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Ring Documentation, Release 1.8
[423,282,591,428], # [2,2]
[645,282,876,428], # [2,3]
[176,454,375,678], # [3,1]
[423,454,591,678], # [3,2]
[645,454,876,678] # [3,3]
]
cActivePlayer = :x
func point2button x,y
nRow = 0
nCol = 0
for t = 1 to len(aGameButtons)
rect = aGameButtons[t]
if x >= rect[1] and x <= rect[3] and
y >= rect[2] and y <= rect[4]
switch t
on 1 nRow = 1 nCol = 1
on 2 nRow = 1 nCol = 2
on 3 nRow = 1 nCol = 3
on 4 nRow = 2 nCol = 1
on 5 nRow = 2 nCol = 2
on 6 nRow = 2 nCol = 3
on 7 nRow = 3 nCol = 1
on 8 nRow = 3 nCol = 2
on 9 nRow = 3 nCol = 3
off
exit
ok
next
return [nRow,nCol]
func ChangeActivePlayer()
if cActivePlayer = :x
cActivePlayer = :o
else
cActivePlayer = :x
ok
func CheckGameOver
aList = [
aGameMap[1][1],
aGameMap[1][2],
aGameMap[1][3],
aGameMap[2][1],
aGameMap[2][2],
aGameMap[2][3],
aGameMap[3][1],
aGameMap[3][2],
aGameMap[3][3]
]
for item in aList
switch item
on :x item = 1
on :o item = 2
on :n item = 0
off
next
59.3. TicTacToe 3D Game 621
Ring Documentation, Release 1.8
nStatus = CheckWinner(aList)
if nStatus
oGameOver {
Switch nStatus
on 1 Player1Win(this)
on 2 Player2Win(this)
on 3 NoOneWin(this)
off
}
refreshGame()
ok
func refreshGame
aGameMap = [
[ :n , :n , :n ] ,
[ :n , :n , :n ] ,
[ :n , :n , :n ]
]
cActivePlayer = :x
func CheckWinner lst
//vertical check
for v=1 to 9 step 3
if lst[v]!=0 and lst[v+1]!=0 and lst[v+2]!=0
if lst[v]=lst[v+1] and lst[v+1]=lst[v+2]
return lst[v]
ok
ok
next
//horzintal
for h=1 to 3
if lst[h]!=0 and lst[h+3]!=0 and lst[h+6]!=0
if lst[h]=lst[h+3] and lst[h+3]=lst[h+6]
return lst[h]
ok
ok
next
//Cross
if lst[1]!=0 and lst[5]!=0 and lst[9]!=0
if lst[1]=lst[5] and lst[5]=lst[9] return lst[1] ok
ok
if lst[3]!=0 and lst[5]!=0 and lst[7]!=0
if lst[3]=lst[5] and lst[5]=lst[7] return lst[3] ok
ok
//tie
tie=true
for i=1 to 9
if lst[i]=0 tie=false exit ok
next
if tie=true return 3 ok return 0
class GameOver
font bitmap
func loadresources
59.3. TicTacToe 3D Game 622
Ring Documentation, Release 1.8
font = al_load_ttf_font("font/pirulen.ttf",54,0 )
bitmap = al_load_bitmap("image/ballon.png")
func destroyResources
al_destroy_bitmap(bitmap)
al_destroy_font(font)
func Player1Win oGame
showMsg(oGame,80,430,"Good job X you won!")
func Player2Win oGame
showMsg(oGame,80,430,"Good job O you won!")
func NoOneWin oGame
showMsg(oGame,150,430,"Oh no it's a tie!")
