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| author | Amir Rajan <[email protected]> | 2020-09-22 06:27:46 -0500 |
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| committer | Amir Rajan <[email protected]> | 2020-09-22 06:27:46 -0500 |
| commit | 20d5b4057b44ffcf92478b2a8e9476ace2fdc0f5 (patch) | |
| tree | b4742e4f9acfd5400a04f314164812606a71df9f /samples/06_save_load/01_save_load_game/app/main.rb | |
| parent | 5b2311900072cfff9582bb0296140cfb354cb911 (diff) | |
| download | dragonruby-game-toolkit-contrib-20d5b4057b44ffcf92478b2a8e9476ace2fdc0f5.tar.gz dragonruby-game-toolkit-contrib-20d5b4057b44ffcf92478b2a8e9476ace2fdc0f5.zip | |
synced with 1.22
Diffstat (limited to 'samples/06_save_load/01_save_load_game/app/main.rb')
| -rw-r--r-- | samples/06_save_load/01_save_load_game/app/main.rb | 389 |
1 files changed, 389 insertions, 0 deletions
diff --git a/samples/06_save_load/01_save_load_game/app/main.rb b/samples/06_save_load/01_save_load_game/app/main.rb new file mode 100644 index 0000000..251848a --- /dev/null +++ b/samples/06_save_load/01_save_load_game/app/main.rb @@ -0,0 +1,389 @@ +=begin + + APIs listing that haven't been encountered in previous sample apps: + + - Symbol (:): Ruby object with a name and an internal ID. Symbols are useful + because with a given symbol name, you can refer to the same object throughout + a Ruby program. + + In this sample app, we're using symbols for our buttons. We have buttons that + light fires, save, load, etc. Each of these buttons has a distinct symbol like + :light_fire, :save_game, :load_game, etc. + + - to_sym: Returns the symbol corresponding to the given string; creates the symbol + if it does not already exist. + For example, + 'car'.to_sym + would return the symbol :car. + + - last: Returns the last element of an array. + + Reminders: + + - num1.lesser(num2): finds the lower value of the given options. + For example, in the statement + a = 4.lesser(3) + 3 has a lower value than 4, which means that the value of a would be set to 3, + but if the statement had been + a = 4.lesser(5) + 4 has a lower value than 5, which means that the value of a would be set to 4. + + - num1.fdiv(num2): returns the float division (will have a decimal) of the two given numbers. + For example, 5.fdiv(2) = 2.5 and 5.fdiv(5) = 1.0 + + - String interpolation: uses #{} syntax; everything between the #{ and the } is evaluated + as Ruby code, and the placeholder is replaced with its corresponding value or result. + + - args.outputs.labels: An array. Values generate a label. + Parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE] + For more information, go to mygame/documentation/02-labels.md. + + - ARRAY#inside_rect?: An array with at least two values is considered a point. An array + with at least four values is considered a rect. The inside_rect? function returns true + or false depending on if the point is inside the rect. + +=end + +# This code allows users to perform different tasks, such as saving and loading the game. +# Users also have options to reset the game and light a fire. + +class TextedBasedGame + + # Contains methods needed for game to run properly. + # Increments tick count by 1 each time it runs (60 times in a single second) + def tick + default + show_intro + state.engine_tick_count += 1 + tick_fire + end + + # Sets default values. + # The ||= ensures that a variable's value is only set to the value following the = sign + # if the value has not already been set before. Intialization happens only in the first frame. + def default + state.engine_tick_count ||= 0 + state.active_module ||= :room + state.fire_progress ||= 0 + state.fire_ready_in ||= 10 + state.previous_fire ||= :dead + state.fire ||= :dead + end + + def show_intro + return unless state.engine_tick_count == 0 # return unless the game just started + set_story_line "awake." # calls set_story_line method, sets to "awake" + end + + # Sets story line. + def set_story_line story_line + state.story_line = story_line # story line set to value of parameter + state.active_module = :alert # active module set to alert + end + + # Clears story line. + def clear_storyline + state.active_module = :none # active module set to none + state.story_line = nil # story line is cleared, set to nil (or empty) + end + + # Determines fire progress (how close the fire is to being ready to light). + def tick_fire + return if state.active_module == :alert # return if active module is alert + state.fire_progress += 1 # increment fire progress + # fire_ready_in is 10. The fire_progress is either the current value or 10, whichever has a lower value. + state.fire_progress = state.fire_progress.lesser(state.fire_ready_in) + end + + # Sets the value of fire (whether it is dead or roaring), and the story line + def light_fire + return unless fire_ready? # returns unless the fire is ready to be lit + state.fire = :roaring # fire is