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authorAmir Rajan <[email protected]>2021-01-18 12:08:34 -0600
committerAmir Rajan <[email protected]>2021-01-18 12:08:34 -0600
commita4b9c048a1d751f5226833bb0c527ba1a8ac5d09 (patch)
tree3f2535e7a6272e796d50e7f07c906d4c9eb1b14a /samples/99_genre_rpg_tactical/gameboard_movement/app/main.rb
parenta24a71805b1924ae7f80776c736f94575c171d2c (diff)
downloaddragonruby-game-toolkit-contrib-a4b9c048a1d751f5226833bb0c527ba1a8ac5d09.tar.gz
dragonruby-game-toolkit-contrib-a4b9c048a1d751f5226833bb0c527ba1a8ac5d09.zip
Synced with 2.3.
Diffstat (limited to 'samples/99_genre_rpg_tactical/gameboard_movement/app/main.rb')
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+# Size of board is always 1280x720
+
+def tick args
+ size = 64
+
+ # Draw a checkerboard as a placeholder game board
+ i = 0
+ j = 0
+ while i < 12 do
+ while j < 21 do
+ args.outputs.solids << [(j*size), (i*size), size, size, 255, 100, 0, ((i+j) % 2 == 0) ? 255 : 0]
+ j += 1
+ end
+ j = 0
+ i += 1
+ end
+ k = 0
+ ary = Array.new(220)
+ while k < 220
+ ary[k] = 1
+ if k > 20 and k < 36
+ ary[k] = 0
+ end
+ if k > 40 and k < 56
+ ary[k] = 0
+ end
+ if k > 60 and k < 76
+ ary[k] = 0
+ end
+ if k > 80 and k < 96
+ ary[k] = 0
+ end
+ if k > 100 and k < 116
+ ary[k] = 0
+ end
+ if k > 120 and k < 136
+ ary[k] = 0
+ end
+ if k == 161 and args.state.bot3.hp >= 1
+ ary[k] = 0
+ end
+ if k == 147 and args.state.bot1.hp >= 1
+ ary[k] = 0
+ end
+ if k == 215 and args.state.bot2.hp >= 1
+ ary[k] = 0
+ end
+ k += 1
+ end
+ ary2 = ary;
+ htarget = 161
+ target = 160
+ targetb = 181
+ targetc = 141
+ targetd = 162
+ target2 = 146
+ target2b = 167
+ target2c = 148
+ htarget2 = 147
+ target3 = 214
+ target3c = 216
+ target3b = 195
+ htarget3 = 215
+ # player attributes
+ args.state.player.x ||= 0
+ args.state.player.y ||= 0
+ args.state.player.w ||= 64
+ args.state.player.h ||= 64
+ args.state.player.direction ||= 1
+ args.state.player.hp ||= 100
+ args.state.player.strength ||= 100
+ args.state.player.pos ||= 0
+
+ # bot1 attributes
+ args.state.bot1.x ||= 448
+ args.state.bot1.y ||= 448
+ args.state.bot1.w ||= 64
+ args.state.bot1.h ||= 64
+ args.state.bot1.direction ||= 1
+ args.state.bot1.hp ||= 100
+ args.state.bot1.strength ||= 5
+
+ # bot2 attributes
+ args.state.bot2.x ||= 960
+ args.state.bot2.y ||= 640
+ args.state.bot2.w ||= 64
+ args.state.bot2.h ||= 64
+ args.state.bot2.direction ||= 1
+ args.state.bot2.hp ||= 100
+ args.state.bot2.strength ||= 8
+
+ # bot3 attributes
+ args.state.bot3.x ||= 64
+ args.state.bot3.y ||= 512
+ args.state.bot3.w ||= 64
+ args.state.bot3.h ||= 64
+ args.state.bot3.direction ||= 1
+ args.state.bot3.hp ||= 100
+ args.state.bot3.strength ||= 8
+
+ # obstacle attributes
+ args.state.obs1.x ||= 64
+ args.state.obs1.y ||= 64
+ args.state.obs1.w ||= 960
+ args.state.obs1.h ||= 384
+ args.state.obs1.direction ||= 1
+
+
+ @menu_shown ||= :hidden
+
+ # display menu
+ if @menu_shown == :hidden
+ args.state.menu_button ||= new_button :menu, 1081, 650, "Menu"
+ args.outputs.primitives << args.state.menu_button[:primitives]
+
+ if button_clicked? args, args.state.menu_button
+ @menu_shown = :visible
+ end
+
+ else
+ args.state.menu_overlay = [1080, 0, 200, 720, 100, 0, 0, 250]
+
+ # first overlay
+ if args.state.menu_overlay
+ args.outputs.solids << args.state.menu_overlay
+
+ # move button
+ args.state.move_button ||= new_button :move, 1081, 650, "Move"
+ args.outputs.primitives << args.state.move_button[:primitives]
+
+ if button_clicked? args, args.state.move_button
+ args.gtk.notify! "Move button was clicked!"