func ShowMsg oGame,x,y,cMsg
oGame {
drawScene()
al_flip_display()
al_rest(0.3)
newdisplay = al_create_display(SCREEN_W,SCREEN_H)
al_set_window_title(newdisplay,TITLE)
al_clear_to_color(al_map_rgb(255,255,255))
al_draw_bitmap(this.bitmap,200,50,1)
al_draw_text(this.font,
al_map_rgb(0,0,255), x,y,
ALLEGRO_ALIGN_LEFT,cMsg)
al_flip_display()
al_rest(2)
al_destroy_display(newdisplay)
al_set_target_backbuffer(display)
}
class GameCube
bitmap bitmap2 bitmap3
textureX textureO textureN
xrot = 0.0
yrot = 0.0
zrot = 0.0
func loadresources
bitmap = al_load_bitmap("image/o.png")
textureO = al_get_opengl_texture(bitmap)
bitmap2 = al_load_bitmap("image/x.png")
textureX = al_get_opengl_texture(bitmap2)
bitmap3 = al_load_bitmap("image/empty.png")
textureN = al_get_opengl_texture(bitmap3)
func destroyResources
al_destroy_bitmap(bitmap)
al_destroy_bitmap(bitmap2)
al_destroy_bitmap(bitmap3)
func cube(x,y,z,nTexture)
glLoadIdentity()
59.3. TicTacToe 3D Game 623
Ring Documentation, Release 1.8
glTranslatef(x,y,z)
glRotatef(xrot,1.0,0.0,0.0)
glRotatef(yrot,0.0,1.0,0.0)
glRotatef(zrot,0.0,0.0,1.0)
setCubeTexture(nTexture)
drawCube()
func setCubeTexture cTexture
switch cTexture
on :x
glBindTexture(GL_TEXTURE_2D, textureX)
on :o
glBindTexture(GL_TEXTURE_2D, textureO)
on :n
glBindTexture(GL_TEXTURE_2D, textureN)
off
func Rotate
xrot += 0.3 * 5
yrot += 0.2 * 5
zrot += 0.4 * 5
func drawcube
glBegin(GL_QUADS)
// Front Face
glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, 1.0)
glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, 1.0)
glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, 1.0)
glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, 1.0)
// Back Face
glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, -1.0)
glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, -1.0)
glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, -1.0)
// Top Face
glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0)
glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, 1.0, 1.0)
glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, 1.0, 1.0)
glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0)
// Bottom Face
glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, -1.0, -1.0)
glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0)
glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0)
// Right face
glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, -1.0)
glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0)
glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, 1.0)
glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0)
// Left Face
glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0)
glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, 1.0)
glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0)
glEnd()
59.3. TicTacToe 3D Game 624
Ring Documentation, Release 1.8
class GameBackground
nBackX = 0
nBackY = 0
nBackDiffx = -1
nBackDiffy = -1
nBackMotion = 1
aBackMotionList = [
[ -1, -1 ] , # Down - Right
[ 0 , 1 ] , # Up
[ -1, -1 ] , # Down - Right
[ 0 , 1 ] , # Up
[ 1 , -1 ] , # Down - Left
[ 0 , 1 ] , # Up
[ 1 , -1 ] , # Down - Left
[ 0 , 1 ] # Up
]
bitmap
func Update
draw()
motion()
func draw
