This document provides an overview of how to build a 2D game engine in Ring using different programming paradigms. It discusses using declarative programming for the game layer, object-oriented programming for game engine classes, and procedural programming for the graphics library interface. The document outlines the layers of the engine including graphics library bindings, the interface layer, game engine classes, and the games layer. It provides details on key classes like Game, GameObject, Sprite, Text, Animate, Sound, and Map that can be used to build games. Examples are given for creating a game window and drawing/animating text to demonstrate using the engine.
This book is intended for education and fun. Python is an amazing, text-based coding language, perfectly suited for children older than the age of 10. The Standard Python library has a module called Turtle which is a popular way to introduce programming to kids. This library enables children to create pictures and shapes by providing them with a virtual canvas. With the Python Turtle library, you can create nice animation projects using images that are taken from the internet, scaled-down stored as a gif-files download to the projects. The book includes 19 basic lessons with examples that introduce to the Python codes through Turtle library which is convenient to the school students of 10+years old. The book has also a lot of projects that show how to make different animations with Turtle graphics: games, applications to math, physics, and science.
This book is intended for education and fun. Python is an amazing, text-based coding language, perfectly suited for children older than the age of 10. The Standard Python library has a module called Turtle which is a popular way to introduce programming to kids. This library enables children to create pictures and shapes by providing them with a virtual canvas. With the Python Turtle library, you can create nice animation projects using images that are taken from the internet, scaled-down stored as a gif-files download to the projects. The book includes 19 basic lessons with examples that introduce to the Python codes through Turtle library which is convenient to the school students of 10+years old. The book has also a lot of projects that show how to make different animations with Turtle graphics: games, applications to math, physics, and science.
Stop running from animations droidcon Londonmaric_iv
Talk from droidcon London
Creating eye candy animations takes time and effort, but the end result is worth it. To make your life a bit easier, in this talk Ivan will share with you 10 tips he learned while working on all sorts of animations. Those tips will help you break your fear of animations and after this talk, you will have no more excuses.
Stop running from animations droidcon Londonmaric_iv
Talk from droidcon London
Creating eye candy animations takes time and effort, but the end result is worth it. To make your life a bit easier, in this talk Ivan will share with you 10 tips he learned while working on all sorts of animations. Those tips will help you break your fear of animations and after this talk, you will have no more excuses.
Lab Assignment 17 - Working with Object ArraysIn the old days we w.pdfeyewaregallery
Lab Assignment 17 - Working with Object Arrays
In the old days we would do these projects as applets. Unfortunately, applets are not as secure as
Sun / Oracle once thought they were. Now, it is almost impossible to run an applet over the web.
If you want to see how the Tic-Tac-Toe game looks you will have to view this video
In this homework, you\'ll build your own version of TicTacToe using JLabels, GridLayout, and a
couple arrays. Before you get started, however, why don\'t you take a minute to play a game?
Declare a two-dimensional array of primitive values
Declare a two-dimensional array of object references
Initialize each of the elements in a two-dimensional array of object references
Use a pair of nested for loops to process the elements in a two-dimensional array
Create a class called TicTacToe. Place it in a file called TicTacToe.java
Have your class extend from JFrame
Have your class implement ActionListener and MouseListener.
Create all of the methods needed for the ActionListener and MouseListener interfaces.
Make sure to import javax.swing.*, java.awt.* and java.awt.event.*
Before ddefining your attributes you need to create a container called content and initialize it by
sending the getContentPane() message to this.
Define your application\'s attributes. The TicTacToe program has three different kinds of fields
that you must define before you can compile the program successfully. Make sure you define
your fields and check for errors before you attempt to go further.
Here are the three kinds of fields:
1. Program Arrays
The TicTacToe program has two \"parallel\", 3 x 3, two dimensional arrays. Start your
programming by defining these two arrays:
The first of these is an array of JLabel objects. This array, named grid, is used to display the
actual Xs and Os on your screen. Each JLabel will display an X, and O, or a blank.
The second array is an array of char primitives. This array, named game, is used to simplify
keeping score as the game is played. Each element in game contains a space \' \' if the position
has yet to be played, an \'X\', if the position contains an X, and an \'O\' if the position contains an
O.
2. Graphical User-interface Fields
In addition to the JLabels that make up the array named grid, the TicTacToe application contains
the following user-interface elements. Define these elements after you\'ve finished defining your
arrays:
A JButton object named restart. The user can restart the game by clicking this Button.
A JPanel named p. Use the default constructor to create p; it will hold the JLabels in grid
A JLabel named status. This will keep the user informed of the game\'s progress. You might
want to initialize status to a helpful welcome message.
