Give control to the game engine
func main # Called by the Game Engine
oGame = New Game # Create the Game Object
{
title = "My First Game"
sprite
{
type = GE_TYPE_PLAYER # Just for our usage
x=400 y=400 width=100 height=100
file = "images/player.png"
transparent = true
Animate=false
Move=false # Custom Movement
Scaled=true
keypress = func oGame,oSelf,nKey {
oSelf {
Switch nKey
on KEY_LEFT
x -= 10
on KEY_RIGHT
x += 10
on KEY_UP
y -= 10
on KEY_DOWN
y += 10
off
}
}
}
} # Start the Events Loop
52.21 Using the Game Engine - Sprite - Mouse event
Load "gameengine.ring" # Give control to the game engine
func main # Called by the Game Engine
oGame = New Game # Create the Game Object
{
title = "My First Game"
sprite
{
type = GE_TYPE_PLAYER # Just for our usage
x=400 y=400 width=100 height=100
file = "images/player.png"
transparent = true
Animate=false
Move=false # Custom Movement
Scaled=true
keypress = func oGame,oSelf,nKey {
oSelf {
52.20. Using the Game Engine - Sprite - Keypress event 445
2. Ring Documentation, Release 1.5.1
Switch nKey
on KEY_LEFT
x -= 10
on KEY_RIGHT
x += 10
on KEY_UP
y -= 10
on KEY_DOWN
y += 10
off
}
}
mouse = func oGame,oSelf,nType,aMouseList {
if nType = GE_MOUSE_UP
oSelf {
x = aMouseList[GE_MOUSE_X]
y = aMouseList[GE_MOUSE_Y]
}
ok
}
}
} # Start the Events Loop
52.22 Using the Game Engine - Sprite - State event
Load "gameengine.ring" # Give control to the game engine
func main # Called by the Game Engine
oGame = New Game # Create the Game Object
{
title = "My First Game"
sprite
{
type = GE_TYPE_PLAYER # Just for our usage
x=400 y=400 width=100 height=100
file = "images/player.png"
transparent = true
Animate=false
Move=false # Custom Movement
Scaled=true
keypress = func oGame,oSelf,nKey {
oSelf {
Switch nKey
on KEY_LEFT
x -= 10
on KEY_RIGHT
x += 10
on KEY_UP
y -= 10
on KEY_DOWN
y += 10
off
}
}
mouse = func oGame,oSelf,nType,aMouseList {
52.22. Using the Game Engine - Sprite - State event 446
3. Ring Documentation, Release 1.5.1
if nType = GE_MOUSE_UP
oSelf {
x = aMouseList[GE_MOUSE_X]
y = aMouseList[GE_MOUSE_Y]
}
ok
}
state = func oGame,oSelf {
oself {
if x < 0 x = 0 ok
if y < 0 y = 0 ok
if x > ogame.width-width
x= ogame.width - width ok
if y > ogame.height-height
y=ogame.height - height ok
}
}
}
} # Start the Events Loop
52.23 Using the Game Engine - Animate - Events
Load "gameengine.ring" # Give control to the game engine
func main # Called by the Game Engine
oGame = New Game # Create the Game Object
{
title = "My First Game"
animate {
file = "images/fbbird.png"
x = 10
y = 10
framewidth = 20
scaled = true
height = 50
width = 50
nStep = 3
transparent = true
state = func oGame,oSelf {
oSelf {
# Animation
nStep--
if nStep = 0
nStep = 3
if frame < 3
frame++
else
frame=1
ok
ok
52.23. Using the Game Engine - Animate - Events 447
4. Ring Documentation, Release 1.5.1
# Move Down
y += 3
if y > 550 y=550 ok
}
}
keypress = func ogame,oself,nKey {
oself {
if nkey = key_space
y -= 55
if y<=0 y=0 ok
ok
}
}
mouse = func ogame,oself,nType,aMouseList {
if nType = GE_MOUSE_UP
cFunc = oself.keypress
call cFunc(oGame,oSelf,Key_Space)
ok
}
}
} # Start the Events Loop
Screen Shot:
52.23. Using the Game Engine - Animate - Events 448
5. Ring Documentation, Release 1.5.1
52.24 Using the Game Engine - Map
Load "gameengine.ring" # Give control to the game engine
func main # Called by the Game Engine
oGame = New Game # Create the Game Object
{