+ end
+
+ # attack button
+ args.state.attack_button ||= new_button :attack, 1081, 600, "Attack"
+ args.outputs.primitives << args.state.attack_button[:primitives]
+
+ if button_clicked? args, args.state.attack_button
+
+ if args.state.player.pos+1 == htarget or args.state.player.pos-1 == htarget or args.state.player.pos+20 == htarget or args.state.player.pos-20 == htarget
+ damage = rand(100)
+ dealt = "#{damage} Damage Dealt!"
+ args.gtk.notify! dealt
+ args.state.bot3.hp -= damage
+
+ end
+ if args.state.player.pos+1 == htarget2 or args.state.player.pos-1 == htarget2 or args.state.player.pos+20 == htarget2 or args.state.player.pos-20 == htarget2
+ damage = rand(100)
+ dealt = "#{damage} Damage Dealt!"
+ args.gtk.notify! dealt
+
+ args.state.bot1.hp -= damage
+
+ end
+ if args.state.player.pos+1 == htarget3 or args.state.player.pos-1 == htarget3 or args.state.player.pos+20 == htarget3 or args.state.player.pos-20 == htarget3
+ damage = rand(100)
+ dealt = "#{damage} Damage Dealt!"
+ args.gtk.notify! dealt
+ args.state.bot2.hp -= damage
+
+ end
+ end
+
+ # items button
+ args.state.items_button ||= new_button :items, 1081, 550, "Items"
+ args.outputs.primitives << args.state.items_button[:primitives]
+
+ if button_clicked? args, args.state.items_button
+ args.state.itemMenu_overlay = [880, 0, 200, 720, 150, 0, 0, 250]
+ args.gtk.notify! "Items button was clicked!"
+ end
+
+ # second overlay
+ if args.state.itemMenu_overlay
+ args.outputs.solids << args.state.itemMenu_overlay
+ args.outputs.labels << [960, 700, "Items"]
+
+ # create items
+ args.state.potion_button ||= new_button :potion, 881, 600, "Potion"
+ args.outputs.primitives << args.state.potion_button[:primitives]
+
+ if button_clicked? args, args.state.potion_button
+ args.gtk.notify! "Potion Used!"
+ end
+
+ args.state.elixer_button ||= new_button :potion, 881, 550, "Elixer"
+ args.outputs.primitives << args.state.elixer_button[:primitives]
+
+ if button_clicked? args, args.state.elixer_button
+ args.gtk.notify! "Elixer Used!"
+ end
+
+ end
+
+ # wait button
+ args.state.wait_button ||= new_button :wait, 1081, 500, "Wait"
+ args.outputs.primitives << args.state.wait_button[:primitives]
+
+ if button_clicked? args, args.state.wait_button
+ args.gtk.notify! "Wait button was clicked!"