3. Primitive Fields
Your program will contain the following primitive fields which you\'ll use as you play the game:
An int named numClicks that will keep track of how many X\'s and O\'s are displayed.
A boolean named isDone which is used to determine when the game is .
The Next Mainstream Programming Language: A Game Developer’s Perspectiveguest4fd7a2
Tim Sweeney\'s talk at the Symposium on Principles of Programming Languages 2006. Tim is the founder of Epic Games and the lead architect of the Unreal series of engines
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
3. CHAPTER
FIFTYTWO
DEMO PROJECT - GAME ENGINE FOR 2D GAMES
In this chapter we will learn about using the different programming paradigms in the same project.
We will create a simple Game Engine for 2D Games.
You can use the Engine directly to create 2D Games for Desktop or Mobile.
52.1 Project Layers
The project contains the next layers
• Games Layer (Here we will use declarative programming)
• Game Engine Classes (Here we will use the Object-Oriented Programming paradigm)
• Interface to graphics library (Here we will use procedural programming)
• Graphics Library bindings (Here we have RingAllegro and RingLibSDL)
52.2 Graphics Library bindings
We already have RingAllegro to use the Allegro game programming library and we have RingLibSDL to use the
LibSDL game programming library.
Both of RingAllegro and RingLibSDL are created using the C language with the help of the Ring code generator for
extensions.
Each of them is over 10,000 lines of C code which is generated after writing simple configuration files (That are
processed by the code generator).
Each configuration file determines the functions names, structures information and constants then the generator process
this configuration file to produce the C code and the library that can be loaded from Ring code.
Using RingAllegro and RingLibSDL is very similar to using Allegro and LibSDL from C code where you have the
same functions but we can build on that using the Ring language features
• RingAllegro Source Code : https://github.com/ring-lang/ring/tree/master/extensions/ringallegro
• RingLibSDL Source Code : https://github.com/ring-lang/ring/tree/master/extensions/ringsdl
447
4. Ring Documentation, Release 1.5.3
52.3 Interface to graphics library
In this layer we have gl_allegro.ring and gl_libsdl.ring
Each library provides the same functions to be used with interacting with the Graphics Library.
This layer hides the details and the difference between RingAllegro and RingLibSDL.
You have the same functions, Just use it and you can switch between Allegro and LibSDL at anytime.
Why ?
Allegro is very simple, we can use it to quickly create 2D games for Windows, Linux and MacOS X.
In Ring 1.0 we started by supporting Allegro.
Also LibSDL is very powerful and popular, very easy to use for Mobile Development.
Ring 1.1 comes with support for LibSDL so we can quickly create games for Mobile.
Note: We can use just one library for Desktop and Mobile development.
• gl_allegro.ring source code : https://github.com/ring-lang/ring/blob/master/ringlibs/gameengine/gl_allegro.ring
• gl_libsdl.ring source code : https://github.com/ring-lang/ring/blob/master/ringlibs/gameengine/gl_libsdl.ring
52.4 Game Engine Classes
The Engine comes with the next classes
• GameBase class
• Resources class
• Game class
• GameObject class
• Sprite class
• Text class
• Animate class
• Sound class
• Map class
• Source Code : https://github.com/ring-lang/ring/blob/master/ringlibs/gameengine/gameengine.ring
52.5 Games Layer
In this layer we create our games using the Game Engine classes
The classes are designed to be used through Declarative Programming.
In our games we will use the next classes
• Game class
• Sprite class
52.3. Interface to graphics library 448
5. Ring Documentation, Release 1.5.3
• Text class
• Animate class
• Sound class
• Map class
Note: Other classes in the engine are for internal use by the engine.
We will introduce some examples and three simple games :-
• Stars Fighter Game
• Flappy Bird 3000 Game
• Super Man 2016 Game
52.6 Game Class
The next table present the class attributes.
Attributes Description
FPS Number determines how many times the draw() method will be called per second.
FixedFPS Number determines how many times the animate() method will be called per second.
Title String determines the window title of the game.
aObjects List contains all objects in the game
shutdown True/False value to end the game loop
The next table present the class methods.
Method Description
refresh() Delete objects.
settitle(cTitle) Set the window title using a string parameter.
shutdown() Close the application.
The next table present a group of keywords defined by the class.
Keyword Description
sprite Create new Sprite object and add it to the game objects.
text Create new Text object and add it to the game objects.
animate Create new Animate object and add it to the game objects.
sound Create new Sound object and add it to the game objects.
map Create new Map object and add it ot the game objects.
