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| author | Amir Rajan <[email protected]> | 2021-04-10 03:51:14 -0500 |
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| committer | Amir Rajan <[email protected]> | 2021-04-10 03:51:14 -0500 |
| commit | 00e85147c9a1dd35a0857f361e5833a1c25f4a0a (patch) | |
| tree | 52534d292ca3fa5733584eb926116228cb3551af /samples/99_genre_arcade/bullet_hell/app | |
| parent | a2d92c2bf09bcdc494f1391af69b707cca281a16 (diff) | |
| download | dragonruby-game-toolkit-contrib-00e85147c9a1dd35a0857f361e5833a1c25f4a0a.tar.gz dragonruby-game-toolkit-contrib-00e85147c9a1dd35a0857f361e5833a1c25f4a0a.zip | |
Synced from DRGTK 2.10.
Diffstat (limited to 'samples/99_genre_arcade/bullet_hell/app')
| -rw-r--r-- | samples/99_genre_arcade/bullet_hell/app/main.rb | 189 |
1 files changed, 189 insertions, 0 deletions
diff --git a/samples/99_genre_arcade/bullet_hell/app/main.rb b/samples/99_genre_arcade/bullet_hell/app/main.rb new file mode 100644 index 0000000..aac6de7 --- /dev/null +++ b/samples/99_genre_arcade/bullet_hell/app/main.rb @@ -0,0 +1,189 @@ +def tick args + args.state.base_columns ||= 10.times.map { |n| 50 * n + 1280 / 2 - 5 * 50 + 5 } + args.state.base_rows ||= 5.times.map { |n| 50 * n + 720 - 5 * 50 } + args.state.offset_columns = 10.times.map { |n| (n - 4.5) * Math.sin(Kernel.tick_count.to_radians) * 12 } + args.state.offset_rows = 5.map { 0 } + args.state.columns = 10.times.map { |i| args.state.base_columns[i] + args.state.offset_columns[i] } + args.state.rows = 5.times.map { |i| args.state.base_rows[i] + args.state.offset_rows[i] } + args.state.explosions ||= [] + args.state.enemies ||= [] + args.state.score ||= 0 + args.state.wave ||= 0 + if args.state.enemies.empty? + args.state.wave += 1 + args.state.wave_root = Math.sqrt(args.state.wave) + args.state.enemies = make_enemies + end + args.state.player ||= {x: 620, y: 80, w: 40, h: 40, path: 'sprites/circle-gray.png', angle: 90, cooldown: 0, alive: true} + args.state.enemy_bullets ||= [] + args.state.player_bullets ||= [] + args.state.lives ||= 3 + args.state.missed_shots ||= 0 + args.state.fired_shots ||= 0 + + update_explosions args + update_enemy_positions args + + if args.inputs.left && args.state.player[:x] > (300 + 5) + args.state.player[:x] -= 5 + end + if args.inputs.right && args.state.player[:x] < (1280 - args.state.player[:w] - 300 - 5) + args.state.player[:x] += 5 + end + + args.state.enemy_bullets.each do |bullet| + bullet[:x] += bullet[:dx] + bullet[:y] += bullet[:dy] + end + args.state.player_bullets.each do |bullet| + bullet[:x] += bullet[:dx] + bullet[:y] += bullet[:dy] + end + + args.state.enemy_bullets = args.state.enemy_bullets.find_all { |bullet| bullet[:y].between?(-16, 736) } + args.state.player_bullets = args.state.player_bullets.find_all do |bullet| + if bullet[:y].between?(-16, 736) + true + else + args.state.missed_shots += 1 + false + end + end + + args.state.enemies = args.state.enemies.reject do |enemy| + if args.state.player[:alive] && 1500 > (args.state.player[:x] - enemy[:x]) ** 2 + (args.state.player[:y] - enemy[:y]) ** 2 + args.state.explosions << {x: enemy[:x] + 4, y: enemy[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0} + args.state.explosions << {x: args.state.player[:x] + 4, y: args.state.player[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0} + args.state.player[:alive] = false + true + else + false + end + end + args.state.enemy_bullets.each do |bullet| + if args.state.player[:alive] && 400 > (args.state.player[:x] - bullet[:x] + 12) ** 2 + (args.state.player[:y] - bullet[:y] + 12) ** 2 + args.state.explosions << {x: args.state.player[:x] + 4, y: args.state.player[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0} + args.state.player[:alive] = false + bullet[:despawn] = true + end + end + args.state.enemies = args.state.enemies.reject do |enemy| + args.state.player_bullets.any? do |bullet| + if 400 > (enemy[:x] - bullet[:x] + 12) ** 2 + (enemy[:y] - bullet[:y] + 12) ** 2 + args.state.explosions << {x: enemy[:x] + 4, y: enemy[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0} + bullet[:despawn] = true + args.state.score += 1000 * args.state.wave + true + else + false + end + end + end + + args.state.player_bullets = args.state.player_bullets.reject { |bullet| bullet[:despawn] } + args.state.enemy_bullets = args.state.enemy_bullets.reject { |bullet| bullet[:despawn] } + + args.state.player[:cooldown] -= 1 + if