+ end
+
+ # close button
+ args.state.close_button ||= new_button :close, 1081, 450, "Close"
+ args.outputs.primitives << args.state.close_button[:primitives]
+
+ # hide menu
+ if button_clicked? args, args.state.close_button
+ @menu_shown = :hidden
+ end
+
+ end
+ end
+
+ # left and right movement
+ if args.inputs.keyboard.key_down.right and ary[args.state.player.pos+1] == 1 and args.state.player.pos%20 < 19
+ args.state.player.direction = 1
+ args.state.player.started_running_at = args.state.tick_count
+ args.state.player.x += size
+ args.state.player.pos += 1
+ elsif args.inputs.keyboard.key_down.left and ary[args.state.player.pos-1] == 1 and args.state.player.pos%20 > 0
+ args.state.player.direction = -1
+ args.state.player.started_running_at = args.state.tick_count
+ args.state.player.x -= size
+ args.state.player.pos -= 1
+ end
+
+
+
+
+ # up and down movement
+ if args.inputs.keyboard.key_down.up and ary[args.state.player.pos+20] == 1 and args.state.player.pos < 200
+ args.state.player.direction = 1
+ args.state.player.started_running_at = args.state.tick_count
+ args.state.player.y += size
+ args.state.player.pos += 20
+ elsif args.inputs.keyboard.key_down.down and ary[args.state.player.pos-20] == 1 and args.state.player.pos >= 20
+ args.state.player.direction = -1
+ args.state.player.started_running_at = args.state.tick_count
+ args.state.player.y -= size
+ args.state.player.pos -= 20
+ end
+
+ pigga = args.state.player.intersect_rect? args.state.obs1
+ if pigga
+ args.gtk.notify! "sprites collide!"
+ args.state.player.y -= size
+ end
+ looping = true
+ cangoup = false
+ cangoright = false
+ cangodown = false
+ cangoleft = false
+ ftarget = 10000
+ hold = 9
+ testtarget = args.state.player.pos
+ if args.state.bot3.hp > 0
+ ftarget = (target-testtarget).abs
+ hold = target
+ end
+ if(ftarget > (targetb-testtarget).abs and args.state.bot3.hp > 0)
+ ftarget = (targetb-testtarget).abs
+ hold = targetb
+ end
+ if(ftarget > (targetc-testtarget).abs and args.state.bot3.hp > 0)
+ ftarget = (targetc-testtarget).abs
+ hold = targetc
+ end
+ if(ftarget > (targetd-testtarget).abs and args.state.bot3.hp > 0)
+ ftarget = (targetd-testtarget).abs
+ hold = targetd
+ end
+ if(ftarget > (target2-testtarget).abs and args.state.bot1.hp > 0)
+ ftarget = (target2-testtarget).abs
+ hold = target2
+ end
+ if(ftarget > (target2b-testtarget).abs and args.state.bot1.hp > 0)
+ ftarget = (target2b-testtarget).abs
+ hold = target2b
+ end
+ if(ftarget > (target2c-testtarget).abs and args.state.bot1.hp > 0)
+ ftarget = (target2c-testtarget).abs
+ hold = target2c
+ end
+ if(ftarget > (target3-testtarget).abs and args.state.bot2.hp > 0)
+ ftarget = (target3-testtarget).abs
+ hold = target3
+ end
+ if(ftarget > (target3b-testtarget).abs and args.state.bot2.hp > 0)
+ ftarget = (target3b-testtarget).abs
+ hold = target3b
+ end
+ if(ftarget > (target3c-testtarget).abs and args.state.bot2.hp > 0)
+ ftarget = (target3c-testtarget).abs
+ hold = target3c
+ end
+ if ftarget == 10000
+ looping = false
+ end
+ if args.inputs.keyboard.key_down.f
+ while looping and target != testtarget and targetb != testtarget and targetc != testtarget and targetd != testtarget and target2 != testtarget and target2b != testtarget and target2c != testtarget and target3 != testtarget and target3b != testtarget and target3c != testtarget