52.7 GameObject Class
The next table present the class attributes.
52.6. Game Class 449
6. Ring Documentation, Release 1.5.3
Attributes Description
enabled True/False determine the state of the object (Active/Not Active)
x Number determine the x position of the object.
y Number determine the y position of the object.
width Number determine the width of the object.
height Number determine the height of the object.
nIndex Number determine the index of the object in objects list.
animate True/False to animate the object or not.
move True/False to move the object using the keyboard or not.
Scaled True/False to scale the object image or not.
draw Function to be called when drawing the object.
state Function to be called for object animation.
keypress Function to be called when a key is pressed.
mouse Function to be called when a mouse event happens.
The next table present the class methods.
Method Description
keyboard(oGame,nkey) Check Keyboard Events
mouse(oGame,nType,aMouseList) Check Mouse Events
rgb(r,g,b) Return new color using the RGB (Red, Green and Blue) Values.
52.8 Sprite Class
Parent Class : GameObject Class
The next table present the class attributes.
Attributes Description
image String determine the image file name.
point Number determine the limit of automatic movement of the object.
direction Number determine the direction of movement.
nstep Number determine the increment/decrement during movement.
type Number determine the object type in the game (Optional).
transparent True/False value determine if the image is transparent.
The next table present the class methods.
Method Description
Draw(oGame) Draw the object
52.9 Text Class
Parent Class : Sprite Class
The next table present the class attributes.
Attributes Description
size Number determine the font size
font String determine the font file name
text String determine the text to be displayed
color Number determine the color
The next table present the class methods.
52.8. Sprite Class 450
7. Ring Documentation, Release 1.5.3
Method Description
Draw(oGame) Draw the object
52.10 Animate Class
Parent Class : Sprite Class
The next table present the class attributes.
Attributes Description
frames Number determine the number of frames
frame Number determine the active frame
framewidth Number determine the frame width.
animate True/False determine using animate or not.
scaled True/False determine scaling image or not.
The next table present the class methods.
Method Description
Draw(oGame) Draw the object
52.11 Sound Class
Parent Class : GameObject Class
The next table present the class attributes.
Attributes Description
file String determine the sound file name.
once True/False determine to play the file one time or not (loop).
The next table present the class methods.
Method Description
playsound() Play the sound file
52.12 Map Class
Parent Class : Sprite Class
The next table present the class attributes.
Attributes Description
aMap List determine the map content using numbers.
aImages List determine the image used for each number in the map.
BlockWidth Number determine the block width (default = 32).
BlockHeight Number determine the block height (default = 32).
Animate True/False determine the animation status.
The next table present the class methods.
Method Description
getvalue(x,y) Return the item value in the Map according to the visible part
52.10. Animate Class 451
8. Ring Documentation, Release 1.5.3
52.13 Using the Game Engine - Creating the Game Window
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"
} # Start the Events Loop
Note: if you want to define global variables, this must be before load “gameengine.ring” because this instruction will
give the control to the game engine.
Screen Shot:
52.14 Using the Game Engine - Drawing Text
Load "gameengine.ring" # Give Control to the Game Engine
func main # Called by the Game Engine
52.13. Using the Game Engine - Creating the Game Window 452
9. Ring Documentation, Release 1.5.3
oGame = New Game # Create the Game Object
{
title = "My First Game"
text {
x = 10 y=50
animate = false
size = 20
file = "fonts/pirulen.ttf"
text = "game development using ring is very fun!"
color = rgb(0,0,0)
}
} # Start the Events Loop
Screen Shot:
52.15 Using the Game Engine - Moving Text
Load "gameengine.ring" # Give Control to the Game Engine
func main # Called by the Game Engine
oGame = New Game # Create the Game Object
52.15. Using the Game Engine - Moving Text 453
10. Ring Documentation, Release 1.5.3
{
title = "My First Game"
text {
x = 10 y=50
animate = false
size = 20
file = "fonts/pirulen.ttf"
text = "game development using ring is very fun!"
color = rgb(0,0,0) # Color = black
}
text {
x = 10 y=150
# Animation Part =====================================
animate = true # Use Animation
direction = GE_DIRECTION_INCVERTICAL # Increase y
point = 400 # Continue until y=400
nStep = 3 # Each time y+= 3
#=====================================================
size = 20
file = "fonts/pirulen.ttf"
text = "welcome to the real world!"
color = rgb(0,0,255) # Color = Blue
}
} # Start the Events Loop
Screen Shot:
52.15. Using the Game Engine - Moving Text 454