al_draw_bitmap(bitmap,nBackX,nBackY,1)
func motion
nBackX += nBackDiffx
nBackY += nBackDiffy
if (nBackY = -350) or (nBackY = 0)
nBackMotion++
if nBackMotion > len(aBackMotionList)
nBackMotion = 1
ok
nBackDiffx = aBackMotionList[nBackMotion][1]
nBackDiffy = aBackMotionList[nBackMotion][2]
ok
func loadResources
bitmap = al_load_bitmap("image/back.jpg")
func destroyResources
al_destroy_bitmap(bitmap)
class GameSound
sample sampleid
func loadresources
sample = al_load_sample( "sound/music1.wav" )
sampleid = al_new_allegro_sample_id()
al_play_sample(sample, 1.0, 0.0,1.0,ALLEGRO_PLAYMODE_LOOP,sampleid)
func destroyResources
al_destroy_allegro_sample_id(sampleid)
al_destroy_sample(sample)
59.3. TicTacToe 3D Game 625
Ring Documentation, Release 1.8
class GraphicsAppBase
display event_queue ev timeout
timer
redraw = true
FPS = 60
SCREEN_W = 1024
SCREEN_H = 700
KEY_UP = 1
KEY_DOWN = 2
KEY_LEFT = 3
KEY_RIGHT = 4
Key = [false,false,false,false]
Mouse_X = 0
Mouse_Y = 0
TITLE = "Graphics Application"
PRINT_MOUSE_XY = False
func start
SetUp()
loadResources()
eventsLoop()
destroy()
func setup
al_init()
al_init_font_addon()
al_init_ttf_addon()
al_init_image_addon()
al_install_audio()
al_init_acodec_addon()
al_reserve_samples(1)
al_set_new_display_flags(ALLEGRO_OPENGL)
display = al_create_display(SCREEN_W,SCREEN_H)
al_set_window_title(display,TITLE)
al_clear_to_color(al_map_rgb(0,0,0))
event_queue = al_create_event_queue()
al_register_event_source(event_queue,
al_get_display_event_source(display))
ev = al_new_allegro_event()
timeout = al_new_allegro_timeout()
al_init_timeout(timeout, 0.06)
timer = al_create_timer(1.0 / FPS)
al_register_event_source(event_queue,
al_get_timer_event_source(timer))
al_start_timer(timer)
al_install_mouse()
al_register_event_source(event_queue,
al_get_mouse_event_source())
al_install_keyboard()
al_register_event_source(event_queue,
al_get_keyboard_event_source())
func eventsLoop
while true
al_wait_for_event_until(event_queue, ev, timeout)
switch al_get_allegro_event_type(ev)
59.3. TicTacToe 3D Game 626
Ring Documentation, Release 1.8
on ALLEGRO_EVENT_DISPLAY_CLOSE
CloseEvent()
on ALLEGRO_EVENT_TIMER
redraw = true
on ALLEGRO_EVENT_MOUSE_AXES
mouse_x = al_get_allegro_event_mouse_x(ev)
mouse_y = al_get_allegro_event_mouse_y(ev)
if PRINT_MOUSE_XY
see "x = " + mouse_x + nl
see "y = " + mouse_y + nl
ok
on ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY
mouse_x = al_get_allegro_event_mouse_x(ev)
mouse_y = al_get_allegro_event_mouse_y(ev)
on ALLEGRO_EVENT_MOUSE_BUTTON_UP
MouseClickEvent()
on ALLEGRO_EVENT_KEY_DOWN
switch al_get_allegro_event_keyboard_keycode(ev)
on ALLEGRO_KEY_UP
key[KEY_UP] = true
on ALLEGRO_KEY_DOWN
key[KEY_DOWN] = true
on ALLEGRO_KEY_LEFT
key[KEY_LEFT] = true
on ALLEGRO_KEY_RIGHT
key[KEY_RIGHT] = true
off
on ALLEGRO_EVENT_KEY_UP
switch al_get_allegro_event_keyboard_keycode(ev)
on ALLEGRO_KEY_UP
key[KEY_UP] = false
on ALLEGRO_KEY_DOWN
key[KEY_DOWN] = false
on ALLEGRO_KEY_LEFT
key[KEY_LEFT] = false
on ALLEGRO_KEY_RIGHT
key[KEY_RIGHT] = false
on ALLEGRO_KEY_ESCAPE
exit
off
off
if redraw and al_is_event_queue_empty(event_queue)
redraw = false
drawScene()
al_flip_display()
ok
callgc()
end
func destroy
destroyResources()
