DragonRuby Game Toolkit Live Docs
The information contained here is all available via the DragonRuby Console. You can Open the DragonRuby Console by pressing [`] [~] [²] [^] [º] or [§] within your game.
To search docs you can type docs_search "SEARCH TERM" or if you want to get fancy you can provide a lambda to filter documentation:
docs_search { |entry| (entry.include? "Array") && (!entry.include? "Enumerable") }
Hello World
Welcome to DragonRuby Game Toolkit. Take the steps below to get started.
Join the Discord and Subscribe to the News Letter
Our Discord channel is http://discord.dragonruby.org.
The News Letter will keep you in the loop with regards to current DragonRuby Events: http://dragonrubydispatch.com.
Those who use DragonRuby are called Dragon Riders. This identity is incredibly important to us. When someone asks you:
What game engine do you use?
Reply with:
I am a Dragon Rider.
Intro Videos
Here are some videos to help you get the lay of the land.
Quick Api Tour
- Beginner Introduction to DragonRuby Game Toolkit: https://youtu.be/ixw7TJhU08E
If You Are Completely New to Ruby and Programming
- Intermediate Introduction to Ruby Syntax: https://youtu.be/HG-XRZ5Ppgc
- Intermediate Introduction to Arrays in Ruby: https://youtu.be/N72sEYFRqfo
- You may also want to try this free course provided at http://dragonruby.school.
If You Have Game Dev Experience
- Building Tetris - Part 1: https://youtu.be/xZMwRSbC4rY
- Building Tetris - Part 2: https://youtu.be/C3LLzDUDgz4
- Low Res Game Jam Tutorial: https://youtu.be/pCI90ukKCME
Getting Started Tutorial
This is a tutorial written by Ryan C Gordon (a Juggernaut in the industry who has contracted to Valve, Epic, Activision, and EA... check out his Wikipedia page: https://en.wikipedia.org/wiki/Ryan_C._Gordon).
Introduction
Welcome!
Here's just a little push to get you started if you're new to programming or game development.
If you want to write a game, it's no different than writing any other program for any other framework: there are a few simple rules that might be new to you, but more or less programming is programming no matter what you are building.
Did you not know that? Did you think you couldn't write a game because you're a "web guy" or you're writing Java at a desk job? Stop letting people tell you that you can't, because you already have everything you need.
Here, we're going to be programming in a language called "Ruby." In the interest of full disclosure, I (Ryan Gordon) wrote the C parts of this toolkit and Ruby looks a little strange to me (Amir Rajan wrote the Ruby parts, discounting the parts I mangled), but I'm going to walk you through the basics because we're all learning together, and if you mostly think of yourself as someone that writes C (or C++, C#, Objective-C), PHP, or Java, then you're only a step behind me right now.
Prerequisites
Here's the most important thing you should know: Ruby lets you do some complicated things really easily, and you can learn that stuff later. I'm going to show you one or two cool tricks, but that's all.
Do you know what an if statement is? A for-loop? An array? That's all you'll need to start.
The Game Loop
Ok, here are few rules with regards to game development with GTK:
- Your game is all going to happen under one function ...
- that runs 60 times a second ...
- and has to tell the computer what to draw each time.
That's an entire video game in one run-on sentence.
Here's that function. You're going to want to put this in mygame/app/main.rb, because that's where we'll look for it by default. Load it up in your favorite text editor.
def tick args
args.outputs.labels << [580, 400, 'Hello World!']
end
Now run dragonruby ...did you get a window with "Hello World!" written in it? Good, you're officially a game developer!
Breakdown Of The tick Method
mygame/app/main.rb, is where the Ruby source code is located. This looks a little strange, so I'll break it down line by line. In Ruby, a '#' character starts a single-line comment, so I'll talk about this inline.
# This "def"ines a function, named "tick," which takes a single argument
# named "args". DragonRuby looks for this function and calls it every
# frame, 60 times a second. "args" is a magic structure with lots of
# information in it. You can set variables in there for your own game state,
# and every frame it will updated if keys are pressed, joysticks moved,
# mice clicked, etc.
def tick args
# One of the things in "args" is the "outputs" object that your game uses
# to draw things. Afraid of rendering APIs? No problem. In DragonRuby,
# you use arrays to draw things and we figure out the details.
# If you want to draw text on the screen, you give it an array (the thing
# in the [ brackets ]), with an X and Y coordinate and the text to draw.
# The "<<" thing says "append this array onto the list of them at
# args.outputs.labels)
args.outputs.labels << [580, 400, 'Hello World!']
end
Once your tick function finishes, we look at all the arrays you made and figure out how to draw it. You don't need to know about graphics APIs. You're just setting up some arrays! DragonRuby clears out these arrays every frame, so you just need to add what you need _right now_ each time.
Rendering A Sprite
Now let's spice this up a little.
We're going to add some graphics. Each 2D image in DragonRuby is called a "sprite," and to use them, you just make sure they exist in a reasonable file format (png, jpg, gif, bmp, etc) and specify them by filename. The first time you use one, DragonRuby will load it and keep it in video memory for fast access in the future. If you use a filename that doesn't exist, you get a fun checkerboard pattern!
There's a "dragonruby.png" file included, just to get you started. Let's have it draw every frame with our text:
def tick args
args.outputs.labels << [580, 400, 'Hello World!']
args.outputs.sprites << [576, 100, 128, 101, 'dragonruby.png']
end
(Pro Tip: you don't have to restart DragonRuby to test your changes; when you save main.rb, DragonRuby will notice and reload your program.)
That .sprites line says "add a sprite to the list of sprites we're drawing, and draw it at position (576, 100) at a size of 128x101 pixels". You can find the image to draw at dragonruby.png.
Coordinate System and Virtual Canvas
Quick note about coordinates: (0, 0) is the bottom left corner of the screen, and positive numbers go up and to the right. This is more "geometrically correct," even if it's not how you remember doing 2D graphics, but we chose this for a simpler reason: when you're making Super Mario Brothers and you want Mario to jump, you should be able to add to Mario's y position as he goes up and subtract as he falls. It makes things easier to understand.
Also: your game screen is _always_ 1280x720 pixels. If you resize the window, we will scale and letterbox everything appropriately, so you never have to worry about different resolutions.
Ok, now we have an image on the screen, let's animate it:
def tick args
args.state.rotation ||= 0
args.outputs.labels << [580, 400, 'Hello World!' ]
args.outputs.sprites << [576, 100, 128, 101, 'dragonruby.png', args.state.rotation]
args.state.rotation -= 1
end
Now you can see that this function is getting called a lot!
Game State
Here's a fun Ruby thing: args.state.rotation ||= 0 is shorthand for "if args.state.rotation isn't initialized, set it to zero." It's a nice way to embed your initialization code right next to where you need the variable.
args.state is a place you can hang your own data. It's an open data structure that allows you to define properties that are arbitrarily nested. You don't need to define any kind of class.
In this case, the current rotation of our sprite, which is happily spinning at 60 frames per second. If you don't specify rotation (or alpha, or color modulation, or a source rectangle, etc), DragonRuby picks a reasonable default, and the array is ordered by the most likely things you need to tell us: position, size, name.
There Is No Delta Time
One thing we decided to do in DragonRuby is not make you worry about delta time: your function runs at 60 frames per second (about 16 milliseconds) and that's that. Having to worry about framerate is something massive triple-AAA games do, but for fun little 2D games? You'd have to work really hard to not hit 60fps. All your drawing is happening on a GPU designed to run Fortnite quickly; it can definitely handle this.
Since we didn't make you worry about delta time, you can just move the rotation by 1 every time and it works without you having to keep track of time and math. Want it to move faster? Subtract 2.
Handling User Input
Now, let's move that image around.
def tick args
args.state.rotation ||= 0
args.state.x ||= 576
args.state.y ||= 100
if args.inputs.mouse.click
args.state.x = args.inputs.mouse.click.point.x - 64
args.state.y = args.inputs.mouse.click.point.y - 50
end
args.outputs.labels << [580, 400, 'Hello World!']
args.outputs.sprites << [args.state.x,
args.state.y,
128,
101,
'dragonruby.png',
args.state.rotation]
args.state.rotation -= 1
end
Everywhere you click your mouse, the image moves there. We set a default location for it with args.state.x ||= 576, and then we change those variables when we see the mouse button in action. You can get at the keyboard and game controllers in similar ways.
Coding On A Raspberry Pi
We have only tested DragonRuby on a Raspberry Pi 3, Models B and B+, but we believe it _should_ work on any model with comparable specs.
If you're running DragonRuby Game Toolkit on a Raspberry Pi, or trying to run a game made with the Toolkit on a Raspberry Pi, and it's really really slow-- like one frame every few seconds--then there's likely a simple fix.
You're probably running a desktop environment: menus, apps, web browsers, etc. This is okay! Launch the terminal app and type:
do raspi-config
It'll ask you for your password (if you don't know, try "raspberry"), and then give you a menu of options. Find your way to "Advanced Options", then "GL Driver", and change this to "GL (Full KMS)" ... not "fake KMS," which is also listed there. Save and reboot. In theory, this should fix the problem.
If you're _still_ having problems and have a Raspberry Pi 2 or better, go back to raspi-config and head over to "Advanced Options", "Memory split," and give the GPU 256 megabytes. You might be able to avoid this for simple games, as this takes RAM away from the system and reserves it for graphics. You can also try 128 megabytes as a gentler option.
Note that you can also run DragonRuby without X11 at all: if you run it from a virtual terminal it will render fullscreen and won't need the "Full KMS" option. This might be attractive if you want to use it as a game console sort of thing, or develop over ssh, or launch it from RetroPie, etc.
Conclusion
There is a lot more you can do with DragonRuby, but now you've already got just about everything you need to make a simple game. After all, even the most fancy games are just creating objects and moving them around. Experiment a little. Add a few more things and have them interact in small ways. Want something to go away? Just don't add it to args.output anymore.
Deploying To Itch.io
Once you've built your game, you're all set to deploy! Good luck in your game dev journey and if you get stuck, come to the Discord channel!
Creating Your Game Landing Page
Log into Itch.io and go to https://itch.io/game/new.
- Title: Give your game a Title. This value represents your `gametitle`.
- Project URL: Set your project url. This value represents your `gameid`.
- Classification: Keep this as Game.
- Kind of Project: Select HTML from the drop down list. Don't worry, the HTML project type _also supports binary downloads_.
- Uploads: Skip this section for now.
You can fill out all the other options later.
Update Your Game's Metadata
Point your text editor at mygame/metadata/game_metadata.txt and make it look like this:
NOTE: Remove the # at the beginning of each line.
devid=bob
devtitle=Bob The Game Developer
gameid=mygame
gametitle=My Game
version=0.1
The devid property is the username you use to log into Itch.io. The devtitle is your name or company name (it can contain spaces). The gameid is the Project URL value. The gametitle is the name of your game (it can contain spaces). The version can be any major.minor number format.
Building Your Game For Distribution
Open up the terminal and run this from the command line:
./dragonruby-publish --only-package mygame
(if you're on Windows, don't put the "./" on the front. That's a Mac and Linux thing.)
A directory called ./build will be created that contains your binaries. You can upload this to Itch.io manually.
For the HTML version of your game after you upload it. Check the checkbox labeled "This file will be played in the browser".
For subsequent updates you can use an automated deployment to Itch.io:
./dragonruby-publish mygame
DragonRuby will package _and publish_ your game to itch.io! Tell your friends to go to your game's very own webpage and buy it!
If you make changes to your game, just re-run dragonruby-publish and it'll update the downloads for you.
Deploying To Mobile Devices
If you have a Pro subscription, you also have the capability to deploy to mobile devices.
To deploy to iOS, you need to have a Mac running MacOS Catalina, an iOS device, and an active/paid Developer Account with Apple. From the Console type: $wizards.ios.start and you will be guided through the deployment process.
To deploy to Android, you need to have an Android emulator/device, and an environment that is able to run Android SDK. dragonruby-publish will create an APK for you. From there, you can sign the APK and install it to your device. The signing and installation procedure varies from OS to OS. Here's an example of what the command might look like:
> adb logcat -e mygame # you'll want to run this in a separate terminal
> keytool -genkey -v -keystore mygame.keystore -alias mygame -keyalg RSA -keysize 2048 -validity 10000
> apksigner sign --ks mygame.keystore mygame-android.apk
> adb install mygame-android.apk
DragonRuby's Philosophy
The following tenants of DragonRuby are what set us apart from other game engines. Given that Game Toolkit is a relatively new engine, there are definitely features that are missing. So having a big check list of "all the cool things" is not this engine's forte. This is compensated with a strong commitment to the following principles.
Challenge The Status Quo
Game engines of today are in a local maximum and don't take into consideration the challenges of this day and age. Unity and GameMaker specifically rot your brain. It's not sufficient to say:
But that's how we've always done it.
It's a hard pill to swallow, but forget blindly accepted best practices and try to figure out the underlying motivation for a specific approach to game development. Collaborate with us.
Continuity of Design
There is a programming idiom in software called "The Pit of Success". The term normalizes upfront pain as a necessity/requirement in the hopes that the investment will yield dividends "when you become successful" or "when the code becomes more complicated". This approach to development is strongly discouraged by us. It leads to over-architected and unnecessary code; creates barriers to rapid prototyping and shipping a game; and overwhelms beginners who are new to the engine or programming in general.
DragonRuby's philosophy is to provide multiple options across the "make it fast" vs "make it right" spectrum, with incremental/intuitive transitions between the options provided. A concrete example of this philosophy would be render primitives: the spectrum of options allows renderable constructs that take the form of tuples/arrays (easy to pickup, simple, and fast to code/prototype with), hashes (a little more work, but gives you the ability to add additional properties), open and strict entities (more work than hashes, but yields cleaner apis), and finally - if you really need full power/flexibility in rendering - classes (which take the most amount of code and programming knowledge to create).
Release Early and Often
The biggest mistake game devs make is spending too much time in isolation building their game. Release something, however small, and release it soon.
Stop worrying about everything being pixel perfect. Don't wait until your game is 100% complete. Build your game publicly and iterate. Post in the #show-and-tell channel in the community Discord. You'll find a lot of support and encouragement there.
Real artists ship. Remember that.
Sustainable And Ethical Monetization
We all aspire to put food on the table doing what we love. Whether it is building games, writing tools to support game development, or anything in between.
Charge a fair amount of money for the things you create. It's expected and encouraged within the community. Give what you create away for free to those that can't afford it.
If you are gainfully employed, pay full price for the things you use. If you do end up getting something at a discount, pay the difference "forward" to someone else.
Sustainable And Ethical Open Source
This goes hand in hand with sustainable and ethical monetization. The current state of open source is not sustainable. There is an immense amount of contributor burnout. Users of open source expect everything to be free, and few give back. This is a problem we want to fix (we're still trying to figure out the best solution).
So, don't be "that guy" in the Discord that says "DragonRuby should be free and open source!" You will be personally flogged by Amir.
People Over Entities
We prioritize the endorsement of real people over faceless entities. This game engine, and other products we create, are not insignificant line items of a large company. And you aren't a generic "commodity" or "corporate resource". So be active in the community Discord and you'll reap the benefits as more devs use DragonRuby.
Building A Game Should Be Fun And Bring Happiness
We will prioritize the removal of pain. The aesthetics of Ruby make it such a joy to work with, and we want to capture that within the engine.
Real World Application Drives Features
We are bombarded by marketing speak day in and day out. We don't do that here. There are things that are really great in the engine, and things that need a lot of work. Collaborate with us so we can help you reach your goals. Ask for features you actually need as opposed to anything speculative.
We want DragonRuby to *actually* help you build the game you want to build (as opposed to sell you something piece of demoware that doesn't work).
Frequently Asked Questions, Comments, and Concerns
Here are questions, comments, and concerns that frequently come up.
Frequently Asked Questions
What is DragonRuby LLP?
DragonRuby LLP is a partnership of four devs who came together with the goal of bringing the aesthetics and joy of Ruby, everywhere possible.
Under DragonRuby LLP, we offer a number of products (with more on the way):
- Game Toolkit (GTK): A 2D game engine that is compatible with modern gaming platforms.
- RubyMotion (RM): A compiler toolchain that allows you to build native, cross-platform mobile apps. http://rubymotion.com
All of the products above leverage a shared core called DragonRuby.
NOTE: From an official branding standpoint each one of the products is suffixed with "A DragonRuby LLP Product" tagline. Also, DragonRuby is _one word, title cased_.
NOTE: We leave the "A DragonRuby LLP Product" off of this one because that just sounds really weird.
NOTE: Devs who use DragonRuby are "Dragon Riders/Riders of Dragons". That's a bad ass identifier huh?
What is DragonRuby?
The response to this question requires a few subparts. First we need to clarify some terms. Specifically _language specification_ vs _runtime_.
Okay... so what is the difference between a language specification and a runtime?
A runtime is an _implementation_ of a language specification. When people say "Ruby," they are usually referring to "the Ruby 3.0+ language specification implemented via the CRuby/MRI Runtime."
But, there are many Ruby Runtimes: CRuby/MRI, JRuby, Truffle, Rubinius, Artichoke, and (last but certainly not least) DragonRuby.
Okay... what language specification does DragonRuby use then?
DragonRuby's goal is to be compliant with the ISO/IEC 30170:2012 standard. It's syntax is Ruby 2.x compatible, but also contains semantic changes that help it natively interface with platform specific libraries.
So... why another runtime?
The elevator pitch is:
DragonRuby is a Multilevel Cross-platform Runtime. The "multiple levels" within the runtime allows us to target platforms no other Ruby can target: PC, Mac, Linux, Raspberry Pi, WASM, iOS, Android, Nintendo Switch, PS4, Xbox, and Stadia.
What does Multilevel Cross-platform mean?
There are complexities associated with targeting all the platforms we support. Because of this, the runtime had to be architected in such a way that new platforms could be easily added (which lead to us partitioning the runtime internally):
- Level 1 we leverage a good portion of mRuby.
- Level 2 consists of optimizations to mRuby we've made given that our target platforms are well known.
- Level 3 consists of portable C libraries and their Ruby C-Extensions.
Levels 1 through 3 are fairly commonplace in many runtime implementations (with level 1 being the most portable, and level 3 being the fastest). But the DragonRuby Runtime has taken things a bit further:
- Level 4 consists of shared abstractions around hardware I/O and operating system resources. This level leverages open source and proprietary components within Simple DirectMedia Layer (a low level multimedia component library that has been in active development for 22 years and counting).
- Level 5 is a code generation layer which creates metadata that allows for native interoperability with host runtime libraries. It also includes OS specific message pump orchestrations.
- Level 6 is a Ahead of Time/Just in Time Ruby compiler built with LLVM. This compiler outputs _very_ fast platform specific bitcode, but only supports a subset of the Ruby language specification.
These levels allow us to stay up to date with open source implementations of Ruby; provide fast, native code execution on proprietary platforms; ensure good separation between these two worlds; and provides a means to add new platforms without going insane.
Cool cool. So given that I understand everything to this point, can we answer the original question? What is DragonRuby?
DragonRuby is a Ruby runtime implementation that takes all the lessons we've learned from MRI/CRuby, and merges it with the latest and greatest compiler and OSS technologies.
How is DragonRuby different than MRI?
DragonRuby supports a subset of MRI apis. Our target is to support all of mRuby's standard lib. There are challenges to this given the number of platforms we are trying to support (specifically console).
Does DragonRuby support Gems?
DragonRuby does not support gems because that requires the installation of MRI Ruby on the developer's machine (which is a non-starter given that we want DragonRuby to be a zero dependency runtime). While this seems easy for Mac and Linux, it is much harder on Windows and Raspberry Pi. mRuby has taken the approach of having a git repository for compatible gems and we will most likely follow suite: https://github.com/mruby/mgem-list.
Does DragonRuby have a REPL/IRB?
You can use DragonRuby's Console within the game to inspect object and execute small pieces of code. For more complex pieces of code create a file called repl.rb and put it in mygame/app/repl.rb:
- Any code you write in there will be executed when you change the file. You can organize different pieces of code using the
replmethod:
repl do
puts "hello world"
puts 1 + 1
end
- If you use the `repl` method, the code will be executed and the DragonRuby Console will automatically open so you can see the results (on Mac and Linux, the results will also be printed to the terminal).
- All
putsstatements will also be saved tologs/puts.txt. So if you want to stay in your editor and not look at the terminal, or the DragonRuby Console, you cantailthis file.
4. To ignore code in repl.rb, instead of commenting it out, prefix repl with the letter x and it'll be ignored.
xrepl do # <------- line is prefixed with an "x"
puts "hello world"
puts 1 + 1
end
# This code will be executed when you save the file.
repl do
puts "Hello"
end
repl do
puts "This code will also be executed."
end
# use xrepl to "comment out" code
xrepl do
puts "This code will not be executed because of the x in front of repl".
end
Does DragonRuby support pry or have any other debugging facilities?
pry is a gem that assumes you are using the MRI Runtime (which is incompatible with DragonRuby). Eventually DragonRuby will have a pry based experience that is compatible with a debugging infrastructure called LLDB. Take the time to read about LLDB as it shows the challenges in creating something that is compatible.
You can use DragonRuby's replay capabilities to troubleshoot:
- DragonRuby is hot loaded which gives you a very fast feedback loop (if the game throws an exception, it's because of the code you just added).
- Use
./dragonruby mygame --recordto create a game play recording that you can use to find the exception (you can replay a recording by executing./dragonruby mygame --replay last_replay.txtor through the DragonRuby Console using$gtk.recording.start_replay "last_replay.txt". - DragonRuby also ships with a unit testing facility. You can invoke the following command to run a test:
./dragonruby . --eval some_ruby_file.rb --no-tick. - Get into the habit of adding debugging facilities within the game itself. You can add drawing primitives to
args.outputs.debugthat will render on top of your game but will be ignored in a production release. - Debugging something that runs at 60fps is (imo) not that helpful. The exception you are seeing could have been because of a change that occurred many frames ago.
Frequent Comments About Ruby as a Language Choice
But Ruby is dead.
Let's check the official source for the answer to this question: isrubydead.com: https://isrubydead.com/.
On a more serious note, Ruby's _quantity_ levels aren't what they used to be. And that's totally fine. Everyone chases the new and shiny.
What really matters is _quality/maturity_. Here is the latest (StackOverflow Survey sorted by highest paid developers)[https://insights.stackoverflow.com/survey/2019#top-paying-technologies].
Let's stop making this comment shall we?
But Ruby is slow.
That doesn't make any sense. A language specification can't be slow... it's a language spec. Sure, an _implementation/runtime_ can be slow though, but then we'd have to talk about which runtime.
Dynamic languages are slow.
They are certainly slower than statically compiled languages. With the processing power and compiler optimizations we have today, dynamic languages like Ruby are _fast enough_.
Unless you are writing in some form of intermediate representation by hand, your language of choice also suffers this same fallacy of slow. Like, nothing is faster than a low level assembly-like language. So unless you're writing in that, let's stop making this comment.
NOTE: If you _are_ hand writing LLVM IR, we are always open to bringing on new partners with such a skill set. Email us ^_^.
Frequent Concerns
DragonRuby is not open source. That's not right.
The current state of open source is unsustainable. Contributors work for free, most all open source repositories are severely under-staffed, and burnout from core members is rampant.
We believe in open source very strongly. Parts of DragonRuby are in fact, open source. Just not all of it (for legal reasons, and because the IP we've created has value). And we promise that we are looking for (or creating) ways to _sustainably_ open source everything we do.
If you have ideas on how we can do this, email us!
If the reason above isn't sufficient, then definitely use something else.
All this being said, we do have parts of the engine open sourced on GitHub: https://github.com/dragonruby/dragonruby-game-toolkit-contrib/
DragonRuby is for pay. You should offer a free version.
If you can afford to pay for DragonRuby, you should (and will). We don't go around telling writers that they should give us their books for free, and only require payment if we read the entire thing. It's time we stop asking that of software products.
That being said, we will _never_ put someone out financially. We have income assistance for anyone that can't afford a license to any one of our products.
You qualify for a free, unrestricted license to DragonRuby products if any of the following items pertain to you:
- Your income is below $2,000.00 (USD) per month.
- You are under 18 years of age.
- You are a student of any type: traditional public school, home schooling, college, bootcamp, or online.
- You are a teacher, mentor, or parent who wants to teach a kid how to code.
- You work/worked in public service or at a charitable organization: for example public office, army, or any 501(c)(3) organization.
Just contact Amir at amir.rajan@dragonruby.org with a short explanation of your current situation and he'll set you up. No questions asked.
But still, you should offer a free version. So I can try it out and see if I like it.
You can try our web-based sandbox environment at http://fiddle.dragonruby.org. But it won't do the runtime justice. Or just come to our Discord Channel at http://discord.dragonruby.org and ask questions. We'd be happy to have a one on one video chat with you and show off all the cool stuff we're doing.
Seriously just buy it. Get a refund if you don't like it. We make it stupid easy to do so.
I still think you should do a free version. Think of all people who would give it a shot.
Free isn't a sustainable financial model. We don't want to spam your email. We don't want to collect usage data off of you either. We just want to provide quality toolchains to quality developers (as opposed to a large quantity of developers).
The people that pay for DragonRuby and make an effort to understand it are the ones we want to build a community around, partner with, and collaborate with. So having that small monetary wall deters entitled individuals that don't value the same things we do.
What if I build something with DragonRuby, but DragonRuby LLP becomes insolvent.
That won't happen if the development world stop asking for free stuff and non-trivially compensate open source developers. Look, we want to be able to work on the stuff we love, every day of our lives. And we'll go to great lengths to make that happen.
But, in the event that sad day comes, our partnership bylaws state that _all_ DragonRuby IP that can be legally open sourced, will be released under a permissive license.
RECIPIES:
How To Determine What Frame You Are On
There is a property on state called tick_count that is incremented by DragonRuby every time the tick method is called. The following code renders a label that displays the current tick_count.
def tick args
args.outputs.labels << [10, 670, "#{args.state.tick_count}"]
end
How To Get Current Framerate
Current framerate is a top level property on the Game Toolkit Runtime and is accessible via args.gtk.current_framerate.
def tick args
args.outputs.labels << [10, 710, "framerate: #{args.gtk.current_framerate.round}"]
end
How To Render A Sprite Using An Array
All file paths should use the forward slash / *not* backslash . Game Toolkit includes a number of sprites in the sprites folder (everything about your game is located in the mygame directory).
The following code renders a sprite with a width and height of 100 in the center of the screen.
args.outputs.sprites is used to render a sprite.
def tick args
args.outputs.sprites << [
640 - 50, # X
360 - 50, # Y
100, # W
100, # H
'sprites/square-blue.png' # PATH
]
end
More Sprite Properties As An Array
Here are all the properties you can set on a sprite.
def tick args
args.outputs.sprites << [
100, # X
100, # Y
32, # W
64, # H
'sprites/square-blue.png', # PATH
0, # ANGLE
255, # ALPHA
0, # RED_SATURATION
255, # GREEN_SATURATION
0 # BLUE_SATURATION
]
end
Different Sprite Representations
Using ordinal positioning can get a little unruly given so many properties you have control over.
You can represent a sprite as a Hash:
def tick args
args.outputs.sprites << {
x: 640 - 50,
y: 360 - 50,
w: 100,
h: 100,
path: 'sprites/square-blue.png',
angle: 0,
a: 255,
r: 255,
g: 255,
b: 255,
source_x: 0,
source_y: 0,
source_w: -1,
source_h: -1,
flip_vertically: false,
flip_horizontally: false,
angle_anchor_x: 0.5,
angle_anchor_y: 1.0,
blendmode_enum: 1
}
end
The blendmode_enum value can be set to 0 (no blending), 1 (alpha blending), 2 (additive blending), 3 (modulo blending), 4 (multiply blending).
You can represent a sprite as an object:
# Create type with ALL sprite properties AND primitive_marker
class Sprite
attr_accessor :x, :y, :w, :h, :path, :angle, :a, :r, :g, :b,
:source_x, :source_y, :source_w, :source_h,
:tile_x, :tile_y, :tile_w, :tile_h,
:flip_horizontally, :flip_vertically,
:angle_anchor_x, :angle_anchor_y, :blendmode_enum
def primitive_marker
:sprite
end
end
class BlueSquare < Sprite
def initialize opts
@x = opts[:x]
@y = opts[:y]
@w = opts[:w]
@h = opts[:h]
@path = 'sprites/square-blue.png'
end
end
def tick args
args.outputs.sprites << (BlueSquare.new x: 640 - 50,
y: 360 - 50,
w: 50,
h: 50)
end
How To Render A Label
args.outputs.labels is used to render labels.
Labels are how you display text. This code will go directly inside of the def tick args method.
