diff options
Diffstat (limited to 'samples/99_genre_rpg_tactical')
75 files changed, 0 insertions, 724 deletions
diff --git a/samples/99_genre_rpg_tactical/gameboard_movement/app/main.rb b/samples/99_genre_rpg_tactical/gameboard_movement/app/main.rb deleted file mode 100644 index 8eb935e..0000000 --- a/samples/99_genre_rpg_tactical/gameboard_movement/app/main.rb +++ /dev/null @@ -1,529 +0,0 @@ -# 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 diff --git a/samples/99_genre_rpg_tactical/gameboard_movement/sprites/border-black.png b/samples/99_genre_rpg_tactical/gameboard_movement/sprites/border-black.png Binary files differdeleted file mode 100644 index c9d0bad..0000000 --- a/samples/99_genre_rpg_tactical/gameboard_movement/sprites/border-black.png +++ /dev/null diff --git a/samples/99_genre_rpg_tactical/gameboard_movement/sprites/circle-black.png b/samples/99_genre_rpg_tactical/gameboard_movement/sprites/circle-black.png Binary files differdeleted file mode 100644 index c98e23d..0000000 --- a/samples/99_genre_rpg_tactical/gameboard_movement/sprites/circle-black.png +++ /dev/null diff --git a/samples/99_genre_rpg_tactical/gameboard_movement/sprites/circle-blue.png b/samples/99_genre_rpg_tactical/gameboard_movement/sprites/circle-blue.png Binary files differdeleted file mode 100644 index 1726d2a..0000000 --- a/samples/99_genre_rpg_tactical/gameboard_movement/sprites/circle-blue.png +++ 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b/samples/99_genre_rpg_tactical/taking_turns/app/main.rb deleted file mode 100644 index aac6de7..0000000 --- a/samples/99_genre_rpg_tactical/taking_turns/app/main.rb +++ /dev/null @@ -1,189 +0,0 @@ -def tick args - args.state.base_columns ||= 10.times.map { |n| 50 * n + 1280 / 2 - 5 * 50 + 5 } - args.state.base_rows ||= 5.times.map { |n| 50 * n + 720 - 5 * 50 } - args.state.offset_columns = 10.times.map { |n| (n - 4.5) * Math.sin(Kernel.tick_count.to_radians) * 12 } - args.state.offset_rows = 5.map { 0 } - args.state.columns = 10.times.map { |i| args.state.base_columns[i] + args.state.offset_columns[i] } - args.state.rows = 5.times.map { |i| args.state.base_rows[i] + args.state.offset_rows[i] } - args.state.explosions ||= [] - args.state.enemies ||= [] - args.state.score ||= 0 - args.state.wave ||= 0 - if args.state.enemies.empty? - args.state.wave += 1 - args.state.wave_root = Math.sqrt(args.state.wave) - args.state.enemies = make_enemies - end - args.state.player ||= {x: 620, y: 80, w: 40, h: 40, path: 'sprites/circle-gray.png', angle: 90, cooldown: 0, alive: true} - args.state.enemy_bullets ||= [] - args.state.player_bullets ||= [] - args.state.lives ||= 3 - args.state.missed_shots ||= 0 - args.state.fired_shots ||= 0 - - update_explosions args - update_enemy_positions args - - if args.inputs.left && args.state.player[:x] > (300 + 5) - args.state.player[:x] -= 5 - end - if args.inputs.right && args.state.player[:x] < (1280 - args.state.player[:w] - 300 - 5) - args.state.player[:x] += 5 - end - - args.state.enemy_bullets.each do |bullet| - bullet[:x] += bullet[:dx] - bullet[:y] += bullet[:dy] - end - args.state.player_bullets.each do |bullet| - bullet[:x] += bullet[:dx] - bullet[:y] += bullet[:dy] - end - - args.state.enemy_bullets = args.state.enemy_bullets.find_all { |bullet| bullet[:y].between?(-16, 736) } - args.state.player_bullets = args.state.player_bullets.find_all do |bullet| - if bullet[:y].between?(-16, 736) - true - else - args.state.missed_shots += 1 - false - end - end - - args.state.enemies = args.state.enemies.reject do |enemy| - if args.state.player[:alive] && 1500 > (args.state.player[:x] - enemy[:x]) ** 2 + (args.state.player[:y] - enemy[:y]) ** 2 - args.state.explosions << {x: enemy[:x] + 4, y: enemy[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0} - args.state.explosions << {x: args.state.player[:x] + 4, y: args.state.player[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0} - args.state.player[:alive] = false - true - else - false - end - end - args.state.enemy_bullets.each do |bullet| - if args.state.player[:alive] && 400 > (args.state.player[:x] - bullet[:x] + 12) ** 2 + (args.state.player[:y] - bullet[:y] + 12) ** 2 - args.state.explosions << {x: args.state.player[:x] + 4, y: args.state.player[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0} - args.state.player[:alive] = false - bullet[:despawn] = true - end - end - args.state.enemies = args.state.enemies.reject