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Merge pull request #14 from Vlevo/patch-3
grammar tweaks 09-background.md
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# Background
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We're eight chapters in and haven't even touched upon a simple and useful piece of functionality that DragonRuby GTK gives us: drawing rectangles! Rectangles are great for backgrounds, text boxes and more. Layer some sprites on top, and you can get pretty fancy.
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We're eight chapters in and haven't even touched upon a simple and useful piece of functionality that DragonRuby GTK gives us: drawing rectangles! Rectangles are great for backgrounds, text boxes, and more. Layer some sprites on top, and you can get pretty fancy.
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## Blue Sky
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@ -8,22 +8,22 @@ Up until now, our dragon has been flying around in a gray sky. Let's make the sk
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DragonRuby provides `args.outputs.solids` to easily display filled rectangles.
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At the top of `#tick`, below where we start the music, create a solid rectangle that's the size of the screen and placed at 0, 0:
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At the top of `#tick`, below where we start the music, create a solid rectangle that's the size of the screen and place it at 0, 0:
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``` ruby
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{{#include code/chapter_09/01_blue_sky/app/main.rb:102:115}}
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```
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We're familiar with a lot of the shape hash keys for the position and size, but `r`, `g`, and `b` are new. They specify the values for the (r)ed, (g)reen, and (b)lue color values for the rectangle we're drawing. Their values can be set to anything between 0 and 255, inclusive. Adjust the values to see a different color displayed. The higher the value for a given color, the more it'll be part of the mix. So our color has a blue of 230, meaning blue comes through more than the others. You can also specify `a`, the alpha value, between 0 and 255, inclusive, to get transparency in our color.
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We're familiar with a lot of the shape hash keys for position and size, but `r`, `g`, and `b` are new. They specify the (r)ed, (g)reen, and (b)lue color values for the rectangle we're drawing. Their values can be set to anything between 0 and 255, inclusive. Adjust the values to see a different color displayed. The higher the value for a given color, the more it'll be part of the mix. So our color has a blue of 230, meaning blue comes through more than the others. You can also specify `a`, the alpha value, between 0 and 255, inclusive, to get transparency in our color.
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Now we've got our dragon flying over a blue sky. That looks quite a bit better.
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![game with dragon and three targets and blue background](./img/c09-blue-sky.jpg)
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![game with a dragon, three targets, and a blue background](./img/c09-blue-sky.jpg)
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## Extra Credit
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- Make (or find) some cloud sprites and render those in the sky. Put them in the `args.outputs.sprites` _before_ the other sprites to have them render behind.
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- Move the clouds, randomly placing at a different position and with a different size when they go off the screen.
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- Make (or find) some cloud sprites and render those in the sky. Put them into `args.outputs.sprites` _before_ the other sprites to have them render behind.
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- Move the clouds, randomly placing them at a different position and with a different size, when they go off the screen.
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- Draw some more rectangles under the score and timer to make them easier to read.
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## What's Next
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