Here is the minimum code:
def tick args
# X Y TEXT
args.outputs.labels << [640, 360, "I am a black label."]
end
A Colored Label
def tick args
# A colored label
# X Y TEXT, RED GREEN BLUE ALPHA
args.outputs.labels << [640, 360, "I am a redish label.", 255, 128, 128, 255]
end
Extended Label Properties
def tick args
# A colored label
# X Y TEXT SIZE ALIGNMENT RED GREEN BLUE ALPHA FONT FILE
args.outputs.labels << [
640, # X
360, # Y
"Hello world", # TEXT
0, # SIZE_ENUM
1, # ALIGNMENT_ENUM
0, # RED
0, # GREEN
0, # BLUE
255, # ALPHA
"fonts/coolfont.ttf" # FONT
]
end
A SIZE_ENUM of 0 represents "default size". A negative value will decrease the label size. A positive value will increase the label's size.
An ALIGNMENT_ENUM of 0 represents "left aligned". 1 represents "center aligned". 2 represents "right aligned".
Rendering A Label As A Hash
You can add additional metadata about your game within a label, which requires you to use a `Hash` instead.
def tick args
args.outputs.labels << {
x: 200,
y: 550,
text: "dragonruby",
size_enum: 2,
alignment_enum: 1,
r: 155,
g: 50,
b: 50,
a: 255,
font: "fonts/manaspc.ttf",
vertical_alignment_enum: 0, # 0 is bottom, 1 is middle, 2 is top
# You can add any properties you like (this will be ignored/won't cause errors)
game_data_one: "Something",
game_data_two: {
value_1: "value",
value_2: "value two",
a_number: 15
}
}
end
Getting The Size Of A Piece Of Text
You can get the render size of any string using args.gtk.calcstringbox.
def tick args
# TEXT SIZE_ENUM FONT
w, h = args.gtk.calcstringbox("some string", 0, "font.ttf")
# NOTE: The SIZE_ENUM and FONT are optional arguments.
# Render a label showing the w and h of the text:
args.outputs.labels << [
10,
710,
# This string uses Ruby's string interpolation literal: #{}
"'some string' has width: #{w}, and height: #{h}."
]
end
Rendering Labels With New Line Characters And Wrapping
You can use a strategy like the following to create multiple labels from a String.
def tick args
long_string = "Lorem ipsum dolor sit amet, consectetur adipiscing elitteger dolor velit, ultricies vitae libero vel, aliquam imperdiet enim."
max_character_length = 30
long_strings_split = args.string.wrapped_lines long_string, max_character_length
args.outputs.labels << long_strings_split.map_with_index do |s, i|
{ x: 10, y: 600 - (i * 20), text: s }
end
end
How To Play A Sound
Sounds that end .wav will play once:
def tick args
# Play a sound every second
if (args.state.tick_count % 60) == 0
args.outputs.sounds << 'something.wav'
end
end
Sounds that end .ogg is considered background music and will loop:
def tick args
# Start a sound loop at the beginning of the game
if args.state.tick_count == 0
args.outputs.sounds << 'background_music.ogg'
end
end
If you want to play a .ogg once as if it were a sound effect, you can do:
def tick args
# Play a sound every second
if (args.state.tick_count % 60) == 0
args.gtk.queue_sound 'some-ogg.ogg'
end
end
Using args.state To Store Your Game State
args.state is a open data structure that allows you to define properties that are arbitrarily nested. You don't need to define any kind of class.
To initialize your game state, use the ||= operator. Any value on the right side of ||= will only be assigned _once_.
To assign a value every frame, just use the = operator, but _make sure_ you've initialized a default value.
def tick args
# initialize your game state ONCE
args.state.player.x ||= 0
args.state.player.y ||= 0
args.state.player.hp ||= 100
# increment the x position of the character by one every frame
args.state.player.x += 1
# Render a sprite with a label above the sprite
args.outputs.sprites << [
args.state.player.x,
args.state.player.y,
32, 32,
"player.png"
]
args.outputs.labels << [
args.state.player.x,
args.state.player.y - 50,
args.state.player.hp
]
end
Troubleshoot Performance
- If you're using
Arrays for your primitives (args.outputs.sprites << []), useHashinstead (args.outputs.sprites << { x: ... }). - If you're using
Entityfor your primitives (args.outputs.sprites << args.state.new_entity), useStrictEntityinstead (args.outputs.sprites << args.state.new_entity_strict). - Use
.eachinstead of.mapif you don't care about the return value. - When concatenating primitives to outputs, do them in bulk. Instead of:
args.state.bullets.each do |bullet|
args.outputs.sprites << bullet.sprite
end
do
args.outputs.sprites << args.state.bullets.map do |b|
b.sprite
end
5. Use args.outputs.static_ variant for things that don't change often (take a look at the Basic Gorillas sample app and Dueling Starships sample app to see how static_ is leveraged.
6. Consider using a render_target if you're doing some form of a camera that moves a lot of primitives (take a look at the Render Target sample apps for more info).
DOCS: GTK::Runtime
The GTK::Runtime class is the core of DragonRuby. It is globally accessible via $gtk.
SUMMARY: def tick args; end;
Most everything you will need to build your game is in the args parameter that is provided to your tick method. Follows is a high level summary of each function that is available from args.
All the properties below hang off of args and can be accessed in the tick method:
def tick args
args.PROPERTY
end
args.state
Store your game state inside of this state. Properties with arbitrary nesting is allowed and a backing Entity will be created on your behalf.
def tick args
args.state.player.x ||= 0
args.state.player.y ||= 0
end
.*.entity_id
Entities automatically receive an entity_id of type Fixnum.
.*.entity_type
Entities can have an entity_type which is represented as a Symbol.
.*.created_at
Entities have created_at set to args.state.tick_count when they are created.
.*.created_at_elapsed
Returns the elapsed number of ticks since creation.
.*.global_created_at
Entities have global_created_at set to Kernel.global_tick_count when they are created.
.*.global_created_at_elapsed
Returns the elapsed number of global ticks since creation.
.*.as_hash
Entity cast to a Hash so you can update values as if you were updating a Hash.
.new_entity
Creates a new Entity with a type, and initial properties. An option block can be passed to change the newly created entity:
def tick args
args.state.player ||= args.state.new_entity :player, x: 0, y: 0 do |e|
e.max_hp = 100
e.hp = e.max_hp * rand
end
end
.new_entity_strict
Creates a new Strict Entity. While Entities created via args.state.new_entity can have new properties added later on, Entities created using args.state.new_entity must define all properties that are allowed during its initialization. Attempting to add new properties after initialization will result in an exception.
.tick_count
Returns the current tick of the game. args.state.tick_count is 0 when the game is first started or if the game is reset via $gtk.reset.
args.inputs
Access using input using args.inputs.
.up
Returns true if: the up arrow or w key is pressed or held on the keyboard; or if up is pressed or held on controller_one; or if the left_analog on controller_one is tilted upwards.
.down
Returns true if: the down arrow or s key is pressed or held on the keyboard; or if down is pressed or held on controller_one; or if the left_analog on controller_one is tilted downwards.
.left
Returns true if: the left arrow or a key is pressed or held on the keyboard; or if left is pressed or held on controller_one; or if the left_analog on controller_one is tilted to the left.
.right
Returns true if: the right arrow or d key is pressed or held on the keyboard; or if right is pressed or held on controller_one; or if the left_analog on controller_one is tilted to the right.
.left_right
Returns -1 (left), 0 (neutral), or +1 (right) depending on results of args.inputs.left and args.inputs.right.
.up_down
Returns -1 (down), 0 (neutral), or +1 (up) depending on results of args.inputs.down and args.inputs.up.
.text OR .history
Returns a string that represents the last key that was pressed on the keyboard.
.mouse
Represents the user's
.x
Returns the current x location of the mouse.
mouse.y
Return.
.inside_rect? rect
Return. args.inputs.mouse.inside_rect? takes in any primitive that responds to x, y, w, h:
.inside_circle? center_point, radius
Returns true if the mouse is inside of a specified circle. args.inputs.mouse.inside_circle? takes in any primitive that responds to x, y (which represents the circle's center), and takes in a radius:
.moved
Returns true if the mouse has moved on the current frame.
.button_left
Returns true if the left mouse button is down.
.button_middle
Returns true if the middle mouse button is down.
.button_right
Returns true if the right mouse button is down.
.button_bits
Returns a bitmask for all buttons on the mouse: 1 for a button in the down state, 0 for a button in the up state.
mouse.wheel
Represents the mouse wheel. Returns nil if no mouse wheel actions occurred.
***** .x
Returns the negative or positive number if the mouse wheel has changed in the x axis.
***** .y
Returns the negative or positive number if the mouse wheel has changed in the y axis.
.click OR .down, .previous_click, .up
The properties args.inputs.mouse.(click|down|previous_click|up) each return nil if the mouse button event didn't occur. And return an Entity that has an x, y properties along with helper functions to determine collision: inside_rect?, inside_circle.
.controller_one, .controller_two
Represents controllers connected to the usb ports.
.up
Returns true if up is pressed or held on the directional or left analog.
.down
Returns true if down is pressed or held on the directional or left analog.
.left
Returns true if left is pressed or held on the directional or left analog.
.right
Returns true if right is pressed or held on the directional or left analog.
.left_right
Returns -1 (left), 0 (neutral), or +1 (right) depending on results of args.inputs.controller_(one|two).left and args.inputs.controller_(one|two).right.
.up_down
Returns -1 (down), 0 (neutral), or +1 (up) depending on results of args.inputs.controller_(one|two).up and args.inputs.controller_(one|two).down.
.(left_analog_x_raw|right_analog_x_raw)
Returns the raw integer value for the analog's horizontal movement (-32,000 to +32,000).
.left_analog_y_raw|right_analog_y_raw)
Returns the raw integer value for the analog's vertical movement (-32,000 to +32,000).
.left_analog_x_perc|right_analog_x_perc)
Returns a number between -1 and 1 which represents the percentage the analog is moved horizontally as a ratio of the maximum horizontal movement.
.left_analog_y_perc|right_analog_y_perc)
Returns a number between -1 and 1 which represents the percentage the analog is moved vertically as a ratio of the maximum vertical movement.
.directional_up
Returns true if up is pressed or held on the directional.
.directional_down
Returns true if down is pressed or held on the directional.
.directional_left
Returns true if left is pressed or held on the directional.
.directional_right
Returns true if right is pressed or held on the directional.
.(a|b|x|y|l1|r1|l2|r2|l3|r3|start|select)
Returns true if the specific button is pressed or held.
.truthy_keys
Returns a collection of Symbols that represent all keys that are in the pressed or held state.
.key_down
Returns true if the specific button was pressed on this frame. args.inputs.controller_(one|two).key_down.BUTTON will only be true on the frame it was pressed.
.key_held
Returns true if the specific button is being held. args.inputs.controller_(one|two).key_held.BUTTON will be true for all frames after key_down (until released).
.key_up
Returns true if the specific button was released. args.inputs.controller_(one|two).key_up.BUTTON will be true only on the frame the button was released.
.keyboard
Represents the user's keyboard
.up
Returns true if up or w is pressed or held on the keyboard.
.down
Returns true if down or s is pressed or held on the keyboard.
.left
Returns true if left or a is pressed or held on the keyboard.
.right
Returns true if right or d is pressed or held on the keyboard.
.left_right
Returns -1 (left), 0 (neutral), or +1 (right) depending on results of args.inputs.keyboard.left and args.inputs.keyboard.right.
.up_down
Returns -1 (left), 0 (neutral), or +1 (right) depending on results of args.inputs.keyboard.up and args.inputs.keyboard.up.
keyboard properties
The following properties represent keys on the keyboard and are available on args.inputs.keyboard.KEY, args.inputs.keyboard.key_down.KEY, args.inputs.keyboard.key_held.KEY, and args.inputs.keyboard.key_up.KEY:
altmetacontrolshiftctrl_KEY(dynamic method, egargs.inputs.keyboard.ctrl_a)exclamation_pointzeroonetwothreefourfivesixseveneightninebackspacedeleteescapeentertabopen_round_braceclose_round_braceopen_curly_braceclose_curly_braceopen_square_braceclose_square_bracecolonsemicolonequal_signhyphenspacedollar_signdouble_quotation_marksingle_quotation_markbackticktildeperiodcommapipeunderscoreabcdefghijklmnopqrstuvwxyzshiftcontrolaltmetaleftrightupdownpageuppagedowncharplusatforward_slashback_slashasteriskless_thangreater_thancaratampersandsuperscript_twocircumflexquestion_marksection_signordinal_indicatorraw_keyraw_keyleft_rightup_downdirectional_vectortruthy_keys
inputs.keyboard.keys
Returns a Hash with all keys on the keyboard in their respective state. The Hash contains the following keys
:down:held:down_or_held:up
args.outputs
args.outputs.PROPERTY is how you render to the screen.
.background_color
Set args.outputs.background_color to an Array with RGB values (eg. [255, 255, 255] for the color white).
.sounds
Send a file path to this collection to play a sound. The sound file must be under the mygame directory. Example: args.outputs.sounds << "sounds/jump.wav".
.solids
Send a Primitive to this collection to render a filled in rectangle to the screen. This collection is cleared at the end of every frame.
.static_solids
Send a Primitive to this collection to render a filled in rectangle to the screen. This collection is not cleared at the end of every frame. And objects can be mutated by reference.
.sprites, .static_sprites
Send a Primitive to this collection to render a sprite to the screen.
.primitives, .static_primitives
Send a Primitive of any type and it'll be rendered. The Primitive must have a primitive_marker that returns :solid, :sprite, :label, :line, :border.
.labels, .static_labels
Send a Primitive to this collection to render text to the screen.
.lines, .static_lines
Send a Primitive to this collection to render a line to the screen.
.borders, .static_borders
Send a Primitive to this collection to render an unfilled rectangle to the screen.
.debug, .static_debug
Send any Primitive to this collection which represents things you render to the screen for debugging purposes. Primitives in this collection will not be rendered in a production release of your game.
args.geometry
This property contains geometric functions. Functions can be invoked via args.geometry.FUNCTION.
Here are some general notes with regards to the arguments these geometric functions accept.
-
Rectanglescan be represented as anArraywith four (or more) values[x, y, w, h], as aHash{ x:, y:, w:, h: }or an object that responds tox,y,w, andh. -
Pointscan be represent as anArraywith two (or more) values[x, y], as aHash{ x:, y:}or an object that responds tox, andy. -
Linescan be represented as anArraywith four (or more) values[x, y, x2, y2], as aHash{ x:, y:, x2:, y2: }or an object that responds tox,y,x2, andy2. -
Anglesare represented as degrees (not radians).
.inside_rect? rect_1, rect_2
Returns true if rect_1 is inside rect_2.
.intersect_rect? rect_2, rect_2
Returns true if rect_1 intersects rect_2.
.scale_rect rect, x_percentage, y_percentage
Returns a new rectangle that is scaled by the percentages provided.
.angle_to start_point, end_point
Returns the angle in degrees between two points start_point to end_point.
.angle_from start_point, end_point
Returns the angle in degrees between two points start_point from end_point.
.point_inside_circle? point, circle_center_point, radius
Returns true if a point is inside a circle defined by its center and radius.
.center_inside_rect rect, other_rect
Returns a new rectangle based of off rect that is centered inside of other_rect.
.center_inside_rect_x rect, other_rect
Returns a new rectangle based of off rect that is centered horizontally inside of other_rect.
.center_inside_rect_y rect, other_rect
Returns a new rectangle based of off rect that is centered vertically inside of other_rect.
.anchor_rect rect, anchor_x, anchor_y
Returns a new rectangle based of off rect that has been repositioned based on the percentages passed into anchor_x, and anchor_y.
.shift_line line, x, y
Returns a line that is offset by x, and y.
.line_y_intercept line
Given a line, the b value is determined for the point slope form equation: y = mx + b.
.angle_between_lines line_one, line_two, replace_infinity:
Returns the angle between two lines as if they were infinitely long. A numeric value can be passed in for the last parameter which would represent lines that do not intersect.
.line_slope line, replace_infinity:
Given a line, the m value is determined for the point slope form equation: y = mx + b.
.line_rise_run
Given a line, a Hash is returned that returns the slope as x and y properties with normalized values (the number is between -1 and 1).
.ray_test point, line
Given a point and a line, :on, :left, or :right which represents the location of the point relative to the line.
.line_rect line
Returns the bounding rectangle for a line.
.line_intersect line_one, line_two
Returns a point that represents the intersection of the lines.
.distance point_one, point_two
Returns the distance between two points.
.cubic_bezier t, a, b, c, d
Returns the cubic bezier function for tick_count t with anchors a, b, c, and d.
args.easing
A set of functions that allow you to determine the current progression of an easing function.
.ease start_tick, current_tick, duration, easing_functions
Given a start, current, duration, and easing function names, ease returns a number between 0 and 1 that represents the progress of an easing function.
The built in easing definitions you have access to are :identity, :flip, :quad, :cube, :quart, and :quint.
This example will move a box at a linear speed from 0 to 1280.
def tick args
start_time = 10
duration = 60
current_progress = args.easing.ease start_time,
args.state.tick_count,
duration,
:identity
args.outputs.solids << { x: 1280 * current_progress, y: 360, w: 10, h: 10 }
end
.ease_spline start_tick, current_tick, duration, spline
Given a start, current, duration, and a multiple bezier values, this function returns a number between 0 and 1 that represents the progress of an easing function.
This example will move a box at a linear speed from 0 to 1280 and then back to 0 using two bezier definitions (represented as an array with four values).
def tick args
start_time = 10
duration = 60
spline = [
[ 0, 0.25, 0.75, 1.0],
[1.0, 0.75, 0.25, 0]
]
current_progress = args.easing.ease_spline start_time,
args.state.tick_count,
duration,
spline
args.outputs.solids << { x: 1280 * current_progress, y: 360, w: 10, h: 10 }
end
args.string
Useful string functions not included in Ruby core libraries.
.wrapped_lines string, max_character_length
This function will return a collection of strings given an input string and max_character_length. The collection of strings returned will split the input string into strings of length <= max_character_length.
The following example takes a string with new lines and creates a label for each one. Labels (args.outputs.labels) ignore newline characters \n.
def tick args
long_string = "Lorem ipsum dolor sit amet, consectetur adipiscing elit.
teger dolor velit, ultricies vitae libero vel, aliquam imperdiet enim."
max_character_length = 30
long_strings_split = args.string.wrapped_lines long_string, max_character_length
args.outputs.labels << long_strings_split.map_with_index do |s, i|
{ x: 10, y: 600 - (i * 20), text: s }
end
end
args.grid
Returns the virtual grid for the game.
.name
Returns either :origin_bottom_left or :origin_center.
.bottom
Returns the y value that represents the bottom of the grid.
.top
Returns the y value that represents the top of the grid.
.left
Returns the x value that represents the left of the grid.
.right
Returns the x value that represents the right of the grid.
.rect
Returns a rectangle Primitive that represents the grid.
.origin_bottom_left!
Change the grids coordinate system to 0, 0 at the bottom left corner.
.origin_center!
Change the grids coordinate system to 0, 0 at the center of the screen.
.w
Returns the grid's width (always 1280).
.h
Returns the grid's height (always 720).
args.gtk
This represents the DragonRuby Game Toolkit's Runtime Environment and can be accessed via args.gtk.METHOD.
.argv
Returns a String that represents the parameters passed into the ./dragonruby binary.
.platform
Returns a String representing the operating system the game is running on.
.request_quit
Request that the runtime quit the game.
.write_file path, contents
Writes/overwrites a file within the game directory + path.
.write_file_root
Writes/overwrites a file within the root dragonruby binary directory + path.
.append_file path, contents
Append content to a file located at the game directory + path.
.append_file_root path, contents
Append content to a file located at the root dragonruby binary directory + path.
.read_file path
Reads a file from the sandboxed file system.
.parse_xml string, parse_xml_file path
Returns a Hash for a String that represents XML.
.parse_json string, parse_json_file path
Returns a Hash for a String that represents JSON.
.http_get url, extra_headers = {}
Creates an async task to perform an HTTP GET.
.http_post url, form_fields = {}, extra_headers = {}
Creates an async task to perform an HTTP POST.
.reset
Resets the game by deleting all data in args.state and setting args.state.tick_count back to 0.
.stop_music
Stops all background music.
.calcstringbox str, size_enum, font
Returns a tuple with width and height of a string being rendered.
.slowmo! factor
Slows the game down by the factor provided.
.notify! string
Renders a toast message at the bottom of the screen.
.system
Invokes a shell command and prints the result to the console.
.exec
Invokes a shell command and returns a String that represents the result.
.save_state
Saves the game state to game_state.txt.
.load_state
Load args.state from game_state.txt.
.serialize_state file, state
Saves entity state to a file. If only one parameter is provided a string is returned for state instead of writing to a file.
.deserialize_state file
Returns entity state from a file or serialization data represented as a String.
.reset_sprite path
Invalids the texture cache of a sprite.
.show_cursor
Shows the mouse cursor.
.hide_cursor
Hides the mouse cursor.
.cursor_shown?
Returns true if the mouse cursor is shown.
.set_window_fullscreen enabled
Sets the game to either fullscreen (enabled=true) or windowed (enabled=false).
.openurl url
Opens a url using the Operating System's default browser.
.get_base_dir
Returns the full path of the DragonRuby binary directory.
.get_game_dir
Returns the full path of the game directory in its sandboxed environment.
DOCS: GTK::Runtime#reset
This function will reset Kernel.tick_count to 0 and will remove all data from args.state.
DOCS: GTK::Runtime#calcstringbox
This function returns the width and height of a string.
def tick args
args.state.string_size ||= args.gtk.calcstringbox "Hello World"
args.state.string_size_font_size ||= args.gtk.calcstringbox "Hello World"
end
DOCS: GTK::Runtime#write_file
This function takes in two parameters. The first parameter is the file path and assumes the the game directory is the root. The second parameter is the string that will be written. The method overwrites whatever is currently in the file. Use GTK::Runtime#append_file to append to the file as opposed to overwriting.
def tick args
if args.inputs.mouse.click
args.gtk.write_file "last-mouse-click.txt", "Mouse was clicked at #{args.state.tick_count}."
end
end
DOCS: GTK::Runtime#benchmark
You can use this function to compare the relative performance of methods.
def tick args
# press r to run benchmark
if args.inputs.keyboard.key_down.r
args.gtk.console.show
args.gtk.benchmark iterations: 1000, # number of iterations
# label for experiment
using_numeric_map: -> () {
# experiment body
v = 100.map do |i|
i * 100
end
},
# label for experiment
using_numeric_times: -> () {
# experiment body
v = []
100.times do |i|
v << i * 100
end
}
end
end
DOCS: Array
The Array class has been extend to provide methods that will help in common game development tasks. Array is one of the most powerful classes in Ruby and a very fundamental component of Game Toolkit.
DOCS: Array#map
The function given a block returns a new Enumerable of values.
Example of using Array#map in conjunction with args.state and args.outputs.sprites to render sprites to the screen.
def tick args
# define the colors of the rainbow in ~args.state~
# as an ~Array~ of ~Hash~es with :order and :name.
# :order will be used to determine render location
# and :name will be used to determine sprite path.
args.state.rainbow_colors ||= [
{ order: 0, name: :red },
{ order: 1, name: :orange },
{ order: 2, name: :yellow },
{ order: 3, name: :green },
{ order: 4, name: :blue },
{ order: 5, name: :indigo },
{ order: 6, name: :violet },
]
# render sprites diagonally to the screen
# with a width and height of 50.
args.outputs
.sprites << args.state
.rainbow_colors
.map do |color| # <-- ~Array#map~ usage
[
color[:order] * 50,
color[:order] * 50,
50,
50,
"sprites/square-#{color[:name]}.png"
]
end
end
DOCS: Array#each
The function, given a block, invokes the block for each item in the Array. Array#each is synonymous to foreach constructs in other languages.
Example of using Array#each in conjunction with args.state and args.outputs.sprites to render sprites to the screen:
def tick args
# define the colors of the rainbow in ~args.state~
# as an ~Array~ of ~Hash~es with :order and :name.
# :order will be used to determine render location
# and :name will be used to determine sprite path.
args.state.rainbow_colors ||= [
{ order: 0, name: :red },
{ order: 1, name: :orange },
{ order: 2, name: :yellow },
{ order: 3, name: :green },
{ order: 4, name: :blue },
{ order: 5, name: :indigo },
{ order: 6, name: :violet },
]
# render sprites diagonally to the screen
# with a width and height of 50.
args.state
.rainbow_colors
.map do |color| # <-- ~Array#each~ usage
args.outputs.sprites << [
color[:order] * 50,
color[:order] * 50,
50,
50,
"sprites/square-#{color[:name]}.png"
]
end
end
DOCS: Array#reject_nil
Returns an Enumerable rejecting items that are nil, this is an alias for Array#compact:
repl do
a = [1, nil, 4, false, :a]
puts a.reject_nil
# => [1, 4, false, :a]
puts a.compact
# => [1, 4, false, :a]
end
DOCS: Array#reject_false
Returns an `Enumerable` rejecting items that are `nil` or `false`.
repl do
a = [1, nil, 4, false, :a]
puts a.reject_false
# => [1, 4, :a]
end
DOCS: Array#product
Returns all combinations of values between two arrays.
Here are some examples of using product. Paste the following code at the bottom of main.rb and save the file to see the results:
repl do
a = [0, 1]
puts a.product
# => [[0, 0], [0, 1], [1, 0], [1, 1]]
end
repl do
a = [ 0, 1]
b = [:a, :b]
puts a.product b
# => [[0, :a], [0, :b], [1, :a], [1, :b]]
end
DOCS: Array#map_2d
Assuming the array is an array of arrays, Given a block, each 2D array index invoked against the block. A 2D array is a common way to store data/layout for a stage.
repl do
stage = [
[:enemy, :empty, :player],
[:empty, :empty, :empty],
[:enemy, :empty, :enemy],
]
occupied_tiles = stage.map_2d do |row, col, tile|
if tile == :empty
nil
else
[row, col, tile]
end
end.reject_nil
puts "Stage:"
puts stage
puts "Occupied Tiles"
puts occupied_tiles
end
DOCS: Array#include_any?
Given a collection of items, the function will return true if any of self's items exists in the collection of items passed in:
DOCS: Array#any_intersect_rect?
Assuming the array contains objects that respond to left, right, top, bottom, this method returns true if any of the elements within the array intersect the object being passed in. You are given an optional parameter called tolerance which informs how close to the other rectangles the elements need to be for it to be considered intersecting.
The default tolerance is set to 0.1, which means that the primitives are not considered intersecting unless they are overlapping by more than 0.1.
repl do
# Here is a player class that has position and implement
# the ~attr_rect~ contract.
class Player
attr_rect
attr_accessor :x, :y, :w, :h
def initialize x, y, w, h
@x = x
@y = y
@w = w
@h = h
end
def serialize
{ x: @x, y: @y, w: @w, h: @h }
end
def inspect
"#{serialize}"
end
def to_s
"#{serialize}"
end
end
# Here is a definition of two walls.
walls = [
[10, 10, 10, 10],
{ x: 20, y: 20, w: 10, h: 10 },
]
# Display the walls.
puts "Walls."
puts walls
puts ""
# Check any_intersect_rect? on player
player = Player.new 30, 20, 10, 10
puts "Is Player #{player} touching wall?"
puts (walls.any_intersect_rect? player)
# => false
# The value is false because of the default tolerance is 0.1.
# The overlap of the player rect and any of the wall rects is
# less than 0.1 (for those that intersect).
puts ""
player = Player.new 9, 10, 10, 10
puts "Is Player #{player} touching wall?"
puts (walls.any_intersect_rect? player)
# => true
puts ""
end
DOCS: GTK::Args#audio
Hash that contains audio sources that are playing. If you want to add a new sound add a hash with keys/values as in the following example:
def tick args
# The values below (except for input of course) are the default values that apply if you don't
# specify the value in the hash.
args.audio[:my_audio] = {
input: 'sound/boom.wav', # Filename
x: 0.0, y: 0.0, z: 0.0, # Relative position to the listener, x, y, z from -1.0 to 1.0
gain: 1.0, # Volume (0.0 to 1.0)
pitch: 1.0, # Pitch of the sound (1.0 = original pitch)
paused: false, # Set to true to pause the sound at the current playback position
looping: false, # Set to true to loop the sound/music until you stop it
}
end
Sounds that don't specify looping: true will be removed automatically from the hash after the playback ends. Looping sounds or sounds that should stop early must be removed manually.
Audio synthesis (Pro only)
Instead of a path to an audio file you can specify an array [channels, sample_rate, sound_source] for input to procedurally generate sound. You do this by providing an array of float values between -1.0 and 1.0 that describe the waveform you want to play.
channelsis the number of channels: 1 = mono, 2 = stereosample_rateis the number of values per seconds you will provide to describe the audio wavesound_sourceThe source of your sound. See below
Sound source
A sound source can be one of two things:
- A
Procobject that is called on demand to generate the next samples to play. Every call should generate enough samples for at least 0.1 to 0.5 seconds to get continuous playback without audio skips. The audio will continue playing endlessly until removed, so theloopingoption will have no effect. - An array of sample values that will be played back once. This is useful for procedurally generated one-off SFX.
loopingwill work as expected
When you specify 2 for channels, then the generated sample array will be played back in an interleaved manner. The first element is the first sample for the left channel, the second element is the first sample for the right channel, the third element is the second sample for the left channel etc.
