Well, I've uploaded two new version after 0.10, you could try the last one ^^
And yeah, the developement continues :P
For the USB... Well, I did it right after I read your message. It seems to work, but I don't know how it can be used. You can init the usb connection, and get the usb state; that's all. ( I followed the sample on zorba's site... )
I'll look for the OSK now :P and yes, gets can be redefined (as well as puts in fact).
( Of course, only the global functions would be redefined. File#puts and File#gets still work... )
For the adhoc or wlan support, I don't think I'd do it. It's hard to test, etc.
And, I don't understand what you mean by "compresison/decompression data". Could you explain that?
By the way, the new thing in the lastest version ( yeah, copay and paste... ) :
- I've fixed a bug ( thanks to Code1, the one who reported it :P ). Look at this code :
Code: Select all
readKeys
if $keys["pressed_cross"]
t=t+100
end
cursor.updatePos
It seems correct, no ? Yes, but it isn't. When you call readKeys, the keys are read (indeed) and saved in array. But when you call updatePos, the keys are read too (we need the analogic stick position), but they're not updated in the array. Thus if the user has pressed or released a key right before updatePos... the event would never be raised, and t would never be increased.
Now, updatePos call readKeys and update the $keys array. Here's the fixed code :
Code: Select all
cursor.updatePos
if $keys["pressed_cross"]
t=t+100
end
- I've added a Shape class. Some code have been removed from the source :P It allows to set gradient and color to a drawable.
- for the sprites, there's a new method, "unTile". It disable the tiled option.
- about the collision, management, look at how it works :
Code: Select all
sprite.move(2, 0)
if obstacle.collide sprite
sprite.move(-2, 0)
end
you have to cancel the move if the position is not correct. thus, for eight directions, you'll have... eight times that code ! Look at the new way it's done :
Code: Select all
if $keys["left"]
sprite.move(-2, 0)
end
if $keys["up"]
sprite.move(0 -2)
end
# etc.
if obstacle.collide sprite
sprite.cancelMove
end
Each time you move, movements are registred. They can be canceled with cancelMove. notice the rigstered movement are set to zero by setPos, clearMove, and draw.