Hemi
Whatshisface
This is a Work In Progress simplistic game engine based on SDL2.
Made for self-educational purposes.
Usage
0. Required libraries
Install sdl2
, sdl2_image
, sdl2_mixer
and sdl2_ttf
libraries.
For MacOS you can simply brew install
all of them.
1. Using the gem
1.0 installation
Install the gem, either straight-up with gem install hemi
or using Bundler:
# Gemfile
source "https://rubygems.org"
gem "hemi"
1.1 prepend your starting class
require "hemi"
class Game
prepend Hemi::Engine
end
1.2 prepare a logic proc
This proc
will contain logic to be performed during each rendered frame.
Font = Hemi::Render::Font
Sprite = Hemi::Render::Sprite
def text_logic
proc {
Font[:jost_32].render("quick brown fox jumped over the lazy dog", position: [20, 20])
Font[:jost_16].render("press [space] to change LoopState", position: [20, 400])
Font[:jost_16].render("press [q] or [esc] to quit", position: [20, 420])
Font[:jost_16].render("press [F12] to start debug", position: [20, 440])
}
end
def sprite_logic
proc {
Sprite[:gem].render(position: { y: 220, x: 20 })
Sprite[:gem].render(position: { y: 320, x: 220 }, size: { height: 64, width: 128 })
Font[:jost_16].render("press [space] to change LoopState", position: [20, 400])
Font[:jost_16].render("press [q] or [esc] to quit", position: [20, 420])
Font[:jost_16].render("press [F12] to start debug", position: [20, 440])
}
end
1.3 prepare an {event:action} hash
LM = Hemi::Event::LoopMachine
def text_events
{
space: -> { LM.switch(:image) },
escape: :stop!,
q: :stop!,
f12: :debug!
}
end
def sprite_events
{
space: -> { LM.switch(:text) },
escape: :stop!,
q: :stop!,
f12: :debug!
}
end
1.4 register Loop Machine states
def run
LM.register(:text, text_logic, text_events)
LM.register(:image, sprite_logic, sprite_events)
end
1.5 and run it
Game.instance.run