Example:
def tick args
sample_rate = 48000
generate_sine_wave = lambda do
frequency = 440.0 # A5
samples_per_period = (sample_rate / frequency).ceil
one_period = samples_per_period.map_with_index { |i|
Math.sin((2 * Math::PI) * (i / samples_per_period))
}
one_period * frequency # Generate 1 second worth of sound
end
args.audio[:my_audio] ||= {
input: [1, sample_rate, generate_sine_wave]
}
end
DOCS: GTK::Outputs
Outputs is how you render primitives to the screen. The minimal setup for rendering something to the screen is via a tick method defined in mygame/app/main.rb
def tick args
# code goes here
end
DOCS: GTK::Outputs#solids
Add primitives to this collection to render a solid to the screen.
Rendering a solid using an Array
Creates a solid black rectangle located at 100, 100. 160 pixels wide and 90 pixels tall.
def tick args
# X Y WIDTH HEIGHT
args.outputs.solids << [100, 100, 160, 90]
end
Rendering a solid using an Array with colors and alpha
The value for the color and alpha is a number between 0 and 255. The alpha property is optional and will be set to 255 if not specified.
Creates a green solid rectangle with an opacity of 50%.
def tick args
# X Y WIDTH HEIGHT RED GREEN BLUE ALPHA
args.outputs.solids << [100, 100, 160, 90, 0, 255, 0, 128]
end
Rendering a solid using a Hash
If you want a more readable invocation. You can use the following hash to create a solid. Any parameters that are not specified will be given a default value. The keys of the hash can be provided in any order.
def tick args
args.outputs.solids << {
x: 0,
y: 0,
w: 100,
h: 100,
r: 0,
g: 255,
b: 0,
a: 255
}
end
Rendering a solid using a Class
You can also create a class with solid/border properties and render it as a primitive. ALL properties must be on the class. *Additionally*, a method called primitive_marker must be defined on the class.
Here is an example:
# Create type with ALL solid properties AND primitive_marker
class Solid
attr_accessor :x, :y, :w, :h, :r, :g, :b, :a
def primitive_marker
:solid
end
end
# Inherit from type
class Square < Solid
# constructor
def initialize x, y, size
self.x = x
self.y = y
self.w = size
self.h = size
end
end
def tick args
# render solid/border
args.outputs.solids << Square.new(10, 10, 32)
end
DOCS: GTK::Outputs#borders
Add primitives to this collection to render an unfilled solid to the screen. Take a look at the documentation for Outputs#solids.
The only difference between the two primitives is where they are added.
Instead of using args.outputs.solids:
def tick args
# X Y WIDTH HEIGHT
args.outputs.solids << [100, 100, 160, 90]
end
You have to use args.outputs.borders:
def tick args
# X Y WIDTH HEIGHT
args.outputs.borders << [100, 100, 160, 90]
end
DOCS: GTK::Outputs#sprites
Add primitives to this collection to render a sprite to the screen.
Rendering a sprite using an Array
Creates a sprite of a white circle located at 100, 100. 160 pixels wide and 90 pixels tall.
def tick args
# X Y WIDTH HEIGHT PATH
args.outputs.sprites << [100, 100, 160, 90, "sprites/circle/white.png]
end
Rendering a sprite using an Array with colors and alpha
The value for the color and alpha is a number between 0 and 255. The alpha property is optional and will be set to 255 if not specified.
Creates a green circle sprite with an opacity of 50%.
def tick args
# X Y WIDTH HEIGHT PATH ANGLE ALPHA RED GREEN BLUE
args.outputs.sprites << [100, 100, 160, 90, "sprites/circle/white.png", 0, 128, 0, 255, 0]
end
Rendering a sprite using a Hash
If you want a more readable invocation. You can use the following hash to create a sprite. Any parameters that are not specified will be given a default value. The keys of the hash can be provided in any order.
def tick args
args.outputs.sprites << {
x: 0,
y: 0,
w: 100,
h: 100,
path: "sprites/circle/white.png",
angle: 0,
a: 255,
r: 0,
g: 255,
b: 0
}
end
Rendering a solid using a Class
You can also create a class with solid/border properties and render it as a primitive. ALL properties must be on the class. *Additionally*, a method called primitive_marker must be defined on the class.
Here is an example:
# Create type with ALL sprite properties AND primitive_marker
class Sprite
attr_accessor :x, :y, :w, :h, :path, :angle, :angle_anchor_x, :angle_anchor_y, :tile_x, :tile_y, :tile_w, :tile_h, :source_x, :source_y, :source_w, :source_h, :flip_horizontally, :flip_vertically, :a, :r, :g, :b
def primitive_marker
:sprite
end
end
# Inherit from type
class Circle < Sprite
# constructor
def initialize x, y, size, path
self.x = x
self.y = y
self.w = size
self.h = size
self.path = path
end
def serlialize
{x:self.x, y:self.y, w:self.w, h:self.h, path:self.path}
end
def inspect
serlialize.to_s
end
def to_s
serlialize.to_s
end
end
def tick args
# render circle sprite
args.outputs.sprites << Circle.new(10, 10, 32,"sprites/circle/white.png")
end
DOCS: GTK::Outputs#screenshots
Add a hash to this collection to take a screenshot and save as png file. The keys of the hash can be provided in any order.
def tick args
args.outputs.screenshots << {
x: 0, y: 0, w: 100, h: 100, # Which portion of the screen should be captured
path: 'screenshot.png', # Output path of PNG file (inside game directory)
r: 255, g: 255, b: 255, a: 0 # Optional chroma key
}
end
Chroma key (Making a color transparent)
By specifying the r, g, b and a keys of the hash you change the transparency of a color in the resulting PNG file. This can be useful if you want to create files with transparent background like spritesheets. The transparency of the color specified by r, g, b will be set to the transparency specified by a.
The example above sets the color white (255, 255, 255) as transparent.
DOCS: GTK::Mouse
The mouse is accessible via args.inputs.mouse:
def tick args
# Rendering a label that shows the mouse's x and y position (via args.inputs.mouse).
args.outputs.labels << [
10,
710,
"The mouse's position is: #{args.inputs.mouse.x} #{args.inputs.mouse.y}."
]
end
The mouse has the following properties.
args.inputs.mouse.x: Returns the x position of the mouse.args.inputs.mouse.y: Returns the y position of the mouse.args.inputs.mouse.moved: Returns true if the mouse moved during the tick.args.inputs.mouse.moved_at: Returns the tick_count (args.state.tick_count) that the mouse was moved at. This property will benilif the mouse didn't move.args.inputs.mouse.global_moved_at: Returns the global tick_count (Kernel.global_tick_count) that the mouse was moved at. This property will benilif the mouse didn't move.args.inputs.mouse.click: Returns aGTK::MousePointfor that specific frame (args.state.tick_count) if the mouse button was pressed.args.inputs.mouse.previous_click: Returns aGTK::MousePointfor the previous frame (args.state.tick_count - 1) if the mouse button was pressed.args.inputs.mouse.up: Returns true if for that specific frame (args.state.tick_count) if the mouse button was released.args.inputs.mouse.point|args.inputs.mouse.position: Returns anArraywhich contains thexandyposition of the mouse.args.inputs.mouse.has_focus: Returns true if the game window has the mouse's focus.args.inputs.mouse.wheel: Returns anGTK::OpenEntitythat contains anxandyproperty which represents how much the wheel has moved. If the wheel has not moved within the tick, this property will benil.args.inputs.mouse.button_left: Returns true if the left mouse button is down.args.inputs.mouse.button_right: Returns true if the right mouse button is down.args.inputs.mouse.button_middle: Returns true if the middle mouse button is down.args.inputs.mouse.button_bits: Gives the bits for each mouse button and its current state.
DOCS: GTK::MousePoint
The GTK::MousePoint has the following properties.
x: Integer representing the mouse's x.y: Integer representing the mouse's y.point: Array with thexandyvalues.w: Width of the point that always returns0(included so that it can seamlessly work withGTK::Geometryfunctions).h: Height of the point that always returns0(included so that it can seamlessly work withGTK::Geometryfunctions).left: This value is the same asx(included so that it can seamlessly work withGTK::Geometryfunctions).right: This value is the same asx(included so that it can seamlessly work withGTK::Geometryfunctions).top: This value is the same asy(included so that it can seamlessly work withGTK::Geometryfunctions).bottom: This value is the same asy(included so that it can seamlessly work withGTK::Geometryfunctions).created_at: The tick (args.state.tick_count) that this structure was created.global_created_at: The global tick (Kernel.global_tick_count) that this structure was created.
DOCS: GTK::OpenEntity
GTK::OpenEntity is accessible within the DragonRuby's top level tick function via the args.state property.
def tick args
args.state.x ||= 100
args.outputs.labels << [10, 710, "value of x is: #{args.state.x}."]
end
The primary benefit of using args.state as opposed to instance variables is that GTK::OpenEntity allows for arbitrary nesting of properties without the need to create intermediate objects.
For example:
def tick args
# intermediate player object does not need to be created
args.state.player.x ||= 100
args.state.player.y ||= 100
args.outputs.labels << [
10,
710,
"player x, y is:#{args.state.player.x}, #{args.state.player.y}."
]
end
DOCS: GTK::OpenEntity#as_hash
Returns a reference to the GTK::OpenEntity as a Hash. This property is useful when you want to treat args.state as a Hash and invoke methods such as Hash#each.
Example:
def tick args
args.state.x ||= 100
args.state.y ||= 100
values = args.state
.as_hash
.map { |k, v| "#{k} #{v}" }
args.outputs.labels << values.map.with_index do |v, i|
[
10,
710 - (30 * i),
v
]
end
end
DOCS: Numeric#frame_index
This function is helpful for determining the index of frame-by-frame sprite animation. The numeric value self represents the moment the animation started.
frame_index takes three additional parameters:
- How many frames exist in the sprite animation.
- How long to hold each animation for.
- Whether the animation should repeat.
frame_index will return nil if the time for the animation is out of bounds of the parameter specification.
Example using variables:
def tick 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
sprite_index ||= 0
args.outputs.sprites << [
640 - 50,
360 - 50,
100,
100,
"sprites/dragon-#{sprite_index}.png"
]
end
Example using named parameters:
def tick args
start_looping_at = 0
sprite_index =
start_looping_at.frame_index count: 6,
hold_for: 4,
repeat: true,
tick_count_override: args.state.tick_count
sprite_index ||= 0
args.outputs.sprites << [
640 - 50,
360 - 50,
100,
100,
"sprites/dragon-#{sprite_index}.png"
]
end
DOCS: Numeric#elapsed_time
For a given number, the elapsed frames since that number is returned. `Kernel.tick_count` is used to determine how many frames have elapsed. An optional numeric argument can be passed in which will be used instead of `Kernel.tick_count`.
Here is an example of how elapsed_time can be used.
def tick args
args.state.last_click_at ||= 0
# record when a mouse click occurs
if args.inputs.mouse.click
args.state.last_click_at = args.state.tick_count
end
# Use Numeric#elapsed_time to determine how long it's been
if args.state.last_click_at.elapsed_time > 120
args.outputs.labels << [10, 710, "It has been over 2 seconds since the mouse was clicked."]
end
end
And here is an example where the override parameter is passed in:
def tick args
args.state.last_click_at ||= 0
# create a state variable that tracks time at half the speed of args.state.tick_count
args.state.simulation_tick = args.state.tick_count.idiv 2
# record when a mouse click occurs
if args.inputs.mouse.click
args.state.last_click_at = args.state.simulation_tick
end
# Use Numeric#elapsed_time to determine how long it's been
if (args.state.last_click_at.elapsed_time args.state.simulation_tick) > 120
args.outputs.labels << [10, 710, "It has been over 4 seconds since the mouse was clicked."]
end
end
DOCS: Numeric#elapsed?
Returns true if Numeric#elapsed_time is greater than the number. An optional parameter can be passed into elapsed? which is added to the number before evaluating whether elapsed? is true.
Example usage (no optional parameter):
def tick args
args.state.box_queue ||= []
if args.state.box_queue.empty?
args.state.box_queue << { name: :red,
destroy_at: args.state.tick_count + 60 }
args.state.box_queue << { name: :green,
destroy_at: args.state.tick_count + 60 }
args.state.box_queue << { name: :blue,
destroy_at: args.state.tick_count + 120 }
end
boxes_to_destroy = args.state
.box_queue
.find_all { |b| b[:destroy_at].elapsed? }
if !boxes_to_destroy.empty?
puts "boxes to destroy count: #{boxes_to_destroy.length}"
end
boxes_to_destroy.each { |b| puts "box #{b} was elapsed? on #{args.state.tick_count}." }
args.state.box_queue -= boxes_to_destroy
end
Example usage (with optional parameter):
def tick args
args.state.box_queue ||= []
if args.state.box_queue.empty?
args.state.box_queue << { name: :red,
create_at: args.state.tick_count + 120,
lifespan: 60 }
args.state.box_queue << { name: :green,
create_at: args.state.tick_count + 120,
lifespan: 60 }
args.state.box_queue << { name: :blue,
create_at: args.state.tick_count + 120,
lifespan: 120 }
end
# lifespan is passed in as a parameter to ~elapsed?~
boxes_to_destroy = args.state
.box_queue
.find_all { |b| b[:create_at].elapsed? b[:lifespan] }
if !boxes_to_destroy.empty?
puts "boxes to destroy count: #{boxes_to_destroy.length}"
end
boxes_to_destroy.each { |b| puts "box #{b} was elapsed? on #{args.state.tick_count}." }
args.state.box_queue -= boxes_to_destroy
end
DOCS: Numeric#created?
Returns true if Numeric#elapsed_time == 0. Essentially communicating that number is equal to the current frame.
Example usage:
def tick args
args.state.box_queue ||= []
if args.state.box_queue.empty?
args.state.box_queue << { name: :red,
create_at: args.state.tick_count + 60 }
end
boxes_to_spawn_this_frame = args.state
.box_queue
.find_all { |b| b[:create_at].new? }
boxes_to_spawn_this_frame.each { |b| puts "box #{b} was new? on #{args.state.tick_count}." }
args.state.box_queue -= boxes_to_spawn_this_frame
end
DOCS: Kernel
Kernel in the DragonRuby Runtime has patches for how standard out is handled and also contains a unit of time in games called a tick.
DOCS: Kernel::tick_count
Returns the current tick of the game. This value is reset if you call $gtk.reset.
DOCS: Kernel::global_tick_count
Returns the current tick of the application from the point it was started. This value is never reset.
DOCS: Geometry
The Geometry module contains methods for calculations that are frequently used in game development.
DOCS: GTK::Geometry#scale_rect
Given an array with 4 elements representing a rect [x, y, w, h], this function returns a scaled rect. It accepts three arguments:
ratio: the ratio by which to scale the rect. A ratio of 2 will double the dimensions of the rect while a ratio of 0.5 will halve its dimensions.
anchor_x and anchor_y specify the point within the rect from which to resize it. Setting both to 0 will affect the width and height of the rect, leaving x and y unchanged. Setting both to 0.5 will scale all sides of the rect proportionally from the center.
The scale_rect method can be applied directly to a sprite or other primitives. See CHEATSHEET: How to Scale a Sprite.
def tick args
# x, y, w, h
my_rect = [100, 100, 200, 200]
# halve the dimensions of the rect:
# ratio, anchor_x, anchor_y
new_rect = my_rect.scale_rect(0.5, 0.5, 0.5)
puts new_rect # => [150.0, 150.0, 100.0, 100.0]
end
Source Code
Follows is a source code listing for all files that have been open sourced. This code can be found in the ./samples directory.
Samples
Learn Ruby Optional - Beginner Ruby Primer - automation.rb
# ./samples/00_learn_ruby_optional/00_beginner_ruby_primer/app/automation.rb
# ==========================================================================
# _ _ ________ __ _ _____ _____ _______ ______ _ _ _ _ _ _
# | | | | ____\ \ / / | | |_ _|/ ____|__ __| ____| \ | | | | | |
# | |__| | |__ \ \_/ / | | | | | (___ | | | |__ | \| | | | | |
# | __ | __| \ / | | | | \___ \ | | | __| | . ` | | | | |
# | | | | |____ | | | |____ _| |_ ____) | | | | |____| |\ |_|_|_|_|
# |_| |_|______| |_| |______|_____|_____/ |_| |______|_| \_(_|_|_|_)
#
#
# |
# |
# |
# |
# |
# |
# |
# |
# |
# |
# \ | /
# \ | /
# +
#
# If you are new to the programming language Ruby, then you may find the
# following code a bit overwhelming. Come back to this file when you have
# a better grasp of Ruby and Game Toolkit.
#
# What follows is an automations script # that can be run via terminal:
# ./samples/00_beginner_ruby_primer $ ../../dragonruby . --eval app/automation.rb
# ==========================================================================
$gtk.reset
$gtk.scheduled_callbacks.clear
$gtk.schedule_callback 10 do
$gtk.console.set_command 'puts "Hello DragonRuby!"'
end
$gtk.schedule_callback 20 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 30 do
$gtk.console.set_command 'outputs.solids << [910, 200, 100, 100, 255, 0, 0]'
end
$gtk.schedule_callback 40 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 50 do
$gtk.console.set_command 'outputs.solids << [1010, 200, 100, 100, 0, 0, 255]'
end
$gtk.schedule_callback 60 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 70 do
$gtk.console.set_command 'outputs.sprites << [1110, 200, 100, 100, "sprites/dragon_fly_0.png"]'
end
$gtk.schedule_callback 80 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 90 do
$gtk.console.set_command "outputs.labels << [1210, 200, state.tick_count, 0, 255, 0]"
end
$gtk.schedule_callback 100 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 110 do
$gtk.console.set_command "state.sprite_frame = state.tick_count.idiv(4).mod(6)"
end
$gtk.schedule_callback 120 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 130 do
$gtk.console.set_command "outputs.labels << [1210, 170, state.sprite_frame, 0, 255, 0]"
end
$gtk.schedule_callback 140 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 150 do
$gtk.console.set_command "state.sprite_path = \"sprites/dragon_fly_\#{state.sprite_frame}.png\""
end
$gtk.schedule_callback 160 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 170 do
$gtk.console.set_command "outputs.labels << [910, 330, \"path: \#{state.sprite_path}\", 0, 255, 0]"
end
$gtk.schedule_callback 180 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 190 do
$gtk.console.set_command "outputs.sprites << [910, 330, 370, 370, state.sprite_path]"
end
$gtk.schedule_callback 200 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 300 do
$gtk.console.set_command ":wq"
end
$gtk.schedule_callback 400 do
$gtk.console.eval_the_set_command
end
Learn Ruby Optional - Beginner Ruby Primer - main.rb
# ./samples/00_learn_ruby_optional/00_beginner_ruby_primer/app/main.rb
# ==========================================================================
# _ _ ________ __ _ _____ _____ _______ ______ _ _ _ _ _ _
# | | | | ____\ \ / / | | |_ _|/ ____|__ __| ____| \ | | | | | |
# | |__| | |__ \ \_/ / | | | | | (___ | | | |__ | \| | | | | |
# | __ | __| \ / | | | | \___ \ | | | __| | . ` | | | | |
# | | | | |____ | | | |____ _| |_ ____) | | | | |____| |\ |_|_|_|_|
# |_| |_|______| |_| |______|_____|_____/ |_| |______|_| \_(_|_|_|_)
#
#
# |
# |
# |
# |
# |
# |
# |
# |
# |
# |
# \ | /
# \ | /
# +
#
# If you are new to the programming language Ruby, then you may find the
# following code a bit overwhelming. This sample is only designed to be
# run interactively (as opposed to being manipulated via source code).
#
# Start up this sample and follow along by visiting:
# https://s3.amazonaws.com/s3.dragonruby.org/dragonruby-gtk-primer.mp4
#
# It is STRONGLY recommended that you work through all the samples before
# looking at the code in this file.
# ==========================================================================
class TutorialOutputs
attr_accessor :solids, :sprites, :labels, :lines, :borders
def initialize
@solids = []
@sprites = []
@labels = []
@lines = []
@borders = []
end
def tick
@solids ||= []
@sprites ||= []
@labels ||= []
@lines ||= []
@borders ||= []
@solids.each { |p| $gtk.args.outputs.reserved << p.solid }
@sprites.each { |p| $gtk.args.outputs.reserved << p.sprite }
@labels.each { |p| $gtk.args.outputs.reserved << p.label }
@lines.each { |p| $gtk.args.outputs.reserved << p.line }
@borders.each { |p| $gtk.args.outputs.reserved << p.border }
end
def clear
@solids.clear
@sprites.clear
@labels.clear
@borders.clear
end
end
def defaults
state.reset_button ||=
state.new_entity(
:button,
label: [1190, 68, "RESTART", -2, 0, 0, 0, 0].label,
background: [1160, 38, 120, 50, 255, 255, 255].solid
)
$gtk.log_level = :off
end
def tick_reset_button
return unless state.hello_dragonruby_confirmed
$gtk.args.outputs.reserved << state.reset_button.background
$gtk.args.outputs.reserved << state.reset_button.label
if inputs.mouse.click && inputs.mouse.click.point.inside_rect?(state.reset_button.background)
restart_tutorial
end
end
def seperator
@seperator = "=" * 80
end
def tick_intro
queue_message "Welcome to the DragonRuby GTK primer! Try typing the
code below and press ENTER:
puts \"Hello DragonRuby!\"
"
end
def tick_hello_dragonruby
return unless console_has? "Hello DragonRuby!"
$gtk.args.state.hello_dragonruby_confirmed = true
queue_message "Well HELLO to you too!
If you ever want to RESTART the tutorial, just click the \"RESTART\"
button in the bottom right-hand corner.
Let's continue shall we? Type the code below and press ENTER:
outputs.solids << [910, 200, 100, 100, 255, 0, 0]
"
end
def tick_explain_solid
return unless $tutorial_outputs.solids.any? {|s| s == [910, 200, 100, 100, 255, 0, 0]}
queue_message "Sweet!
The code: outputs.solids << [910, 200, 100, 100, 255, 0, 0]
Does the following:
1. GET the place where SOLIDS go: outputs.solids
2. Request that a new SOLID be ADDED: <<
3. The DEFINITION of a SOLID is the ARRAY:
[910, 200, 100, 100, 255, 0, 0]
GET ADD X Y WIDTH HEIGHT RED GREEN BLUE
| | | | | | | | |
| | | | | | | | |
outputs.solids << [910, 200, 100, 100, 255, 0, 0]
|_________________________________________|
|
|
ARRAY
Now let's create a blue SOLID. Type:
outputs.solids << [1010, 200, 100, 100, 0, 0, 255]
"
state.explain_solid_confirmed = true
end
def tick_explain_solid_blue
return unless state.explain_solid_confirmed
return unless $tutorial_outputs.solids.any? {|s| s == [1010, 200, 100, 100, 0, 0, 255]}
state.explain_solid_blue_confirmed = true
queue_message "And there is our blue SOLID!
The ARRAY is the MOST important thing in DragonRuby GTK.
Let's create a SPRITE using an ARRAY:
outputs.sprites << [1110, 200, 100, 100, 'sprites/dragon_fly_0.png']
"
end
def tick_explain_tick_count
return unless $tutorial_outputs.sprites.any? {|s| s == [1110, 200, 100, 100, 'sprites/dragon_fly_0.png']}
return if $tutorial_outputs.labels.any? {|l| l == [1210, 200, state.tick_count, 255, 255, 255]}
state.explain_tick_count_confirmed = true
queue_message "Look at the cute little dragon!
We can create a LABEL with ARRAYS too. Let's create a LABEL showing
THE PASSAGE OF TIME, which is called TICK_COUNT.
outputs.labels << [1210, 200, state.tick_count, 0, 255, 0]
"
end
def tick_explain_mod
return unless $tutorial_outputs.labels.any? {|l| l == [1210, 200, state.tick_count, 0, 255, 0]}
state.explain_mod_confirmed = true
queue_message "
The code: outputs.labels << [1210, 200, state.tick_count, 0, 255, 0]
Does the following:
1. GET the place where labels go: outputs.labels
2. Request that a new label be ADDED: <<
3. The DEFINITION of a LABEL is the ARRAY:
[1210, 200, state.tick_count, 0, 255, 0]
GET ADD X Y TEXT RED GREEN BLUE
| | | | | | | |
| | | | | | | |
outputs.labels << [1210, 200, state.tick_count, 0, 255, 0]
|______________________________________________|
|
|
ARRAY
Now let's do some MATH, save the result to STATE, and create a LABEL:
state.sprite_frame = state.tick_count.idiv(4).mod(6)
outputs.labels << [1210, 170, state.sprite_frame, 0, 255, 0]
Type the lines above (pressing ENTER after each line).
"
end
def tick_explain_string_interpolation
return unless state.explain_mod_confirmed
return unless state.sprite_frame == state.tick_count.idiv(4).mod(6)
return unless $tutorial_outputs.labels.any? {|l| l == [1210, 170, state.sprite_frame, 0, 255, 0]}
queue_message "Here is what the mathematical computation you just typed does:
1. Create an item of STATE named SPRITE_FRAME: state.sprite_frame =
2. Set this SPRITE_FRAME to the PASSAGE OF TIME (tick_count),
DIVIDED EVENLY (idiv) into 4,
and then compute the REMAINDER (mod) of 6.
STATE SPRITE_FRAME PASSAGE OF HOW LONG HOW MANY
| | TIME TO SHOW IMAGES
| | | AN IMAGE TO FLIP THROUGH
| | | | |
state.sprite_frame = state.tick_count.idiv(4).mod(6)
| |
| +- REMAINDER OF DIVIDE
DIVIDE EVENLY
(NO DECIMALS)
With the information above, we can animate a SPRITE
using STRING INTERPOLATION: \#{}
which creates a unique SPRITE_PATH:
state.sprite_path = \"sprites/dragon_fly_\#{state.sprite_frame}.png\"
outputs.labels << [910, 330, \"path: \#{state.sprite_path}\", 0, 255, 0]
outputs.sprites << [910, 330, 370, 370, state.sprite_path]
Type the lines above (pressing ENTER after each line).