+ cangoup = false
+ cangoright = false
+ cangodown = false
+ cangoleft = false
+
+ if hold-testtarget >= 20 and ary2[args.state.player.pos+20] == 1 and args.state.player.pos < 200
+ cangoup = true
+ elsif testtarget-hold >= 20 and ary2[args.state.player.pos-20] == 1 and args.state.player.pos > 20
+ cangodown = true
+ cangoup = false
+ elsif hold%20-testtarget%20 > 0 and ary2[args.state.player.pos+1] == 1 and args.state.player.pos%20 < 19
+ cangodown = false
+ cangoup = false
+ cangoright = true
+ elsif testtarget%20-hold%20 > 0 and ary2[args.state.player.pos-1] == 1 and args.state.player.pos%20 > 0
+ cangodown = false
+ cangoup = false
+ cangoright = false
+ cangoleft = true
+ end
+ if cangodown == false and cangoup == false and cangoleft == false and cangoright == false
+ if ary2[args.state.player.pos+20] == 1 and args.state.player.pos < 200
+ cangoup = true
+ elsif ary2[args.state.player.pos-20] == 1 and args.state.player.pos > 20
+ cangodown = true
+ cangoup = false
+ elsif ary2[args.state.player.pos+1] == 1 and args.state.player.pos%20 < 19
+ cangodown = false
+ cangoup = false
+ cangoright = true
+ elsif ary2[args.state.player.pos-1] == 1 and args.state.player.pos%20 > 0
+ cangodown = false
+ cangoup = false
+ cangoright = false
+ cangoleft = true
+ end
+ end
+ if cangodown == true
+ args.state.player.direction = -1
+ args.state.player.started_running_at = args.state.tick_count
+ args.state.player.y -= size
+ ary2[args.state.player.pos] = 0
+ args.state.player.pos -= 20
+ testtarget -= 20
+
+ elsif cangoup == true
+ args.state.player.direction = 1
+ args.state.player.started_running_at = args.state.tick_count
+ args.state.player.y += size
+ ary2[args.state.player.pos] = 0
+ args.state.player.pos += 20
+ testtarget+=20
+
+ elsif cangoright == true
+ args.state.player.direction = 1
+ args.state.player.started_running_at = args.state.tick_count
+ args.state.player.x += size
+ ary2[args.state.player.pos] = 0
+ args.state.player.pos += 1
+ testtarget += 1
+
+ elsif cangoleft == true
+ args.state.player.direction = -1
+ args.state.player.started_running_at = args.state.tick_count
+ args.state.player.x -= size
+ ary2[args.state.player.pos] = 0
+ args.state.player.pos -= 1
+ testtarget -= 1
+ end
+
+ end
+ end
+
+
+ #Wrap player around the stage
+ if args.state.player.x > 1280
+ args.state.player.x = -64
+ args.state.player.started_running_at ||= args.state.tick_count
+ elsif args.state.player.x < -64
+ args.state.player.x = 1280
+ args.state.player.started_running_at ||= args.state.tick_count
+ end
+
+ if args.state.player.y > 720
+ args.state.player.y = -64
+ args.state.player.started_running_at ||= args.state.tick_count
+ elsif args.state.player.y < -64
+ args.state.player.y = 720
+ args.state.player.started_running_at ||= args.state.tick_count
+ end
+
+ # Display obstacles
+ args.outputs.sprites << display_obs1(args)
+
+ #Display the flying dragon and bots
+ args.outputs.sprites << display_dragon(args)
+ if args.state.bot1.hp >= 1
+ args.outputs.sprites << display_bot1(args)
+ end
+ if args.state.bot2.hp >= 1
+ args.outputs.sprites << display_bot2(args)
+ end
+ if args.state.bot3.hp >= 1
+ args.outputs.sprites << display_bot3(args)
+ end
+ if args.state.bot1.hp <= 0 and args.state.bot3.hp <= 0 and args.state.bot2.hp <= 0
+ args.gtk.notify! "You Win!"