al_destroy_timer(timer)
al_destroy_allegro_event(ev)
al_destroy_allegro_timeout(timeout)
al_destroy_event_queue(event_queue)
al_destroy_display(display)
al_exit()
59.3. TicTacToe 3D Game 627
Ring Documentation, Release 1.8
func loadresources
func drawScene
func destroyResources
func MouseClickEvent
exit # Exit from the Events Loop
func CloseEvent
exit # Exit from the Events Loop
Screen Shot:
59.4 More 3D Samples
You will find the samples in ring/samples/3D folder
The next screen shot for the Top-Down view - Many levels of cubes sample
59.4. More 3D Samples 628
Ring Documentation, Release 1.8
The next screen shot for the Camera Sample
The next screen shot for the Camera and background sample
Developer : Azzeddine Remmal
59.4. More 3D Samples 629
Ring Documentation, Release 1.8
59.4. More 3D Samples 630

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The Ring programming language version 1.8 book - Part 66 of 202

  • 1. Ring Documentation, Release 1.8 [423,282,591,428], # [2,2] [645,282,876,428], # [2,3] [176,454,375,678], # [3,1] [423,454,591,678], # [3,2] [645,454,876,678] # [3,3] ] cActivePlayer = :x func point2button x,y nRow = 0 nCol = 0 for t = 1 to len(aGameButtons) rect = aGameButtons[t] if x >= rect[1] and x <= rect[3] and y >= rect[2] and y <= rect[4] switch t on 1 nRow = 1 nCol = 1 on 2 nRow = 1 nCol = 2 on 3 nRow = 1 nCol = 3 on 4 nRow = 2 nCol = 1 on 5 nRow = 2 nCol = 2 on 6 nRow = 2 nCol = 3 on 7 nRow = 3 nCol = 1 on 8 nRow = 3 nCol = 2 on 9 nRow = 3 nCol = 3 off exit ok next return [nRow,nCol] func ChangeActivePlayer() if cActivePlayer = :x cActivePlayer = :o else cActivePlayer = :x ok func CheckGameOver aList = [ aGameMap[1][1], aGameMap[1][2], aGameMap[1][3], aGameMap[2][1], aGameMap[2][2], aGameMap[2][3], aGameMap[3][1], aGameMap[3][2], aGameMap[3][3] ] for item in aList switch item on :x item = 1 on :o item = 2 on :n item = 0 off next 59.3. TicTacToe 3D Game 621
  • 2. Ring Documentation, Release 1.8 nStatus = CheckWinner(aList) if nStatus oGameOver { Switch nStatus on 1 Player1Win(this) on 2 Player2Win(this) on 3 NoOneWin(this) off } refreshGame() ok func refreshGame aGameMap = [ [ :n , :n , :n ] , [ :n , :n , :n ] , [ :n , :n , :n ] ] cActivePlayer = :x func CheckWinner lst //vertical check for v=1 to 9 step 3 if lst[v]!=0 and lst[v+1]!=0 and lst[v+2]!=0 if lst[v]=lst[v+1] and lst[v+1]=lst[v+2] return lst[v] ok ok next //horzintal for h=1 to 3 if lst[h]!=0 and lst[h+3]!=0 and lst[h+6]!=0 if lst[h]=lst[h+3] and lst[h+3]=lst[h+6] return lst[h] ok ok next //Cross if lst[1]!=0 and lst[5]!=0 and lst[9]!=0 if lst[1]=lst[5] and lst[5]=lst[9] return lst[1] ok ok if lst[3]!=0 and lst[5]!=0 and lst[7]!=0 if lst[3]=lst[5] and lst[5]=lst[7] return lst[3] ok ok //tie tie=true for i=1 to 9 if lst[i]=0 tie=false exit ok next if tie=true return 3 ok return 0 class GameOver font bitmap func loadresources 59.3. TicTacToe 3D Game 622
