Yes it should be called Pharo Limbo and once chapters are ready to get out they should be dispatched to the corresponding bookWell not everything in there is an Enterprise solution so I think it would be better if renamed to "Pharo Bible" or "Pharo Encyclopedia" , for example Pharo Sound is not exactly Enterprise material, though its my favorite chapter :)
I would prefer to keep Pharo by Example as close as the current one and produceBy the way great work and thanks for reminding to try this out now, I keep forgetting.
This can go also inside our Updated PBE as a nice chapter, its after all ... an example ;)
On Wed, Jul 16, 2014 at 6:03 PM, Stephan Eggermont <stephan@stack.nl> wrote:
Can we have another book? LaserGame would fit in fine too.
I've started writing a chapter explaining PhlappyBird
!PhlappyBird
PhlappyBird is a smalltalk clone of the well-known little game. It is a nice example of building a small Morphic application and well suited for a tutorial.
+file://figures/PhlappyBird.png+
!! The top level window
The top level window is a SystemWindow containing a game scene and a button to restart the game. The scene will be recreated when the button is pressed, and it is easiest to just have an instance variable refering to it.
[[[
SystemWindow subclass: #PhlappyBirdGame
�� �� �� �� instanceVariableNames: 'scene'
�� �� �� �� classVariableNames: ''
�� �� �� �� category: 'PhlappyBird'
]]]
The game can be started by typing ==PhlappyBirdGame play <DoIt>==. That creates a new game, opens it window in te world and sets its width and height.
[[[
PhlappyBirdGame class>>play
�� �� �� �� PhlappyBirdGame new
�� �� �� �� �� �� �� �� openInWorld;
�� �� �� �� �� �� �� �� extent: 298@510.
]]]
In Pharo, ==new== calls ==initialize==. In the initialization, the scene is created, the window is given a title and made unresizable, the scene is told that when the space key is pressed the bird should flap its wings and the restart button is added.
[[[
PhlappyBirdGame>>initialize
�� �� �� �� super initialize.
�� �� �� �� scene := self newScene.
�� �� �� �� self
�� �� �� �� �� �� �� �� setLabel: 'Phlappy Bird';
�� �� �� �� �� �� �� �� beUnresizeable;
�� �� �� �� �� �� �� �� on: Character space do: [ scene flapTheBird ];
�� �� �� �� �� �� �� �� addMorph: self createRestartButton
�� �� �� �� �� �� �� �� �� �� frame: (0@0.92 corner: 1@1)
]]].
The ==addMorph:frame:== message is the morphic implementation of the composite pattern. All Morphs can be composites. Most Morphs use ==addMorph:fullFrame:== where the frame provides a layout object, but a SystemWindow adds a simpler variant where a proportional layout can be used with a rectangle with values between 0 and 1 for the relative size. The button takes the 8% of the bottom part of the user-draw area of the window.
The scene takes the rest.
[[[
PhlappyBirdGame>>newScene
�� �� �� �� | newScene |
�� �� �� �� newScene := Scene new.
�� �� �� �� self
�� �� �� �� �� �� �� �� addMorph: newScene
�� �� �� �� �� �� �� �� frame: (0@0 corner: 1@0.92).
�� �� �� �� ^ newScene
]]]
!!! The restart button
The button is a ==PluggableButtonMorph==. A PluggableButtonMorph is a themeable button, that takes colors, borders and corner radius from the currently selected theme.
;SystemWindow is also a theme-aware object.
[[[
PhlappyBirdGame>>createRestartButton
�� �� �� �� ^ PluggableButtonMorph
�� �� �� �� �� �� �� �� on: self
�� �� �� �� �� �� �� �� getState: nil
�� �� �� �� �� �� �� �� action: #restartPressed
�� �� �� �� �� �� �� �� label: #restartButtonLabel
]]]
The PluggableButtonMorph will react to being clicked by performing the ==restartPressed== action method on its model (self), and gets its label from the ==restartButtonLabel== method. The label is just a string. A PluggableButtonMorph can show a binary value, and by ==setState: nil== it is indicated that this is just a plain button.
[[[
PhlappyBirdGame>>restartButtonLabel
�� �� �� �� ^ 'New Game'
]]]
When the button is pressed, the current scene is removed as submorph from the window and a new one is created and added.
[[[
PhlappyBirdGame>>restartPressed
�� �� �� �� scene delete.
�� �� �� �� scene := self newScene.
]]]