"
end
def tick_reprint_on_error
return unless console.last_command_errored
puts $gtk.state.messages.last
puts "\nWhoops! Try again."
console.last_command_errored = false
end
def tick_evals
state.evals ||= []
if console.last_command && (console.last_command.start_with?("outputs.") || console.last_command.start_with?("state."))
state.evals << console.last_command
console.last_command = nil
end
state.evals.each do |l|
Kernel.eval l
end
rescue Exception => e
state.evals = state.evals[0..-2]
end
$tutorial_outputs ||= TutorialOutputs.new
def tick args
$gtk.log_level = :off
defaults
console.show
$tutorial_outputs.clear
$tutorial_outputs.solids << [900, 37, 480, 700, 0, 0, 0, 255]
$tutorial_outputs.borders << [900, 37, 380, 683, 255, 255, 255]
tick_evals
$tutorial_outputs.tick
tick_intro
tick_hello_dragonruby
tick_reset_button
tick_explain_solid
tick_explain_solid_blue
tick_reprint_on_error
tick_explain_tick_count
tick_explain_mod
tick_explain_string_interpolation
end
def console
$gtk.console
end
def queue_message message
$gtk.args.state.messages ||= []
return if $gtk.args.state.messages.include? message
$gtk.args.state.messages << message
last_three = [$gtk.console.log[-3], $gtk.console.log[-2], $gtk.console.log[-1]].reject_nil
$gtk.console.log.clear
puts seperator
$gtk.console.log += last_three
puts seperator
puts message
puts seperator
end
def console_has? message
console.log.map(&:upcase).include? "#{message.upcase}\n"
end
def restart_tutorial
$tutorial_outputs.clear
$gtk.console.log.clear
$gtk.reset
puts "Starting the tutorial over!"
end
def state
$gtk.args.state
end
def inputs
$gtk.args.inputs
end
def outputs
$tutorial_outputs
end
Learn Ruby Optional - Intermediate Ruby Primer - printing.txt
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/01_printing.txt
# ====================================================================================
# Commenting Code
# ====================================================================================
#
# Prefixing text with a pound sign (#) is how you comment code in Ruby. Example:
#
# I am commented code. And so are the lines above.
#
# I you want more than a quick primer on Ruby, check out https://poignant.guide/. It's
# an entertaining read. Otherwise, go to the next txt file.
#
# Follow along by visiting:
# https://s3.amazonaws.com/s3.dragonruby.org/dragonruby-gtk-intermediate.mp4
# ====================================================================================
# Printing to the Console:
# ====================================================================================
#
# Every time you save repl.rb file, DragonRuby runs the code within it. Copy this text
# to repl.rb and save to see Hello World printed to the console.
repl do
puts '* RUBY PRIMER: Printing to the console using the ~puts~ function.'
puts '===='
puts '======'
puts '================================'
puts 'Hello World'
puts '================================'
puts '======'
puts '===='
end
Learn Ruby Optional - Intermediate Ruby Primer - strings.txt
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/02_strings.txt
# ====================================================================================
# Strings
# ====================================================================================
#
# Here is how you work with strings in Ruby. Take the text
# in this file and paste it into repl.rb and save:
repl do
puts '* RUBY PRIMER: strings'
message = "Hello World"
puts "The value of message is: " + message
puts "Any value can be interpolated within a string using \#{}."
puts "Interpolated message: #{message}."
puts 'This #{message} is not interpolated because the string uses single quotes.'
end
Learn Ruby Optional - Intermediate Ruby Primer - numbers.txt
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/03_numbers.txt
# ====================================================================================
# Numerics
# ====================================================================================
#
# Here is how you work with numbers in Ruby. Take the text
# in this file and paste it into repl.rb and save:
repl do
puts '* RUBY PRIMER: Fixnum and Floats'
a = 10
puts "The value of a is: #{a}"
puts "a + 1 is: #{a + 1}"
puts "a / 3 is: #{a / 3}"
puts ''
b = 10.12
puts "The value of b is: #{b}"
puts "b + 1 is: #{b + 1}"
puts "b as an integer is: #{b.to_i}"
puts ''
end
Learn Ruby Optional - Intermediate Ruby Primer - booleans.txt
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/04_booleans.txt
# ====================================================================================
# Booleans
# ====================================================================================
#
# Here is how you work with numbers in Ruby. Take the text
# in this file and paste it into repl.rb and save:
repl do
puts '* RUBY PRIMER: TrueClass, FalseClass, NilClass (truthy / falsey values)'
puts "Anything that *isn't* false or nil is true."
c = 30
puts "The value of c is #{c}."
if c
puts "This if statement ran because c is truthy."
end
d = false
puts "The value if d is #{d}. The type for d is #{d.class}."
if !d
puts "This if statement ran because d is falsey, using the not operator (!)."
end
e = nil
puts "Nil is also considered falsey. The value of e is: #{e} (a blank string when printed). Which is of type #{e.class}."
if !e
puts "This if statement ran because e is nil and the if statement applied the NOT operator. !e yields a type of #{(!e).class}."
end
end
Learn Ruby Optional - Intermediate Ruby Primer - conditionals.txt
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/05_conditionals.txt
# ====================================================================================
# Conditionals
# ====================================================================================
#
# Here is how you create conditionals in Ruby. Take the text
# in this file and paste it into repl.rb and save:
repl do
puts "* RUBY PRIMER: Conditionals"
end
# ====================================================================================
# if
# ====================================================================================
repl do
puts "** INFO: if statement"
i_am_one = 1
if i_am_one
puts "This was printed because i_am_one is truthy."
end
end
# ====================================================================================
# if/else
# ====================================================================================
repl do
puts "** INFO: if/else statement"
i_am_false = false
if i_am_false
puts "This will NOT get printed because i_am_false is false."
else
puts "This was printed because i_am_false is false."
end
end
# ====================================================================================
# if/elsif/else
# ====================================================================================
repl do
puts "** INFO: if/elsif/else statement"
i_am_false = false
i_am_true = true
if i_am_false
puts "This will NOT get printed because i_am_false is false."
elsif i_am_true
puts "This was printed because i_am_true is true."
else
puts "This will NOT get printed i_am_true was true."
end
end
# ====================================================================================
# case
# ====================================================================================
repl do
puts "** INFO case statement"
i_am_one = 1 # change this value to see different results
case i_am_one
when 10
puts "the value of i_am_one is 10"
when 9
puts "the value of i_am_one is 9"
when 5
puts "the value of i_am_one is 5"
when 1
puts "the value of i_am_one is 1"
else
puts "Value wasn't cased."
end
end
# ====================================================================================
# comparison operators
# ====================================================================================
repl do
puts "** INFO: Different types of comparisons"
if 4 == 4
puts "4 equals 4 (==)"
end
if 4 != 3
puts "4 does not equal 3 (!=)"
end
if 3 < 4
puts "3 is less than 4 (<)"
end
if 4 > 3
puts "4 is greater than 3 (>)"
end
end
# ====================================================================================
# and/or conditionals
# ====================================================================================
repl do
puts "** INFO: AND, OR operator (&&, ||)"
if (4 > 3) || (3 < 4) || false
puts "print this if 4 is greater than 3 OR 3 is less than 4 OR false is true (||)"
end
if (4 > 3) && (3 < 4)
puts "print this if 4 is greater than 3 AND 3 is less than 4 (&&)"
end
end
Learn Ruby Optional - Intermediate Ruby Primer - looping.txt
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/06_looping.txt
# ====================================================================================
# Looping
# ====================================================================================
#
# Looping looks a whole lot different than other languages.
# But it's pretty awesome when you get used to it.
repl do
puts "* RUBY PRIMER: Loops"
end
# ====================================================================================
# times
# ====================================================================================
repl do
puts "** INFO: ~Numeric#times~ (for loop)"
3.times do |i|
puts i
end
end
# ====================================================================================
# foreach
# ====================================================================================
repl do
puts "** INFO: ~Array#each~ (for each loop)"
array = ["a", "b", "c", "d"]
array.each do |char|
puts char
end
puts "** INFO: ~Array#each_with_index~ (for each loop)"
array = ["a", "b", "c", "d"]
array.each do |char, i|
puts "index #{i}: #{char}"
end
end
# ====================================================================================
# ranges
# ====================================================================================
repl do
puts "** INFO: range block exclusive (three dots)"
(0...3).each do |i|
puts i
end
puts "** INFO: range block inclusive (two dots)"
(0..3).each do |i|
puts i
end
end
Learn Ruby Optional - Intermediate Ruby Primer - functions.txt
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/07_functions.txt
# ====================================================================================
# Functions
# ====================================================================================
# The last statement of a function is implictly returned. Parenthesis for functions
# are optional as long as the statement can be envaluated disambiguously.
repl do
puts "* RUBY PRIMER: Functions"
end
# ====================================================================================
# Functions single parameter
# ====================================================================================
repl do
puts "* INFO: Function with one parameter"
# function definition
def add_one_to n
n + 1
end
# Parenthesis are optional in Ruby as long as the
# parsing is disambiguous. Here are a couple of variations.
# Generally speaking, don't put parenthesis is you don't have to.
# Conventional Usage of Parenthesis.
puts add_one_to(3)
# DragonRuby's recommended use of parenthesis (inner function has parenthesis).
puts (add_one_to 3)
# Full parens.
puts(add_one_to(3))
# Outer function has parenthesis
puts(add_one_to 3)
end
# ====================================================================================
# Functions with default parameter values
# ====================================================================================
repl do
puts "* INFO: Function with default value"
def function_with_default_value v = 10
v * 10
end
puts "Passing the argument three yields: #{function_with_default_value 3}"
puts "Passing no argument yields: #{function_with_default_value}"
end
# ====================================================================================
# Nil default parameter value and ||= operator.
# ====================================================================================
repl do
puts "* INFO: Using the OR EQUAL operator (||=)"
def function_with_nil_default_with_local a = nil
result = a
result ||= "DEFAULT_VALUE_OF_A_IS_NIL_OR_FALSE"
"value is #{result}."
end
puts "Passing 'hi' as the argument yields: #{function_with_nil_default_with_local 'hi'}"
puts "Passing nil: #{function_with_nil_default_with_local}"
end
Learn Ruby Optional - Intermediate Ruby Primer - arrays.txt
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/08_arrays.txt
# ====================================================================================
# Arrays
# ====================================================================================
# Arrays are incredibly powerful in Ruby. Learn to use them well.
repl do
puts "* RUBY PRIMER: ARRAYS"
end
# ====================================================================================
# Enumerable ranges and .to_a
# ====================================================================================
repl do
puts "** INFO: Create an array with the numbers 1 to 10."
one_to_ten = (1..10).to_a
puts one_to_ten
end
# ====================================================================================
# Finding elements
# ====================================================================================
repl do
puts "** INFO: Finding elements in an array using ~Array#find_all~."
puts "Create a new array that only contains even numbers from the previous array."
one_to_ten = (1..10).to_a
evens = one_to_ten.find_all do |number|
number % 2 == 0
end
puts evens
end
# ====================================================================================
# Rejecting elements
# ====================================================================================
repl do
puts "** INFO: Removing elements in an array using ~Array#reject~."
puts "Create a new array that rejects odd numbers."
one_to_ten = (1..10).to_a
also_even = one_to_ten.reject do |number|
number % 2 != 0
end
puts also_even
end
# ====================================================================================
# Array transform using the map function.
# ====================================================================================
repl do
puts "** INFO: Creating new derived values from an array using ~Array#map~."
puts "Create an array that doubles every number."
one_to_ten = (1..10).to_a
doubled = one_to_ten.map do |number|
number * 2
end
puts doubled
end
# ====================================================================================
# Combining array functions.
# ====================================================================================
repl do
puts "** INFO: Combining ~Array#find_all~ along with ~Array#map~."
puts "Create an array that selects only odd numbers and then multiply those by 10."
one_to_ten = (1..10).to_a
odd_doubled = one_to_ten.find_all do |number|
number % 2 != 0
end.map do |odd_number|
odd_number * 10
end
puts odd_doubled
end
# ====================================================================================
# Product function.
# ====================================================================================
repl do
puts "** INFO: Create all combinations of array values using ~Array#product~."
puts "All two-item pairs of numbers 1 to 10."
one_to_ten = (1..10).to_a
all_combinations = one_to_ten.product(one_to_ten)
puts all_combinations
end
# ====================================================================================
# Uniq and sort function.
# ====================================================================================
repl do
puts "** INFO: Providing uniq values using ~Array#uniq~ and ~Array#sort~."
puts "All uniq combinations of numbers regardless of order."
puts "For example: [1, 2] is the same as [2, 1]."
one_to_ten = (1..10).to_a
uniq_combinations =
one_to_ten.product(one_to_ten)
.map do |unsorted_number|
unsorted_number.sort
end.uniq
puts uniq_combinations
end
# ====================================================================================
# Example of an advanced array transform.
# ====================================================================================
repl do
puts "** INFO: Advanced chaining. Combining ~Array's ~map~, ~find_all~, ~sort~, and ~sort_by~."
puts "All unique Pythagorean Triples between 1 and 100 sorted by area of the triangle."
one_to_hundred = (1..100).to_a
triples =
one_to_hundred.product(one_to_hundred).map do |width, height|
[width, height, Math.sqrt(width ** 2 + height ** 2)]
end.find_all do |_, _, hypotenuse|
hypotenuse.to_i == hypotenuse
end.map do |triangle|
triangle.map(&:to_i)
end.uniq do |triangle|
triangle.sort
end.map do |width, height, hypotenuse|
[width, height, hypotenuse, (width * height) / 2]
end.sort_by do |_, _, _, area|
area
end
triples.each do |width, height, hypotenuse, _|
puts "(#{width}, #{height}, #{hypotenuse})"
end
end
# ====================================================================================
# Example of an sorting.
# ====================================================================================
repl do
puts "** INFO: Implementing a custom sort function that operates on the ~Hash~ datatype."
things_to_sort = [
{ type: :background, order: 1 },
{ type: :foreground, order: 1 },
{ type: :foreground, order: 2 }
]
puts "*** Original array."
puts things_to_sort
puts "*** Simple sort using key."
# For a simple sort, you can use sort_by
results = things_to_sort.sort_by do |hash|
hash[:order]
end
puts results
puts "*** Custom sort."
puts "**** Sorting process."
# for a more complicated sort, you can provide a block that returns
# -1, 0, 1 for a left and right operand
results = things_to_sort.sort do |l, r|
sort_result = 0
puts "here is l: #{l}"
puts "here is r: #{r || "nil"}"
# if either value is nil/false return 0
if !l || !r
sort_result = 0
# if the type of "left" is background and the
# type of "right" is foreground, then return
# -1 (which means "left" is less than "right"
elsif l[:type] == :background && r[:type] == :foreground
sort_result = -1
# if the type of "left" is foreground and the
# type of "right" is background, then return
# 1 (which means "left" is greater than "right"
elsif l[:type] == :foreground && r[:type] == :background
sort_result = 1
# if "left" and "right"'s type are the same, then
# use the order as the tie breaker
elsif l[:order] < r[:order]
sort_result = -1
elsif l[:order] > r[:order]
sort_result = 1
# returning 0 means both values are equal
else
sort_result = 0
end
sort_result
end.to_a
puts "**** Sort result."
puts results
end
# ====================================================================================
# Api documention for Array that is worth commiting to memory because arrays are so
# awesome in Ruby: https://docs.ruby-lang.org/en/2.0.0/Array.html
# ====================================================================================
Learn Ruby Optional - Intermediate Ruby Primer - main.rb
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/main.rb
def tick args
args.outputs.labels << [640, 380, "Open repl.rb in the text editor of your choice and follow the document.", 0, 1]
end
Rendering Basics - Labels - main.rb
# ./samples/01_rendering_basics/01_labels/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.labels: An array. Values in this array generate labels
the screen.
- args.grid.(left|right|top|bottom): Pixel value for the boundaries of the virtual
720 p screen (Dragon Ruby Game Toolkits's virtual resolution is always 1280x720).
- Numeric#shift_(left|right|up|down): Shifts the Numeric in the correct direction
by adding or subracting.
=end
# Labels are used to represent text elements in DragonRuby
# An example of creating a label is:
# args.outputs.labels << [320, 640, "Example", 3, 1, 255, 0, 0, 200, manaspace.ttf]
# The code above does the following:
# 1. GET the place where labels go: args.outputs.labels
# 2. Request a new LABEL be ADDED: <<
# 3. The DEFINITION of a SOLID is the ARRAY:
# [320, 640, "Example", 3, 1, 255, 0, 0, 200, manaspace.ttf]
# [ X , Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
# The tick method is called by DragonRuby every frame
# args contains all the information regarding the game.
def tick args
tick_instructions args, "Sample app shows different version of label sizes and alignments. And how to use hashes instead of arrays."
# Here are some examples of simple labels, with the minimum number of parameters
# Note that the default values for the other parameters are 0, except for Alpha which is 255 and Font Style which is the default font
args.outputs.labels << [400, 620, "Here is a label with just an x, y, and text"]
args.outputs.labels << [args.grid.left.shift_right(5), args.grid.top.shift_down(5), "This is a label located at the top left."]
args.outputs.labels << [args.grid.left.shift_right(5), args.grid.bottom.shift_up(30), "This is a label located at the bottom left."]
args.outputs.labels << [args.grid.right.shift_left(420), args.grid.top.shift_down(5), "This is a label located at the top right."]
args.outputs.labels << [args.grid.right.shift_left(440), args.grid.bottom.shift_up(30), "This is a label located at the bottom right."]
# Demonstration of the Size Parameter
args.outputs.labels << [175 + 150, 610 - 50, "Smaller label.", -2]
args.outputs.labels << [175 + 150, 580 - 50, "Small label.", -1]
args.outputs.labels << [175 + 150, 550 - 50, "Medium label.", 0]
args.outputs.labels << [175 + 150, 520 - 50, "Large label.", 1]
args.outputs.labels << [175 + 150, 490 - 50, "Larger label.", 2]
# Demonstration of the Align Parameter
args.outputs.labels << [260 + 150, 345 - 50, "Left aligned.", 0, 2]
args.outputs.labels << [260 + 150, 325 - 50, "Center aligned.", 0, 1]
args.outputs.labels << [260 + 150, 305 - 50, "Right aligned.", 0, 0]
# Demonstration of the RGBA parameters
args.outputs.labels << [600 + 150, 590 - 50, "Red Label.", 0, 0, 255, 0, 0]
args.outputs.labels << [600 + 150, 570 - 50, "Green Label.", 0, 0, 0, 255, 0]
args.outputs.labels << [600 + 150, 550 - 50, "Blue Label.", 0, 0, 0, 0, 255]
args.outputs.labels << [600 + 150, 530 - 50, "Faded Label.", 0, 0, 0, 0, 0, 128]
# Demonstration of the Font parameter
# In order to use a font of your choice, add its ttf file to the project folder, where the app folder is
args.outputs.labels << [690 + 150, 330 - 20, "Custom font (Array)", 0, 1, 125, 0, 200, 255, "manaspc.ttf" ]
args.outputs.primitives << { x: 690 + 150,
y: 330 - 50,
text: "Custom font (Hash)",
size_enum: 0,
alignment_enum: 1,
r: 125,
g: 0,
b: 200,
a: 255,
font: "manaspc.ttf" }.label!
# Primitives can hold anything, and can be given a label in the following forms
args.outputs.primitives << [690 + 150, 330 - 80, "Custom font (.primitives Array)", 0, 1, 125, 0, 200, 255, "manaspc.ttf" ].label
args.outputs.primitives << { x: 690 + 150,
y: 330 - 110,
text: "Custom font (.primitives Hash)",
size_enum: 0,
alignment_enum: 1,
r: 125,
g: 0,
b: 200,
a: 255,
font: "manaspc.ttf" }.label!
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Rendering Basics - Lines - main.rb
# ./samples/01_rendering_basics/02_lines/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.lines: An array. Values in this array generate lines on
the screen.
- args.state.tick_count: This property contains an integer value that
represents the current frame. GTK renders at 60 FPS. A value of 0
for args.state.tick_count represents the initial load of the game.
=end
# The parameters required for lines are:
# 1. The initial point (x, y)
# 2. The end point (x2, y2)
# 3. The rgba values for the color and transparency (r, g, b, a)
# An example of creating a line would be:
# args.outputs.lines << [100, 100, 300, 300, 255, 0, 255, 255]
# This would create a line from (100, 100) to (300, 300)
# The RGB code (255, 0, 255) would determine its color, a purple
# It would have an Alpha value of 255, making it completely opaque
def tick args
tick_instructions args, "Sample app shows how to create lines."
args.outputs.labels << [480, 620, "Lines (x, y, x2, y2, r, g, b, a)"]
# Some simple lines
args.outputs.lines << [380, 450, 675, 450]
args.outputs.lines << [380, 410, 875, 410]
# These examples utilize args.state.tick_count to change the length of the lines over time
# args.state.tick_count is the ticks that have occurred in the game
# This is accomplished by making either the starting or ending point based on the args.state.tick_count
args.outputs.lines << [380, 370, 875, 370, args.state.tick_count % 255, 0, 0, 255]
args.outputs.lines << [380, 330 - args.state.tick_count % 25, 875, 330, 0, 0, 0, 255]
args.outputs.lines << [380 + args.state.tick_count % 400, 290, 875, 290, 0, 0, 0, 255]
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Rendering Basics - Solids Borders - main.rb
# ./samples/01_rendering_basics/03_solids_borders/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.solids: An array. Values in this array generate
solid/filled rectangles on the screen.
=end
# Rects are outputted in DragonRuby as rectangles
# If filled in, they are solids
# If hollow, they are borders
# Solids are added to args.outputs.solids
# Borders are added to args.outputs.borders
# The parameters required for rects are:
# 1. The upper right corner (x, y)
# 2. The width (w)
# 3. The height (h)
# 4. The rgba values for the color and transparency (r, g, b, a)
# Here is an example of a rect definition:
# [100, 100, 400, 500, 0, 255, 0, 180]
# The example would create a rect from (100, 100)
# Extending 400 pixels across the x axis
# and 500 pixels across the y axis
# The rect would be green (0, 255, 0)
# and mostly opaque with some transparency (180)
# Whether the rect would be filled or not depends on if
# it is added to args.outputs.solids or args.outputs.borders
def tick args
tick_instructions args, "Sample app shows how to create solid squares."
args.outputs.labels << [460, 600, "Solids (x, y, w, h, r, g, b, a)"]
args.outputs.solids << [470, 520, 50, 50]
args.outputs.solids << [530, 520, 50, 50, 0, 0, 0]
args.outputs.solids << [590, 520, 50, 50, 255, 0, 0]
args.outputs.solids << [650, 520, 50, 50, 255, 0, 0, 128]
args.outputs.solids << [710, 520, 50, 50, 0, 0, 0, 128 + args.state.tick_count % 128]
args.outputs.labels << [460, 400, "Borders (x, y, w, h, r, g, b, a)"]
args.outputs.borders << [470, 320, 50, 50]
args.outputs.borders << [530, 320, 50, 50, 0, 0, 0]
args.outputs.borders << [590, 320, 50, 50, 255, 0, 0]
args.outputs.borders << [650, 320, 50, 50, 255, 0, 0, 128]
args.outputs.borders << [710, 320, 50, 50, 0, 0, 0, 128 + args.state.tick_count % 128]
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Rendering Basics - Sprites - main.rb
# ./samples/01_rendering_basics/04_sprites/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.sprites: An array. Values in this array generate
sprites on the screen. The location of the sprite is assumed to
be under the mygame/ directory (the exception being dragonruby.png).
=end
# For all other display outputs, Sprites are your solution
# Sprites import images and display them with a certain rectangular area
# The image can be of any usual format and should be located within the folder,
# similar to additional fonts.
# Sprites have the following parameters
# Rectangular area (x, y, width, height)
# The image (path)
# Rotation (angle)
# Alpha (a)
def tick args
tick_instructions args, "Sample app shows how to render a sprite. Set its alpha, and rotate it."
args.outputs.labels << [460, 600, "Sprites (x, y, w, h, path, angle, a)"]
args.outputs.sprites << [460, 470, 128, 101, 'dragonruby.png']
args.outputs.sprites << [610, 470, 128, 101, 'dragonruby.png', args.state.tick_count % 360]
args.outputs.sprites << [760, 470, 128, 101, 'dragonruby.png', 0, args.state.tick_count % 255]
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Rendering Basics - Sounds - main.rb
# ./samples/01_rendering_basics/05_sounds/app/main.rb
=begin
APIs Listing that haven't been encountered in previous sample apps:
- sample: Chooses random element from array.
In this sample app, the target note is set by taking a sample from the collection
of available notes.
Reminders:
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
=end
# This sample app allows users to test their musical skills by matching the piano sound that plays in each
# level to the correct note.
# Runs all the methods necessary for the game to function properly.
def tick args
args.outputs.labels << [640, 360, "Click anywhere to play a random sound.", 0, 1]
args.state.notes ||= [:C3, :D3, :E3, :F3, :G3, :A3, :B3, :C4]
if args.inputs.mouse.click
# Play a sound by adding a string to args.outputs.sounds
args.outputs.sounds << "sounds/#{args.state.notes.sample}.wav" # sound of target note is output
end
end
Input Basics - Keyboard - main.rb
# ./samples/02_input_basics/01_keyboard/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.inputs.keyboard.key_up.KEY: The value of the properties will be set
to the frame that the key_up event occurred (the frame correlates
to args.state.tick_count). Otherwise the value will be nil. For a
full listing of keys, take a look at mygame/documentation/06-keyboard.md.
- args.state.PROPERTY: The state property on args is a dynamic
structure. You can define ANY property here with ANY type of
arbitrary nesting. Properties defined on args.state will be retained
across frames. If you attempt access a property that doesn't exist
on args.state, it will simply return nil (no exception will be thrown).
=end
# Along with outputs, inputs are also an essential part of video game development
# DragonRuby can take input from keyboards, mouse, and controllers.
# This sample app will cover keyboard input.
# args.inputs.keyboard.key_up.a will check to see if the a key has been pressed
# This will work with the other keys as well
def tick args
tick_instructions args, "Sample app shows how keyboard events are registered and accessed.", 360
# Notice how small_font accounts for all the remaining parameters
args.outputs.labels << { x: 460, y: row_to_px(args, 0), text: "Current game time: #{args.state.tick_count}", size_enum: -1 }
args.outputs.labels << { x: 460, y: row_to_px(args, 2), text: "Keyboard input: args.inputs.keyboard.key_up.h", size_enum: -1 }
args.outputs.labels << { x: 460, y: row_to_px(args, 3), text: "Press \"h\" on the keyboard.", size_enum: -1 }
# Input on a specifc key can be found through args.inputs.keyboard.key_up followed by the key
if args.inputs.keyboard.key_up.h
args.state.h_pressed_at = args.state.tick_count
end
# This code simplifies to if args.state.h_pressed_at has not been initialized, set it to false
args.state.h_pressed_at ||= false
if args.state.h_pressed_at
args.outputs.labels << { x: 460, y: row_to_px(args, 4), text: "\"h\" was pressed at time: #{args.state.h_pressed_at}", size_enum: -1 }
else
args.outputs.labels << { x: 460, y: row_to_px(args, 4), text: "\"h\" has never been pressed.", size_enum: -1 }
end
tick_help_text args
end
def row_to_px args, row_number, y_offset = 20
# This takes a row_number and converts it to pixels DragonRuby understands.
# Row 0 starts 5 units below the top of the grid
# Each row afterward is 20 units lower
args.grid.top - 5 - (y_offset * row_number)
end
# Don't worry about understanding the code within this method just yet.
# This method shows you the help text within the game.
def tick_help_text args
return unless args.state.h_pressed_at
args.state.key_value_history ||= {}
args.state.key_down_value_history ||= {}
args.state.key_held_value_history ||= {}
args.state.key_up_value_history ||= {}
if (args.inputs.keyboard.key_down.truthy_keys.length > 0 ||
args.inputs.keyboard.key_held.truthy_keys.length > 0 ||
args.inputs.keyboard.key_up.truthy_keys.length > 0)
args.state.help_available = true
args.state.no_activity_debounce = nil
else
args.state.no_activity_debounce ||= 5.seconds
args.state.no_activity_debounce -= 1
if args.state.no_activity_debounce <= 0
args.state.help_available = false
args.state.key_value_history = {}
args.state.key_down_value_history = {}
args.state.key_held_value_history = {}
args.state.key_up_value_history = {}
end
end
args.outputs.labels << { x: 10, y: row_to_px(args, 6), text: "This is the api for the keys you've pressed:", size_enum: -1, r: 180 }
if !args.state.help_available
args.outputs.labels << [10, row_to_px(args, 7), "Press a key and I'll show code to access the key and what value will be returned if you used the code.", small_font]
return
end
args.outputs.labels << { x: 10 , y: row_to_px(args, 7), text: "args.inputs.keyboard", size_enum: -2 }
args.outputs.labels << { x: 330, y: row_to_px(args, 7), text: "args.inputs.keyboard.key_down", size_enum: -2 }
args.outputs.labels << { x: 650, y: row_to_px(args, 7), text: "args.inputs.keyboard.key_held", size_enum: -2 }
args.outputs.labels << { x: 990, y: row_to_px(args, 7), text: "args.inputs.keyboard.key_up", size_enum: -2 }
fill_history args, :key_value_history, :down_or_held, nil
fill_history args, :key_down_value_history, :down, :key_down
fill_history args, :key_held_value_history, :held, :key_held
fill_history args, :key_up_value_history, :up, :key_up
render_help_labels args, :key_value_history, :down_or_held, nil, 10
render_help_labels args, :key_down_value_history, :down, :key_down, 330
render_help_labels args, :key_held_value_history, :held, :key_held, 650
render_help_labels args, :key_up_value_history, :up, :key_up, 990
end
def fill_history args, history_key, state_key, keyboard_method
fill_single_history args, history_key, state_key, keyboard_method, :raw_key
fill_single_history args, history_key, state_key, keyboard_method, :char
args.inputs.keyboard.keys[state_key].each do |key_name|
fill_single_history args, history_key, state_key, keyboard_method, key_name
end
end
def fill_single_history args, history_key, state_key, keyboard_method, key_name
current_value = args.inputs.keyboard.send(key_name)
if keyboard_method
current_value = args.inputs.keyboard.send(keyboard_method).send(key_name)
end
args.state.as_hash[history_key][key_name] ||= []
args.state.as_hash[history_key][key_name] << current_value
args.state.as_hash[history_key][key_name] = args.state.as_hash[history_key][key_name].reverse.uniq.take(3).reverse
end
def render_help_labels args, history_key, state_key, keyboard_method, x
idx = 8
args.outputs.labels << args.state
.as_hash[history_key]
.keys
.reverse
.map
.with_index do |k, i|
v = args.state.as_hash[history_key][k]
current_value = args.inputs.keyboard.send(k)
if keyboard_method
current_value = args.inputs.keyboard.send(keyboard_method).send(k)
end
idx += 2
[
{ x: x, y: row_to_px(args, idx + 0, 16), text: " .#{k} is #{current_value || "nil"}", size_enum: -2 },
{ x: x, y: row_to_px(args, idx + 1, 16), text: " was #{v}", size_enum: -2 }
]
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << { x: 0, y: y - 50, w: 1280, h: 60 }.solid!
args.outputs.debug << { x: 640, y: y, text: text,
size_enum: 1, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
args.outputs.debug << { x: 640, y: y - 25, text: "(click to dismiss instructions)",
size_enum: -2, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
Input Basics - Moving A Sprite - main.rb
# ./samples/02_input_basics/01_moving_a_sprite/app/main.rb
def tick args
# create a player and set default values
# for the player's x, y, w (width), and h (height)
args.state.player.x ||= 100
args.state.player.y ||= 100
args.state.player.w ||= 50
args.state.player.h ||= 50
# render the player to the screen
args.outputs.sprites << { x: args.state.player.x,
y: args.state.player.y,
w: args.state.player.w,
h: args.state.player.h,
path: 'sprites/square/green.png' }
# move the player around using the keyboard
if args.inputs.up
args.state.player.y += 10
elsif args.inputs.down
args.state.player.y -= 10
end
if args.inputs.left
args.state.player.x -= 10
elsif args.inputs.right
args.state.player.x += 10
end
end
$gtk.reset
Input Basics - Mouse - main.rb
# ./samples/02_input_basics/02_mouse/app/main.rb
=begin
APIs that haven't been encountered in a previous sample apps:
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
- args.inputs.mouse.click.point.created_at: The frame the mouse click occurred in.
