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| author | Amir Rajan <[email protected]> | 2021-12-10 00:09:48 -0600 |
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| committer | Amir Rajan <[email protected]> | 2021-12-10 00:09:48 -0600 |
| commit | eaa29e72939f5edf61735ccbb73c36ee89369f65 (patch) | |
| tree | c310fac2e39bd799bf7fc1f73d35c12bcc5187b7 /samples/99_genre_mario/02_jumping_and_collisions/app/main.rb | |
| parent | 33dfdde9ae03e3218b4796f3595d3b727f626587 (diff) | |
| download | dragonruby-game-toolkit-contrib-eaa29e72939f5edf61735ccbb73c36ee89369f65.tar.gz dragonruby-game-toolkit-contrib-eaa29e72939f5edf61735ccbb73c36ee89369f65.zip | |
Synced with DragonRuby Game Toolkit v3.2.
Diffstat (limited to 'samples/99_genre_mario/02_jumping_and_collisions/app/main.rb')
| -rw-r--r-- | samples/99_genre_mario/02_jumping_and_collisions/app/main.rb | 281 |
1 files changed, 281 insertions, 0 deletions
diff --git a/samples/99_genre_mario/02_jumping_and_collisions/app/main.rb b/samples/99_genre_mario/02_jumping_and_collisions/app/main.rb new file mode 100644 index 0000000..52d9135 --- /dev/null +++ b/samples/99_genre_mario/02_jumping_and_collisions/app/main.rb @@ -0,0 +1,281 @@ +class Game + attr_gtk + + def tick + defaults + render + input + calc + end + + def defaults + return if state.tick_count != 0 + + player.x = 64 + player.y = 800 + player.size = 50 + player.dx = 0 + player.dy = 0 + player.action = :falling + + player.max_speed = 20 + player.jump_power = 15 + player.jump_air_time = 15 + player.jump_increase_power = 1 + + state.gravity = -1 + state.drag = 0.001 + state.tile_size = 64 + state.tiles ||= [ + { ordinal_x: 0, ordinal_y: 0 }, + { ordinal_x: 1, ordinal_y: 0 }, + { ordinal_x: 2, ordinal_y: 0 }, + { ordinal_x: 3, ordinal_y: 0 }, + { ordinal_x: 4, ordinal_y: 0 }, + { ordinal_x: 5, ordinal_y: 0 }, + { ordinal_x: 6, ordinal_y: 0 }, + { ordinal_x: 7, ordinal_y: 0 }, + { ordinal_x: 8, ordinal_y: 0 }, + { ordinal_x: 9, ordinal_y: 0 }, + { ordinal_x: 10, ordinal_y: 0 }, + { ordinal_x: 11, ordinal_y: 0 }, + { ordinal_x: 12, ordinal_y: 0 }, + + { ordinal_x: 9, ordinal_y: 3 }, + { ordinal_x: 10, ordinal_y: 3 }, + { ordinal_x: 11, ordinal_y: 3 }, + ] + + tiles.each do |t| + t.rect = { x: t.ordinal_x * 64, + y: t.ordinal_y * 64, + w: 64, + h: 64 } + end + end + + def render + render_player + render_tiles + # render_grid + end + + def input + input_jump + input_move + end + + def calc + calc_player_rect + calc_left + calc_right + calc_below + calc_above + calc_player_dy + calc_player_dx + calc_game_over + end + + def render_player + outputs.sprites << { + x: player.x, + y: player.y, + w: player.size, + h: player.size, + path: 'sprites/square/red.png' + } + end + + def render_tiles + outputs.sprites << state.tiles.map do |t| + t.merge path: 'sprites/square/white.png', + x: t.ordinal_x * 64, + y: t.ordinal_y * 64, + w: 64, + h: 64 + end + end + + def render_grid + if state.tick_count == 0 + outputs[:grid].background_color = [0, 0, 0, 0] + outputs[:grid].borders << available_brick_locations + outputs[:grid].labels << available_brick_locations.map do |b| + [ + b.merge(text: "#{b.ordinal_x},#{b.ordinal_y}", + x: b.x + 2, + y: b.y + 2, + size_enum: -3, + vertical_alignment_enum: 0, + blendmode_enum: 0), + b.merge(text: "#{b.x},#{b.y}", + x: b.x + 2, + y: b.y + 2 + 20, + size_enum: -3, + vertical_alignment_enum: 0, + blendmode_enum: 0) + ] + end + end + + outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :grid } + end + + def input_jump + if inputs.keyboard.key_down.space + player_jump + end + + if inputs.keyboard.key_held.space + player_jump_increase_air_time + end + end + + def input_move + if player.dx.abs < 20 + if inputs.keyboard.left + player.dx -= 2 + elsif inputs.keyboard.right + player.dx += 2 + end + end + end + + def calc_game_over + if player.y < -64 + player.x = 64 + player.y = 800 + player.dx = 0 + player.dy = 0 + end + end + + def calc_player_rect + player.rect = player_current_rect + player.next_rect = player_next_rect + player.prev_rect = player_prev_rect + end + + def calc_player_dx + player.dx = player_next_dx + player.x += player.dx + end + + def calc_player_dy + player.y += player.dy + player.dy = player_next_dy + end + + def calc_below + return unless player.dy < 0 + tiles_below = tiles_find { |t| t.rect.top <= player.prev_rect.y } + collision = tiles_find_colliding tiles_below, (player.rect.merge y: player.next_rect.y) + if collision + player.y = collision.rect.y + state.tile_size + player.dy = 0 + player.action = :standing + else + player.action = :falling + end + end + + def calc_left + return unless player.dx < 0 && player_next_dx < 0 + tiles_left = tiles_find { |t| t.rect.right <= player.prev_rect.left } + collision = tiles_find_colliding tiles_left, (player.rect.merge x: player.next_rect.x) + return unless collision + player.x = collision.rect.right + player.dx = 0 + end + + def calc_right + return unless player.dx > 0 && player_next_dx > 0 + tiles_right = tiles_find { |t| t.rect.left >= player.prev_rect.right } + collision = tiles_find_colliding tiles_right, (player.rect.merge x: player.next_rect.x) + return unless collision + player.x = collision.rect.left - player.rect.w + player.dx = 0 + end + + def calc_above + return unless player.dy > 0 + tiles_above = tiles_find { |t| t.rect.y >= player.prev_rect.y } + collision = tiles_find_colliding tiles_above, (player.rect.merge y: player.next_rect.y) + return unless collision + player.dy = 0 + player.y = collision.rect.bottom - player.rect.h + end + + def player_current_rect + { x: player.x, y: player.y, w: player.size, h: player.size } + end + + def available_brick_locations + (0..19).to_a + .product(0..11) + .map do |(ordinal_x, ordinal_y)| + { ordinal_x: ordinal_x, + ordinal_y: ordinal_y, + x: ordinal_x * 64, + y: ordinal_y * 64, + w: 64, + h: 64 } + end + end + + def player + state.player ||= args.state.new_entity :player + end + + def player_next_dy + player.dy + state.gravity + state.drag ** 2 * -1 + end + + def player_next_dx + player.dx * 0.8 + end + + def player_next_rect + player.rect.merge x: player.x + player_next_dx, + y: player.y + player_next_dy + end + + def player_prev_rect + player.rect.merge x: player.x - player.dx, + y: player.y - player.dy + end + + def player_jump + return if player.action != :standing + player.action = :jumping + player.dy = state.player.jump_power + current_frame = state.tick_count + player.action_at = current_frame + end + + def player_jump_increase_air_time + return if player.action != :jumping + return if player.action_at.elapsed_time >= player.jump_air_time + player.dy += player.jump_increase_power + end + + def tiles + state.tiles + end + + def tiles_find_colliding tiles, target + tiles.find { |t| t.rect.intersect_rect? target } + end + + def tiles_find &block + tiles.find_all(&block) + end +end + +def tick args + $game ||= Game.new + $game.args = args + $game.tick +end + +$gtk.reset |