do |enemy| - args.state.player_bullets.any? do |bullet| - if 400 > (enemy[:x] - bullet[:x] + 12) ** 2 + (enemy[:y] - bullet[:y] + 12) ** 2 - args.state.explosions << {x: enemy[:x] + 4, y: enemy[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0} - bullet[:despawn] = true - args.state.score += 1000 * args.state.wave - true - else - false - end - end - end - - args.state.player_bullets = args.state.player_bullets.reject { |bullet| bullet[:despawn] } - args.state.enemy_bullets = args.state.enemy_bullets.reject { |bullet| bullet[:despawn] } - - args.state.player[:cooldown] -= 1 - if args.inputs.keyboard.key_held.space && args.state.player[:cooldown] <= 0 && args.state.player[:alive] - args.state.player_bullets << {x: args.state.player[:x] + 12, y: args.state.player[:y] + 28, w: 16, h: 16, path: 'sprites/star.png', dx: 0, dy: 8}.sprite - args.state.fired_shots += 1 - args.state.player[:cooldown] = 10 + 20 / args.state.wave - end - args.state.enemies.each do |enemy| - if Math.rand < 0.0005 + 0.0005 * args.state.wave && args.state.player[:alive] && enemy[:move_state] == :normal - args.state.enemy_bullets << {x: enemy[:x] + 12, y: enemy[:y] - 8, w: 16, h: 16, path: 'sprites/star.png', dx: 0, dy: -3 - args.state.wave_root}.sprite - end - end - - args.outputs.background_color = [0, 0, 0] - args.outputs.primitives << args.state.enemies.map do |enemy| - [enemy[:x], enemy[:y], 40, 40, enemy[:path], -90].sprite - end - args.outputs.primitives << args.state.player if args.state.player[:alive] - args.outputs.primitives << args.state.explosions - args.outputs.primitives << args.state.player_bullets - args.outputs.primitives << args.state.enemy_bullets - accuracy = args.state.fired_shots.zero? ? 1 : (args.state.fired_shots - args.state.missed_shots) / args.state.fired_shots - args.outputs.primitives << [ - [0, 0, 300, 720, 96, 0, 0].solid, - [1280 - 300, 0, 300, 720, 96, 0, 0].solid, - [1280 - 290, 60, "Wave #{args.state.wave}", 255, 255, 255].label, - [1280 - 290, 40, "Accuracy #{(accuracy * 100).floor}%", 255, 255, 255].label, - [1280 - 290, 20, "Score #{(args.state.score * accuracy).floor}", 255, 255, 255].label, - ] - args.outputs.primitives << args.state.lives.times.map do |n| - [1280 - 290 + 50 * n, 80, 40, 40, 'sprites/circle-gray.png', 90].sprite - end - #args.outputs.debug << args.gtk.framerate_diagnostics_primitives - - if (!args.state.player[:alive]) && args.state.enemy_bullets.empty? && args.state.explosions.empty? && args.state.enemies.all? { |enemy| enemy[:move_state] == :normal } - args.state.player[:alive] = true - args.state.player[:x] = 624 - args.state.player[:y] = 80 - args.state.lives -= 1 - if args.state.lives == -1 - args.state.clear! - end - end -end - -def make_enemies - enemies = [] - enemies += 10.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 0, col: n, path: 'sprites/circle-orange.png', move_state: :retreat} } - enemies += 10.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 1, col: n, path: 'sprites/circle-orange.png', move_state: :retreat} } - enemies += 8.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 2, col: n + 1, path: 'sprites/circle-blue.png', move_state: :retreat} } - enemies += 8.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 3, col: n + 1, path: 'sprites/circle-blue.png', move_state: :retreat} } - enemies += 4.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 4, col: n + 3, path: 'sprites/circle-green.png', move_state: :retreat} } - enemies -end - -def update_explosions args - args.state.explosions.each do |explosion| - explosion[:age] += 0.5 - explosion[:path] = "sprites/explosion-#{explosion[:age].floor}.png" - end - args.state.explosions = args.state.explosions.reject { |explosion| explosion[:age] >= 7 } -end - -def update_enemy_positions args - args.state.enemies.each do |enemy| - if enemy[:move_state] == :normal - enemy[:x] = args.state.columns[enemy[:col]] - enemy[:y] = args.state.rows[enemy[:row]] - enemy[:move_state] = :dive if Math.rand < 0.0002 + 0.00005 * args.state.wave && args.state.player[:alive] - elsif enemy[:move_state] == :dive - enemy[:target_x] ||= args.state.player[:x] - enemy[:target_y] ||= args.state.player[:y] - dx = enemy[:target_x] - enemy[:x] - dy = enemy[:target_y] - enemy[:y] - vel = Math.sqrt(dx * dx + dy * dy) - speed_limit = 2 + args.state.wave_root - if vel > speed_limit - dx /= vel / speed_limit - dy /= vel / speed_limit - end - if vel < 1 || !args.state.player[:alive] - enemy[:move_state] = :retreat - end - enemy[:x] += dx - enemy[:y] += dy - elsif enemy[:move_state] == :retreat - enemy[:target_x] = args.state.columns[enemy[:col]] - enemy[:target_y] = args.state.rows[enemy[:row]] - dx = enemy[:target_x] - enemy[:x] - dy = enemy[:target_y] - enemy[:y] - vel = Math.sqrt(dx * dx + dy * dy) - speed_limit = 2 + args.state.wave_root - if vel > speed_limit - dx /= vel / speed_limit - dy /= vel / speed_limit - elsif vel < 1 - enemy[:move_state] = :normal - enemy[:target_x] = nil - enemy[:target_y] = nil - end - enemy[:x] += dx - enemy[:y] += dy - end - end -end diff --git a/samples/99_genre_rpg_tactical/taking_turns/run.bat b/samples/99_genre_rpg_tactical/taking_turns/run.bat deleted file mode 100644 index 36335e3..0000000 --- a/samples/99_genre_rpg_tactical/taking_turns/run.bat +++ /dev/null @@ -1,6 +0,0 @@ -cd /d %~dp0 - -cd .. -cd .. -cd .. -dragonruby samples/99_genre_arcade/dragalaga diff --git a/samples/99_genre_rpg_tactical/taking_turns/sprites/circle-blue.png b/samples/99_genre_rpg_tactical/taking_turns/sprites/circle-blue.png Binary files differdeleted file mode 100644 index 1726d2a..0000000 --- a/samples/99_genre_rpg_tactical/taking_turns/sprites/circle-blue.png +++ /dev/null diff --git a/samples/99_genre_rpg_tactical/taking_turns/sprites/circle-gray.png b/samples/99_genre_rpg_tactical/taking_turns/sprites/circle-gray.png Binary files differdeleted file mode 100644 index 960f191..0000000 --- a/samples/99_genre_rpg_tactical/taking_turns/sprites/circle-gray.png +++ /dev/null diff --git a/samples/99_genre_rpg_tactical/taking_turns/sprites/circle-green.png b/samples/99_genre_rpg_tactical/taking_turns/sprites/circle-green.png Binary files differdeleted file mode 100644 index 43cf7ee..0000000 --- a/samples/99_genre_rpg_tactical/taking_turns/sprites/circle-green.png +++ /dev/null diff --git a/samples/99_genre_rpg_tactical/taking_turns/sprites/circle-orange.png b/samples/99_genre_rpg_tactical/taking_turns/sprites/circle-orange.png Binary files differdeleted file mode 100644 index 5604a42..0000000 --- a/samples/99_genre_rpg_tactical/taking_turns/sprites/circle-orange.png +++ /dev/null diff --git a/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-0.png b/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-0.png Binary files differdeleted file mode 100644 index f48636f..0000000 --- a/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-0.png +++ /dev/null diff --git a/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-1.png b/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-1.png Binary files differdeleted file mode 100644 index b4018d9..0000000 --- a/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-1.png +++ /dev/null diff --git a/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-2.png b/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-2.png Binary files differdeleted file mode 100644 index 3abaedd..0000000 --- a/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-2.png +++ /dev/null diff --git a/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-3.png b/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-3.png Binary files differdeleted file mode 100644 index fe94a5a..0000000 --- a/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-3.png +++ /dev/null diff --git a/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-4.png b/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-4.png Binary files differdeleted file mode 100644 index ed04237..0000000 --- a/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-4.png +++ /dev/null diff --git a/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-5.png b/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-5.png Binary files differdeleted file mode 100644 index 2cd8f06..0000000 --- a/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-5.png +++ /dev/null diff --git a/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-6.png b/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-6.png Binary files differdeleted file mode 100644 index e55909c..0000000 --- a/samples/99_genre_rpg_tactical/taking_turns/sprites/explosion-6.png +++ /dev/null diff --git a/samples/99_genre_rpg_tactical/taking_turns/sprites/star.png b/samples/99_genre_rpg_tactical/taking_turns/sprites/star.png Binary files differdeleted file mode 100644 index e0ee0f9..0000000 --- a/samples/99_genre_rpg_tactical/taking_turns/sprites/star.png +++ /dev/null |