lit, set to roaring + state.fire_progress = 0 # the fire progress returns to 0, since the fire has been lit + if state.fire != state.previous_fire + set_story_line "the fire is #{state.fire}." # the story line is set using string interpolation + state.previous_fire = state.fire + end + end + + # Checks if the fire is ready to be lit. Returns a boolean value. + def fire_ready? + # If fire_progress (value between 0 and 10) is equal to fire_ready_in (value of 10), + # the fire is ready to be lit. + state.fire_progress == state.fire_ready_in + end + + # Divides the value of the fire_progress variable by 10 to determine how close the user is to + # being able to light a fire. + def light_fire_progress + state.fire_progress.fdiv(10) # float division + end + + # Defines fire as the state.fire variable. + def fire + state.fire + end + + # Sets the title of the room. + def room_title + return "a room that is dark" if state.fire == :dead # room is dark if the fire is dead + return "a room that is lit" # room is lit if the fire is not dead + end + + # Sets the active_module to room. + def go_to_room + state.active_module = :room + end + + # Defines active_module as the state.active_module variable. + def active_module + state.active_module + end + + # Defines story_line as the state.story_line variable. + def story_line + state.story_line + end + + # Update every 60 frames (or every second) + def should_tick? + state.tick_count.mod_zero?(60) + end + + # Sets the value of the game state provider. + def initialize game_state_provider + @game_state_provider = game_state_provider + end + + # Defines the game state. + # Any variable prefixed with an @ symbol is an instance variable. + def state + @game_state_provider.state + end + + # Saves the state of the game in a text file called game_state.txt. + def save + $gtk.serialize_state('game_state.txt', state) + end + + # Loads the game state from the game_state.txt text file. + # If the load is unsuccessful, the user is informed since the story line indicates the failure. + def load + parsed_state = $gtk.deserialize_state('game_state.txt') + if !parsed_state + set_story_line "no game to load. press save first." + else + $gtk.args.state = parsed_state + end + end + + # Resets the game. + def reset + $gtk.reset + end +end + +class TextedBasedGamePresenter + attr_accessor :state, :outputs, :inputs + + # Creates empty collection called highlights. + # Calls methods necessary to run the game. + def tick + state.layout.highlights ||= [] + game.tick if game.should_tick? + render + process_input + end + + # Outputs a label of the tick count (passage of time) and calls all render methods. + def render + outputs.labels << [10, 30, state.tick_count] + render_alert + render_room + render_highlights + end + + # Outputs a label onto the screen that shows the story line, and also outputs a "close" button. + def render_alert + return unless game.active_module == :alert + + outputs.labels << [640, 480, game.story_line, 5, 1] # outputs story line label + outputs.primitives << button(:alert_dismiss, 490, 380, "close") # positions "close" button under story line + end + + def render_room + return unless game.active_module == :room + outputs.labels << [640, 700, game.room_title, 4, 1] # outputs room title label at top of screen + + # The parameters for these outputs are (symbol, x, y, text, value/percentage) and each has a y value + # that positions it 60 pixels lower than the previous output. + + # outputs the light_fire_progress bar, uses light_fire_progress for its percentage (which changes bar's appearance) + outputs.primitives << progress_bar(:light_fire, 490, 600, "light fire", game.light_fire_progress) + outputs.primitives << button( :save_game, 490, 540, "save") # outputs save button + outputs.primitives << button( :load_game, 490, 480, "load") # outputs load button + outputs.primitives << button( :reset_game, 490, 420, "reset") # outputs reset button + outputs.labels << [640, 30, "the fire is #{game.fire}", 0, 1] # outputs fire label at bottom of screen + end + + # Outputs a collection of highlights using an array to set their values, and also rejects certain values from the collection. + def render_highlights + state.layout.highlights.each do |h| # for each highlight in the collection + h.lifetime -= 1 # decrease the value of its lifetime + end + + outputs.solids << state.layout.highlights.map do |h| # outputs highlights collection + [h.x, h.y, h.w, h.h, h.color, 255 * h.lifetime / h.max_lifetime] # sets definition for each highlight + # transparency changes; divide lifetime by max_lifetime, multiply result by 255 + end + + # reject highlights from collection that have no remaining lifetime + state.layout.highlights = state.layout.highlights.reject { |h| h.lifetime <= 0 } + end + + # Checks whether or not a button was clicked. + # Returns a boolean value. + def process_input + button = button_clicked? # calls