  • 3. Ring Documentation, Release 1.8 font = al_load_ttf_font("font/pirulen.ttf",54,0 ) bitmap = al_load_bitmap("image/ballon.png") func destroyResources al_destroy_bitmap(bitmap) al_destroy_font(font) func Player1Win oGame showMsg(oGame,80,430,"Good job X you won!") func Player2Win oGame showMsg(oGame,80,430,"Good job O you won!") func NoOneWin oGame showMsg(oGame,150,430,"Oh no it's a tie!") func ShowMsg oGame,x,y,cMsg oGame { drawScene() al_flip_display() al_rest(0.3) newdisplay = al_create_display(SCREEN_W,SCREEN_H) al_set_window_title(newdisplay,TITLE) al_clear_to_color(al_map_rgb(255,255,255)) al_draw_bitmap(this.bitmap,200,50,1) al_draw_text(this.font, al_map_rgb(0,0,255), x,y, ALLEGRO_ALIGN_LEFT,cMsg) al_flip_display() al_rest(2) al_destroy_display(newdisplay) al_set_target_backbuffer(display) } class GameCube bitmap bitmap2 bitmap3 textureX textureO textureN xrot = 0.0 yrot = 0.0 zrot = 0.0 func loadresources bitmap = al_load_bitmap("image/o.png") textureO = al_get_opengl_texture(bitmap) bitmap2 = al_load_bitmap("image/x.png") textureX = al_get_opengl_texture(bitmap2) bitmap3 = al_load_bitmap("image/empty.png") textureN = al_get_opengl_texture(bitmap3) func destroyResources al_destroy_bitmap(bitmap) al_destroy_bitmap(bitmap2) al_destroy_bitmap(bitmap3) func cube(x,y,z,nTexture) glLoadIdentity() 59.3. TicTacToe 3D Game 623
  • 4. Ring Documentation, Release 1.8 glTranslatef(x,y,z) glRotatef(xrot,1.0,0.0,0.0) glRotatef(yrot,0.0,1.0,0.0) glRotatef(zrot,0.0,0.0,1.0) setCubeTexture(nTexture) drawCube() func setCubeTexture cTexture switch cTexture on :x glBindTexture(GL_TEXTURE_2D, textureX) on :o glBindTexture(GL_TEXTURE_2D, textureO) on :n glBindTexture(GL_TEXTURE_2D, textureN) off func Rotate xrot += 0.3 * 5 yrot += 0.2 * 5 zrot += 0.4 * 5 func drawcube glBegin(GL_QUADS) // Front Face glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, 1.0) // Back Face glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, -1.0) // Top Face glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) // Bottom Face glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0) // Right face glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0) // Left Face glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glEnd() 59.3. TicTacToe 3D Game 624
  • 5. Ring Documentation, Release 1.8 class GameBackground nBackX = 0 nBackY = 0 nBackDiffx = -1 nBackDiffy = -1 nBackMotion = 1 aBackMotionList = [ [ -1, -1 ] , # Down - Right [ 0 , 1 ] , # Up [ -1, -1 ] , # Down - Right [ 0 , 1 ] , # Up [ 1 , -1 ] , # Down - Left [ 0 , 1 ] , # Up [ 1 , -1 ] , # Down - Left [ 0 , 1 ] # Up ] bitmap func Update draw() motion() func draw al_draw_bitmap(bitmap,nBackX,nBackY,1) func motion nBackX += nBackDiffx nBackY += nBackDiffy if (nBackY = -350) or (nBackY = 0) nBackMotion++ if nBackMotion > len(aBackMotionList) nBackMotion = 1 ok nBackDiffx = aBackMotionList[nBackMotion][1] nBackDiffy = aBackMotionList[nBackMotion][2] ok func loadResources bitmap = al_load_bitmap("image/back.jpg") func destroyResources al_destroy_bitmap(bitmap) class GameSound sample sampleid func loadresources sample = al_load_sample( "sound/music1.wav" ) sampleid = al_new_allegro_sample_id() al_play_sample(sample, 1.0, 0.0,1.0,ALLEGRO_PLAYMODE_LOOP,sampleid) func destroyResources al_destroy_allegro_sample_id(sampleid) al_destroy_sample(sample) 59.3. TicTacToe 3D Game 625