- args.inputs.mouse.click.point.created_at_elapsed: How many frames have passed
since the click event.
Reminder:
- args.state.PROPERTY: The state property on args is a dynamic
structure. You can define ANY property here with ANY type of
arbitrary nesting. Properties defined on args.state will be retained
across frames. If you attempt access a property that doesn't exist
on args.state, it will simply return nil (no exception will be thrown).
=end
# This code demonstrates DragonRuby mouse input
# To see if the a mouse click occurred
# Use args.inputs.mouse.click
# Which returns a boolean
# To see where a mouse click occurred
# Use args.inputs.mouse.click.point.x AND
# args.inputs.mouse.click.point.y
# To see which frame the click occurred
# Use args.inputs.mouse.click.created_at
# To see how many frames its been since the click occurred
# Use args.inputs.mouse.click.created_at_elapsed
# Saving the click in args.state can be quite useful
def tick args
tick_instructions args, "Sample app shows how mouse events are registered and how to measure elapsed time."
x = 460
args.outputs.labels << small_label(args, x, 11, "Mouse input: args.inputs.mouse")
if args.inputs.mouse.click
args.state.last_mouse_click = args.inputs.mouse.click
end
if args.state.last_mouse_click
click = args.state.last_mouse_click
args.outputs.labels << small_label(args, x, 12, "Mouse click happened at: #{click.created_at}")
args.outputs.labels << small_label(args, x, 13, "Mouse clicked #{click.created_at_elapsed} ticks ago")
args.outputs.labels << small_label(args, x, 14, "Mouse click location: #{click.point.x}, #{click.point.y}")
else
args.outputs.labels << small_label(args, x, 12, "Mouse click has not occurred yet.")
args.outputs.labels << small_label(args, x, 13, "Please click mouse.")
end
end
def small_label args, x, row, message
# This method effectively combines the row_to_px and small_font methods
# It changes the given row value to a DragonRuby pixel value
# and adds the customization parameters
{ x: x, y: row_to_px(args, row), text: message, alignment_enum: -2 }
end
def row_to_px args, row_number
args.grid.top.shift_down(5).shift_down(20 * row_number)
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << { x: 0, y: y - 50, w: 1280, h: 60 }.solid!
args.outputs.debug << { x: 640, y: y, text: text, size_enum: 1, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
args.outputs.debug << { x: 640, y: y - 25, text: "(click to dismiss instructions)", size_enum: -2, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
Input Basics - Mouse Point To Rect - main.rb
# ./samples/02_input_basics/03_mouse_point_to_rect/app/main.rb
=begin
APIs that haven't been encountered in a previous sample apps:
- args.outputus.borders: An array. Values in this array will be rendered as
unfilled rectangles on the screen.
- ARRAY#inside_rect?: An array with at least two values is considered a point. An array
with at least four values is considered a rect. The inside_rect? function returns true
or false depending on if the point is inside the rect.
```
# Point: x: 100, y: 100
# Rect: x: 0, y: 0, w: 500, h: 500
# Result: true
[100, 100].inside_rect? [0, 0, 500, 500]
```
```
# Point: x: 100, y: 100
# Rect: x: 300, y: 300, w: 100, h: 100
# Result: false
[100, 100].inside_rect? [300, 300, 100, 100]
```
- args.inputs.mouse.click.point.created_at: The frame the mouse click occurred in.
- args.inputs.mouse.click.point.created_at_elapsed: How many frames have passed
since the click event.
=end
# To determine whether a point is in a rect
# Use point.inside_rect? rect
# This is useful to determine if a click occurred in a rect
def tick args
tick_instructions args, "Sample app shows how to determing if a click happened inside a rectangle."
x = 460
args.outputs.labels << small_label(args, x, 15, "Click inside the blue box maybe ---->")
box = { x: 785, y: 370, w: 50, h: 50, r: 0, g: 0, b: 170 }
args.outputs.borders << box
# Saves the most recent click into args.state
# Unlike the other components of args,
# args.state does not reset every tick.
if args.inputs.mouse.click
args.state.last_mouse_click = args.inputs.mouse.click
end
if args.state.last_mouse_click
if args.state.last_mouse_click.point.inside_rect? box
args.outputs.labels << small_label(args, x, 16, "Mouse click happened *inside* the box.")
else
args.outputs.labels << small_label(args, x, 16, "Mouse click happened *outside* the box.")
end
else
args.outputs.labels << small_label(args, x, 16, "Mouse click has not occurred yet.")
end
end
def small_label args, x, row, message
{ x: x, y: row_to_px(args, row), text: message, size_enum: -2 }
end
def row_to_px args, row_number
args.grid.top.shift_down(5).shift_down(20 * row_number)
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << { x: 0, y: y - 50, w: 1280, h: 60 }.solid!
args.outputs.debug << { x: 640, y: y, text: text, size_enum: 1, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
args.outputs.debug << { x: 640, y: y - 25, text: "(click to dismiss instructions)", size_enum: -2, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
Input Basics - Mouse Rect To Rect - main.rb
# ./samples/02_input_basics/04_mouse_rect_to_rect/app/main.rb
=begin
APIs that haven't been encountered in a previous sample apps:
- args.outputs.borders: An array. Values in this array will be rendered as
unfilled rectangles on the screen.
- ARRAY#intersect_rect?: An array with at least four values is
considered a rect. The intersect_rect? function returns true
or false depending on if the two rectangles intersect.
```
# Rect One: x: 100, y: 100, w: 100, h: 100
# Rect Two: x: 0, y: 0, w: 500, h: 500
# Result: true
[100, 100, 100, 100].intersect_rect? [0, 0, 500, 500]
```
```
# Rect One: x: 100, y: 100, w: 10, h: 10
# Rect Two: x: 500, y: 500, w: 10, h: 10
# Result: false
[100, 100, 10, 10].intersect_rect? [500, 500, 10, 10]
```
=end
# Similarly, whether rects intersect can be found through
# rect1.intersect_rect? rect2
def tick args
tick_instructions args, "Sample app shows how to determine if two rectangles intersect."
x = 460
args.outputs.labels << small_label(args, x, 3, "Click anywhere on the screen")
# red_box = [460, 250, 355, 90, 170, 0, 0]
# args.outputs.borders << red_box
# args.state.box_collision_one and args.state.box_collision_two
# Are given values of a solid when they should be rendered
# They are stored in game so that they do not get reset every tick
if args.inputs.mouse.click
if !args.state.box_collision_one
args.state.box_collision_one = { x: args.inputs.mouse.click.point.x - 25,
y: args.inputs.mouse.click.point.y - 25,
w: 125, h: 125,
r: 180, g: 0, b: 0, a: 180 }
elsif !args.state.box_collision_two
args.state.box_collision_two = { x: args.inputs.mouse.click.point.x - 25,
y: args.inputs.mouse.click.point.y - 25,
w: 125, h: 125,
r: 0, g: 0, b: 180, a: 180 }
else
args.state.box_collision_one = nil
args.state.box_collision_two = nil
end
end
if args.state.box_collision_one
args.outputs.solids << args.state.box_collision_one
end
if args.state.box_collision_two
args.outputs.solids << args.state.box_collision_two
end
if args.state.box_collision_one && args.state.box_collision_two
if args.state.box_collision_one.intersect_rect? args.state.box_collision_two
args.outputs.labels << small_label(args, x, 4, 'The boxes intersect.')
else
args.outputs.labels << small_label(args, x, 4, 'The boxes do not intersect.')
end
else
args.outputs.labels << small_label(args, x, 4, '--')
end
end
def small_label args, x, row, message
{ x: x, y: row_to_px(args, row), text: message, size_enum: -2 }
end
def row_to_px args, row_number
args.grid.top - 5 - (20 * row_number)
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Input Basics - Controller - main.rb
# ./samples/02_input_basics/05_controller/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- args.inputs.controller_one.key_held.KEY: Will check to see if a specific key
is being held down on the controller.
If there is more than one controller being used, they can be differentiated by
using names like controller_one and controller_two.
For a full listing of buttons, take a look at mygame/documentation/08-controllers.md.
Reminder:
- args.state.PROPERTY: The state property on args is a dynamic
structure. You can define ANY property here with ANY type of
arbitrary nesting. Properties defined on args.state will be retained
across frames. If you attempt to access a property that doesn't exist
on args.state, it will simply return nil (no exception will be thrown).
In this sample app, args.state.BUTTONS is an array that stores the buttons of the controller.
The parameters of a button are:
1. the position (x, y)
2. the input key held on the controller
3. the text or name of the button
=end
# This sample app provides a visual demonstration of a standard controller, including
# the placement and function of all buttons.
class ControllerDemo
attr_accessor :inputs, :state, :outputs
# Calls the methods necessary for the app to run successfully.
def tick
process_inputs
render
end
# Starts with an empty collection of buttons.
# Adds buttons that are on the controller to the collection.
def process_inputs
state.buttons = []
state.buttons << { x: 100, y: 500, active: inputs.controller_one.key_held.l1, text: "L1"}
state.buttons << { x: 100, y: 600, active: inputs.controller_one.key_held.l2, text: "L2"}
state.buttons << { x: 1100, y: 500, active: inputs.controller_one.key_held.r1, text: "R1"}
state.buttons << { x: 1100, y: 600, active: inputs.controller_one.key_held.r2, text: "R2"}
state.buttons << { x: 540, y: 450, active: inputs.controller_one.key_held.select, text: "Select"}
state.buttons << { x: 660, y: 450, active: inputs.controller_one.key_held.start, text: "Start"}
state.buttons << { x: 200, y: 300, active: inputs.controller_one.key_held.left, text: "Left"}
state.buttons << { x: 300, y: 400, active: inputs.controller_one.key_held.up, text: "Up"}
state.buttons << { x: 400, y: 300, active: inputs.controller_one.key_held.right, text: "Right"}
state.buttons << { x: 300, y: 200, active: inputs.controller_one.key_held.down, text: "Down"}
state.buttons << { x: 800, y: 300, active: inputs.controller_one.key_held.x, text: "X"}
state.buttons << { x: 900, y: 400, active: inputs.controller_one.key_held.y, text: "Y"}
state.buttons << { x: 1000, y: 300, active: inputs.controller_one.key_held.a, text: "A"}
state.buttons << { x: 900, y: 200, active: inputs.controller_one.key_held.b, text: "B"}
state.buttons << { x: 450 + inputs.controller_one.left_analog_x_perc * 100,
y: 100 + inputs.controller_one.left_analog_y_perc * 100,
active: inputs.controller_one.key_held.l3,
text: "L3" }
state.buttons << { x: 750 + inputs.controller_one.right_analog_x_perc * 100,
y: 100 + inputs.controller_one.right_analog_y_perc * 100,
active: inputs.controller_one.key_held.r3,
text: "R3" }
end
# Gives each button a square shape.
# If the button is being pressed or held (which means it is considered active),
# the square is filled in. Otherwise, the button simply has a border.
def render
state.buttons.each do |b|
rect = { x: b.x, y: b.y, w: 75, h: 75 }
if b.active # if button is pressed
outputs.solids << rect # rect is output as solid (filled in)
else
outputs.borders << rect # otherwise, output as border
end
# Outputs the text of each button using labels.
outputs.labels << { x: b.x, y: b.y + 95, text: b.text } # add 95 to place label above button
end
outputs.labels << { x: 10, y: 60, text: "Left Analog x: #{inputs.controller_one.left_analog_x_raw} (#{inputs.controller_one.left_analog_x_perc * 100}%)" }
outputs.labels << { x: 10, y: 30, text: "Left Analog y: #{inputs.controller_one.left_analog_y_raw} (#{inputs.controller_one.left_analog_y_perc * 100}%)" }
outputs.labels << { x: 900, y: 60, text: "Right Analog x: #{inputs.controller_one.right_analog_x_raw} (#{inputs.controller_one.right_analog_x_perc * 100}%)" }
outputs.labels << { x: 900, y: 30, text: "Right Analog y: #{inputs.controller_one.right_analog_y_raw} (#{inputs.controller_one.right_analog_y_perc * 100}%)" }
end
end
$controller_demo = ControllerDemo.new
def tick args
tick_instructions args, "Sample app shows how controller input is handled. You'll need to connect a USB controller."
$controller_demo.inputs = args.inputs
$controller_demo.state = args.state
$controller_demo.outputs = args.outputs
$controller_demo.tick
end
# Resets the app.
def r
$gtk.reset
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Input Basics - Touch - main.rb
# ./samples/02_input_basics/06_touch/app/main.rb
def tick args
args.outputs.background_color = [ 0, 0, 0 ]
args.outputs.primitives << [640, 700, "Touch your screen.", 5, 1, 255, 255, 255].label
# If you don't want to get fancy, you can just look for finger_one
# (and _two, if you like), which are assigned in the order new touches hit
# the screen. If not nil, they are touching right now, and are just
# references to specific items in the args.input.touch hash.
# If finger_one lifts off, it will become nil, but finger_two, if it was
# touching, remains until it also lifts off. When all fingers lift off, the
# the next new touch will be finger_one again, but until then, new touches
# don't fill in earlier slots.
if !args.inputs.finger_one.nil?
args.outputs.primitives << { x: 640, y: 650, text: "Finger #1 is touching at (#{args.inputs.finger_one.x}, #{args.inputs.finger_one.y}).",
size_enum: 5, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
if !args.inputs.finger_two.nil?
args.outputs.primitives << { x: 640, y: 600, text: "Finger #2 is touching at (#{args.inputs.finger_two.x}, #{args.inputs.finger_two.y}).",
size_enum: 5, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
# Here's the more flexible interface: this will report as many simultaneous
# touches as the system can handle, but it's a little more effort to track
# them. Each item in the args.input.touch hash has a unique key (an
# incrementing integer) that exists until the finger lifts off. You can
# tell which order the touches happened globally by the key value, or
# by the touch[id].touch_order field, which resets to zero each time all
# touches have lifted.
args.state.colors ||= [
0xFF0000, 0x00FF00, 0x1010FF, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFFFFFF
]
size = 100
args.inputs.touch.each { |k,v|
color = args.state.colors[v.touch_order % 7]
r = (color & 0xFF0000) >> 16
g = (color & 0x00FF00) >> 8
b = (color & 0x0000FF)
args.outputs.primitives << { x: v.x - (size / 2), y: v.y + (size / 2), w: size, h: size, r: r, g: g, b: b, a: 255 }.solid!
args.outputs.primitives << { x: v.x, y: v.y + size, text: k.to_s, alignment_enum: 1 }.label!
}
end
Rendering Sprites - Animation Using Separate Pngs - main.rb
# ./samples/03_rendering_sprites/01_animation_using_separate_pngs/app/main.rb
=begin
Reminders:
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
In this sample app, we're using string interpolation to iterate through images in the
sprites folder using their image path names.
- args.outputs.sprites: An array. Values in this array generate sprites on the screen.
The parameters are [X, Y, WIDTH, HEIGHT, IMAGE PATH]
For more information about sprites, go to mygame/documentation/05-sprites.md.
- args.outputs.labels: An array. Values in the array generate labels on the screen.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.inputs.keyboard.key_down.KEY: Determines if a key is in the down state, or pressed.
Stores the frame that key was pressed on.
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
=end
# This sample app demonstrates how sprite animations work.
# There are two sprites that animate forever and one sprite
# that *only* animates when you press the "f" key on the keyboard.
# This is the entry point to your game. The `tick` method
# executes at 60 frames per second. There are two methods
# in this tick "entry point": `looping_animation`, and the
# second method is `one_time_animation`.
def tick args
# uncomment the line below to see animation play out in slow motion
# args.gtk.slowmo! 6
looping_animation args
one_time_animation args
end
# This function shows how to animate a sprite that loops forever.
def looping_animation args
# Here we define a few local variables that will be sent
# into the magic function that gives us the correct sprite image
# over time. There are four things we need in order to figure
# out which sprite to show.
# 1. When to start the animation.
start_looping_at = 0
# 2. The number of pngs that represent the full animation.
number_of_sprites = 6
# 3. How long to show each png.
number_of_frames_to_show_each_sprite = 4
# 4. Whether the animation should loop once, or forever.
does_sprite_loop = true
# With the variables defined above, we can get a number
# which represents the sprite to show by calling the `frame_index` function.
# In this case the number will be between 0, and 5 (you can see the sprites
# in the ./sprites directory).
sprite_index = start_looping_at.frame_index number_of_sprites,
number_of_frames_to_show_each_sprite,
does_sprite_loop
# Now that we have `sprite_index, we can present the correct file.
args.outputs.sprites << { x: 100, y: 100, w: 100, h: 100, path: "sprites/dragon_fly_#{sprite_index}.png" }
# Try changing the numbers below to see how the animation changes:
args.outputs.sprites << { x: 100, y: 200, w: 100, h: 100, path: "sprites/dragon_fly_#{0.frame_index 6, 4, true}.png" }
end
# This function shows how to animate a sprite that executes
# only once when the "f" key is pressed.
def one_time_animation args
# This is just a label the shows instructions within the game.
args.outputs.labels << { x: 220, y: 350, text: "(press f to animate)" }
# If "f" is pressed on the keyboard...
if args.inputs.keyboard.key_down.f
# Print the frame that "f" was pressed on.
puts "Hello from main.rb! The \"f\" key was in the down state on frame: #{args.state.tick_count}"
# And MOST IMPORTANTLY set the point it time to start the animation,
# equal to "now" which is represented as args.state.tick_count.
# Also IMPORTANT, you'll notice that the value of when to start looping
# is stored in `args.state`. This construct's values are retained across
# executions of the `tick` method.
args.state.start_looping_at = args.state.tick_count
end
# These are the same local variables that were defined
# for the `looping_animation` function.
number_of_sprites = 6
number_of_frames_to_show_each_sprite = 4
# Except this sprite does not loop again. If the animation time has passed,
# then the frame_index function returns nil.
does_sprite_loop = false
sprite_index = args.state
.start_looping_at
.frame_index number_of_sprites,
number_of_frames_to_show_each_sprite,
does_sprite_loop
# This line sets the frame index to zero, if
# the animation duration has passed (frame_index returned nil).
# Remeber: we are not looping forever here.
sprite_index ||= 0
# Present the sprite.
args.outputs.sprites << { x: 100, y: 300, w: 100, h: 100, path: "sprites/dragon_fly_#{sprite_index}.png" }
tick_instructions args, "Sample app shows how to use Numeric#frame_index and string interpolation to animate a sprite over time."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Rendering Sprites - Animation Using Sprite Sheet - main.rb
# ./samples/03_rendering_sprites/02_animation_using_sprite_sheet/app/main.rb
def tick args
args.state.player.x ||= 100
args.state.player.y ||= 100
args.state.player.w ||= 64
args.state.player.h ||= 64
args.state.player.direction ||= 1
args.state.player.is_moving = false
# get the keyboard input and set player properties
if args.inputs.keyboard.right
args.state.player.x += 3
args.state.player.direction = 1
args.state.player.started_running_at ||= args.state.tick_count
elsif args.inputs.keyboard.left
args.state.player.x -= 3
args.state.player.direction = -1
args.state.player.started_running_at ||= args.state.tick_count
end
if args.inputs.keyboard.up
args.state.player.y += 1
args.state.player.started_running_at ||= args.state.tick_count
elsif args.inputs.keyboard.down
args.state.player.y -= 1
args.state.player.started_running_at ||= args.state.tick_count
end
# if no arrow keys are being pressed, set the player as not moving
if !args.inputs.keyboard.directional_vector
args.state.player.started_running_at = nil
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
# render player as standing or running
if args.state.player.started_running_at
args.outputs.sprites << running_sprite(args)
else
args.outputs.sprites << standing_sprite(args)
end
args.outputs.labels << [30, 700, "Use arrow keys to move around."]
end
def standing_sprite args
{
x: args.state.player.x,
y: args.state.player.y,
w: args.state.player.w,
h: args.state.player.h,
path: "sprites/horizontal-stand.png",
flip_horizontally: args.state.player.direction > 0
}
end
def running_sprite args
if !args.state.player.started_running_at
tile_index = 0
else
how_many_frames_in_sprite_sheet = 6
how_many_ticks_to_hold_each_frame = 3
should_the_index_repeat = true
tile_index = args.state
.player
.started_running_at
.frame_index(how_many_frames_in_sprite_sheet,
how_many_ticks_to_hold_each_frame,
should_the_index_repeat)
end
{
x: args.state.player.x,
y: args.state.player.y,
w: args.state.player.w,
h: args.state.player.h,
path: 'sprites/horizontal-run.png',
tile_x: 0 + (tile_index * args.state.player.w),
tile_y: 0,
tile_w: args.state.player.w,
tile_h: args.state.player.h,
flip_horizontally: args.state.player.direction > 0,
}
end
Rendering Sprites - Animation States - main.rb
# ./samples/03_rendering_sprites/03_animation_states/app/main.rb
class Game
attr_gtk
def defaults
state.show_debug_layer = true if state.tick_count == 0
player.tile_size = 64
player.speed = 3
player.slash_frames = 15
player.x ||= 50
player.y ||= 400
player.dir_x ||= 1
player.dir_y ||= -1
player.is_moving ||= false
state.watch_list ||= {}
state.enemies ||= []
end
def add_enemy
state.enemies << { x: 1200 * rand, y: 600 * rand, w: 64, h: 64 }
end
def sprite_horizontal_run
tile_index = 0.frame_index(6, 3, true)
tile_index = 0 if !player.is_moving
{
x: player.x,
y: player.y,
w: player.tile_size,
h: player.tile_size,
path: 'sprites/horizontal-run.png',
tile_x: 0 + (tile_index * player.tile_size),
tile_y: 0,
tile_w: player.tile_size,
tile_h: player.tile_size,
flip_horizontally: player.dir_x > 0,
# a: 40
}
end
def sprite_horizontal_stand
{
x: player.x,
y: player.y,
w: player.tile_size,
h: player.tile_size,
path: 'sprites/horizontal-stand.png',
flip_horizontally: player.dir_x > 0,
# a: 40
}
end
def sprite_horizontal_slash
tile_index = player.slash_at.frame_index(5, player.slash_frames.idiv(5), false) || 0
{
x: player.x - 41.25,
y: player.y - 41.25,
w: 165,
h: 165,
path: 'sprites/horizontal-slash.png',
tile_x: 0 + (tile_index * 128),
tile_y: 0,
tile_w: 128,
tile_h: 128,
flip_horizontally: player.dir_x > 0
}
end
def render_player
if player.slash_at
outputs.sprites << sprite_horizontal_slash
elsif player.is_moving
outputs.sprites << sprite_horizontal_run
else
outputs.sprites << sprite_horizontal_stand
end
end
def render_enemies
outputs.borders << state.enemies
end
def render_debug_layer
return if !state.show_debug_layer
outputs.labels << state.watch_list.map.with_index do |(k, v), i|
[30, 710 - i * 28, "#{k}: #{v || "(nil)"}"]
end
outputs.borders << player.slash_collision_rect
end
def slash_initiate?
# buffalo usb controller has a button and b button swapped lol
inputs.controller_one.key_down.a || inputs.keyboard.key_down.j
end
def input
# player movement
if slash_complete? && (vector = inputs.directional_vector)
player.x += vector.x * player.speed
player.y += vector.y * player.speed
end
player.slash_at = slash_initiate? if slash_initiate?
end
def calc_movement
# movement
if vector = inputs.directional_vector
state.debug_label = vector
player.dir_x = vector.x
player.dir_y = vector.y
player.is_moving = true
else
state.debug_label = vector
player.is_moving = false
end
end
def calc_slash
# re-calc the location of the swords collision box
if player.dir_x.positive?
player.slash_collision_rect = [player.x + player.tile_size,
player.y + player.tile_size.half - 10,
40, 20]
else
player.slash_collision_rect = [player.x - 32 - 8,
player.y + player.tile_size.half - 10,
40, 20]
end
# recalc sword's slash state
player.slash_at = nil if slash_complete?
# determine collision if the sword is at it's point of damaging
return unless slash_can_damage?
state.enemies.reject! { |e| e.intersect_rect? player.slash_collision_rect }
end
def slash_complete?
!player.slash_at || player.slash_at.elapsed?(player.slash_frames)
end
def slash_can_damage?
# damage occurs half way into the slash animation
return false if slash_complete?
return false if (player.slash_at + player.slash_frames.idiv(2)) != state.tick_count
return true
end
def calc
# generate an enemy if there aren't any on the screen
add_enemy if state.enemies.length == 0
calc_movement
calc_slash
end
# source is at http://github.com/amirrajan/dragonruby-link-to-the-past
def tick
defaults
render_enemies
render_player
outputs.labels << [30, 30, "Gamepad: D-Pad to move. B button to attack."]
outputs.labels << [30, 52, "Keyboard: WASD/Arrow keys to move. J to attack."]
render_debug_layer
input
calc
end
def player
state.player
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
$gtk.reset
Rendering Sprites - Color And Rotation - main.rb
# ./samples/03_rendering_sprites/04_color_and_rotation/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- merge: Returns a hash containing the contents of two original hashes.
Merge does not allow duplicate keys, so the value of a repeated key
will be overwritten.
For example, if we had two hashes
h1 = { "a" => 1, "b" => 2}
h2 = { "b" => 3, "c" => 3}
and we called the command
h1.merge(h2)
the result would the following hash
{ "a" => 1, "b" => 3, "c" => 3}.
Reminders:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
In this sample app, we're using a hash to create a sprite.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters are [X, Y, WIDTH, HEIGHT, PATH, ANGLE, ALPHA, RED, GREEN, BLUE]
Before continuing with this sample app, it is HIGHLY recommended that you look
at mygame/documentation/05-sprites.md.
- args.inputs.keyboard.key_held.KEY: Determines if a key is being pressed.
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
- args.inputs.controller_one: Takes input from the controller based on what key is pressed.
For more information about the controller, go to mygame/documentation/08-controllers.md.
- num1.lesser(num2): Finds the lower value of the given options.
