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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_platformer/gorillas_basic/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_platformer/gorillas_basic/app/main.rb')
| -rw-r--r-- | samples/99_genre_platformer/gorillas_basic/app/main.rb | 373 |
1 files changed, 373 insertions, 0 deletions
diff --git a/samples/99_genre_platformer/gorillas_basic/app/main.rb b/samples/99_genre_platformer/gorillas_basic/app/main.rb new file mode 100644 index 0000000..53f9a4f --- /dev/null +++ b/samples/99_genre_platformer/gorillas_basic/app/main.rb @@ -0,0 +1,373 @@ +class YouSoBasicGorillas + attr_accessor :outputs, :grid, :state, :inputs + + def tick + defaults + render + calc + process_inputs + end + + def defaults + outputs.background_color = [33, 32, 87] + state.building_spacing = 1 + state.building_room_spacing = 15 + state.building_room_width = 10 + state.building_room_height = 15 + state.building_heights = [4, 4, 6, 8, 15, 20, 18] + state.building_room_sizes = [5, 4, 6, 7] + state.gravity = 0.25 + state.first_strike ||= :player_1 + state.buildings ||= [] + state.holes ||= [] + state.player_1_score ||= 0 + state.player_2_score ||= 0 + state.wind ||= 0 + end + + def render + render_stage + render_value_insertion + render_gorillas + render_holes + render_banana + render_game_over + render_score + render_wind + end + + def render_score + outputs.primitives << [0, 0, 1280, 31, fancy_white].solid + outputs.primitives << [1, 1, 1279, 29].solid + outputs.labels << [ 10, 25, "Score: #{state.player_1_score}", 0, 0, fancy_white] + outputs.labels << [1270, 25, "Score: #{state.player_2_score}", 0, 2, fancy_white] + end + + def render_wind + outputs.primitives << [640, 12, state.wind * 500 + state.wind * 10 * rand, 4, 35, 136, 162].solid + outputs.lines << [640, 30, 640, 0, fancy_white] + end + + def render_game_over + return unless state.over + outputs.primitives << [grid.rect, 0, 0, 0, 200].solid + outputs.primitives << [640, 370, "Game Over!!", 5, 1, fancy_white].label + if state.winner == :player_1 + outputs.primitives << [640, 340, "Player 1 Wins!!", 5, 1, fancy_white].label + else + outputs.primitives << [640, 340, "Player 2 Wins!!", 5, 1, fancy_white].label + end + end + + def render_stage + return unless state.stage_generated + return if state.stage_rendered + + outputs.static_solids << [grid.rect, 33, 32, 87] + outputs.static_solids << state.buildings.map(&:solids) + state.stage_rendered = true + end + + def render_gorilla gorilla, id + return unless gorilla + if state.banana && state.banana.owner == gorilla + animation_index = state.banana.created_at.frame_index(3, 5, false) + end + if !animation_index + outputs.sprites << [gorilla.solid, "sprites/#{id}-idle.png"] + else + outputs.sprites << [gorilla.solid, "sprites/#{id}-#{animation_index}.png"] + end + end + + def render_gorillas + render_gorilla state.player_1, :left + render_gorilla state.player_2, :right + end + + def render_value_insertion + return if state.banana + return if state.over + + if state.current_turn == :player_1_angle + outputs.labels << [ 10, 710, "Angle: #{state.player_1_angle}_", fancy_white] + elsif state.current_turn == :player_1_velocity + outputs.labels << [ 10, 710, "Angle: #{state.player_1_angle}", fancy_white] + outputs.labels << [ 10, 690, "Velocity: #{state.player_1_velocity}_", fancy_white] + elsif state.current_turn == :player_2_angle + outputs.labels << [1120, 710, "Angle: #{state.player_2_angle}_", fancy_white] + elsif state.current_turn == :player_2_velocity + outputs.labels << [1120, 710, "Angle: #{state.player_2_angle}", fancy_white] + outputs.labels << [1120, 690, "Velocity: #{state.player_2_velocity}_", fancy_white] + end + end + + def render_banana + return unless state.banana + rotation = state.tick_count.%(360) * 20 + rotation *= -1 if state.banana.dx > 0 + outputs.sprites << [state.banana.x, state.banana.y, 15, 15, 'sprites/banana.png', rotation] + end + + def render_holes + outputs.sprites << state.holes.map do |s| + animation_index = s.created_at.frame_index(7, 3, false) + if animation_index + [s.sprite, [s.sprite.rect, "sprites/explosion#{animation_index}.png" ]] + else + s.sprite + end + end + end + + def calc + calc_generate_stage + calc_current_turn + calc_banana + end + + def calc_current_turn + return if state.current_turn + + state.current_turn = :player_1_angle + state.current_turn = :player_2_angle if state.first_strike == :player_2 + end + + def calc_generate_stage + return if state.stage_generated + + state.buildings << building_prefab(state.building_spacing + -20, *random_building_size) + 8.numbers.inject(state.buildings) do |buildings, i| + buildings << + building_prefab(state.building_spacing + + state.buildings.last.right, + *random_building_size) + end + + building_two = state.buildings[1] + state.player_1 = new_player(building_two.x + building_two.w.fdiv(2), + building_two.h) + + building_nine = state.buildings[-3] + state.player_2 = new_player(building_nine.x + building_nine.w.fdiv(2), + building_nine.h) + state.stage_generated = true + state.wind = 1.randomize(:ratio, :sign) + end + + def new_player x, y + state.new_entity(:gorilla) do |p| + p.x = x - 25 + p.y = y + p.solid = [p.x, p.y, 50, 50] + end + end + + def calc_banana + return unless state.banana + + state.banana.x += state.banana.dx + state.banana.dx += state.wind.fdiv(50) + state.banana.y += state.banana.dy + state.banana.dy -= state.gravity + banana_collision = [state.banana.x, state.banana.y, 10, 10] + + if state.player_1 && banana_collision.intersect_rect?