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| author | Amir Rajan <[email protected]> | 2020-09-11 02:02:01 -0500 |
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| committer | Amir Rajan <[email protected]> | 2020-09-11 02:02:57 -0500 |
| commit | 33ec37b141e896b47ed642923fd33b0c658ae9fb (patch) | |
| tree | a40d3e5d41beeb06508200078f6f26b0ee57d6a4 /samples/99_genre_arcade/flappy_dragon/app/main.rb | |
| parent | 958cf43779d2bf528869e80511c4c4f2a433b2db (diff) | |
| download | dragonruby-game-toolkit-contrib-33ec37b141e896b47ed642923fd33b0c658ae9fb.tar.gz dragonruby-game-toolkit-contrib-33ec37b141e896b47ed642923fd33b0c658ae9fb.zip | |
synced samples
Diffstat (limited to 'samples/99_genre_arcade/flappy_dragon/app/main.rb')
| -rw-r--r-- | samples/99_genre_arcade/flappy_dragon/app/main.rb | 360 |
1 files changed, 360 insertions, 0 deletions
diff --git a/samples/99_genre_arcade/flappy_dragon/app/main.rb b/samples/99_genre_arcade/flappy_dragon/app/main.rb new file mode 100644 index 0000000..56ce3ec --- /dev/null +++ b/samples/99_genre_arcade/flappy_dragon/app/main.rb @@ -0,0 +1,360 @@ +class FlappyDragon + attr_accessor :grid, :inputs, :state, :outputs + + def tick + defaults + render + calc + process_inputs + end + + def defaults + state.flap_power = 11 + state.gravity = 0.9 + state.ceiling = 600 + state.ceiling_flap_power = 6 + state.wall_countdown_length = 100 + state.wall_gap_size = 100 + state.wall_countdown ||= 0 + state.hi_score ||= 0 + state.score ||= 0 + state.walls ||= [] + state.x ||= 50 + state.y ||= 500 + state.dy ||= 0 + state.scene ||= :menu + state.scene_at ||= 0 + state.difficulty ||= :normal + state.new_difficulty ||= :normal + state.countdown ||= 4.seconds + state.flash_at ||= 0 + end + + def render + outputs.sounds << "sounds/flappy-song.ogg" if state.tick_count == 1 + render_score + render_menu + render_game + end + + def render_score + outputs.primitives << [10, 710, "HI SCORE: #{state.hi_score}", large_white_typeset].label + outputs.primitives << [10, 680, "SCORE: #{state.score}", large_white_typeset].label + outputs.primitives << [10, 650, "DIFFICULTY: #{state.difficulty.upcase}", large_white_typeset].label + end + + def render_menu + return unless state.scene == :menu + render_overlay + + outputs.labels << [640, 700, "Flappy Dragon", 50, 1, 255, 255, 255] + outputs.labels << [640, 500, "Instructions: Press Spacebar to flap. Don't die.", 4, 1, 255, 255, 255] + outputs.labels << [430, 430, "[Tab] Change difficulty", 4, 0, 255, 255, 255] + outputs.labels << [430, 400, "[Enter] Start at New Difficulty ", 4, 0, 255, 255, 255] + outputs.labels << [430, 370, "[Escape] Cancel/Resume ", 4, 0, 255, 255, 255] + outputs.labels << [640, 300, "(mouse, touch, and game controllers work, too!) ", 4, 1, 255, 255, 255] + outputs.labels << [640, 200, "Difficulty: #{state.new_difficulty.capitalize}", 4, 1, 255, 255, 255] + + outputs.labels << [10, 100, "Code: @amirrajan", 255, 255, 255] + outputs.labels << [10, 80, "Art: @mobypixel", 255, 255, 255] + outputs.labels << [10, 60, "Music: @mobypixel", 255, 255, 255] + outputs.labels << [10, 40, "Engine: DragonRuby GTK", 255, 255, 255] + end + + def render_overlay + outputs.primitives << [grid.rect.scale_rect(1.1, 0, 0), 0, 0, 0, 230].solid + end + + def render_game + render_game_over + render_background + render_walls + render_dragon + render_flash + end + + def render_game_over + return unless state.scene == :game + outputs.labels << [638, 358, score_text, 20, 1] + outputs.labels << [635, 360, score_text, 20, 1, 255, 255, 255] + outputs.labels << [638, 428, countdown_text, 20, 1] + outputs.labels << [635, 430, countdown_text, 20, 1, 255, 255, 255] + end + + def render_background + outputs.sprites << [0, 0, 1280, 720, 'sprites/background.png'] + + scroll_point_at = state.tick_count + scroll_point_at = state.scene_at if state.scene == :menu + scroll_point_at = state.death_at if state.countdown > 0 + scroll_point_at ||= 0 + + outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_back.png', 0.25) + outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_middle.png', 0.50) + outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_front.png', 1.00, -80) + end + + def render_walls + state.walls.each do |w| + w.sprites = [ + [w.x, w.bottom_height - 720, 100, 720, 'sprites/wall.png', 180], + [w.x, w.top_y, 100, 720, 'sprites/wallbottom.png', 0] + ] + end + outputs.sprites << state.walls.map(&:sprites) + end + + def render_dragon + state.show_death = true if state.countdown == 3.seconds + + render_debug_hitbox false + + if state.show_death == false || !state.death_at + animation_index = state.flapped_at.frame_index 6, 2, false if state.flapped_at + sprite_name = "sprites/dragon_fly#{animation_index.or(0) + 1}.png" + state.dragon_sprite = [state.x, state.y, 100, 80, sprite_name, state.dy * 1.2] + else + sprite_name = "sprites/dragon_die.png" + state.dragon_sprite = [state.x, state.y, 100, 80, sprite_name, state.dy * 1.2] + sprite_changed_elapsed = state.death_at.elapsed_time - 1.seconds + state.dragon_sprite.angle += (sprite_changed_elapsed ** 1.3) * state.death_fall_direction * -1 + state.dragon_sprite.x += (sprite_changed_elapsed ** 1.2) * state.death_fall_direction + state.dragon_sprite.y += (sprite_changed_elapsed * 14 - sprite_changed_elapsed ** 1.6) + end + + outputs.sprites << state.dragon_sprite + end + + def render_debug_hitbox show + return unless show + outputs.borders << [dragon_collision_box.rect, 255, 0, 0] if state.dragon_sprite + outputs.borders << state.walls.flat_map do |w| + w.sprites.map { |s| [s.rect, 255, 0, 0] } + end + end + + def render_flash + return unless state.flash_at + + outputs.primitives << [grid.rect, + white, + 255 * state.flash_at.ease(20, :flip)].solid + + state.flash_at = 0 if state.flash_at.elapsed_time > 20 + end + + def calc + return unless state.scene == :game + reset_game if state.countdown == 1 + state.countdown -= 1 and return if state.countdown > 0 + calc_walls + calc_flap + calc_game_over + end + + def calc_walls + state.walls.each { |w| w.x -= 8 } + + walls_count_before_removal = state.walls.length + + state.walls.reject! { |w| w.x < -100 } + + state.score += 1 if state.walls.count < walls_count_before_removal + + state.wall_countdown -= 1 and return if state.wall_countdown > 0 + + state.walls << state.new_entity(:wall) do |w| + w.x = grid.right + w.opening = grid.top + .randomize(:ratio) + .greater(200) + .lesser(520) + w.bottom_height = w.opening - state.wall_gap_size + w.top_y = w.opening + state.wall_gap_size + end + + state.wall_countdown = state.wall_countdown_length + end + + def calc_flap + state.y += state.dy + state.dy = state.dy.lesser state.flap_power + state.dy -= state.gravity + return if state.y < state.ceiling + state.y = state.ceiling + state.dy = state.dy.lesser state.ceiling_flap_power + end + + def calc_game_over + return unless game_over? + + state.death_at = state.tick_count + state.death_from = state.walls.first + state.death_fall_direction = -1 + state.death_fall_direction = 1 if state.x > state.death_from.x + outputs.sounds << "sounds/hit-sound.wav" + begin_countdown + end + + def process_inputs + process_inputs_menu + process_inputs_game + end + + def process_inputs_menu + return unless