=end
# This sample app shows a car moving across the screen. It loops back around if it exceeds the dimensions of the screen,
# and also can be moved in different directions through keyboard input from the user.
# Calls the methods necessary for the game to run successfully.
def tick args
default args
render args.grid, args.outputs, args.state
calc args.state
process_inputs args
end
# Sets default values for the car sprite
# Initialization ||= only happens in the first frame
def default args
args.state.sprite.width = 19
args.state.sprite.height = 10
args.state.sprite.scale = 4
args.state.max_speed = 5
args.state.x ||= 100
args.state.y ||= 100
args.state.speed ||= 1
args.state.angle ||= 0
end
# Outputs sprite onto screen
def render grid, outputs, state
outputs.solids << [grid.rect, 70, 70, 70] # outputs gray background
outputs.sprites << [destination_rect(state), # sets first four parameters of car sprite
'sprites/86.png', # image path of car
state.angle,
opacity, # transparency
saturation,
source_rect(state), # sprite sub division/tile (tile x, y, w, h)
false, false, # don't flip sprites
rotation_anchor]
# also look at the create_sprite helper method
#
# For example:
#
# dest = destination_rect(state)
# source = source_rect(state),
# outputs.sprites << create_sprite(
# 'sprites/86.png',
# x: dest.x,
# y: dest.y,
# w: dest.w,
# h: dest.h,
# angle: state.angle,
# source_x: source.x,
# source_y: source.y,
# source_w: source.w,
# source_h: source.h,
# flip_h: false,
# flip_v: false,
# rotation_anchor_x: 0.7,
# rotation_anchor_y: 0.5
# )
end
# Creates sprite by setting values inside of a hash
def create_sprite path, options = {}
options = {
# dest x, y, w, h
x: 0,
y: 0,
w: 100,
h: 100,
# angle, rotation
angle: 0,
rotation_anchor_x: 0.5,
rotation_anchor_y: 0.5,
# color saturation (red, green, blue), transparency
r: 255,
g: 255,
b: 255,
a: 255,
# source x, y, width, height
source_x: 0,
source_y: 0,
source_w: -1,
source_h: -1,
# flip horiztonally, flip vertically
flip_h: false,
flip_v: false,
}.merge options
[
options[:x], options[:y], options[:w], options[:h], # dest rect keys
path,
options[:angle], options[:a], options[:r], options[:g], options[:b], # angle, color, alpha
options[:source_x], options[:source_y], options[:source_w], options[:source_h], # source rect keys
options[:flip_h], options[:flip_v], # flip
options[:rotation_anchor_x], options[:rotation_anchor_y], # rotation anchor
] # hash keys contain corresponding values
end
# Calls the calc_pos and calc_wrap methods.
def calc state
calc_pos state
calc_wrap state
end
# Changes sprite's position on screen
# Vectors have magnitude and direction, so the incremented x and y values give the car direction
def calc_pos state
state.x += state.angle.vector_x * state.speed # increments x by product of angle's x vector and speed
state.y += state.angle.vector_y * state.speed # increments y by product of angle's y vector and speed
state.speed *= 1.1 # scales speed up
state.speed = state.speed.lesser(state.max_speed) # speed is either current speed or max speed, whichever has a lesser value (ensures that the car doesn't go too fast or exceed the max speed)
end
# The screen's dimensions are 1280x720. If the car goes out of scope,
# it loops back around on the screen.
def calc_wrap state
# car returns to left side of screen if it disappears on right side of screen
# sprite.width refers to tile's size, which is multipled by scale (4) to make it bigger
state.x = -state.sprite.width * state.sprite.scale if state.x - 20 > 1280
# car wraps around to right side of screen if it disappears on the left side
state.x = 1280 if state.x + state.sprite.width * state.sprite.scale + 20 < 0
# car wraps around to bottom of screen if it disappears at the top of the screen
# if you subtract 520 pixels instead of 20 pixels, the car takes longer to reappear (try it!)
state.y = 0 if state.y - 20 > 720 # if 20 pixels less than car's y position is greater than vertical scope
# car wraps around to top of screen if it disappears at the bottom of the screen
state.y = 720 if state.y + state.sprite.height * state.sprite.scale + 20 < 0
end
# Changes angle of sprite based on user input from keyboard or controller
def process_inputs args
# NOTE: increasing the angle doesn't mean that the car will continue to go
# in a specific direction. The angle is increasing, which means that if the
# left key was kept in the "down" state, the change in the angle would cause
# the car to go in a counter-clockwise direction and form a circle (360 degrees)
if args.inputs.keyboard.key_held.left # if left key is pressed
args.state.angle += 2 # car's angle is incremented by 2
# The same applies to decreasing the angle. If the right key was kept in the
# "down" state, the decreasing angle would cause the car to go in a clockwise
# direction and form a circle (360 degrees)
elsif args.inputs.keyboard.key_held.right # if right key is pressed
args.state.angle -= 2 # car's angle is decremented by 2
# Input from a controller can also change the angle of the car
elsif args.inputs.controller_one.left_analog_x_perc != 0
args.state.angle += 2 * args.inputs.controller_one.left_analog_x_perc * -1
end
end
# A sprite's center of rotation can be altered
# Increasing either of these numbers would dramatically increase the
# car's drift when it turns!
def rotation_anchor
[0.7, 0.5]
end
# Sets opacity value of sprite to 255 so that it is not transparent at all
# Change it to 0 and you won't be able to see the car sprite on the screen
def opacity
255
end
# Sets the color of the sprite to white.
def saturation
[255, 255, 255]
end
# Sets definition of destination_rect (used to define the car sprite)
def destination_rect state
[state.x, state.y,
state.sprite.width * state.sprite.scale, # multiplies by 4 to set size
state.sprite.height * state.sprite.scale]
end
# Portion of a sprite (a tile)
# Sub division of sprite is denoted as a rectangle directly related to original size of .png
# Tile is located at bottom left corner within a 19x10 pixel rectangle (based on sprite.width, sprite.height)
def source_rect state
[0, 0, state.sprite.width, state.sprite.height]
end
Physics And Collisions - Simple - main.rb
# ./samples/04_physics_and_collisions/01_simple/app/main.rb
=begin
Reminders:
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
=end
# This sample app shows collisions between two boxes.
# Runs methods needed for game to run properly.
def tick args
tick_instructions args, "Sample app shows how to move a square over time and determine collision."
defaults args
render args
calc args
end
# Sets default values.
def defaults args
# These values represent the moving box.
args.state.moving_box_speed = 10
args.state.moving_box_size = 100
args.state.moving_box_dx ||= 1
args.state.moving_box_dy ||= 1
args.state.moving_box ||= [0, 0, args.state.moving_box_size, args.state.moving_box_size] # moving_box_size is set as the width and height
# These values represent the center box.
args.state.center_box ||= [540, 260, 200, 200, 180]
args.state.center_box_collision ||= false # initially no collision
end
def render args
# If the game state denotes that a collision has occured,
# render a solid square, otherwise render a border instead.
if args.state.center_box_collision
args.outputs.solids << args.state.center_box
else
args.outputs.borders << args.state.center_box
end
# Then render the moving box.
args.outputs.solids << args.state.moving_box
end
# Generally in a pipeline for a game engine, you have rendering,
# game simulation (calculation), and input processing.
# This fuction represents the game simulation.
def calc args
position_moving_box args
determine_collision_center_box args
end
# Changes the position of the moving box on the screen by multiplying the change in x (dx) and change in y (dy) by the speed,
# and adding it to the current position.
# dx and dy are positive if the box is moving right and up, respectively
# dx and dy are negative if the box is moving left and down, respectively
def position_moving_box args
args.state.moving_box.x += args.state.moving_box_dx * args.state.moving_box_speed
args.state.moving_box.y += args.state.moving_box_dy * args.state.moving_box_speed
# 1280x720 are the virtual pixels you work with (essentially 720p).
screen_width = 1280
screen_height = 720
# Position of the box is denoted by the bottom left hand corner, in
# that case, we have to subtract the width of the box so that it stays
# in the scene (you can try deleting the subtraction to see how it
# impacts the box's movement).
if args.state.moving_box.x > screen_width - args.state.moving_box_size
args.state.moving_box_dx = -1 # moves left
elsif args.state.moving_box.x < 0
args.state.moving_box_dx = 1 # moves right
end
# Here, we're making sure the moving box remains within the vertical scope of the screen
if args.state.moving_box.y > screen_height - args.state.moving_box_size # if the box moves too high
args.state.moving_box_dy = -1 # moves down
elsif args.state.moving_box.y < 0 # if the box moves too low
args.state.moving_box_dy = 1 # moves up
end
end
def determine_collision_center_box args
# Collision is handled by the engine. You simply have to call the
# `intersect_rect?` function.
if args.state.moving_box.intersect_rect? args.state.center_box # if the two boxes intersect
args.state.center_box_collision = true # then a collision happened
else
args.state.center_box_collision = false # otherwise, no collision happened
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Physics And Collisions - Moving Objects - main.rb
# ./samples/04_physics_and_collisions/02_moving_objects/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
For example, if we have a "numbers" hash that stores numbers in English as the
key and numbers in Spanish as the value, we'd have a hash that looks like this...
numbers = { "one" => "uno", "two" => "dos", "three" => "tres" }
and on it goes.
Now if we wanted to find the corresponding value of the "one" key, we could say
puts numbers["one"]
which would print "uno" to the console.
- num1.greater(num2): Returns the greater value.
For example, if we have the command
puts 4.greater(3)
the number 4 would be printed to the console since it has a greater value than 3.
Similar to lesser, which returns the lesser value.
- num1.lesser(num2): Finds the lower value of the given options.
For example, in the statement
a = 4.lesser(3)
3 has a lower value than 4, which means that the value of a would be set to 3,
but if the statement had been
a = 4.lesser(5)
4 has a lower value than 5, which means that the value of a would be set to 4.
- reject: Removes elements from a collection if they meet certain requirements.
For example, you can derive an array of odd numbers from an original array of
numbers 1 through 10 by rejecting all elements that are even (or divisible by 2).
- find_all: Finds all values that satisfy specific requirements.
For example, you can find all elements of a collection that are divisible by 2
or find all objects that have intersected with another object.
- abs: Returns the absolute value.
For example, the command
(-30).abs
would return 30 as a result.
- map: Ruby method used to transform data; used in arrays, hashes, and collections.
Can be used to perform an action on every element of a collection, such as multiplying
each element by 2 or declaring every element as a new entity.
Reminders:
- args.inputs.keyboard.KEY: Determines if a key has been pressed.
For more information about the keyboard, take a look at mygame/documentation/06-keyboard.md.
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
=end
# Calls methods needed for game to run properly
def tick args
tick_instructions args, "Use LEFT and RIGHT arrow keys to move and SPACE to jump."
defaults args
render args
calc args
input args
end
# sets default values and creates empty collections
# initialization only happens in the first frame
def defaults args
fiddle args
args.state.enemy.hammers ||= []
args.state.enemy.hammer_queue ||= []
args.state.tick_count = args.state.tick_count
args.state.bridge_top = 128
args.state.player.x ||= 0 # initializes player's properties
args.state.player.y ||= args.state.bridge_top
args.state.player.w ||= 64
args.state.player.h ||= 64
args.state.player.dy ||= 0
args.state.player.dx ||= 0
args.state.enemy.x ||= 800 # initializes enemy's properties
args.state.enemy.y ||= 0
args.state.enemy.w ||= 128
args.state.enemy.h ||= 128
args.state.enemy.dy ||= 0
args.state.enemy.dx ||= 0
args.state.game_over_at ||= 0
end
# sets enemy, player, hammer values
def fiddle args
args.state.gravity = -0.3
args.state.enemy_jump_power = 10 # sets enemy values
args.state.enemy_jump_interval = 60
args.state.hammer_throw_interval = 40 # sets hammer values
args.state.hammer_launch_power_default = 5
args.state.hammer_launch_power_near = 2
args.state.hammer_launch_power_far = 7
args.state.hammer_upward_launch_power = 15
args.state.max_hammers_per_volley = 10
args.state.gap_between_hammers = 10
args.state.player_jump_power = 10 # sets player values
args.state.player_jump_power_duration = 10
args.state.player_max_run_speed = 10
args.state.player_speed_slowdown_rate = 0.9
args.state.player_acceleration = 1
args.state.hammer_size = 32
end
# outputs objects onto the screen
def render args
args.outputs.solids << 20.map_with_index do |i| # uses 20 squares to form bridge
# sets x by multiplying 64 to index to find pixel value (places all squares side by side)
# subtracts 64 from bridge_top because position is denoted by bottom left corner
[i * 64, args.state.bridge_top - 64, 64, 64]
end
args.outputs.solids << [args.state.x, args.state.y, args.state.w, args.state.h, 255, 0, 0]
args.outputs.solids << [args.state.player.x, args.state.player.y, args.state.player.w, args.state.player.h, 255, 0, 0] # outputs player onto screen (red box)
args.outputs.solids << [args.state.enemy.x, args.state.enemy.y, args.state.enemy.w, args.state.enemy.h, 0, 255, 0] # outputs enemy onto screen (green box)
args.outputs.solids << args.state.enemy.hammers # outputs enemy's hammers onto screen
end
# Performs calculations to move objects on the screen
def calc args
# Since velocity is the change in position, the change in x increases by dx. Same with y and dy.
args.state.player.x += args.state.player.dx
args.state.player.y += args.state.player.dy
# Since acceleration is the change in velocity, the change in y (dy) increases every frame
args.state.player.dy += args.state.gravity
# player's y position is either current y position or y position of top of
# bridge, whichever has a greater value
# ensures that the player never goes below the bridge
args.state.player.y = args.state.player.y.greater(args.state.bridge_top)
# player's x position is either the current x position or 0, whichever has a greater value
# ensures that the player doesn't go too far left (out of the screen's scope)
args.state.player.x = args.state.player.x.greater(0)
# player is not falling if it is located on the top of the bridge
args.state.player.falling = false if args.state.player.y == args.state.bridge_top
args.state.player.rect = [args.state.player.x, args.state.player.y, args.state.player.h, args.state.player.w] # sets definition for player
args.state.enemy.x += args.state.enemy.dx # velocity; change in x increases by dx
args.state.enemy.y += args.state.enemy.dy # same with y and dy
# ensures that the enemy never goes below the bridge
args.state.enemy.y = args.state.enemy.y.greater(args.state.bridge_top)
# ensures that the enemy never goes too far left (outside the screen's scope)
args.state.enemy.x = args.state.enemy.x.greater(0)
# objects that go up must come down because of gravity
args.state.enemy.dy += args.state.gravity
args.state.enemy.y = args.state.enemy.y.greater(args.state.bridge_top)
#sets definition of enemy
args.state.enemy.rect = [args.state.enemy.x, args.state.enemy.y, args.state.enemy.h, args.state.enemy.w]
if args.state.enemy.y == args.state.bridge_top # if enemy is located on the top of the bridge
args.state.enemy.dy = 0 # there is no change in y
end
# if 60 frames have passed and the enemy is not moving vertically
if args.state.tick_count.mod_zero?(args.state.enemy_jump_interval) && args.state.enemy.dy == 0
args.state.enemy.dy = args.state.enemy_jump_power # the enemy jumps up
end
# if 40 frames have passed or 5 frames have passed since the game ended
if args.state.tick_count.mod_zero?(args.state.hammer_throw_interval) || args.state.game_over_at.elapsed_time == 5
# rand will return a number greater than or equal to 0 and less than given variable's value (since max is excluded)
# that is why we're adding 1, to include the max possibility
volley_dx = (rand(args.state.hammer_launch_power_default) + 1) * -1 # horizontal movement (follow order of operations)
# if the horizontal distance between the player and enemy is less than 128 pixels
if (args.state.player.x - args.state.enemy.x).abs < 128
# the change in x won't be that great since the enemy and player are closer to each other
volley_dx = (rand(args.state.hammer_launch_power_near) + 1) * -1
end
# if the horizontal distance between the player and enemy is greater than 300 pixels
if (args.state.player.x - args.state.enemy.x).abs > 300
# change in x will be more drastic since player and enemy are so far apart
volley_dx = (rand(args.state.hammer_launch_power_far) + 1) * -1 # more drastic change
end
(rand(args.state.max_hammers_per_volley) + 1).map_with_index do |i|
args.state.enemy.hammer_queue << { # stores hammer values in a hash
x: args.state.enemy.x,
w: args.state.hammer_size,
h: args.state.hammer_size,
dx: volley_dx, # change in horizontal position
# multiplication operator takes precedence over addition operator
throw_at: args.state.tick_count + i * args.state.gap_between_hammers
}
end
end
# add elements from hammer_queue collection to the hammers collection by
# finding all hammers that were thrown before the current frame (have already been thrown)
args.state.enemy.hammers += args.state.enemy.hammer_queue.find_all do |h|
h[:throw_at] < args.state.tick_count
end
args.state.enemy.hammers.each do |h| # sets values for all hammers in collection
h[:y] ||= args.state.enemy.y + 130
h[:dy] ||= args.state.hammer_upward_launch_power
h[:dy] += args.state.gravity # acceleration is change in gravity
h[:x] += h[:dx] # incremented by change in position
h[:y] += h[:dy]
h[:rect] = [h[:x], h[:y], h[:w], h[:h]] # sets definition of hammer's rect
end
# reject hammers that have been thrown before current frame (have already been thrown)
args.state.enemy.hammer_queue = args.state.enemy.hammer_queue.reject do |h|
h[:throw_at] < args.state.tick_count
end
# any hammers with a y position less than 0 are rejected from the hammers collection
# since they have gone too far down (outside the scope's screen)
args.state.enemy.hammers = args.state.enemy.hammers.reject { |h| h[:y] < 0 }
# if there are any hammers that intersect with (or hit) the player,
# the reset_player method is called (so the game can start over)
if args.state.enemy.hammers.any? { |h| h[:rect].intersect_rect?(args.state.player.rect) }
reset_player args
end
# if the enemy's rect intersects with (or hits) the player,
# the reset_player method is called (so the game can start over)
if args.state.enemy.rect.intersect_rect? args.state.player.rect
reset_player args
end
end
# Resets the player by changing its properties back to the values they had at initialization
def reset_player args
args.state.player.x = 0
args.state.player.y = args.state.bridge_top
args.state.player.dy = 0
args.state.player.dx = 0
args.state.enemy.hammers.clear # empties hammer collection
args.state.enemy.hammer_queue.clear # empties hammer_queue
args.state.game_over_at = args.state.tick_count # game_over_at set to current frame (or passage of time)
end
# Processes input from the user to move the player
def input args
if args.inputs.keyboard.space # if the user presses the space bar
args.state.player.jumped_at ||= args.state.tick_count # jumped_at is set to current frame
# if the time that has passed since the jump is less than the player's jump duration and
# the player is not falling
if args.state.player.jumped_at.elapsed_time < args.state.player_jump_power_duration && !args.state.player.falling
args.state.player.dy = args.state.player_jump_power # change in y is set to power of player's jump
end
end
# if the space bar is in the "up" state (or not being pressed down)
if args.inputs.keyboard.key_up.space
args.state.player.jumped_at = nil # jumped_at is empty
args.state.player.falling = true # the player is falling
end
if args.inputs.keyboard.left # if left key is pressed
args.state.player.dx -= args.state.player_acceleration # dx decreases by acceleration (player goes left)
# dx is either set to current dx or the negative max run speed (which would be -10),
# whichever has a greater value
args.state.player.dx = args.state.player.dx.greater(-args.state.player_max_run_speed)
elsif args.inputs.keyboard.right # if right key is pressed
args.state.player.dx += args.state.player_acceleration # dx increases by acceleration (player goes right)
# dx is either set to current dx or max run speed (which would be 10),
# whichever has a lesser value
args.state.player.dx = args.state.player.dx.lesser(args.state.player_max_run_speed)
else
args.state.player.dx *= args.state.player_speed_slowdown_rate # dx is scaled down
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.space ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Physics And Collisions - Entities - main.rb
# ./samples/04_physics_and_collisions/03_entities/app/main.rb
=begin
Reminders:
- map: Ruby method used to transform data; used in arrays, hashes, and collections.
Can be used to perform an action on every element of a collection, such as multiplying
each element by 2 or declaring every element as a new entity.
- reject: Removes elements from a collection if they meet certain requirements.
For example, you can derive an array of odd numbers from an original array of
numbers 1 through 10 by rejecting all elements that are even (or divisible by 2).
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
In this sample app, new_entity is used to define the properties of enemies and bullets.
(Remember, you can use state to define ANY property and it will be retained across frames.)
- args.outputs.labels: An array. The values generate a label on the screen.
The parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
=end
# This sample app shows enemies that contain an id value and the time they were created.
# These enemies can be removed by shooting at them with bullets.
# Calls all methods necessary for the game to function properly.
def tick args
tick_instructions args, "Sample app shows how to use args.state.new_entity along with collisions. CLICK to shoot a bullet."
defaults args
render args
calc args
process_inputs args
end
# Sets default values
# Enemies and bullets start off as empty collections
def defaults args
args.state.enemies ||= []
args.state.bullets ||= []
end
# Provides each enemy in enemies collection with rectangular border,
# as well as a label showing id and when they were created
def render args
# When you're calling a method that takes no arguments, you can use this & syntax on map.
# Numbers are being added to x and y in order to keep the text within the enemy's borders.
args.outputs.borders << args.state.enemies.map(&:rect)
args.outputs.labels << args.state.enemies.flat_map do |enemy|
[
[enemy.x + 4, enemy.y + 29, "id: #{enemy.entity_id}", -3, 0],
[enemy.x + 4, enemy.y + 17, "created_at: #{enemy.created_at}", -3, 0] # frame enemy was created
]
end
# Outputs bullets in bullets collection as rectangular solids
args.outputs.solids << args.state.bullets.map(&:rect)
end
# Calls all methods necessary for performing calculations
def calc args
add_new_enemies_if_needed args
move_bullets args
calculate_collisions args
remove_bullets_of_screen args
end
# Adds enemies to the enemies collection and sets their values
def add_new_enemies_if_needed args
return if args.state.enemies.length >= 10 # if 10 or more enemies, enemies are not added
return unless args.state.bullets.length == 0 # if user has not yet shot bullet, no enemies are added
args.state.enemies += (10 - args.state.enemies.length).map do # adds enemies so there are 10 total
args.state.new_entity(:enemy) do |e| # each enemy is declared as a new entity
e.x = 640 + 500 * rand # each enemy is given random position on screen
e.y = 600 * rand + 50
e.rect = [e.x, e.y, 130, 30] # sets definition for enemy's rect
end
end
end
# Moves bullets across screen
# Sets definition of the bullets
def move_bullets args
args.state.bullets.each do |bullet| # perform action on each bullet in collection
bullet.x += bullet.speed # increment x by speed (bullets fly horizontally across screen)
# By randomizing the value that increments bullet.y, the bullet does not fly straight up and out
# of the scope of the screen. Try removing what follows bullet.speed, or changing 0.25 to 1.25 to
# see what happens to the bullet's movement.
bullet.y += bullet.speed.*(0.25).randomize(:ratio, :sign)
bullet.rect = [bullet.x, bullet.y, bullet.size, bullet.size] # sets definition of bullet's rect
end
end
# Determines if a bullet hits an enemy
def calculate_collisions args
args.state.bullets.each do |bullet| # perform action on every bullet and enemy in collections
args.state.enemies.each do |enemy|
# if bullet has not exploded yet and the bullet hits an enemy
if !bullet.exploded && bullet.rect.intersect_rect?(enemy.rect)
bullet.exploded = true # bullet explodes
enemy.dead = true # enemy is killed
end
end
end
# All exploded bullets are rejected or removed from the bullets collection
# and any dead enemy is rejected from the enemies collection.
args.state.bullets = args.state.bullets.reject(&:exploded)
args.state.enemies = args.state.enemies.reject(&:dead)
end
# Bullets are rejected from bullets collection once their position exceeds the width of screen
def remove_bullets_of_screen args
args.state.bullets = args.state.bullets.reject { |bullet| bullet.x > 1280 } # screen width is 1280
end
# Calls fire_bullet method
def process_inputs args
fire_bullet args
end
# Once mouse is clicked by the user to fire a bullet, a new bullet is added to bullets collection
def fire_bullet args
return unless args.inputs.mouse.click # return unless mouse is clicked
args.state.bullets << args.state.new_entity(:bullet) do |bullet| # new bullet is declared a new entity
bullet.y = args.inputs.mouse.click.point.y # set to the y value of where the mouse was clicked
bullet.x = 0 # starts on the left side of the screen
bullet.size = 10
bullet.speed = 10 * rand + 2 # speed of a bullet is randomized
bullet.rect = [bullet.x, bullet.y, bullet.size, bullet.size] # definition is set
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.space ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Physics And Collisions - Box Collision - main.rb
# ./samples/04_physics_and_collisions/04_box_collision/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- first: Returns the first element of the array.
For example, if we have an array
numbers = [1, 2, 3, 4, 5]
and we call first by saying
numbers.first
the number 1 will be returned because it is the first element of the numbers array.
- num1.idiv(num2): Divides two numbers and returns an integer.
For example,
16.idiv(3) = 5, because 16 / 3 is 5.33333 returned as an integer.
16.idiv(4) = 4, because 16 / 4 is 4 and already has no decimal.
Reminders:
- find_all: Finds all values that satisfy specific requirements.
- ARRAY#intersect_rect?: An array with at least four values is
considered a rect. The intersect_rect? function returns true
or false depending on if the two rectangles intersect.
- reject: Removes elements from a collection if they meet certain requirements.
=end
# This sample app allows users to create tiles and place them anywhere on the screen as obstacles.
# The player can then move and maneuver around them.
class PoorManPlatformerPhysics
attr_accessor :grid, :inputs, :state, :outputs
# Calls all methods necessary for the app to run successfully.
def tick
defaults
render
calc
process_inputs
end
# Sets default values for variables.
# The ||= sign means that the variable will only be set to the value following the = sign if the value has
# not already been set before. Intialization happens only in the first frame.
def defaults
state.tile_size = 64
state.gravity = -0.2
state.previous_tile_size ||= state.tile_size
state.x ||= 0
state.y ||= 800
state.dy ||= 0
state.dx ||= 0
state.world ||= []
state.world_lookup ||= {}
state.world_collision_rects ||= []
end
# Outputs solids and borders of different colors for the world and collision_rects collections.
def render
# Sets a black background on the screen (Comment this line out and the background will become white.)
# Also note that black is the default color for when no color is assigned.
outputs.solids << grid.rect
# The position, size, and color (white) are set for borders given to the world collection.
# Try changing the color by assigning different numbers (between 0 and 255) to the last three parameters.
outputs.borders << state.world.map do |x, y|
[x * state.tile_size,
y * state.tile_size,
state.tile_size,
state.tile_size, 255, 255, 255]
end
# The top, bottom, and sides of the borders for collision_rects are different colors.
outputs.borders << state.world_collision_rects.map do |e|
[
[e[:top], 0, 170, 0], # top is a shade of green
[e[:bottom], 0, 100, 170], # bottom is a shade of greenish-blue
[e[:left_right], 170, 0, 0], # left and right are a shade of red
]
end
# Sets the position, size, and color (a shade of green) of the borders of only the player's
# box and outputs it. If you change the 180 to 0, the player's box will be black and you
# won't be able to see it (because it will match the black background).
outputs.borders << [state.x,
state.y,
state.tile_size,
state.tile_size, 0, 180, 0]
end
# Calls methods needed to perform calculations.
def calc
calc_world_lookup
calc_player
end
# Performs calculations on world_lookup and sets values.
def calc_world_lookup
# If the tile size isn't equal to the previous tile size,
# the previous tile size is set to the tile size,
# and world_lookup hash is set to empty.
if state.tile_size != state.previous_tile_size
state.previous_tile_size = state.tile_size
state.world_lookup = {} # empty hash
end
# return if the world_lookup hash has keys (or, in other words, is not empty)
# return unless the world collection has values inside of it (or is not empty)
return if state.world_lookup.keys.length > 0
return unless state.world.length > 0
# Starts with an empty hash for world_lookup.
# Searches through the world and finds the coordinates that exist.
state.world_lookup = {}
state.world.each { |x, y| state.world_lookup[[x, y]] = true }
# Assigns world_collision_rects for every sprite drawn.
state.world_collision_rects =
state.world_lookup
.keys
.map do |coord_x, coord_y|
s = state.tile_size
# multiply by tile size so the grid coordinates; sets pixel value
# don't forget that position is denoted by bottom left corner
# set x = coord_x or y = coord_y and see what happens!
x = s * coord_x
y = s * coord_y
{
# The values added to x, y, and s position the world_collision_rects so they all appear
# stacked (on top of world rects) but don't directly overlap.
# Remove these added values and mess around with the rect placement!
args: [coord_x, coord_y],
left_right: [x, y + 4, s, s - 6], # hash keys and values
top: [x + 4, y + 6, s - 8, s - 6],
bottom: [x + 1, y - 1, s - 2, s - 8],
}
end
end
# Performs calculations to change the x and y values of the player's box.
def calc_player
# Since acceleration is the change in velocity, the change in y (dy) increases every frame.
# What goes up must come down because of gravity.
state.dy += state.gravity
# Calls the calc_box_collision and calc_edge_collision methods.
calc_box_collision
calc_edge_collision
# Since velocity is the change in position, the change in y increases by dy. Same with x and dx.
state.y += state.dy
state.x += state.dx
# Scales dx down.
state.dx *= 0.8
end
# Calls methods needed to determine collisions between player and world_collision rects.
def calc_box_collision
return unless state.world_lookup.keys.length > 0 # return unless hash has atleast 1 key
collision_floor!
collision_left!
collision_right!
collision_ceiling!
end
# Finds collisions between the bottom of the player's rect and the top of a world_collision_rect.
def collision_floor!
return unless state.dy <= 0 # return unless player is going down or is as far down as possible
player_rect = [state.x, state.y - 0.1, state.tile_size, state.tile_size] # definition of player
# Goes through world_collision_rects to find all intersections between the bottom of player's rect and
# the top of a world_collision_rect (hence the "-0.1" above)
floor_collisions = state.world_collision_rects
.find_all { |r| r[:top].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless floor_collisions # return unless collision occurred
state.y = floor_collisions[:top].top # player's y is set to the y of the top of the collided rect
state.dy = 0 # if a collision occurred, the player's rect isn't moving because its path is blocked
end
# Finds collisions between the player's left side and the right side of a world_collision_rect.
def collision_left!
return unless state.dx < 0 # return unless player is moving left
player_rect = [state.x - 0.1, state.y, state.tile_size, state.tile_size]
# Goes through world_collision_rects to find all intersections beween the player's left side and the
# right side of a world_collision_rect.
left_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless left_side_collisions # return unless collision occurred
# player's x is set to the value of the x of the collided rect's right side
state.x = left_side_collisions[:left_right].right
state.dx = 0 # player isn't moving left because its path is blocked
end
# Finds collisions between the right side of the player and the left side of a world_collision_rect.
def collision_right!
return unless state.dx > 0 # return unless player is moving right
player_rect = [state.x + 0.1, state.y, state.tile_size, state.tile_size]
# Goes through world_collision_rects to find all intersections between the player's right side
# and the left side of a world_collision_rect (hence the "+0.1" above)
right_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless right_side_collisions # return unless collision occurred
# player's x is set to the value of the collided rect's left, minus the size of a rect
# tile size is subtracted because player's position is denoted by bottom left corner
state.x = right_side_collisions[:left_right].left - state.tile_size
state.dx = 0 # player isn't moving right because its path is blocked
end
# Finds collisions between the top of the player's rect and the bottom of a world_collision_rect.
def collision_ceiling!
return unless state.dy > 0 # return unless player is moving up
player_rect = [state.x, state.y + 0.1, state.tile_size, state.tile_size]
# Goes through world_collision_rects to find intersections between the bottom of a
# world_collision_rect and the top of the player's rect (hence the "+0.1" above)
ceil_collisions = state.world_collision_rects
.find_all { |r| r[:bottom].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless ceil_collisions # return unless collision occurred
# player's y is set to the bottom y of the rect it collided with, minus the size of a rect
state.y = ceil_collisions[:bottom].y - state.tile_size
state.dy = 0 # if a collision occurred, the player isn't moving up because its path is blocked
end
# Makes sure the player remains within the screen's dimensions.
def calc_edge_collision
#Ensures that the player doesn't fall below the map.
if state.y < 0
state.y = 0
state.dy = 0
#Ensures that the player doesn't go too high.