(state.player_1.solid) + state.over = true + if state.banana.owner == state.player_2 + state.winner = :player_2 + else + state.winner = :player_1 + end + + state.player_2_score += 1 + elsif state.player_2 && banana_collision.intersect_rect?(state.player_2.solid) + state.over = true + if state.banana.owner == state.player_2 + state.winner = :player_1 + else + state.winner = :player_2 + end + state.player_1_score += 1 + end + + if state.over + place_hole + return + end + + return if state.holes.any? do |h| + h.sprite.scale_rect(0.8, 0.5, 0.5).intersect_rect? [state.banana.x, state.banana.y, 10, 10] + end + + return unless state.banana.y < 0 || state.buildings.any? do |b| + b.rect.intersect_rect? [state.banana.x, state.banana.y, 1, 1] + end + + place_hole + end + + def place_hole + return unless state.banana + + state.holes << state.new_entity(:banana) do |b| + b.sprite = [state.banana.x - 20, state.banana.y - 20, 40, 40, 'sprites/hole.png'] + end + + state.banana = nil + end + + def process_inputs_main + return if state.banana + return if state.over + + if inputs.keyboard.key_down.enter + input_execute_turn + elsif inputs.keyboard.key_down.backspace + state.as_hash[state.current_turn] ||= "" + state.as_hash[state.current_turn] = state.as_hash[state.current_turn][0..-2] + elsif inputs.keyboard.key_down.char + state.as_hash[state.current_turn] ||= "" + state.as_hash[state.current_turn] += inputs.keyboard.key_down.char + end + end + + def process_inputs_game_over + return unless state.over + return unless inputs.keyboard.key_down.truthy_keys.any? + state.over = false + outputs.static_solids.clear + state.buildings.clear + state.holes.clear + state.stage_generated = false + state.stage_rendered = false + if state.first_strike == :player_1 + state.first_strike = :player_2 + else + state.first_strike = :player_1 + end + end + + def process_inputs + process_inputs_main + process_inputs_game_over + end + + def input_execute_turn + return if state.banana + + if state.current_turn == :player_1_angle && parse_or_clear!(:player_1_angle) + state.current_turn = :player_1_velocity + elsif state.current_turn == :player_1_velocity && parse_or_clear!(:player_1_velocity) + state.current_turn = :player_2_angle + state.banana = + new_banana(state.player_1, + state.player_1.x + 25, + state.player_1.y + 60, + state.player_1_angle, + state.player_1_velocity) + elsif state.current_turn == :player_2_angle && parse_or_clear!(:player_2_angle) + state.current_turn = :player_2_velocity + elsif state.current_turn == :player_2_velocity && parse_or_clear!(:player_2_velocity) + state.current_turn = :player_1_angle + state.banana = + new_banana(state.player_2, + state.player_2.x + 25, + state.player_2.y + 60, + 180 - state.player_2_angle, + state.player_2_velocity) + end + + if state.banana + state.player_1_angle = nil + state.player_1_velocity = nil + state.player_2_angle = nil + state.player_2_velocity = nil + end + end + + def random_building_size + [state.building_heights.sample, state.building_room_sizes.sample] + end + + def int? v + v.to_i.to_s == v.to_s + end + + def random_building_color + [[ 99, 0, 107], + [ 35, 64, 124], + [ 35, 136, 162], + ].sample + end + + def random_window_color + [[ 88, 62, 104], + [253, 224, 187]].sample + end + + def windows_for_building starting_x, floors, rooms + floors.-(1).combinations(rooms - 1).map do |floor, room| + [starting_x + + state.building_room_width.*(room) + + state.building_room_spacing.*(room + 1), + state.building_room_height.*(floor) + + state.building_room_spacing.*(floor + 1), + state.building_room_width, + state.building_room_height, + random_window_color] + end + end + + def building_prefab starting_x, floors, rooms + state.new_entity(:building) do |b| + b.x = starting_x + b.y = 0 + b.w = state.building_room_width.*(rooms) + + state.building_room_spacing.*(rooms + 1) + b.h = state.building_room_height.*(floors) + + state.building_room_spacing.*(floors + 1) + b.right = b.x + b.w + b.rect = [b.x, b.y, b.w, b.h] + b.solids = [[b.x - 1, b.y, b.w + 2, b.h + 1, fancy_white], + [b.x, b.y, b.w, b.h, random_building_color], + windows_for_building(b.x, floors, rooms)] + end + end + + def parse_or_clear! game_prop + if int? state.as_hash[game_prop] + state.as_hash[game_prop] = state.as_hash[game_prop].to_i + return true + end + + state.as_hash[game_prop] = nil + return false + end + + def new_banana owner, x, y, angle, velocity + state.new_entity(:banana) do |b| + b.owner = owner + b.x = x + b.y = y + b.angle = angle % 360 + b.velocity = velocity / 5 + b.dx = b.angle.vector_x(b.velocity) + b.dy = b.angle.vector_y(b.velocity) + end + end + + def fancy_white + [253, 252, 253] + end +end + +$you_so_basic_gorillas = YouSoBasicGorillas.new + +def tick args + $you_so_basic_gorillas.outputs = args.outputs + $you_so_basic_gorillas.grid = args.grid + $you_so_basic_gorillas.state = args.state + $you_so_basic_gorillas.inputs = args.inputs + $you_so_basic_gorillas.tick +end |
