DragonRuby Game Toolkit
This skill provides comprehensive guidance for building 2D games with DragonRuby Game Toolkit (DRGTK). Use for game loop implementation, sprite rendering, input handling, collision detection, animation, and scene management.
Quick Reference
Basic Game Structure
ruby
def boot args
args.state = {}
end
def tick args
# Called 60 times per second
args.state.player ||= { x: 640, y: 360, w: 50, h: 50, path: 'player.png' }
# Handle input
args.state.player.x += 5 if args.inputs.right
args.state.player.x -= 5 if args.inputs.left
# Render
args.outputs.sprites << args.state.player
end
Key Concepts
| Concept | Purpose |
|---|---|
def tick(args) | Main game loop (60 FPS) |
args.outputs | Render sprites, labels, primitives |
args.state | Persistent game data storage |
args.inputs | Keyboard, mouse, controller input |
args.grid | Screen dimensions (1280x720) |
Geometry | Collision detection helpers |
Coordinate System
- •Screen: 1280x720 pixels
- •Origin: Bottom-left (0, 0)
- •Y-axis: Increases upward
code
(0, 720) ─────────────── (1280, 720)
│ │
│ 1280 × 720 │
│ │
(0, 0) ─────────────── (1280, 0)
Rendering Primitives
Use args.outputs.primitives for FIFO (first-in, first-out) render order control.
Sprites (Images)
ruby
args.outputs.primitives << {
x: 100, y: 100, w: 64, h: 64,
path: 'sprites/player.png',
angle: 45,
anchor_x: 0.5, anchor_y: 0.5,
r: 255, g: 255, b: 255, a: 255,
flip_horizontally: false
}
Labels (Text)
ruby
args.outputs.primitives << {
x: 640, y: 360,
text: "Score: #{args.state.score}",
size_px: 22,
anchor_x: 0.5, anchor_y: 0.5,
r: 255, g: 255, b: 255
}
Solids and Borders
ruby
# Filled rectangle (use primitive_marker: :solid)
args.outputs.primitives << {
x: 0, y: 0, w: 100, h: 100,
r: 255, g: 0, b: 0,
primitive_marker: :solid
}
# For many rectangles, use path: :solid for better performance
args.outputs.primitives << { x: 0, y: 0, w: 100, h: 100, path: :solid, r: 255, g: 0, b: 0 }
# Outline rectangle
args.outputs.primitives << { x: 0, y: 0, w: 100, h: 100, r: 0, g: 0, b: 0, primitive_marker: :border }
State Management
Use args.state with ||= for lazy initialization:
ruby
def tick args
args.state.player ||= { x: 640, y: 360 }
args.state.enemies ||= []
args.state.score ||= 0
args.state.scene ||= :title
end
Input Handling
Unified Input (Keyboard + Controller)
ruby
# Directional (arrows, WASD, gamepad) args.inputs.up / down / left / right # Magnitude values args.inputs.left_right # -1, 0, or 1 args.inputs.up_down # -1, 0, or 1
Keyboard
ruby
args.inputs.keyboard.key_down.space # Pressed this frame args.inputs.keyboard.key_held.space # Held down args.inputs.keyboard.key_up.space # Released this frame
Mouse
ruby
args.inputs.mouse.click # Any button clicked args.inputs.mouse.x / .y # Position args.inputs.mouse.inside_rect?(rect) # Collision check
Collision Detection
ruby
if Geometry.intersect_rect?(player, enemy)
enemy.dead = true
args.state.score += 1
end
# Clean up dead entities
args.state.enemies.reject! { |e| e.dead }
Animation
ruby
# Frame-based animation
sprite_index = 0.frame_index(count: 6, hold_for: 8, repeat: true)
args.state.player.path = "sprites/player-#{sprite_index}.png"
Scene Management
ruby
def tick args
args.state.scene ||= :title
send("#{args.state.scene}_tick", args)
end
def title_tick args
args.outputs.labels << { x: 640, y: 400, text: "Press SPACE", anchor_x: 0.5 }
args.state.scene = :gameplay if args.inputs.keyboard.key_down.space
end
def gameplay_tick args
# Game logic here
end
Best Practices
Do
- •Use hash syntax for sprites/labels (clearer than arrays)
- •Use
||=for state initialization - •Remove offscreen entities to prevent memory leaks
- •Update logic before rendering
- •Use
$gtk.resetduring development to reset state - •Use
args.outputs.primitivesfor FIFO render order control - •Use
primitive_marker: :solidor:borderfor rectangle types
Don't
- •Hardcode magic numbers (use constants like
FPS = 60) - •Forget early returns in scene methods
- •Render before updating state (causes 1-frame lag)
- •Let collections grow infinitely (reject dead entities)
Additional Resources
Reference Files
For detailed API documentation and patterns:
- •
references/core.md- Game loop, args object, rendering, coordinates - •
references/input.md- Keyboard, mouse, controller input patterns - •
references/entities.md- Entity spawning, collision, lifecycle - •
references/game-logic/state.md- Timers, scoring, scene transitions - •
references/game-logic/persistence.md- Save/load, file I/O patterns - •
references/audio.md- Sound effects, music playback, audio controls - •
references/rendering/primitives.md- Sprites, labels, solids, borders, layering - •
references/rendering/animation.md- frame_index, spritesheets, easing functions
Example Files
Working code in examples/:
- •
examples/core/- Hello world, sprites, labels, state, coordinates - •
examples/input/- Directional, keyboard, mouse, movement - •
examples/entities/- Storage, factories, collision, lifecycle - •
examples/game-logic/- Timers, scoring, save/load, state transitions - •
examples/audio/- Sound effects, background music, pause/resume - •
examples/rendering/- Sprites, labels, animation, layering
Development Workflow
ruby
def tick args # Game logic end $gtk.reset # Add at end during development
Reset Methods
ruby
$gtk.reset # Immediate reset $gtk.reset_next_tick # Reset before next tick (safer)
Debug Output
ruby
args.outputs.debug << "Frame: #{Kernel.tick_count}"
args.outputs.debug.watch args.state.player