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+=begin
+
+ Reminders:
+
+ - args.state.new_entity: Used when we want to create a new object, like a sprite or button.
+ For example, if we want to create a new button, we would declare it as a new entity and
+ then define its properties. (Remember, you can use state to define ANY property and it will
+ be retained across frames.)
+
+ - args.outputs.solids: An array. The values generate a solid.
+ The parameters for a solid are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
+ For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
+
+ - num1.greater(num2): Returns the greater value.
+
+ - Hashes: Collection of unique keys and their corresponding values. The value can be found
+ using their keys.
+
+ - ARRAY#inside_rect?: Returns true or false depending on if the point is inside the rect.
+
+=end
+
+# This sample app is a game that requires the user to jump from one platform to the next.
+# As the player successfully clears platforms, they become smaller and move faster.
+
+class VerticalPlatformer
+ attr_gtk
+
+ # declares vertical platformer as new entity
+ def s
+ state.vertical_platformer ||= state.new_entity(:vertical_platformer)
+ state.vertical_platformer
+ end
+
+ # creates a new platform using a hash
+ def new_platform hash
+ s.new_entity_strict(:platform, hash) # platform key
+ end
+
+ # calls methods needed for game to run properly
+ def tick
+ defaults
+ render
+ calc
+ input
+ end
+
+ # Sets default values
+ def defaults
+ s.platforms ||= [ # initializes platforms collection with two platforms using hashes
+ new_platform(x: 0, y: 0, w: 700, h: 32, dx: 1, speed: 0, rect: nil),
+ new_platform(x: 0, y: 300, w: 700, h: 32, dx: 1, speed: 0, rect: nil), # 300 pixels higher
+ ]
+
+ s.tick_count = args.state.tick_count
+ s.gravity = -0.3 # what goes up must come down because of gravity
+ s.player.platforms_cleared ||= 0 # counts how many platforms the player has successfully cleared
+ s.player.x ||= 0 # sets player values
+ s.player.y ||= 100
+ s.player.w ||= 64
+ s.player.h ||= 64
+ s.player.dy ||= 0 # change in position
+ s.player.dx ||= 0
+ s.player_jump_power = 15
+ s.player_jump_power_duration = 10
+ s.player_max_run_speed = 5
+ s.player_speed_slowdown_rate = 0.9
+ s.player_acceleration = 1
+ s.camera ||= { y: -100 } # shows view on screen (as the player moves upward, the camera does too)
+ end
+
+ # Outputs objects onto the screen
+ def render
+ outputs.solids << s.platforms.map do |p| # outputs platforms onto screen
+ [p.x + 300, p.y - s.camera[:y], p.w, p.h] # add 300 to place platform in horizontal center
+ # don't forget, position of platform is denoted by bottom left hand corner
+ end
+
+ # outputs player using hash
+ outputs.solids << {
+ x: s.player.x + 300, # player positioned on top of platform
+ y: s.player.y - s.camera[:y],
+ w: s.player.w,
+ h: s.player.h,
+ r: 100, # color saturation
+ g: 100,
+ b: 200
+ }
+ end
+
+ # Performs calculations
+ def calc
+ s.platforms.each do |p| # for each platform in the collection
+ p.rect = [p.x, p.y, p.w, p.h] # set the definition
+ end
+
+ # sets player point by adding half the player's width to the player's x
+ s.player.point = [s.player.x + s.player.w.half, s.player.y] # change + to - and see what happens!