# Position of player is denoted by bottom left hand corner, which is why we have to subtract the
# size of the player's box (so it remains visible on the screen)
elsif state.y > 720 - state.tile_size # if the player's y position exceeds the height of screen
state.y = 720 - state.tile_size # the player will remain as high as possible while staying on screen
state.dy = 0
end
# Ensures that the player remains in the horizontal range that it is supposed to.
if state.x >= 1280 - state.tile_size && state.dx > 0 # if player moves too far right
state.x = 1280 - state.tile_size # player will remain as right as possible while staying on screen
state.dx = 0
elsif state.x <= 0 && state.dx < 0 # if player moves too far left
state.x = 0 # player will remain as left as possible while remaining on screen
state.dx = 0
end
end
# Processes input from the user on the keyboard.
def process_inputs
if inputs.mouse.down
state.world_lookup = {}
x, y = to_coord inputs.mouse.down.point # gets x, y coordinates for the grid
if state.world.any? { |loc| loc == [x, y] } # checks if coordinates duplicate
state.world = state.world.reject { |loc| loc == [x, y] } # erases tile space
else
state.world << [x, y] # If no duplicates, adds to world collection
end
end
# Sets dx to 0 if the player lets go of arrow keys.
if inputs.keyboard.key_up.right
state.dx = 0
elsif inputs.keyboard.key_up.left
state.dx = 0
end
# Sets dx to 3 in whatever direction the player chooses.
if inputs.keyboard.key_held.right # if right key is pressed
state.dx = 3
elsif inputs.keyboard.key_held.left # if left key is pressed
state.dx = -3
end
#Sets dy to 5 to make the player ~fly~ when they press the space bar
if inputs.keyboard.key_held.space
state.dy = 5
end
end
def to_coord point
# Integer divides (idiv) point.x to turn into grid
# Then, you can just multiply each integer by state.tile_size later so the grid coordinates.
[point.x.idiv(state.tile_size), point.y.idiv(state.tile_size)]
end
# Represents the tolerance for a collision between the player's rect and another rect.
def collision_tollerance
0.0
end
end
$platformer_physics = PoorManPlatformerPhysics.new
def tick args
$platformer_physics.grid = args.grid
$platformer_physics.inputs = args.inputs
$platformer_physics.state = args.state
$platformer_physics.outputs = args.outputs
$platformer_physics.tick
tick_instructions args, "Sample app shows platformer collisions. CLICK to place box. ARROW keys to move around. SPACE to jump."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Physics And Collisions - Box Collision 2 - main.rb
# ./samples/04_physics_and_collisions/05_box_collision_2/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- times: Performs an action a specific number of times.
For example, if we said
5.times puts "Hello DragonRuby",
then we'd see the words "Hello DragonRuby" printed on the console 5 times.
- split: Divides a string into substrings based on a delimiter.
For example, if we had a command
"DragonRuby is awesome".split(" ")
then the result would be
["DragonRuby", "is", "awesome"] because the words are separated by a space delimiter.
- join: Opposite of split; converts each element of array to a string separated by delimiter.
For example, if we had a command
["DragonRuby","is","awesome"].join(" ")
then the result would be
"DragonRuby is awesome".
Reminders:
- to_s: Returns a string representation of an object.
For example, if we had
500.to_s
the string "500" would be returned.
Similar to to_i, which returns an integer representation of an object.
- elapsed_time: How many frames have passed since the click event.
- args.outputs.labels: An array. Values in the array generate labels on the screen.
The parameters are: [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- inputs.mouse.down: Determines whether or not the mouse is being pressed down.
The position of the mouse when it is pressed down can be found using inputs.mouse.down.point.(x|y).
- first: Returns the first element of the array.
- num1.idiv(num2): Divides two numbers and returns an integer.
- find_all: Finds all values that satisfy specific requirements.
- ARRAY#intersect_rect?: Returns true or false depending on if two rectangles intersect.
- reject: Removes elements from a collection if they meet certain requirements.
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
=end
MAP_FILE_PATH = 'app/map.txt' # the map.txt file in the app folder contains exported map
class MetroidvaniaStarter
attr_accessor :grid, :inputs, :state, :outputs, :gtk
# Calls methods needed to run the game properly.
def tick
defaults
render
calc
process_inputs
end
# Sets all the default variables.
# '||' states that initialization occurs only in the first frame.
def defaults
state.tile_size = 64
state.gravity = -0.2
state.player_width = 60
state.player_height = 64
state.collision_tolerance = 0.0
state.previous_tile_size ||= state.tile_size
state.x ||= 0
state.y ||= 800
state.dy ||= 0
state.dx ||= 0
attempt_load_world_from_file
state.world_lookup ||= { }
state.world_collision_rects ||= []
state.mode ||= :creating # alternates between :creating and :selecting for sprite selection
state.select_menu ||= [0, 720, 1280, 720]
#=======================================IMPORTANT=======================================#
# When adding sprites, please label them "image1.png", "image2.png", image3".png", etc.
# Once you have done that, adjust "state.sprite_quantity" to how many sprites you have.
#=======================================================================================#
state.sprite_quantity ||= 20 # IMPORTANT TO ALTER IF SPRITES ADDED IF YOU ADD MORE SPRITES
state.sprite_coords ||= []
state.banner_coords ||= [640, 680 + 720]
state.sprite_selected ||= 1
state.map_saved_at ||= 0
# Sets all the cordinate values for the sprite selection screen into a grid
# Displayed when 's' is pressed by player to access sprites
if state.sprite_coords == [] # if sprite_coords is an empty array
count = 1
temp_x = 165 # sets a starting x and y position for display
temp_y = 500 + 720
state.sprite_quantity.times do # for the number of sprites you have
state.sprite_coords += [[temp_x, temp_y, count]] # add element to sprite_coords array
temp_x += 100 # increment temp_x
count += 1 # increment count
if temp_x > 1280 - (165 + 50) # if exceeding specific horizontal width on screen
temp_x = 165 # a new row of sprites starts
temp_y -= 75 # new row of sprites starts 75 units lower than the previous row
end
end
end
end
# Places sprites
def render
# Sets the x, y, width, height, and image path for each sprite in the world collection.
outputs.sprites << state.world.map do |x, y, sprite|
[x * state.tile_size, # multiply by size so grid coordinates; pixel value of location
y * state.tile_size,
state.tile_size,
state.tile_size,
'sprites/image' + sprite.to_s + '.png'] # uses concatenation to create unique image path
end
# Outputs sprite for the player by setting x, y, width, height, and image path
outputs.sprites << [state.x,
state.y,
state.player_width,
state.player_height,'sprites/player.png']
# Outputs labels as primitives in top right of the screen
outputs.primitives << [920, 700, 'Press \'s\' to access sprites.', 1, 0].label
outputs.primitives << [920, 675, 'Click existing sprite to delete.', 1, 0].label
outputs.primitives << [920, 640, '<- and -> to move.', 1, 0].label
outputs.primitives << [920, 615, 'Press and hold space to jump.', 1, 0].label
outputs.primitives << [920, 580, 'Press \'e\' to export current map.', 1, 0].label
# if the map is saved and less than 120 frames have passed, the label is displayed
if state.map_saved_at > 0 && state.map_saved_at.elapsed_time < 120
outputs.primitives << [920, 555, 'Map has been exported!', 1, 0, 50, 100, 50].label
end
# If player hits 's', following appears
if state.mode == :selecting
# White background for sprite selection
outputs.primitives << [state.select_menu, 255, 255, 255].solid
# Select tile label at the top of the screen
outputs.primitives << [state.banner_coords.x, state.banner_coords.y, "Select Sprite (sprites located in \"sprites\" folder)", 10, 1, 0, 0, 0, 255].label
# Places sprites in locations calculated in the defaults function
outputs.primitives << state.sprite_coords.map do |x, y, order|
[x, y, 50, 50, 'sprites/image' + order.to_s + ".png"].sprite
end
end
# Creates sprite following mouse to help indicate which sprite you have selected
# 10 is subtracted from the mouse's x position so that the sprite is not covered by the mouse icon
outputs.primitives << [inputs.mouse.position.x - 10, inputs.mouse.position.y,
10, 10, 'sprites/image' + state.sprite_selected.to_s + ".png"].sprite
end
# Calls methods that perform calculations
def calc
calc_in_game
calc_sprite_selection
end
# Calls methods that perform calculations (if in creating mode)
def calc_in_game
return unless state.mode == :creating
calc_world_lookup
calc_player
end
def calc_world_lookup
# If the tile size isn't equal to the previous tile size,
# the previous tile size is set to the tile size,
# and world_lookup hash is set to empty.
if state.tile_size != state.previous_tile_size
state.previous_tile_size = state.tile_size
state.world_lookup = {}
end
# return if world_lookup is not empty or if world is empty
return if state.world_lookup.keys.length > 0
return unless state.world.length > 0
# Searches through the world and finds the coordinates that exist
state.world_lookup = {}
state.world.each { |x, y| state.world_lookup[[x, y]] = true }
# Assigns collision rects for every sprite drawn
state.world_collision_rects =
state.world_lookup
.keys
.map do |coord_x, coord_y|
s = state.tile_size
# Multiplying by s (the size of a tile) ensures that the rect is
# placed exactly where you want it to be placed (causes grid to coordinate)
# How many pixels horizontally across and vertically up and down
x = s * coord_x
y = s * coord_y
{
args: [coord_x, coord_y],
left_right: [x, y + 4, s, s - 6], # hash keys and values
top: [x + 4, y + 6, s - 8, s - 6],
bottom: [x + 1, y - 1, s - 2, s - 8],
}
end
end
# Calculates movement of player and calls methods that perform collision calculations
def calc_player
state.dy += state.gravity # what goes up must come down because of gravity
calc_box_collision
calc_edge_collision
state.y += state.dy # Since velocity is the change in position, the change in y increases by dy
state.x += state.dx # Ditto line above but dx and x
state.dx *= 0.8 # Scales dx down
end
# Calls methods that determine whether the player collides with any world_collision_rects.
def calc_box_collision
return unless state.world_lookup.keys.length > 0 # return unless hash has atleast 1 key
collision_floor
collision_left
collision_right
collision_ceiling
end
# Finds collisions between the bottom of the player's rect and the top of a world_collision_rect.
def collision_floor
return unless state.dy <= 0 # return unless player is going down or is as far down as possible
player_rect = [state.x, next_y, state.tile_size, state.tile_size] # definition of player
# Runs through all the sprites on the field and finds all intersections between player's
# bottom and the top of a rect.
floor_collisions = state.world_collision_rects
.find_all { |r| r[:top].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless floor_collisions # performs following changes if a collision has occurred
state.y = floor_collisions[:top].top # y of player is set to the y of the colliding rect's top
state.dy = 0 # no change in y because the player's path is blocked
end
# Finds collisions between the player's left side and the right side of a world_collision_rect.
def collision_left
return unless state.dx < 0 # return unless player is moving left
player_rect = [next_x, state.y, state.tile_size, state.tile_size]
# Runs through all the sprites on the field and finds all intersections between the player's left side
# and the right side of a rect.
left_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless left_side_collisions # return unless collision occurred
state.x = left_side_collisions[:left_right].right # sets player's x to the x of the colliding rect's right side
state.dx = 0 # no change in x because the player's path is blocked
end
# Finds collisions between the right side of the player and the left side of a world_collision_rect.
def collision_right
return unless state.dx > 0 # return unless player is moving right
player_rect = [next_x, state.y, state.tile_size, state.tile_size]
# Runs through all the sprites on the field and finds all intersections between the player's
# right side and the left side of a rect.
right_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless right_side_collisions # return unless collision occurred
state.x = right_side_collisions[:left_right].left - state.tile_size # player's x is set to the x of colliding rect's left side (minus tile size since x is the player's bottom left corner)
state.dx = 0 # no change in x because the player's path is blocked
end
# Finds collisions between the top of the player's rect and the bottom of a world_collision_rect.
def collision_ceiling
return unless state.dy > 0 # return unless player is moving up
player_rect = [state.x, next_y, state.player_width, state.player_height]
# Runs through all the sprites on the field and finds all intersections between the player's top
# and the bottom of a rect.
ceil_collisions = state.world_collision_rects
.find_all { |r| r[:bottom].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless ceil_collisions # return unless collision occurred
state.y = ceil_collisions[:bottom].y - state.tile_size # player's y is set to the y of the colliding rect's bottom (minus tile size)
state.dy = 0 # no change in y because the player's path is blocked
end
# Makes sure the player remains within the screen's dimensions.
def calc_edge_collision
# Ensures that player doesn't fall below the map
if next_y < 0 && state.dy < 0 # if player is moving down and is about to fall (next_y) below the map's scope
state.y = 0 # 0 is the lowest the player can be while staying on the screen
state.dy = 0
# Ensures player doesn't go insanely high
elsif next_y > 720 - state.tile_size && state.dy > 0 # if player is moving up, about to exceed map's scope
state.y = 720 - state.tile_size # if we don't subtract tile_size, we won't be able to see the player on the screen
state.dy = 0
end
# Ensures that player remains in the horizontal range its supposed to
if state.x >= 1280 - state.tile_size && state.dx > 0 # if the player is moving too far right
state.x = 1280 - state.tile_size # farthest right the player can be while remaining in the screen's scope
state.dx = 0
elsif state.x <= 0 && state.dx < 0 # if the player is moving too far left
state.x = 0 # farthest left the player can be while remaining in the screen's scope
state.dx = 0
end
end
def calc_sprite_selection
# Does the transition to bring down the select sprite screen
if state.mode == :selecting && state.select_menu.y != 0
state.select_menu.y = 0 # sets y position of select menu (shown when 's' is pressed)
state.banner_coords.y = 680 # sets y position of Select Sprite banner
state.sprite_coords = state.sprite_coords.map do |x, y, w, h|
[x, y - 720, w, h] # sets definition of sprites (change '-' to '+' and the sprites can't be seen)
end
end
# Does the transition to leave the select sprite screen
if state.mode == :creating && state.select_menu.y != 720
state.select_menu.y = 720 # sets y position of select menu (menu is retreated back up)
state.banner_coords.y = 1000 # sets y position of Select Sprite banner
state.sprite_coords = state.sprite_coords.map do |x, y, w, h|
[x, y + 720, w, h] # sets definition of all elements in collection
end
end
end
def process_inputs
# If the state.mode is back and if the menu has retreated back up
# call methods that process user inputs
if state.mode == :creating
process_inputs_player_movement
process_inputs_place_tile
end
# For each sprite_coordinate added, check what sprite was selected
if state.mode == :selecting
state.sprite_coords.map do |x, y, order| # goes through all sprites in collection
# checks that a specific sprite was pressed based on x, y position
if inputs.mouse.down && # the && (and) sign means ALL statements must be true for the evaluation to be true
inputs.mouse.down.point.x >= x && # x is greater than or equal to sprite's x and
inputs.mouse.down.point.x <= x + 50 && # x is less than or equal to 50 pixels to the right
inputs.mouse.down.point.y >= y && # y is greater than or equal to sprite's y
inputs.mouse.down.point.y <= y + 50 # y is less than or equal to 50 pixels up
state.sprite_selected = order # sprite is chosen
end
end
end
inputs_export_stage
process_inputs_show_available_sprites
end
# Moves the player based on the keys they press on their keyboard
def process_inputs_player_movement
# Sets dx to 0 if the player lets go of arrow keys (player won't move left or right)
if inputs.keyboard.key_up.right
state.dx = 0
elsif inputs.keyboard.key_up.left
state.dx = 0
end
# Sets dx to 3 in whatever direction the player chooses when they hold down (or press) the left or right keys
if inputs.keyboard.key_held.right
state.dx = 3
elsif inputs.keyboard.key_held.left
state.dx = -3
end
# Sets dy to 5 to make the player ~fly~ when they press the space bar on their keyboard
if inputs.keyboard.key_held.space
state.dy = 5
end
end
# Adds tile in the place the user holds down the mouse
def process_inputs_place_tile
if inputs.mouse.down # if mouse is pressed
state.world_lookup = {}
x, y = to_coord inputs.mouse.down.point # gets x, y coordinates for the grid
# Checks if any coordinates duplicate (already exist in world)
if state.world.any? { |existing_x, existing_y, n| existing_x == x && existing_y == y }
#erases existing tile space by rejecting them from world
state.world = state.world.reject do |existing_x, existing_y, n|
existing_x == x && existing_y == y
end
else
state.world << [x, y, state.sprite_selected] # If no duplicates, add the sprite
end
end
end
# Stores/exports world collection's info (coordinates, sprite number) into a file
def inputs_export_stage
if inputs.keyboard.key_down.e # if "e" is pressed
export_string = state.world.map do |x, y, sprite_number| # stores world info in a string
"#{x},#{y},#{sprite_number}" # using string interpolation
end
gtk.write_file(MAP_FILE_PATH, export_string.join("\n")) # writes string into a file
state.map_saved_at = state.tick_count # frame number (passage of time) when the map was saved
end
end
def process_inputs_show_available_sprites
# Based on keyboard input, the entity (:creating and :selecting) switch
if inputs.keyboard.key_held.s && state.mode == :creating # if "s" is pressed and currently creating
state.mode = :selecting # will change to selecting
inputs.keyboard.clear # VERY IMPORTANT! If not present, it'll flicker between on and off
elsif inputs.keyboard.key_held.s && state.mode == :selecting # if "s" is pressed and currently selecting
state.mode = :creating # will change to creating
inputs.keyboard.clear # VERY IMPORTANT! If not present, it'll flicker between on and off
end
end
# Loads the world collection by reading from the map.txt file in the app folder
def attempt_load_world_from_file
return if state.world # return if the world collection is already populated
state.world ||= [] # initialized as an empty collection
exported_world = gtk.read_file(MAP_FILE_PATH) # reads the file using the path mentioned at top of code
return unless exported_world # return unless the file read was successful
state.world = exported_world.each_line.map do |l| # perform action on each line of exported_world
l.split(',').map(&:to_i) # calls split using ',' as a delimiter, and invokes .map on the collection,
# calling to_i (converts to integers) on each element
end
end
# Adds the change in y to y to determine the next y position of the player.
def next_y
state.y + state.dy
end
# Determines next x position of player
def next_x
if state.dx < 0 # if the player moves left
return state.x - (state.tile_size - state.player_width) # subtracts since the change in x is negative (player is moving left)
else
return state.x + (state.tile_size - state.player_width) # adds since the change in x is positive (player is moving right)
end
end
def to_coord point
# Integer divides (idiv) point.x to turn into grid
# Then, you can just multiply each integer by state.tile_size
# later and huzzah. Grid coordinates
[point.x.idiv(state.tile_size), point.y.idiv(state.tile_size)]
end
end
$metroidvania_starter = MetroidvaniaStarter.new
def tick args
$metroidvania_starter.grid = args.grid
$metroidvania_starter.inputs = args.inputs
$metroidvania_starter.state = args.state
$metroidvania_starter.outputs = args.outputs
$metroidvania_starter.gtk = args.gtk
$metroidvania_starter.tick
end
Physics And Collisions - Box Collision 3 - main.rb
# ./samples/04_physics_and_collisions/06_box_collision_3/app/main.rb
class Game
attr_gtk
def tick
defaults
render
input_edit_map
input_player
calc_player
end
def defaults
state.gravity = -0.4
state.drag = 0.15
state.tile_size = 32
state.player.size = 16
state.player.jump_power = 12
state.tiles ||= []
state.player.y ||= 800
state.player.x ||= 100
state.player.dy ||= 0
state.player.dx ||= 0
state.player.jumped_down_at ||= 0
state.player.jumped_at ||= 0
calc_player_rect if !state.player.rect
end
def render
outputs.labels << [10, 10.from_top, "tile: click to add a tile, hold X key and click to delete a tile."]
outputs.labels << [10, 35.from_top, "move: use left and right to move, space to jump, down and space to jump down."]
outputs.labels << [10, 55.from_top, " You can jump through or jump down through tiles with a height of 1."]
outputs.background_color = [80, 80, 80]
outputs.sprites << tiles.map(&:sprite)
outputs.sprites << (player.rect.merge path: 'sprites/square/green.png')
mouse_overlay = {
x: (inputs.mouse.x.ifloor state.tile_size),
y: (inputs.mouse.y.ifloor state.tile_size),
w: state.tile_size,
h: state.tile_size,
a: 100
}
mouse_overlay = mouse_overlay.merge r: 255 if state.delete_mode
if state.mouse_held
outputs.primitives << mouse_overlay.border!
else
outputs.primitives << mouse_overlay.solid!
end
end
def input_edit_map
state.mouse_held = true if inputs.mouse.down
state.mouse_held = false if inputs.mouse.up
if inputs.keyboard.x
state.delete_mode = true
elsif inputs.keyboard.key_up.x
state.delete_mode = false
end
return unless state.mouse_held
ordinal = { x: (inputs.mouse.x.idiv state.tile_size),
y: (inputs.mouse.y.idiv state.tile_size) }
found = find_tile ordinal
if !found && !state.delete_mode
tiles << (state.new_entity :tile, ordinal)
recompute_tiles
elsif found && state.delete_mode
tiles.delete found
recompute_tiles
end
end
def input_player
player.dx += inputs.left_right
if inputs.keyboard.key_down.space && inputs.keyboard.down
player.dy = player.jump_power * -1
player.jumped_at = 0
player.jumped_down_at = state.tick_count
elsif inputs.keyboard.key_down.space
player.dy = player.jump_power
player.jumped_at = state.tick_count
player.jumped_down_at = 0
end
end
def calc_player
calc_player_rect
calc_below
calc_left
calc_right
calc_above
calc_player_dy
calc_player_dx
reset_player if player_off_stage?
end
def calc_player_rect
player.rect = current_player_rect
player.next_rect = player.rect.merge x: player.x + player.dx,
y: player.y + player.dy
player.prev_rect = player.rect.merge x: player.x - player.dx,
y: player.y - player.dy
end
def calc_below
return unless player.dy <= 0
tiles_below = find_tiles { |t| t.rect.top <= player.prev_rect.y }
collision = find_colliding_tile tiles_below, (player.rect.merge y: player.next_rect.y)
return unless collision
if collision.neighbors.b == :none && player.jumped_down_at.elapsed_time < 10
player.dy = -1
else
player.y = collision.rect.y + state.tile_size
player.dy = 0
end
end
def calc_left
return unless player.dx < 0
tiles_left = find_tiles { |t| t.rect.right <= player.prev_rect.left }
collision = find_colliding_tile tiles_left, (player.rect.merge x: player.next_rect.x)
return unless collision
player.x = collision.rect.right
player.dx = 0
end
def calc_right
return unless player.dx > 0
tiles_right = find_tiles { |t| t.rect.left >= player.prev_rect.right }
collision = find_colliding_tile tiles_right, (player.rect.merge x: player.next_rect.x)
return unless collision
player.x = collision.rect.left - player.rect.w
player.dx = 0
end
def calc_above
return unless player.dy > 0
tiles_above = find_tiles { |t| t.rect.y >= player.prev_rect.y }
collision = find_colliding_tile tiles_above, (player.rect.merge y: player.next_rect.y)
return unless collision
return if collision.neighbors.t == :none
player.dy = 0
player.y = collision.rect.bottom - player.rect.h
end
def calc_player_dx
player.dx = player.dx.clamp(-5, 5)
player.dx *= 0.9
player.x += player.dx
end
def calc_player_dy
player.y += player.dy
player.dy += state.gravity
player.dy += player.dy * state.drag ** 2 * -1
end
def reset_player
player.x = 100
player.y = 720
player.dy = 0
end
def recompute_tiles
tiles.each do |t|
t.w = state.tile_size
t.h = state.tile_size
t.neighbors = tile_neighbors t, tiles
t.rect = [t.x * state.tile_size,
t.y * state.tile_size,
state.tile_size,
state.tile_size].rect.to_hash
sprite_sub_path = t.neighbors.mask.map { |m| flip_bit m }.join("")
t.sprite = {
x: t.x * state.tile_size,
y: t.y * state.tile_size,
w: state.tile_size,
h: state.tile_size,
path: "sprites/tile/wall-#{sprite_sub_path}.png"
}
end
end
def flip_bit bit
return 0 if bit == 1
return 1
end
def player
state.player
end
def player_off_stage?
player.rect.top < grid.bottom ||
player.rect.right < grid.left ||
player.rect.left > grid.right
end
def current_player_rect
{ x: player.x, y: player.y, w: player.size, h: player.size }
end
def tiles
state.tiles
end
def find_tile ordinal
tiles.find { |t| t.x == ordinal.x && t.y == ordinal.y }
end
def find_tiles &block
tiles.find_all(&block)
end
def find_colliding_tile tiles, target
tiles.find { |t| t.rect.intersect_rect? target }
end
def tile_neighbors tile, other_points
t = find_tile x: tile.x + 0, y: tile.y + 1
r = find_tile x: tile.x + 1, y: tile.y + 0
b = find_tile x: tile.x + 0, y: tile.y - 1
l = find_tile x: tile.x - 1, y: tile.y + 0
tile_t, tile_r, tile_b, tile_l = 0
tile_t = 1 if t
tile_r = 1 if r
tile_b = 1 if b
tile_l = 1 if l
state.new_entity :neighbors, mask: [tile_t, tile_r, tile_b, tile_l],
t: t ? :some : :none,
b: b ? :some : :none,
l: l ? :some : :none,
r: r ? :some : :none
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
Physics And Collisions - Jump Physics - main.rb
# ./samples/04_physics_and_collisions/07_jump_physics/app/main.rb
=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
def init_game
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
# Sets default values
def defaults
init_game
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
# game over
s.as_hash.clear # otherwise clear the hash (no new platform is necessary)
init_game
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
Physics And Collisions - Bouncing On Collision - ball.rb
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/ball.rb
GRAVITY = -0.08
class Ball
attr_accessor :velocity, :center, :radius, :collision_enabled
def initialize args
#Start the ball in the top center
#@x = args.grid.w / 2
#@y = args.grid.h - 20
@velocity = {x: 0, y: 0}
#@width = 20
#@height = @width
@radius = 20.0 / 2.0
@center = {x: (args.grid.w / 2), y: (args.grid.h)}
#@left_wall = (args.state.board_width + args.grid.w / 8)
#@right_wall = @left_wall + args.state.board_width
@left_wall = 0
@right_wall = $args.grid.right
@max_velocity = 7
@collision_enabled = true
end
#Move the ball according to its velocity
def update args
@center.x += @velocity.x
@center.y += @velocity.y
@velocity.y += GRAVITY
alpha = 0.2
if @center.y-@radius <= 0
@velocity.y = (@velocity.y.abs*0.7).abs
@velocity.x = (@velocity.x.abs*0.9).abs * ((@velocity.x < 0) ? -1 : 1)
if @velocity.y.abs() < alpha
@velocity.y=0
end
if @velocity.x.abs() < alpha
@velocity.x=0
end
end
if @center.x > args.grid.right+@radius*2
@center.x = 0-@radius
elsif @center.x< 0-@radius*2
@center.x = args.grid.right + @radius
end
end
def wallBounds args
#if @x < @left_wall || @x + @width > @right_wall
#@velocity.x *= -1.1
#if @velocity.x > @max_velocity
#@velocity.x = @max_velocity
#elsif @velocity.x < @max_velocity * -1
#@velocity.x = @max_velocity * -1
#end
#end
#if @y < 0 || @y + @height > args.grid.h
#@velocity.y *= -1.1
#if @velocity.y > @max_velocity
#@velocity.y = @max_velocity
#elsif @velocity.y < @max_velocity * -1
#@velocity.y = @max_velocity * -1
#end
#end
end
#render the ball to the screen
def draw args
#args.outputs.solids << [@x, @y, @width, @height, 255, 255, 0];
args.outputs.sprites << [
@center.x-@radius,
@center.y-@radius,
@radius*2,
@radius*2,
"sprites/circle-white.png",
0,
255,
255, #r
0, #g
255 #b
]
end
end
Physics And Collisions - Bouncing On Collision - block.rb
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/block.rb
DEGREES_TO_RADIANS = Math::PI / 180
class Block
def initialize(x, y, block_size, rotation)
@x = x
@y = y
@block_size = block_size
@rotation = rotation
#The repel velocity?
