These are SFML 3 Bindings for Ruby. These use the Ruby Gem FFI. You will need to include the full path of where you have the DLLs/shared libraries under Windows. Same goes for assets such as images and audio.
require 'ffi'
require_relative 'sfmlsys'
require_relative 'sfmlwin'
require_relative 'sfmlgfx'
include SFML_SYSTEM
include SFML_WIN
include SFML_GRAPHICS
# --- Create Video Mode ---
video_mode = SfVideoMode.new
video_mode[:size][:x] = 800
video_mode[:size][:y] = 600
video_mode[:bitsPerPixel] = 32
Black_Color = SfColor.new
Black_Color[:r] = 0
Black_Color[:g] = 0
Black_Color[:b] = 0
Black_Color[:a] = 255
win = sfRenderWindow_create(video_mode, "Logo Bounce Window", WindowStyle::DefaultStyle, 0, nil)
raise "Failed to create window" if win.null?
#Full path to image under Windows
tex = sfTexture_createFromFile("Ruby/sfml_logo.png",nil)
raise "Failed to load texture" if tex.null?
sprite = sfSprite_create(tex)
#sfSprite_setTexture(sprite,tex,null)
sprite_pos = FFI::MemoryPointer.new(:int,2)
sprite_pos.write_array_of_int([200,200])
sfSprite_setPosition(sprite,sprite_pos)
velocity = FFI::MemoryPointer.new(:int,2)
velocity.write_array_of_int([200,150])
clock = sfClock_create()
event = SfEvent.new
# --- Main Loop ---
while sfWindow_isOpen(win)
while sfWindow_pollEvent(win, event)
case event[:type]
when SfEventType::EvtClosed
sfWindow_close(win)
when SfEventType::EvtKeyPressed
key = event[:key] # access the key member of the union
if key[:code] == SfKeyCode::Escape
sfWindow_close(win)
end
end
end
delta_time = sfTime_asSeconds(sfClock_restart(clock))
# Get the current sprite position
sprite_pos = sfSprite_getPosition(sprite)
# Move sprite based on velocity
sprite_pos[:x] += velocity.read_array_of_int(2)[0] * delta_time
sprite_pos[:y] += velocity.read_array_of_int(2)[1] * delta_time
# Get texture size (width, height)
tex_size = sfTexture_getSize(tex)
# Bounce Left/Right
if sprite_pos[:x] <= 0 || sprite_pos[:x] + tex_size[:x] >= 800
velocity.write_array_of_int([-velocity.read_array_of_int(2)[0], velocity.read_array_of_int(2)[1]])
end
# Bounce Top/Bottom
if sprite_pos[:y] <= 0 || sprite_pos[:y] + tex_size[:y] >= 600
velocity.write_array_of_int([velocity.read_array_of_int(2)[0], -velocity.read_array_of_int(2)[1]])
end
# Update sprite position
sfSprite_setPosition(sprite, sprite_pos)
# Example: you could update/draw here
sfSprite_setPosition(sprite,sprite_pos)
sfRenderWindow_clear(win,Black_Color)
sfRenderWindow_drawSprite(win,sprite,nil)
sfRenderWindow_display(win)
end
sfTexture_destroy(tex)
sfSprite_destroy(sprite)
sfRenderWindow_destroy(win)Copyright (c) <2026> Andy P.
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