button_clicked? method + end + + # Returns a boolean value. + # Finds the button that was clicked from the button list and determines what method to call. + # Adds a highlight to the highlights collection. + def button_clicked? + return nil unless click_pos # return nil unless click_pos holds coordinates of mouse click + button = @button_list.find do |k, v| # goes through button_list to find button clicked + click_pos.inside_rect? v[:primitives].last.rect # was the mouse clicked inside the rect of button? + end + return unless button # return unless a button was clicked + method_to_call = "#{button[0]}_clicked".to_sym # sets method_to_call to symbol (like :save_game or :load_game) + if self.respond_to? method_to_call # returns true if self responds to the given method (method actually exists) + border = button[1][:primitives].last # sets border definition using value of last key in button list hash + + # declares each highlight as a new entity, sets properties + state.layout.highlights << state.new_entity(:highlight) do |h| + h.x = border.x + h.y = border.y + h.w = border.w + h.h = border.h + h.max_lifetime = 10 + h.lifetime = h.max_lifetime + h.color = [120, 120, 180] # sets color to shade of purple + end + + self.send method_to_call # invoke method identified by symbol + else # otherwise, if self doesn't respond to given method + border = button[1][:primitives].last # sets border definition using value of last key in hash + + # declares each highlight as a new entity, sets properties + state.layout.highlights << state.new_entity(:highlight) do |h| + h.x = border.x + h.y = border.y + h.w = border.w + h.h = border.h + h.max_lifetime = 4 # different max_lifetime than the one set if respond_to? had been true + h.lifetime = h.max_lifetime + h.color = [120, 80, 80] # sets color to dark color + end + + # instructions for users on how to add the missing method_to_call to the code + puts "It looks like #{method_to_call} doesn't exists on TextedBasedGamePresenter. Please add this method:" + puts "Just copy the code below and put it in the #{TextedBasedGamePresenter} class definition." + puts "" + puts "```" + puts "class TextedBasedGamePresenter <--- find this class and put the method below in it" + puts "" + puts " def #{method_to_call}" + puts " puts 'Yay that worked!'" + puts " end" + puts "" + puts "end <-- make sure to put the #{method_to_call} method in between the `class` word and the final `end` statement." + puts "```" + puts "" + end + end + + # Returns the position of the mouse when it is clicked. + def click_pos + return nil unless inputs.mouse.click # returns nil unless the mouse was clicked + return inputs.mouse.click.point # returns location of mouse click (coordinates) + end + + # Creates buttons for the button_list and sets their values using a hash (uses symbols as keys) + def button id, x, y, text + @button_list[id] ||= { # assigns values to hash keys + id: id, + text: text, + primitives: [ + [x + 10, y + 30, text, 2, 0].label, # positions label inside border + [x, y, 300, 50].border, # sets definition of border + ] + } + + @button_list[id][:primitives] # returns label and border for buttons + end + + # Creates a progress bar (used for lighting the fire) and sets its values. + def progress_bar id, x, y, text, percentage + @button_list[id] = { # assigns values to hash keys + id: id, + text: text, + primitives: [ + [x, y, 300, 50, 100, 100, 100].solid, # sets definition for solid (which fills the bar with gray) + [x + 10, y + 30, text, 2, 0].label, # sets definition for label, positions inside border + [x, y, 300, 50].border, # sets definition of border + ] + } + + # Fills progress bar based on percentage. If the fire was ready to be lit (100%) and we multiplied by + # 100, only 1/3 of the bar would only be filled in. 200 would cause only 2/3 to be filled in. + @button_list[id][:primitives][0][2] = 300 * percentage + @button_list[id][:primitives] + end + + # Defines the game. + def game + @game + end + + # Initalizes the game and creates an empty list of buttons. + def initialize + @game = TextedBasedGame.new self + @button_list ||= {} + end + + # Clears the storyline and takes the user to the room. + def alert_dismiss_clicked + game.clear_storyline + game.go_to_room + end + + # Lights the fire when the user clicks the "light fire" option. + def light_fire_clicked + game.light_fire + end + + # Saves the game when the user clicks the "save" option. + def save_game_clicked + game.save + end + + # Resets the game when the user clicks the "reset" option. + def reset_game_clicked + game.reset + end + + # Loads the game when the user clicks the "load" option. + def load_game_clicked + game.load + end +end + +$text_based_rpg = TextedBasedGamePresenter.new + +def tick args + $text_based_rpg.state = args.state + $text_based_rpg.outputs = args.outputs + $text_based_rpg.inputs = args.inputs + $text_based_rpg.tick +end |