+
+ # search the platforms collection to find if the player's point is inside the rect of a platform
+ collision = s.platforms.find { |p| s.player.point.inside_rect? p.rect }
+
+ # if collision occurred and player is moving down (or not moving vertically at all)
+ if collision && s.player.dy <= 0
+ s.player.y = collision.rect.y + collision.rect.h - 2 # player positioned on top of platform
+ s.player.dy = 0 if s.player.dy < 0 # player stops moving vertically
+ if !s.player.platform
+ s.player.dx = 0 # no horizontal movement
+ end
+ # changes horizontal position of player by multiplying collision change in x (dx) by speed and adding it to current x
+ s.player.x += collision.dx * collision.speed
+ s.player.platform = collision # player is on the platform that it collided with (or landed on)
+ if s.player.falling # if player is falling
+ s.player.dx = 0 # no horizontal movement
+ end
+ s.player.falling = false
+ s.player.jumped_at = nil
+ else
+ s.player.platform = nil # player is not on a platform
+ s.player.y += s.player.dy # velocity is the change in position
+ s.player.dy += s.gravity # acceleration is the change in velocity; what goes up must come down
+ end
+
+ s.platforms.each do |p| # for each platform in the collection
+ p.x += p.dx * p.speed # x is incremented by product of dx and speed (causes platform to move horizontally)
+ # changes platform's x so it moves left and right across the screen (between -300 and 300 pixels)
+ if p.x < -300 # if platform goes too far left
+ p.dx *= -1 # dx is scaled down
+ p.x = -300 # as far left as possible within scope
+ elsif p.x > (1000 - p.w) # if platform's x is greater than 300
+ p.dx *= -1
+ p.x = (1000 - p.w) # set to 300 (as far right as possible within scope)
+ end
+ end
+
+ delta = (s.player.y - s.camera[:y] - 100) # used to position camera view
+
+ if delta > -200
+ s.camera[:y] += delta * 0.01 # allows player to see view as they move upwards
+ s.player.x += s.player.dx # velocity is change in position; change in x increases by dx
+
+ # searches platform collection to find platforms located more than 300 pixels above the player
+ has_platforms = s.platforms.find { |p| p.y > (s.player.y + 300) }
+ if !has_platforms # if there are no platforms 300 pixels above the player
+ width = 700 - (700 * (0.1 * s.player.platforms_cleared)) # the next platform is smaller than previous
+ s.player.platforms_cleared += 1 # player successfully cleared another platform
+ last_platform = s.platforms[-1] # platform just cleared becomes last platform
+ # another platform is created 300 pixels above the last platform, and this
+ # new platform has a smaller width and moves faster than all previous platforms
+ s.platforms << new_platform(x: (700 - width) * rand, # random x position
+ y: last_platform.y + 300,
+ w: width,
+ h: 32,
+ dx: 1.randomize(:sign), # random change in x
+ speed: 2 * s.player.platforms_cleared,
+ rect: nil)
+ end
+ else
+ s.as_hash.clear # otherwise clear the hash (no new platform is necessary)
+ end
+ end
+
+ # Takes input from the user to move the player
+ def input
+ if inputs.keyboard.space # if the space bar is pressed
+ s.player.jumped_at ||= s.tick_count # set to current frame
+
+ # if the time that has passed since the jump is less than the duration of a jump (10 frames)
+ # and the player is not falling
+ if s.player.jumped_at.elapsed_time < s.player_jump_power_duration && !s.player.falling
+ s.player.dy = s.player_jump_power # player jumps up
+ end
+ end
+
+ if inputs.keyboard.key_up.space # if space bar is in "up" state
+ s.player.falling = true # player is falling
+ end
+
+ if inputs.keyboard.left # if left key is pressed
+ s.player.dx -= s.player_acceleration # player's position changes, decremented by acceleration
+ s.player.dx = s.player.dx.greater(-s.player_max_run_speed) # dx is either current dx or -5, whichever is greater
+ elsif inputs.keyboard.right # if right key is pressed
+ s.player.dx += s.player_acceleration # player's position changes, incremented by acceleration
+ s.player.dx = s.player.dx.lesser(s.player_max_run_speed) # dx is either current dx or 5, whichever is lesser
+ else
+ s.player.dx *= s.player_speed_slowdown_rate # scales dx down
+ end
+ end
+end
+
+$game = VerticalPlatformer.new
+
+def tick args
+ $game.args = args
+ $game.tick
+end