Working with tons of options to a method can be tiresome. Ideally everything in a game prototype should be data-driven, easily changed, and your Ruby code should readable without being littered with magic numbers.
For this, most Squib methods have a layout
option. Layouts are a way of setting default values for any parameter given to the method. They let you group things logically, manipulate options, and use built-in stylings.
Think of layouts and DSL calls like CSS and HTML: you can always specify style in your logic (e.g. directly in an HTML tag), but a cleaner approach is to group your styles together in a separate sheet and work on them separately.
To use a layout, set the layout:
option on Deck.new
to point to a YAML file. Any command that allows a layout
option can be set with a Ruby symbol or string, and the command will then load the specified options. The individual command can also override these options.
For example, instead of this:
# deck.rb Squib::Deck.new do rect x: 75, y: 75, width: 675, height: 975 end
You can put your logic in the layout file and reference them:
# custom-layout.yml bleed: x: 75 y: 75 width: 975 height: 675
Then your script looks like this:
# deck.rb Squib::Deck.new(layout: 'custom-layout.yml') do rect layout: 'bleed' end
The goal is to make your Ruby code separate the data decisions from logic. For the above example, you are separating the decision to draw rectangle around the "bleed" area, and then your YAML file is defining specifically what "bleed" actually means. (Who is going to remember that x: 75
means "bleed area"??) This process of separating logic from data makes your code more readable, changeable, and maintainable.
Warning
YAML is very finnicky about not allowing tab characters. Use two spaces for indentation instead. If you get a Psych
syntax error, this is likely the culprit. Indendation is also strongly enforced in Yaml too. See the Yaml docs for more info.
Layouts will override Squib's system defaults, but are overriden by anything specified in the command itself. Thus, the order of precedence looks like this:
- Use what the DSL method specified, e.g.
rect x: 25
- If anything was not yet specified, use what was given in a layout (if a layout was specified in the command and the file was given to the Deck). e.g.
rect layout: :bleed
- If still anything was not yet specified, use what was given in Squib's defaults as defined in the :doc:`dsl/index`.
For example, back to our example:
# custom-layout.yml bleed: x: 0.25in y: 0.25in width: 2.5in height: 3.5in
(Note that this example makes use of :doc:`/units`)
Combined with this script:
# deck.rb
Squib::Deck.new(layout: 'custom-layout.yml') do
rect layout: 'bleed', x: 50
end
The options that go into rect
will be:
x
will be 50 because it's specified in the DSL method and overrides the layouty
,width
, andheight
were specified in the layout file, so their values are used- The rect's
stroke_color
(and others options like it) was never specified anywhere, so the default forrect
is used - as discussed in :doc:`parameters`.
Note
Defaults are not global for the name of the option - they are specific to the method itself. For example, the default fill_color
for rect
is '#0000'
but for showcase
it's :white
.
Note
Layouts work with all options (for DSL methods that support layouts), so you can use options like file
or font
or whatever is needed.
Warning
If you provide an option in the Yaml file that is not supported by the DSL method, the DSL method will simply ignore it. Same behavior as described in :doc:`parameters`.
Using layouts are a great way of keeping your Ruby code clean and concise. But those layout Yaml files can get pretty long. If you have a bunch of icons along the top of a card, for example, you're specifying the same y
option over and over again. This is annoyingly verbose, and what if you want to move all those icons downward at once?
Squib provides a way of reusing layouts with the special extends` key. When defining an `extends
key, we can merge in another key and modify its data coming in if we want to. This allows us to do things like place text next to an icon and be able to move them with each other. Like this:
# If we change attack, we move defend too! attack: x: 100 y: 100 defend: extends: attack x: 150 #defend now is {:x => 150, :y => 100}
Over time, using extends
saves you a lot of space in your Yaml files while also giving more structure and readability to the file itself.
You can also modify data as they get passed through extends:
# If we change attack, we move defend too! attack: x: 100 defend: extends: attack x: += 50 #defend now is {:x => 150, :y => 100}
- The following operators are supported within evaluating
extends
+=
will add the giuven number to the inherited number-=
will subtract the given number from the inherited number
Both operators also support :doc:`/units`
From a design point of view, you can also extract out a base design and have your other layouts extend from them:
top_icons: y: 100 font: Arial 36 attack: extends: top_icon x: 25 defend: extends: top_icon x: 50 health: extends: top_icon x: 75 # ...and so on
Note
Those fluent in Yaml may notice that extends
key is similar to Yaml's merge keys. Technically, you can use these together - but I just recommend sticking with extends
since it does what merge keys do and more. If you do choose to use both extends
and Yaml merge keys, the Yaml merge keys are processed first (upon Yaml parsing), then extends
(after parsing).
As you might expect, extends
can be composed multiple times:
socrates: x: 100 plato: extends: socrates x: += 10 # evaluates to 150 aristotle: extends: plato x: += 20 # evaluates to 150
If you want to extend multiple parents, it looks like this:
socrates: x: 100 plato: y: 200 aristotle: extends: - socrates - plato x: += 50 # evaluates to 150
If multiple keys override the same keys in a parent, the later ("younger") child in the extends
list takes precedent. Like this:
socrates: x: 100 plato: x: 200 aristotle: extends: - plato # note the order here - socrates x: += 50 # evaluates to 150 from socrates
Squib also supports the combination of multiple layout files. If you provide an Array
of files then Squib will merge them sequentially. Colliding keys will be completely re-defined by the later file. The extends
key is processed after each file, but can be used across files. Here's an example:
# load order: a.yml, b.yml ############## # file a.yml # ############## grandparent: x: 100 parent_a: extends: grandparent x: += 10 # evaluates to 110 parent_b: extends: grandparent x: += 20 # evaluates to 120 ############## # file b.yml # ############## child_a: extends: parent_a # i.e. extends a layout in a separate file x: += 3 # evaluates to 113 (i.e 110 + 3) parent_b: # redefined extends: grandparent x: += 30 # evaluates to 130 (i.e. 100 + 30) child_b: extends: parent_b x: += 3 # evaluates to 133 (i.e. 130 + 3)
- This can be helpful for:
- Creating a base layout for structure, and one for full color for easier color/black-and-white switching
- Sharing base layouts with other designers
Why mess with x-y coordinates when you're first prototyping your game? Just use a built-in layout to get your game to the table as quickly as possible.
If your layout file is not found in the current directory, Squib will search for its own set of layout files. The latest the development version of these can be found on GitHub.
Contributions in this area are particularly welcome!!
This sample demonstrates many different ways of using and combining layouts.
This sample demonstrates built-in layouts based on popular games (e.g. fantasy.yml
and economy.yml
)