=begin @file Samples @class Liquid (Written by Nauglin) This is a porting from the pygame script to RUDL. The original pygame code is at the end, followed by the BlitzBasic source from where the pygame was implemented. The Ruby version seems to be visibly slower than the Python one, mainly (I guess) because of the two nested "stepped" loops. The liquid.py runs at 20-25 fps on my duron-600, while the liquid.rb runs at 13-16 fps. I think this slow down has nothing to do with the RUDL wrap, but with Ruby itself. Probably the 'polling' has part in the guilt, but the 'peeking' method doesn't work as expected on RUDL - it just return whether there is any event awaiting, not the event itself. Maybe someone more used to Ruby could try to accelerate the loops. If so, please let us see the resultant code. NOTE: You'll need a 690x530x16bpp BMP for the script to work. =end require 'RUDL'; include RUDL; include Constant #-- initialize and setup screen screen = DisplaySurface.new [640,480], HWSURFACE|DOUBLEBUF, 8 #-- load image. Rename the file or change the name here bitmap = Surface.load_new 'media/liquid.gif' #-- get the image and screen in the same format if screen.bitsize == 8 screen.set_palette 0, bitmap.palette else bitmap=bitmap.convert end #-- prep some variables anim = 0.0 #-- this is for testing fps STEP = 20 x = y = fps = 0 t = Timer.ticks #-- mainloop while not [QuitEvent, KeyDownEvent, MouseButtonDownEvent].include?( EventQueue.poll.class ) anim += 0.4 0.step(639, STEP) { |x| 0.step(379, STEP) { |y| xpos = (x + (Math.sin(anim + x * 0.01) * 15)) + STEP ypos = (y + (Math.sin(anim + y * 0.01) * 15)) + STEP screen.blit bitmap, [x, y], [xpos, ypos, STEP, STEP] } } screen.flip fps += 1 end #-- get the fps speed result t = Timer.ticks - t screen.print [10,10], "#{fps/(t/1000)} FPS", [255,0,0] screen.flip #-- just a wait event before quitting true while EventQueue.poll true until [QuitEvent, KeyDownEvent].include? EventQueue.poll.class #--------------------------------------------------------------------- #--------------------------------------------------------------------- #--------------------------------------------------------------------- __END__ """This examples demonstrates a simplish water effect of an image. It attempts to create a hardware display surface that can use pageflipping for faster updates. Note that the colormap from the loaded GIF image is copied to the colormap for the display surface. This is based on the demo named F2KWarp by Brad Graham of Freedom2000 done in BlitzBasic. I was just translating the BlitzBasic code to pygame to compare the results. I didn't bother porting the text and sound stuff, that's an easy enough challenge for the reader :]""" import pygame, os from pygame.locals import * from math import sin #initialize and setup screen pygame.init() screen = pygame.display.set_mode((640, 480), HWSURFACE|DOUBLEBUF, 8) #load image imagename = os.path.join('data', 'liquid.bmp') bitmap = pygame.image.load(imagename) #get the image and screen in the same format if screen.get_bitsize() == 8: screen.set_palette(bitmap.get_palette()) else: bitmap = bitmap.convert() #prep some variables anim = 0.0 fps = 0 t = pygame.time.get_ticks() #mainloop while not pygame.event.peek([QUIT, KEYDOWN, MOUSEBUTTONDOWN]): anim = anim + 0.4 for x in range(0, 640, 20): for y in range(0, 480, 20): xpos = (x + (sin(anim + x * .01) * 15)) + 20 ypos = (y + (sin(anim + y * .01) * 15)) + 20 screen.blit(bitmap, (x, y), (xpos, ypos, 20, 20)) pygame.display.flip() fps = fps + 1 t = pygame.time.get_ticks() - t print fps/(t/1000) """BTW, here is the code from the BlitzBasic example this was derived from. This code runs a little faster, yet reads a lot slower. again i've snipped the sound and text stuff out. ----------------------------------------------------------------- ; Brad@freedom2000.com ; Load a bmp pic (800x600) and slice it into 1600 squares Graphics 640,480 SetBuffer BackBuffer() bitmap$="f2kwarp.bmp" pic=LoadAnimImage(bitmap$,20,15,0,1600) ; use SIN to move all 1600 squares around to give liquid effect Repeat f=0:w=w+10:If w=360 Then w=0 For y=0 To 599 Step 15 For x = 0 To 799 Step 20 f=f+1:If f=1600 Then f=0 DrawBlock pic,(x+(Sin(w+x)*40))/1.7+80,(y+(Sin(w+y)*40))/1.7+60,f Next:Next:Flip:Cls Until KeyDown(1) """