+ end
+end
+
+# helper method to create a button
+def new_button id, x, y, text
+ # create a hash ("entity") that has some metadata
+ # about what it represents
+ entity =
+ {
+ id: id,
+ rect: { x: x, y: y, w: 200, h: 50 }
+ }
+
+ # for that entity, define the primitives
+ # that form it
+ entity[:primitives] =
+ [
+ { x: x, y: y, w: 200, h: 50 }.border,
+ { x: x + 75, y: y + 30, text: text }.label
+ ]
+
+ entity
+end
+
+# helper method for determining if a button was clicked
+def button_clicked? args, button
+ return false unless args.inputs.mouse.click
+ return args.inputs.mouse.point.inside_rect? button[:rect]
+end
+
+def display_dragon args
+ start_looping_at = 0
+ number_of_sprites = 2
+ number_of_frames_to_show_each_sprite = 8
+ does_sprite_loop = true
+ sprite_index = start_looping_at.frame_index number_of_sprites,
+ number_of_frames_to_show_each_sprite,
+ does_sprite_loop
+ {
+ pos: args.state.player.pos,
+ x: args.state.player.x,
+ y: args.state.player.y,
+ w: args.state.player.w,
+ h: args.state.player.h,
+ path: "sprites/roy-#{sprite_index}.png",
+ flip_horizontally: args.state.player.direction < 0
+ }
+end
+
+def display_bot1 args
+ start_looping_at = 0
+ number_of_sprites = 6
+ number_of_frames_to_show_each_sprite = 4
+ does_sprite_loop = true
+ sprite_index = start_looping_at.frame_index number_of_sprites,
+ number_of_frames_to_show_each_sprite,
+ does_sprite_loop
+ {
+ x: args.state.bot1.x,
+ y: args.state.bot1.y,
+ w: args.state.bot1.w,
+ h: args.state.bot1.h,
+ path: "sprites/dragon-#{sprite_index}.png",
+ flip_horizontally: args.state.bot1.direction < 0
+ }
+end
+
+def display_bot2 args
+ start_looping_at = 0
+ number_of_sprites = 6
+ number_of_frames_to_show_each_sprite = 4
+ does_sprite_loop = true
+ sprite_index = start_looping_at.frame_index number_of_sprites,
+ number_of_frames_to_show_each_sprite,
+ does_sprite_loop
+ {
+ x: args.state.bot2.x,
+ y: args.state.bot2.y,
+ w: args.state.bot2.w,
+ h: args.state.bot2.h,
+ path: "sprites/dragon-#{sprite_index}.png",
+ flip_horizontally: args.state.bot2.direction < 0
+ }
+end
+
+def display_bot3 args
+ start_looping_at = 0
+ number_of_sprites = 6
+ number_of_frames_to_show_each_sprite = 4
+ does_sprite_loop = true
+ sprite_index = start_looping_at.frame_index number_of_sprites,
+ number_of_frames_to_show_each_sprite,
+ does_sprite_loop
+ {
+ x: args.state.bot3.x,
+ y: args.state.bot3.y,
+ w: args.state.bot3.w,
+ h: args.state.bot3.h,
+ path: "sprites/dragon-#{sprite_index}.png",
+ flip_horizontally: args.state.bot3.direction < 0
+ }
+end
+
+def display_obs1 args
+ start_looping_at = 0
+ number_of_sprites = 1
+ number_of_frames_to_show_each_sprite = 8
+ does_sprite_loop = true
+ sprite_index = start_looping_at.frame_index number_of_sprites,
+ number_of_frames_to_show_each_sprite,
+ does_sprite_loop
+ {
+ x: args.state.obs1.x,
+ y: args.state.obs1.y,
+ w: args.state.obs1.w,
+ h: args.state.obs1.h,
+ path: "sprites/water-1.png",
+ flip_horizontally: args.state.obs1.direction < 0
+ }
+end