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author_Tradam <[email protected]>2021-12-16 19:22:26 -0500
committerGitHub <[email protected]>2021-12-16 19:22:26 -0500
commit5954b9beb4d4a3b4f248d72d1851195f030558a8 (patch)
treefecd8aa840a25afdb502915b0fdb4d03b7ed339a /samples/04_physics_and_collisions/06_jump_physics/app
parent2f845281f133849256b57bb08fd3e9ae57600784 (diff)
parenteaa29e72939f5edf61735ccbb73c36ee89369f65 (diff)
downloaddragonruby-game-toolkit-contrib-master.tar.gz
dragonruby-game-toolkit-contrib-master.zip
Merge branch 'DragonRuby:master' into masterHEADmaster
Diffstat (limited to 'samples/04_physics_and_collisions/06_jump_physics/app')
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diff --git a/samples/04_physics_and_collisions/06_jump_physics/app/main.rb b/samples/04_physics_and_collisions/06_jump_physics/app/main.rb
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-=begin
-
- Reminders:
-
- - args.state.new_entity: Used when we want to create a new object, like a sprite or button.
- For example, if we want to create a new button, we would declare it as a new entity and
- then define its properties. (Remember, you can use state to define ANY property and it will
- be retained across frames.)
-
- - args.outputs.solids: An array. The values generate a solid.
- The parameters for a solid are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
-
- - num1.greater(num2): Returns the greater value.
-
- - Hashes: Collection of unique keys and their corresponding values. The value can be found
- using their keys.
-
- - ARRAY#inside_rect?: Returns true or false depending on if the point is inside the rect.
-
-=end
-
-# This sample app is a game that requires the user to jump from one platform to the next.
-# As the player successfully clears platforms, they become smaller and move faster.
-
-class VerticalPlatformer
- attr_gtk
-
- # declares vertical platformer as new entity
- def s
- state.vertical_platformer ||= state.new_entity(:vertical_platformer)
- state.vertical_platformer
- end
-
- # creates a new platform using a hash
- def new_platform hash
- s.new_entity_strict(:platform, hash) # platform key
- end
-
- # calls methods needed for game to run properly
- def tick
- defaults
- render
- calc
- input
- end
-
- # Sets default values
- def defaults
- s.platforms ||= [ # initializes platforms collection with two platforms using hashes
- new_platform(x: 0, y: 0, w: 700, h: 32, dx: 1, speed: 0, rect: nil),
- new_platform(x: 0, y: 300, w: 700, h: 32, dx: 1, speed: 0, rect: nil), # 300 pixels higher
- ]
-
- s.tick_count = args.state.tick_count
- s.gravity = -0.3 # what goes up must come down because of gravity
- s.player.platforms_cleared ||= 0 # counts how many platforms the player has successfully cleared
- s.player.x ||= 0 # sets player values
- s.player.y ||= 100
- s.player.w ||= 64
- s.player.h ||= 64
- s.player.dy ||= 0 # change in position
- s.player.dx ||= 0
- s.player_jump_power = 15
- s.player_jump_power_duration = 10
- s.player_max_run_speed = 5
- s.player_speed_slowdown_rate = 0.9
- s.player_acceleration = 1
- s.camera ||= { y: -100 } # shows view on screen (as the player moves upward, the camera does too)
- end
-
- # Outputs objects onto the screen
- def render
- outputs.solids << s.platforms.map do |p| # outputs platforms onto screen
- [p.x + 300, p.y - s.camera[:y], p.w, p.h] # add 300 to place platform in horizontal center
- # don't forget, position of platform is denoted by bottom left hand corner
- end
-
- # outputs player using hash
- outputs.solids << {
- x: s.player.x + 300, # player positioned on top of platform
- y: s.player.y - s.camera[:y],
- w: s.player.w,
- h: s.player.h,
- r: 100, # color saturation
- g: 100,
- b: 200
- }
- end
-
- # Performs calculations
- def calc
- s.platforms.each do |p| # for each platform in the collection
- p.rect = [p.x, p.y, p.w, p.h] # set the definition
- end
-
- # sets player point by adding half the player's width to the player's x
- s.player.point = [s.player.x + s.player.w.half, s.player.y] # change + to - and see what happens!