  • 6. Ring Documentation, Release 1.8 class GraphicsAppBase display event_queue ev timeout timer redraw = true FPS = 60 SCREEN_W = 1024 SCREEN_H = 700 KEY_UP = 1 KEY_DOWN = 2 KEY_LEFT = 3 KEY_RIGHT = 4 Key = [false,false,false,false] Mouse_X = 0 Mouse_Y = 0 TITLE = "Graphics Application" PRINT_MOUSE_XY = False func start SetUp() loadResources() eventsLoop() destroy() func setup al_init() al_init_font_addon() al_init_ttf_addon() al_init_image_addon() al_install_audio() al_init_acodec_addon() al_reserve_samples(1) al_set_new_display_flags(ALLEGRO_OPENGL) display = al_create_display(SCREEN_W,SCREEN_H) al_set_window_title(display,TITLE) al_clear_to_color(al_map_rgb(0,0,0)) event_queue = al_create_event_queue() al_register_event_source(event_queue, al_get_display_event_source(display)) ev = al_new_allegro_event() timeout = al_new_allegro_timeout() al_init_timeout(timeout, 0.06) timer = al_create_timer(1.0 / FPS) al_register_event_source(event_queue, al_get_timer_event_source(timer)) al_start_timer(timer) al_install_mouse() al_register_event_source(event_queue, al_get_mouse_event_source()) al_install_keyboard() al_register_event_source(event_queue, al_get_keyboard_event_source()) func eventsLoop while true al_wait_for_event_until(event_queue, ev, timeout) switch al_get_allegro_event_type(ev) 59.3. TicTacToe 3D Game 626
  • 7. Ring Documentation, Release 1.8 on ALLEGRO_EVENT_DISPLAY_CLOSE CloseEvent() on ALLEGRO_EVENT_TIMER redraw = true on ALLEGRO_EVENT_MOUSE_AXES mouse_x = al_get_allegro_event_mouse_x(ev) mouse_y = al_get_allegro_event_mouse_y(ev) if PRINT_MOUSE_XY see "x = " + mouse_x + nl see "y = " + mouse_y + nl ok on ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY mouse_x = al_get_allegro_event_mouse_x(ev) mouse_y = al_get_allegro_event_mouse_y(ev) on ALLEGRO_EVENT_MOUSE_BUTTON_UP MouseClickEvent() on ALLEGRO_EVENT_KEY_DOWN switch al_get_allegro_event_keyboard_keycode(ev) on ALLEGRO_KEY_UP key[KEY_UP] = true on ALLEGRO_KEY_DOWN key[KEY_DOWN] = true on ALLEGRO_KEY_LEFT key[KEY_LEFT] = true on ALLEGRO_KEY_RIGHT key[KEY_RIGHT] = true off on ALLEGRO_EVENT_KEY_UP switch al_get_allegro_event_keyboard_keycode(ev) on ALLEGRO_KEY_UP key[KEY_UP] = false on ALLEGRO_KEY_DOWN key[KEY_DOWN] = false on ALLEGRO_KEY_LEFT key[KEY_LEFT] = false on ALLEGRO_KEY_RIGHT key[KEY_RIGHT] = false on ALLEGRO_KEY_ESCAPE exit off off if redraw and al_is_event_queue_empty(event_queue) redraw = false drawScene() al_flip_display() ok callgc() end func destroy destroyResources() al_destroy_timer(timer) al_destroy_allegro_event(ev) al_destroy_allegro_timeout(timeout) al_destroy_event_queue(event_queue) al_destroy_display(display) al_exit() 59.3. TicTacToe 3D Game 627
  • 8. Ring Documentation, Release 1.8 func loadresources func drawScene func destroyResources func MouseClickEvent exit # Exit from the Events Loop func CloseEvent exit # Exit from the Events Loop Screen Shot: 59.4 More 3D Samples You will find the samples in ring/samples/3D folder The next screen shot for the Top-Down view - Many levels of cubes sample 59.4. More 3D Samples 628
  • 9. Ring Documentation, Release 1.8 The next screen shot for the Camera Sample The next screen shot for the Camera and background sample Developer : Azzeddine Remmal 59.4. More 3D Samples 629
  • 10. Ring Documentation, Release 1.8 59.4. More 3D Samples 630