title = "My First Game"
Map {
blockwidth = 80
blockheight = 80
aMap = [
[0,0,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0],
[0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0],
[0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,1,0,0,0],
[0,0,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,3,0,0,0,1,0,0,0,1,0,0,0],
[0,0,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0],
52.24. Using the Game Engine - Map 449
6. Ring Documentation, Release 1.5.1
[0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0]
]
aImages = ["images/fbwall.png",
"images/fbwallup.png",
"images/fbwalldown.png"]
state = func oGame,oSelf {
oSelf {
x -= 3
if x < - 2100 x = 0 ok
}
}
}
} # Start the Events Loop
Screen Shot:
52.24. Using the Game Engine - Map 450
7. Ring Documentation, Release 1.5.1
52.25 Using the Game Engine - Map Events
Load "gameengine.ring" # Give control to the game engine
func main # Called by the Game Engine
oGame = New Game # Create the Game Object
{
title = "My First Game"
Map {
blockwidth = 80
blockheight = 80
aMap = [
[0,0,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0],
[0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0],
[0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,1,0,0,0],
[0,0,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,3,0,0,0,1,0,0,0,1,0,0,0],
[0,0,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0]
]
aImages = ["images/fbwall.png",
"images/fbwallup.png",
"images/fbwalldown.png"]
state = func oGame,oSelf {
oSelf {
x -= 3
if x < - 2100 x = 0 ok
}
}
mouse = func ogame,oself,nType,aMouseList {
if nType = GE_MOUSE_UP
oSelf {
mX = aMouseList[GE_MOUSE_X]
mY = aMouseList[GE_MOUSE_Y]
nValue = GetValue(mX,mY)
nRow = GetRow(mX,mY)
nCol = GetCol(mX,mY)
Switch nValue
On 1 aMap[nRow][nCol] = 0
On 2 aMap[nRow][nCol] = 0
On 3 aMap[nRow][nCol] = 0
On 0 aMap[nRow][nCol] = 1
Off
}
ok
}
}
} # Start the Events Loop
52.25. Using the Game Engine - Map Events 451
8. Ring Documentation, Release 1.5.1
Screen Shot:
52.26 Using the Game Engine - Object and Drawing
We can use the Object keyword (defined by the game engine) to create objects from the GameObject class.
Example:
Load "gameengine.ring" # Give control to the game engine
func main # Called by the Game Engine
oGame = New Game # Create the Game Object
{
title = "My First Game"
Object {
x = 0 y=300 width = 200 height=200
draw = func oGame,oSelf {
oSelf {
for t = 1 to 210
gl_draw_circle(x,y,t,
gl_map_rgb(t*random(255),
t*2,t*3),1)
52.26. Using the Game Engine - Object and Drawing 452
9. Ring Documentation, Release 1.5.1
next
}
}
state = func oGame,oSelf {
oSelf {
if x <= 800
x+= 3
else
x=0
ok
}
}
keypress = func oGame,oSelf,nKey {
oSelf {
Switch nKey
on KEY_LEFT
x -= 10
on KEY_RIGHT
x += 10
on KEY_UP
y -= 10
on KEY_DOWN
y += 10
off
}
}
}
} # Start the Events Loop
Screen Shot:
52.26. Using the Game Engine - Object and Drawing 453
10. Ring Documentation, Release 1.5.1
Example:
Load "gameengine.ring" # Give control to the game engine
func main # Called by the Game Engine
oGame = New Game # Create the Game Object
{
title = "My First Game"
Object {
x = 400 y=300 width = 200 height=200
draw = func oGame,oSelf {
oSelf {
for t = 1 to 210
gl_draw_rectangle(x+t,y+t,
x+t*2,y+t*2,
gl_map_rgb(t*random(255),
t*2,t*3),1)
gl_draw_rectangle(x+t*2,y+t*2,
x-t*2,y-t*2,
gl_map_rgb(t*random(255),
t*2,t*3),1)
next
}
}
52.26. Using the Game Engine - Object and Drawing 454