args.inputs.keyboard.key_held.space && args.state.player[:cooldown] <= 0 && args.state.player[:alive] + args.state.player_bullets << {x: args.state.player[:x] + 12, y: args.state.player[:y] + 28, w: 16, h: 16, path: 'sprites/star.png', dx: 0, dy: 8}.sprite + args.state.fired_shots += 1 + args.state.player[:cooldown] = 10 + 20 / args.state.wave + end + args.state.enemies.each do |enemy| + if Math.rand < 0.0005 + 0.0005 * args.state.wave && args.state.player[:alive] && enemy[:move_state] == :normal + args.state.enemy_bullets << {x: enemy[:x] + 12, y: enemy[:y] - 8, w: 16, h: 16, path: 'sprites/star.png', dx: 0, dy: -3 - args.state.wave_root}.sprite + end + end + + args.outputs.background_color = [0, 0, 0] + args.outputs.primitives << args.state.enemies.map do |enemy| + [enemy[:x], enemy[:y], 40, 40, enemy[:path], -90].sprite + end + args.outputs.primitives << args.state.player if args.state.player[:alive] + args.outputs.primitives << args.state.explosions + args.outputs.primitives << args.state.player_bullets + args.outputs.primitives << args.state.enemy_bullets + accuracy = args.state.fired_shots.zero? ? 1 : (args.state.fired_shots - args.state.missed_shots) / args.state.fired_shots + args.outputs.primitives << [ + [0, 0, 300, 720, 96, 0, 0].solid, + [1280 - 300, 0, 300, 720, 96, 0, 0].solid, + [1280 - 290, 60, "Wave #{args.state.wave}", 255, 255, 255].label, + [1280 - 290, 40, "Accuracy #{(accuracy * 100).floor}%", 255, 255, 255].label, + [1280 - 290, 20, "Score #{(args.state.score * accuracy).floor}", 255, 255, 255].label, + ] + args.outputs.primitives << args.state.lives.times.map do |n| + [1280 - 290 + 50 * n, 80, 40, 40, 'sprites/circle-gray.png', 90].sprite + end + #args.outputs.debug << args.gtk.framerate_diagnostics_primitives + + if (!args.state.player[:alive]) && args.state.enemy_bullets.empty? && args.state.explosions.empty? && args.state.enemies.all? { |enemy| enemy[:move_state] == :normal } + args.state.player[:alive] = true + args.state.player[:x] = 624 + args.state.player[:y] = 80 + args.state.lives -= 1 + if args.state.lives == -1 + args.state.clear! + end + end +end + +def make_enemies + enemies = [] + enemies += 10.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 0, col: n, path: 'sprites/circle-orange.png', move_state: :retreat} } + enemies += 10.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 1, col: n, path: 'sprites/circle-orange.png', move_state: :retreat} } + enemies += 8.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 2, col: n + 1, path: 'sprites/circle-blue.png', move_state: :retreat} } + enemies += 8.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 3, col: n + 1, path: 'sprites/circle-blue.png', move_state: :retreat} } + enemies += 4.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 4, col: n + 3, path: 'sprites/circle-green.png', move_state: :retreat} } + enemies +end + +def update_explosions args + args.state.explosions.each do |explosion| + explosion[:age] += 0.5 + explosion[:path] = "sprites/explosion-#{explosion[:age].floor}.png" + end + args.state.explosions = args.state.explosions.reject { |explosion| explosion[:age] >= 7 } +end + +def update_enemy_positions args + args.state.enemies.each do |enemy| + if enemy[:move_state] == :normal + enemy[:x] = args.state.columns[enemy[:col]] + enemy[:y] = args.state.rows[enemy[:row]] + enemy[:move_state] = :dive if Math.rand < 0.0002 + 0.00005 * args.state.wave && args.state.player[:alive] + elsif enemy[:move_state] == :dive + enemy[:target_x] ||= args.state.player[:x] + enemy[:target_y] ||= args.state.player[:y] + dx = enemy[:target_x] - enemy[:x] + dy = enemy[:target_y] - enemy[:y] + vel = Math.sqrt(dx * dx + dy * dy) + speed_limit = 2 + args.state.wave_root + if vel > speed_limit + dx /= vel / speed_limit + dy /= vel / speed_limit + end + if vel < 1 || !args.state.player[:alive] + enemy[:move_state] = :retreat + end + enemy[:x] += dx + enemy[:y] += dy + elsif enemy[:move_state] == :retreat + enemy[:target_x] = args.state.columns[enemy[:col]] + enemy[:target_y] = args.state.rows[enemy[:row]] + dx = enemy[:target_x] - enemy[:x] + dy = enemy[:target_y] - enemy[:y] + vel = Math.sqrt(dx * dx + dy * dy) + speed_limit = 2 + args.state.wave_root + if vel > speed_limit + dx /= vel / speed_limit + dy /= vel / speed_limit + elsif vel < 1 + enemy[:move_state] = :normal + enemy[:target_x] = nil + enemy[:target_y] = nil + end + enemy[:x] += dx + enemy[:y] += dy + end + end +end |