state.scene == :menu + + changediff = inputs.keyboard.key_down.tab || inputs.controller_one.key_down.select + if inputs.mouse.click + p = inputs.mouse.click.point + if (p.y >= 165) && (p.y < 200) && (p.x >= 500) && (p.x < 800) + changediff = true + end + end + + if changediff + case state.new_difficulty + when :easy + state.new_difficulty = :normal + when :normal + state.new_difficulty = :hard + when :hard + state.new_difficulty = :flappy + when :flappy + state.new_difficulty = :easy + end + end + + if inputs.keyboard.key_down.enter || inputs.controller_one.key_down.start || inputs.controller_one.key_down.a + state.difficulty = state.new_difficulty + change_to_scene :game + reset_game false + state.hi_score = 0 + begin_countdown + end + + if inputs.keyboard.key_down.escape || (inputs.mouse.click && !changediff) || inputs.controller_one.key_down.b + state.new_difficulty = state.difficulty + change_to_scene :game + end + end + + def process_inputs_game + return unless state.scene == :game + + clicked_menu = false + if inputs.mouse.click + p = inputs.mouse.click.point + clicked_menu = (p.y >= 620) && (p.x < 275) + end + + if clicked_menu || inputs.keyboard.key_down.escape || inputs.keyboard.key_down.enter || inputs.controller_one.key_down.start + change_to_scene :menu + elsif (inputs.mouse.down || inputs.mouse.click || inputs.keyboard.key_down.space || inputs.controller_one.key_down.a) && state.countdown == 0 + state.dy = 0 + state.dy += state.flap_power + state.flapped_at = state.tick_count + outputs.sounds << "sounds/fly-sound.wav" + end + end + + def scrolling_background at, path, rate, y = 0 + [ + [ 0 - at.*(rate) % 1440, y, 1440, 720, path], + [1440 - at.*(rate) % 1440, y, 1440, 720, path] + ] + end + + def white + [255, 255, 255] + end + + def large_white_typeset + [5, 0, 255, 255, 255] + end + + def at_beginning? + state.walls.count == 0 + end + + def dragon_collision_box + state.dragon_sprite + .scale_rect(1.0 - collision_forgiveness, 0.5, 0.5) + .rect_shift_right(10) + .rect_shift_up(state.dy * 2) + end + + def game_over? + return true if state.y <= 0.-(500 * collision_forgiveness) && !at_beginning? + + state.walls + .flat_map { |w| w.sprites } + .any? do |s| + s.intersect_rect?(dragon_collision_box) + end + end + + def collision_forgiveness + case state.difficulty + when :easy + 0.9 + when :normal + 0.7 + when :hard + 0.5 + when :flappy + 0.3 + else + 0.9 + end + end + + def countdown_text + state.countdown ||= -1 + return "" if state.countdown == 0 + return "GO!" if state.countdown.idiv(60) == 0 + return "GAME OVER" if state.death_at + return "READY?" + end + + def begin_countdown + state.countdown = 4.seconds + end + + def score_text + return "" unless state.countdown > 1.seconds + return "" unless state.death_at + return "SCORE: 0 (LOL)" if state.score == 0 + return "HI SCORE: #{state.score}" if state.score == state.hi_score + return "SCORE: #{state.score}" + end + + def reset_game set_flash = true + state.flash_at = state.tick_count if set_flash + state.walls = [] + state.y = 500 + state.dy = 0 + state.hi_score = state.hi_score.greater(state.score) + state.score = 0 + state.wall_countdown = state.wall_countdown_length.fdiv(2) + state.show_death = false + state.death_at = nil + end + + def change_to_scene scene + state.scene = scene + state.scene_at = state.tick_count + inputs.keyboard.clear + inputs.controller_one.clear + end +end + +$flappy_dragon = FlappyDragon.new + +def tick args + $flappy_dragon.grid = args.grid + $flappy_dragon.inputs = args.inputs + $flappy_dragon.state = args.state + $flappy_dragon.outputs = args.outputs + $flappy_dragon.tick +end |
