diff options
Diffstat (limited to 'samples/99_genre_rpg_roguelike/roguelike_line_of_sight/app/main.rb')
| -rw-r--r-- | samples/99_genre_rpg_roguelike/roguelike_line_of_sight/app/main.rb | 97 |
1 files changed, 0 insertions, 97 deletions
diff --git a/samples/99_genre_rpg_roguelike/roguelike_line_of_sight/app/main.rb b/samples/99_genre_rpg_roguelike/roguelike_line_of_sight/app/main.rb deleted file mode 100644 index bd5f521..0000000 --- a/samples/99_genre_rpg_roguelike/roguelike_line_of_sight/app/main.rb +++ /dev/null @@ -1,97 +0,0 @@ -require 'app/constants.rb' -require 'app/sprite_lookup.rb' -require 'app/legend.rb' - -def tick args - tick_game args - tick_legend args -end - -def tick_game args - # setup the grid - args.state.grid.padding = 104 - args.state.grid.size = 512 - - # set up your game - # initialize the game/game defaults. ||= means that you only initialize it if - # the value isn't alread initialized - args.state.player.x ||= 0 - args.state.player.y ||= 0 - - args.state.enemies ||= [ - { x: 10, y: 10, type: :goblin, tile_key: :G }, - { x: 15, y: 30, type: :rat, tile_key: :R } - ] - - args.state.info_message ||= "Use arrow keys to move around." - - # handle keyboard input - # keyboard input (arrow keys to move player) - new_player_x = args.state.player.x - new_player_y = args.state.player.y - player_direction = "" - player_moved = false - if args.inputs.keyboard.key_down.up - new_player_y += 1 - player_direction = "north" - player_moved = true - elsif args.inputs.keyboard.key_down.down - new_player_y -= 1 - player_direction = "south" - player_moved = true - elsif args.inputs.keyboard.key_down.right - new_player_x += 1 - player_direction = "east" - player_moved = true - elsif args.inputs.keyboard.key_down.left - new_player_x -= 1 - player_direction = "west" - player_moved = true - end - - #handle game logic - # determine if there is an enemy on that square, - # if so, don't let the player move there - if player_moved - found_enemy = args.state.enemies.find do |e| - e[:x] == new_player_x && e[:y] == new_player_y - end - - if !found_enemy - args.state.player.x = new_player_x - args.state.player.y = new_player_y - args.state.info_message = "You moved #{player_direction}." - else - args.state.info_message = "You cannot move into a square an enemy occupies." - end - end - - args.outputs.sprites << tile_in_game(args.state.player.x, - args.state.player.y, '@') - - # render game - # render enemies at locations - args.outputs.sprites << args.state.enemies.map do |e| - tile_in_game(e[:x], e[:y], e[:tile_key]) - end - - # render the border - border_x = args.state.grid.padding - DESTINATION_TILE_SIZE - border_y = args.state.grid.padding - DESTINATION_TILE_SIZE - border_size = args.state.grid.size + DESTINATION_TILE_SIZE * 2 - - args.outputs.borders << [border_x, - border_y, - border_size, - border_size] - - # render label stuff - args.outputs.labels << [border_x, border_y - 10, "Current player location is: #{args.state.player.x}, #{args.state.player.y}"] - args.outputs.labels << [border_x, border_y + 25 + border_size, args.state.info_message] -end - -def tile_in_game x, y, tile_key - tile($gtk.args.state.grid.padding + x * DESTINATION_TILE_SIZE, - $gtk.args.state.grid.padding + y * DESTINATION_TILE_SIZE, - tile_key) -end |