-
- # search the platforms collection to find if the player's point is inside the rect of a platform
- collision = s.platforms.find { |p| s.player.point.inside_rect? p.rect }
-
- # if collision occurred and player is moving down (or not moving vertically at all)
- if collision && s.player.dy <= 0
- s.player.y = collision.rect.y + collision.rect.h - 2 # player positioned on top of platform
- s.player.dy = 0 if s.player.dy < 0 # player stops moving vertically
- if !s.player.platform
- s.player.dx = 0 # no horizontal movement
- end
- # changes horizontal position of player by multiplying collision change in x (dx) by speed and adding it to current x
- s.player.x += collision.dx * collision.speed
- s.player.platform = collision # player is on the platform that it collided with (or landed on)
- if s.player.falling # if player is falling
- s.player.dx = 0 # no horizontal movement
- end
- s.player.falling = false
- s.player.jumped_at = nil
- else
- s.player.platform = nil # player is not on a platform
- s.player.y += s.player.dy # velocity is the change in position
- s.player.dy += s.gravity # acceleration is the change in velocity; what goes up must come down
- end
-
- s.platforms.each do |p| # for each platform in the collection
- p.x += p.dx * p.speed # x is incremented by product of dx and speed (causes platform to move horizontally)
- # changes platform's x so it moves left and right across the screen (between -300 and 300 pixels)
- if p.x < -300 # if platform goes too far left
- p.dx *= -1 # dx is scaled down
- p.x = -300 # as far left as possible within scope
- elsif p.x > (1000 - p.w) # if platform's x is greater than 300
- p.dx *= -1
- p.x = (1000 - p.w) # set to 300 (as far right as possible within scope)
- end
- end
-
- delta = (s.player.y - s.camera[:y] - 100) # used to position camera view
-
- if delta > -200
- s.camera[:y] += delta * 0.01 # allows player to see view as they move upwards
- s.player.x += s.player.dx # velocity is change in position; change in x increases by dx
-
- # searches platform collection to find platforms located more than 300 pixels above the player
- has_platforms = s.platforms.find { |p| p.y > (s.player.y + 300) }
- if !has_platforms # if there are no platforms 300 pixels above the player
- width = 700 - (700 * (0.1 * s.player.platforms_cleared)) # the next platform is smaller than previous
- s.player.platforms_cleared += 1 # player successfully cleared another platform
- last_platform = s.platforms[-1] # platform just cleared becomes last platform
- # another platform is created 300 pixels above the last platform, and this
- # new platform has a smaller width and moves faster than all previous platforms
- s.platforms << new_platform(x: (700 - width) * rand, # random x position
- y: last_platform.y + 300,
- w: width,
- h: 32,
- dx: 1.randomize(:sign), # random change in x
- speed: 2 * s.player.platforms_cleared,
- rect: nil)
- end
- else
- s.as_hash.clear # otherwise clear the hash (no new platform is necessary)
- end
- end
-
- # Takes input from the user to move the player
- def input
- if inputs.keyboard.space # if the space bar is pressed
- s.player.jumped_at ||= s.tick_count # set to current frame
-
- # if the time that has passed since the jump is less than the duration of a jump (10 frames)
- # and the player is not falling
- if s.player.jumped_at.elapsed_time < s.player_jump_power_duration && !s.player.falling
- s.player.dy = s.player_jump_power # player jumps up
- end
- end
-
- if inputs.keyboard.key_up.space # if space bar is in "up" state
- s.player.falling = true # player is falling
- end
-
- if inputs.keyboard.left # if left key is pressed
- s.player.dx -= s.player_acceleration # player's position changes, decremented by acceleration
- s.player.dx = s.player.dx.greater(-s.player_max_run_speed) # dx is either current dx or -5, whichever is greater
- elsif inputs.keyboard.right # if right key is pressed
- s.player.dx += s.player_acceleration # player's position changes, incremented by acceleration
- s.player.dx = s.player.dx.lesser(s.player_max_run_speed) # dx is either current dx or 5, whichever is lesser
- else
- s.player.dx *= s.player_speed_slowdown_rate # scales dx down
- end
- end
-end
-
-$game = VerticalPlatformer.new
-
-def tick args
- $game.args = args
- $game.tick
-end