@velocity = {x: 2, y: 0}
horizontal_offset = (3 * block_size) * Math.cos(rotation * DEGREES_TO_RADIANS)
vertical_offset = block_size * Math.sin(rotation * DEGREES_TO_RADIANS)
if rotation >= 0
theta = 90 - rotation
#The line doesn't visually line up exactly with the edge of the sprite, so artificially move it a bit
modifier = 5
x_offset = modifier * Math.cos(theta * DEGREES_TO_RADIANS)
y_offset = modifier * Math.sin(theta * DEGREES_TO_RADIANS)
@x1 = @x - x_offset
@y1 = @y + y_offset
@x2 = @x1 + horizontal_offset
@y2 = @y1 + (vertical_offset * 3)
@imaginary_line = [ @x1, @y1, @x2, @y2 ]
else
theta = 90 + rotation
x_offset = @block_size * Math.cos(theta * DEGREES_TO_RADIANS)
y_offset = @block_size * Math.sin(theta * DEGREES_TO_RADIANS)
@x1 = @x + x_offset
@y1 = @y + y_offset + 19
@x2 = @x1 + horizontal_offset
@y2 = @y1 + (vertical_offset * 3)
@imaginary_line = [ @x1, @y1, @x2, @y2 ]
end
end
def draw args
args.outputs.sprites << [
@x,
@y,
@block_size*3,
@block_size,
"sprites/square-green.png",
@rotation
]
args.outputs.lines << @imaginary_line
args.outputs.solids << @debug_shape
end
def multiply_matricies
end
def calc args
if collision? args
collide args
end
end
#Determine if the ball and block are touching
def collision? args
#The minimum area enclosed by the center of the ball and the 2 corners of the block
#If the area ever drops below this value, we know there is a collision
min_area = ((@block_size * 3) * args.state.ball.radius) / 2
#https://www.mathopenref.com/coordtrianglearea.html
ax = @x1
ay = @y1
bx = @x2
by = @y2
cx = args.state.ball.center.x
cy = args.state.ball.center.y
current_area = (ax*(by-cy)+bx*(cy-ay)+cx*(ay-by))/2
collision = false
if @rotation >= 0
if (current_area < min_area &&
current_area > 0 &&
args.state.ball.center.y > @y1 &&
args.state.ball.center.x < @x2)
collision = true
end
else
if (current_area < min_area &&
current_area > 0 &&
args.state.ball.center.y > @y2 &&
args.state.ball.center.x > @x1)
collision = true
end
end
return collision
end
def collide args
#Slope of the block
slope = (@y2 - @y1) / (@x2 - @x1)
#Create a unit vector and tilt it (@rotation) number of degrees
x = -Math.cos(@rotation * DEGREES_TO_RADIANS)
y = Math.sin(@rotation * DEGREES_TO_RADIANS)
#Find the vector that is perpendicular to the slope
perpVect = { x: x, y: y }
mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magniude of the perpVect
perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magniude to make it a unit vector
previousPosition = { # calculate an ESTIMATE of the previousPosition of the ball
x:args.state.ball.center.x-args.state.ball.velocity.x,
y:args.state.ball.center.y-args.state.ball.velocity.y
}
velocityMag = (args.state.ball.velocity.x**2 + args.state.ball.velocity.y**2)**0.5 # the current velocity magnitude of the ball
theta_ball = Math.atan2(args.state.ball.velocity.y, args.state.ball.velocity.x) #the angle of the ball's velocity
theta_repel = (180 * DEGREES_TO_RADIANS) - theta_ball + (@rotation * DEGREES_TO_RADIANS)
fbx = velocityMag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = velocityMag * Math.sin(theta_ball) #the y component of the ball's velocity
frx = velocityMag * Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = velocityMag * Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
args.state.display_value = velocityMag
fsumx = fbx+frx #sum of x forces
fsumy = fby+fry #sum of y forces
fr = velocityMag #fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) #thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew) #resulting x velocity
ynew = fr*Math.sin(thetaNew) #resulting y velocity
dampener = 0.3
ynew *= dampener * 0.5
#If the bounce is very low, that means the ball is rolling and we don't want to dampenen the X velocity
if ynew > -0.1
xnew *= dampener
end
#Add the sine component of gravity back in (X component)
gravity_x = 4 * Math.sin(@rotation * DEGREES_TO_RADIANS)
xnew += gravity_x
args.state.ball.velocity.x = -xnew
args.state.ball.velocity.y = -ynew
#Set the position of the ball to the previous position so it doesn't warp throught the block
args.state.ball.center.x = previousPosition.x
args.state.ball.center.y = previousPosition.y
end
end
Physics And Collisions - Bouncing On Collision - cannon.rb
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/cannon.rb
class Cannon
def initialize args
@pointA = {x: args.grid.right/2,y: args.grid.top}
@pointB = {x: args.inputs.mouse.x, y: args.inputs.mouse.y}
end
def update args
activeBall = args.state.ball
@pointB = {x: args.inputs.mouse.x, y: args.inputs.mouse.y}
if args.inputs.mouse.click
alpha = 0.01
activeBall.velocity.y = (@pointB.y - @pointA.y) * alpha
activeBall.velocity.x = (@pointB.x - @pointA.x) * alpha
activeBall.center = {x: (args.grid.w / 2), y: (args.grid.h)}
end
end
def render args
args.outputs.lines << [@pointA.x, @pointA.y, @pointB.x, @pointB.y]
end
end
Physics And Collisions - Bouncing On Collision - main.rb
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/main.rb
INFINITY= 10**10
require 'app/vector2d.rb'
require 'app/peg.rb'
require 'app/block.rb'
require 'app/ball.rb'
require 'app/cannon.rb'
#Method to init default values
def defaults args
args.state.pegs ||= []
args.state.blocks ||= []
args.state.cannon ||= Cannon.new args
args.state.ball ||= Ball.new args
args.state.horizontal_offset ||= 0
init_pegs args
init_blocks args
args.state.display_value ||= "test"
end
begin :default_methods
def init_pegs args
num_horizontal_pegs = 14
num_rows = 5
return unless args.state.pegs.count < num_rows * num_horizontal_pegs
block_size = 32
block_spacing = 50
total_width = num_horizontal_pegs * (block_size + block_spacing)
starting_offset = (args.grid.w - total_width) / 2 + block_size
for i in (0...num_rows)
for j in (0...num_horizontal_pegs)
row_offset = 0
if i % 2 == 0
row_offset = 20
else
row_offset = -20
end
args.state.pegs.append(Peg.new(j * (block_size+block_spacing) + starting_offset + row_offset, (args.grid.h - block_size * 2) - (i * block_size * 2)-90, block_size))
end
end
end
def init_blocks args
return unless args.state.blocks.count < 10
#Sprites are rotated in degrees, but the Ruby math functions work on radians
radians_to_degrees = Math::PI / 180
block_size = 25
#Rotation angle (in degrees) of the blocks
rotation = 30
vertical_offset = block_size * Math.sin(rotation * radians_to_degrees)
horizontal_offset = (3 * block_size) * Math.cos(rotation * radians_to_degrees)
center = args.grid.w / 2
for i in (0...5)
#Create a ramp of blocks. Not going to be perfect because of the float to integer conversion and anisotropic to isotropic coversion
args.state.blocks.append(Block.new((center + 100 + (i * horizontal_offset)).to_i, 100 + (vertical_offset * i) + (i * block_size), block_size, rotation))
args.state.blocks.append(Block.new((center - 100 - (i * horizontal_offset)).to_i, 100 + (vertical_offset * i) + (i * block_size), block_size, -rotation))
end
end
end
#Render loop
def render args
args.outputs.borders << args.state.game_area
render_pegs args
render_blocks args
args.state.cannon.render args
args.state.ball.draw args
end
begin :render_methods
#Draw the pegs in a grid pattern
def render_pegs args
args.state.pegs.each do |peg|
peg.draw args
end
end
def render_blocks args
args.state.blocks.each do |block|
block.draw args
end
end
end
#Calls all methods necessary for performing calculations
def calc args
args.state.pegs.each do |peg|
peg.calc args
end
args.state.blocks.each do |block|
block.calc args
end
args.state.ball.update args
args.state.cannon.update args
end
begin :calc_methods
end
def tick args
defaults args
render args
calc args
end
Physics And Collisions - Bouncing On Collision - peg.rb
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/peg.rb
class Peg
def initialize(x, y, block_size)
@x = x # x cordinate of the LEFT side of the peg
@y = y # y cordinate of the RIGHT side of the peg
@block_size = block_size # diameter of the peg
@radius = @block_size/2.0 # radius of the peg
@center = { # cordinatees of the CENTER of the peg
x: @x+@block_size/2.0,
y: @y+@block_size/2.0
}
@r = 255 # color of the peg
@g = 0
@b = 0
@velocity = {x: 2, y: 0}
end
def draw args
args.outputs.sprites << [ # draw the peg according to the @x, @y, @radius, and the RGB
@x,
@y,
@radius*2.0,
@radius*2.0,
"sprites/circle-white.png",
0,
255,
@r, #r
@g, #g
@b #b
]
end
def calc args
if collisionWithBounce? args # if the is a collision with the bouncing ball
collide args
@r = 0
@b = 0
@g = 255
else
end
end
# do two circles (the ball and this peg) intersect
def collisionWithBounce? args
squareDistance = ( # the squared distance between the ball's center and this peg's center
(args.state.ball.center.x - @center.x) ** 2.0 +
(args.state.ball.center.y - @center.y) ** 2.0
)
radiusSum = ( # the sum of the radius squared of the this peg and the ball
(args.state.ball.radius + @radius) ** 2.0
)
# if the squareDistance is less or equal to radiusSum, then there is a radial intersection between the ball and this peg
return (squareDistance <= radiusSum)
end
# ! The following links explain the getRepelMagnitude function !
# https://raw.githubusercontent.com/DragonRuby/dragonruby-game-toolkit-physics/master/docs/docImages/LinearCollider_4.png
# https://raw.githubusercontent.com/DragonRuby/dragonruby-game-toolkit-physics/master/docs/docImages/LinearCollider_5.png
# https://github.com/DragonRuby/dragonruby-game-toolkit-physics/blob/master/docs/LinearCollider.md
def getRepelMagnitude (args, fbx, fby, vrx, vry, ballMag)
a = fbx ; b = vrx ; c = fby
d = vry ; e = ballMag
if b**2 + d**2 == 0
#unexpected
end
x1 = (-a*b+-c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 + d**2 - a**2 * d**2)**0.5)/(b**2 + d**2)
x2 = -((a*b + c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 * d**2 - a**2 * d**2)**0.5)/(b**2 + d**2))
err = 0.00001
o = ((fbx + x1*vrx)**2 + (fby + x1*vry)**2 ) ** 0.5
p = ((fbx + x2*vrx)**2 + (fby + x2*vry)**2 ) ** 0.5
r = 0
if (ballMag >= o-err and ballMag <= o+err)
r = x1
elsif (ballMag >= p-err and ballMag <= p+err)
r = x2
else
#unexpected
end
if (args.state.ball.center.x > @center.x)
return x2*-1
end
return x2
#return r
end
#this sets the new velocity of the ball once it has collided with this peg
def collide args
normalOfRCCollision = [ #this is the normal of the collision in COMPONENT FORM
{x: @center.x, y: @center.y}, #see https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.mathscard.co.uk%2Fonline%2Fcircle-coordinate-geometry%2F&psig=AOvVaw2GcD-e2-nJR_IUKpw3hO98&ust=1605731315521000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCMjBo7e1iu0CFQAAAAAdAAAAABAD
{x: args.state.ball.center.x, y: args.state.ball.center.y},
]
normalSlope = ( #normalSlope is the slope of normalOfRCCollision
(normalOfRCCollision[1].y - normalOfRCCollision[0].y) /
(normalOfRCCollision[1].x - normalOfRCCollision[0].x)
)
slope = normalSlope**-1.0 * -1 # slope is the slope of the tangent
# args.state.display_value = slope
pointA = { # pointA and pointB are using the var slope to tangent in COMPONENT FORM
x: args.state.ball.center.x-1,
y: -(slope-args.state.ball.center.y)
}
pointB = {
x: args.state.ball.center.x+1,
y: slope+args.state.ball.center.y
}
perpVect = {x: pointB.x - pointA.x, y:pointB.y - pointA.y} # perpVect is to be VECTOR of the perpendicular tangent
mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magniude of the perpVect
perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magniude to make it a unit vector
perpVect = {x: -perpVect.y, y: perpVect.x} # swap the x and y and multiply by -1 to make the vector perpendicular
args.state.display_value = perpVect
if perpVect.y > 0 #ensure perpVect points upward
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
previousPosition = { # calculate an ESTIMATE of the previousPosition of the ball
x:args.state.ball.center.x-args.state.ball.velocity.x,
y:args.state.ball.center.y-args.state.ball.velocity.y
}
yInterc = pointA.y + -slope*pointA.x
if slope == INFINITY # the perpVect presently either points in the correct dirrection or it is 180 degrees off we need to correct this
if previousPosition.x < pointA.x
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
yInterc = -INFINITY
end
elsif previousPosition.y < slope*previousPosition.x + yInterc # check if ball is bellow or above the collider to determine if perpVect is - or +
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
velocityMag = # the current velocity magnitude of the ball
(args.state.ball.velocity.x**2 + args.state.ball.velocity.y**2)**0.5
theta_ball=
Math.atan2(args.state.ball.velocity.y,args.state.ball.velocity.x) #the angle of the ball's velocity
theta_repel=
Math.atan2(args.state.ball.center.y,args.state.ball.center.x) #the angle of the repelling force(perpVect)
fbx = velocityMag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = velocityMag * Math.sin(theta_ball) #the y component of the ball's velocity
repelMag = getRepelMagnitude( # the magniude of the collision vector
args,
fbx,
fby,
perpVect.x,
perpVect.y,
(args.state.ball.velocity.x**2 + args.state.ball.velocity.y**2)**0.5
)
frx = repelMag* Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = repelMag* Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
fsumx = fbx+frx # sum of x forces
fsumy = fby+fry # sum of y forces
fr = velocityMag # fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) # thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew) # resulting x velocity
ynew = fr*Math.sin(thetaNew) # resulting y velocity
if (args.state.ball.center.x >= @center.x) # this is necessary for the ball colliding on the right side of the peg
xnew=xnew.abs
end
args.state.ball.velocity.x = xnew # set the x-velocity to the new velocity
if args.state.ball.center.y > @center.y # if the ball is above the middle of the peg we need to temporarily ignore some of the gravity
args.state.ball.velocity.y = ynew + GRAVITY * 0.01
else
args.state.ball.velocity.y = ynew - GRAVITY * 0.01 # if the ball is bellow the middle of the peg we need to temporarily increase the power of the gravity
end
args.state.ball.center.x+= args.state.ball.velocity.x # update the position of the ball so it never looks like the ball is intersecting the circle
args.state.ball.center.y+= args.state.ball.velocity.y
end
end
Physics And Collisions - Bouncing On Collision - vector2d.rb
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/vector2d.rb
class Vector2d
attr_accessor :x, :y
def initialize x=0, y=0
@x=x
@y=y
end
#returns a vector multiplied by scalar x
#x [float] scalar
def mult x
r = Vector2d.new(0,0)
r.x=@x*x
r.y=@y*x
r
end
# vect [Vector2d] vector to copy
def copy vect
Vector2d.new(@x, @y)
end
#returns a new vector equivalent to this+vect
#vect [Vector2d] vector to add to self
def add vect
Vector2d.new(@x+vect.x,@y+vect.y)
end
#returns a new vector equivalent to this-vect
#vect [Vector2d] vector to subtract to self
def sub vect
Vector2d.new(@x-vect.c, @y-vect.y)
end
#return the magnitude of the vector
def mag
((@x**2)+(@y**2))**0.5
end
#returns a new normalize version of the vector
def normalize
Vector2d.new(@x/mag, @y/mag)
end
#TODO delet?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end
end
Physics And Collisions - Arbitrary Collision - ball.rb
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/ball.rb
class Ball
attr_accessor :velocity, :child, :parent, :number, :leastChain
attr_reader :x, :y, :hypotenuse, :width, :height
def initialize args, number, leastChain, parent, child
#Start the ball in the top center
@number = number
@leastChain = leastChain
@x = args.grid.w / 2
@y = args.grid.h - 20
@velocity = Vector2d.new(2, -2)
@width = 10
@height = 10
@left_wall = (args.state.board_width + args.grid.w / 8)
@right_wall = @left_wall + args.state.board_width
@max_velocity = MAX_VELOCITY
@child = child
@parent = parent
@past = [{x: @x, y: @y}]
@next = nil
end
def reassignLeastChain (lc=nil)
if (lc == nil)
lc = @number
end
@leastChain = lc
if (parent != nil)
@parent.reassignLeastChain(lc)
end
end
def makeLeader args
if isLeader
return
end
@parent.reassignLeastChain
args.state.ballParents.push(self)
@parent = nil
end
def isLeader
return (parent == nil)
end
def receiveNext (p)
#trace!
if parent != nil
@x = p[:x]
@y = p[:y]
@velocity = p[:velocity]
#puts @x.to_s + "|" + @y.to_s + "|"+@velocity.to_s
@past.append(p)
if (@past.length >= BALL_DISTANCE)
if (@child != nil)
@child.receiveNext(@past[0])
@past.shift
end
end
end
end
#Move the ball according to its velocity
def update args
if isLeader
wallBounds args
@x += @velocity.x
@y += @velocity.y
@past.append({x: @x, y: @y, velocity: @velocity})
#puts @past
if (@past.length >= BALL_DISTANCE)
if (@child != nil)
@child.receiveNext(@past[0])
@past.shift
end
end
else
puts "unexpected"
raise "unexpected"
end
end
def wallBounds args
b= false
if @x < @left_wall
@velocity.x = @velocity.x.abs() * 1
b=true
elsif @x + @width > @right_wall
@velocity.x = @velocity.x.abs() * -1
b=true
end
if @y < 0
@velocity.y = @velocity.y.abs() * 1
b=true
elsif @y + @height > args.grid.h
@velocity.y = @velocity.y.abs() * -1
b=true
end
mag = (@velocity.x**2.0 + @velocity.y**2.0)**0.5
if (b == true && mag < MAX_VELOCITY)
@velocity.x*=1.1;
@velocity.y*=1.1;
end
end
#render the ball to the screen
def draw args
#update args
#args.outputs.solids << [@x, @y, @width, @height, 255, 255, 0];
#args.outputs.sprits << {
#x: @x,
#y: @y,
#w: @width,
#h: @height,
#path: "sprites/ball10.png"
#}
#args.outputs.sprites <<[@x, @y, @width, @height, "sprites/ball10.png"]
args.outputs.sprites << {x: @x, y: @y, w: @width, h: @height, path:"sprites/ball10.png" }
end
def getDraw args
#wallBounds args
#update args
#args.outputs.labels << [@x, @y, @number.to_s + "|" + @leastChain.to_s]
return [@x, @y, @width, @height, "sprites/ball10.png"]
end
def getPoints args
points = [
{x:@x+@width/2, y: @y},
{x:@x+@width, y:@y+@height/2},
{x:@x+@width/2,y:@y+@height},
{x:@x,y:@y+@height/2}
]
#psize = 5.0
#for p in points
#args.outputs.solids << [p.x-psize/2.0, p.y-psize/2.0, psize, psize, 0, 0, 0];
#end
return points
end
def serialize
{x: @x, y:@y}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
Physics And Collisions - Arbitrary Collision - blocks.rb
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/blocks.rb
MAX_COUNT=100
def universalUpdateOne args, shape
didHit = false
hitters = []
#puts shape.to_s
toCollide = nil
for b in args.state.balls
if [b.x, b.y, b.width, b.height].intersect_rect?(shape.bold)
didSquare = false
for s in shape.squareColliders
if (s.collision?(args, b))
didSquare = true
didHit = true
#s.collide(args, b)
toCollide = s
#hitter = b
hitters.append(b)
end #end if
end #end for
if (didSquare == false)
for c in shape.colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args),b)
#c.collide args, b
toCollide = c
didHit = true
hitters.append(b)
end #end if
end #end for
end #end if
end#end if
end#end for
if (didHit)
shape.count=0
hitters = hitters.uniq
for hitter in hitters
hitter.makeLeader args
#toCollide.collide(args, hitter)
if shape.home == "squares"
args.state.squares.delete(shape)
elsif shape.home == "tshapes"
args.state.tshapes.delete(shape)
else shape.home == "lines"
args.state.lines.delete(shape)
end
end
#puts "HIT!" + hitter.number
end
end
def universalUpdate args, shape
#puts shape.home
if (shape.count <= 1)
universalUpdateOne args, shape
return
end
didHit = false
hitter = nil
for b in args.state.ballParents
if [b.x, b.y, b.width, b.height].intersect_rect?(shape.bold)
didSquare = false
for s in shape.squareColliders
if (s.collision?(args, b))
didSquare = true
didHit = true
s.collide(args, b)
hitter = b
end
end
if (didSquare == false)
for c in shape.colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args),b)
c.collide args, b
didHit = true
hitter = b
end
end
end
end
end
if (didHit)
shape.count=shape.count-1
shape.damageCount.append([(hitter.leastChain+1 - hitter.number)-1, args.state.tick_count])
end
i=0
while i < shape.damageCount.length
if shape.damageCount[i][0] <= 0
shape.damageCount.delete_at(i)
i-=1
elsif shape.damageCount[i][1].elapsed_time > BALL_DISTANCE and shape.damageCount[i][0] > 1
shape.count-=1
shape.damageCount[i][0]-=1
shape.damageCount[i][1] = args.state.tick_count
end
i+=1
end
end
class Square
attr_accessor :count, :x, :y, :home, :bold, :squareColliders, :colliders, :damageCount
def initialize(args, x, y, block_size, orientation, block_offset)
@x = x * block_size
@y = y * block_size
@block_size = block_size
@block_offset = block_offset
@orientation = orientation
@damageCount = []
@home = 'squares'
Kernel.srand()
@r = rand(255)
@g = rand(255)
@b = rand(255)
@count = rand(MAX_COUNT)+1
x_offset = (args.state.board_width + args.grid.w / 8) + @block_offset / 2
@x_adjusted = @x + x_offset
@y_adjusted = @y
@size_adjusted = @block_size * 2 - @block_offset
hypotenuse=args.state.ball_hypotenuse
@bold = [(@x_adjusted-hypotenuse/2)-1, (@y_adjusted-hypotenuse/2)-1, @size_adjusted + hypotenuse + 2, @size_adjusted + hypotenuse + 2]
@points = [
{x:@x_adjusted, y:@y_adjusted},
{x:@x_adjusted+@size_adjusted, y:@y_adjusted},
{x:@x_adjusted+@size_adjusted, y:@y_adjusted+@size_adjusted},
{x:@x_adjusted, y:@y_adjusted+@size_adjusted}
]
@squareColliders = [
SquareCollider.new(@points[0].x,@points[0].y,{x:-1,y:-1}),
SquareCollider.new(@points[1].x-COLLISIONWIDTH,@points[1].y,{x:1,y:-1}),
SquareCollider.new(@points[2].x-COLLISIONWIDTH,@points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(@points[3].x,@points[3].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(@points[0],@points[1], :neg),
LinearCollider.new(@points[1],@points[2], :neg),
LinearCollider.new(@points[2],@points[3], :pos),
LinearCollider.new(@points[0],@points[3], :pos)
]
end
def draw(args)
#Offset the coordinates to the edge of the game area
x_offset = (args.state.board_width + args.grid.w / 8) + @block_offset / 2
#args.outputs.solids << [@x + x_offset, @y, @block_size * 2 - @block_offset, @block_size * 2 - @block_offset, @r, @g, @b]
args.outputs.solids <<{x: (@x + x_offset), y: (@y), w: (@block_size * 2 - @block_offset), h: (@block_size * 2 - @block_offset), r: @r , g: @g , b: @b }
#args.outputs.solids << @bold.append([255,0,0])
args.outputs.labels << [@x + x_offset + (@block_size * 2 - @block_offset)/2, (@y) + (@block_size * 2 - @block_offset)/2, @count.to_s]
end
def update args
universalUpdate args, self
end
end
class TShape
attr_accessor :count, :x, :y, :home, :bold, :squareColliders, :colliders, :damageCount
def initialize(args, x, y, block_size, orientation, block_offset)
@x = x * block_size
@y = y * block_size
@block_size = block_size
@block_offset = block_offset
@orientation = orientation
@damageCount = []
@home = "tshapes"
Kernel.srand()
@r = rand(255)
@g = rand(255)
@b = rand(255)
@count = rand(MAX_COUNT)+1
@shapePoints = getShapePoints(args)
minX={x:INFINITY, y:0}
minY={x:0, y:INFINITY}
maxX={x:-INFINITY, y:0}
maxY={x:0, y:-INFINITY}
for p in @shapePoints
if p.x < minX.x
minX = p
end
if p.x > maxX.x
maxX = p
end
if p.y < minY.y
minY = p
end
if p.y > maxY.y
maxY = p
end
end
hypotenuse=args.state.ball_hypotenuse
@bold = [(minX.x-hypotenuse/2)-1, (minY.y-hypotenuse/2)-1, -((minX.x-hypotenuse/2)-1)+(maxX.x + hypotenuse + 2), -((minY.y-hypotenuse/2)-1)+(maxY.y + hypotenuse + 2)]
end
def getShapePoints(args)
points=[]
x_offset = (args.state.board_width + args.grid.w / 8) + (@block_offset / 2)
if @orientation == :right
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2, @block_size, @r, @g, @b]
points = [
{x:@x + x_offset, y:@y},
{x:(@x + x_offset)+(@block_size - @block_offset), y:@y},
{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size},
{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size},
{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size+@block_size},
{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size+@block_size},
{x:(@x + x_offset)+(@block_size - @block_offset), y:@y+ @block_size * 3 - @block_offset},
{x:@x + x_offset , y:@y+ @block_size * 3 - @block_offset}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x,points[2].y-COLLISIONWIDTH,{x:1,y:-1}),
SquareCollider.new(points[3].x-COLLISIONWIDTH,points[3].y,{x:1,y:-1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[5].x,points[5].y,{x:1,y:1}),
SquareCollider.new(points[6].x-COLLISIONWIDTH,points[6].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[7].x,points[7].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :neg),
LinearCollider.new(points[3],points[4], :neg),
LinearCollider.new(points[4],points[5], :pos),
LinearCollider.new(points[5],points[6], :neg),
LinearCollider.new(points[6],points[7], :pos),
LinearCollider.new(points[0],points[7], :pos)
]
elsif @orientation == :up
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size, @block_size * 2, @r, @g, @b]
points = [
{x:@x + x_offset, y:@y},
{x:(@x + x_offset)+(@block_size * 3 - @block_offset), y:@y},
{x:(@x + x_offset)+(@block_size * 3 - @block_offset), y:@y+(@block_size - @block_offset)},
{x:@x + x_offset + @block_size + @block_size, y:@y+(@block_size - @block_offset)},
{x:@x + x_offset + @block_size + @block_size, y:@y+@block_size*2},
{x:@x + x_offset + @block_size, y:@y+@block_size*2},
{x:@x + x_offset + @block_size, y:@y+(@block_size - @block_offset)},
{x:@x + x_offset, y:@y+(@block_size - @block_offset)}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[3].x,points[3].y,{x:1,y:1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[5].x,points[5].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[6].x-COLLISIONWIDTH,points[6].y,{x:-1,y:1}),
SquareCollider.new(points[7].x,points[7].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :pos),
LinearCollider.new(points[3],points[4], :neg),
LinearCollider.new(points[4],points[5], :pos),
LinearCollider.new(points[5],points[6], :neg),
LinearCollider.new(points[6],points[7], :pos),
LinearCollider.new(points[0],points[7], :pos)
]
elsif @orientation == :left
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2 - @block_offset, @block_size - @block_offset, @r, @g, @b]
xh = @x + x_offset
#points = [
#{x:@x + x_offset, y:@y},
#{x:(@x + x_offset)+(@block_size - @block_offset), y:@y},
#{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size},
#{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size},
#{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size+@block_size},
#{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size+@block_size},
#{x:(@x + x_offset)+(@block_size - @block_offset), y:@y+ @block_size * 3 - @block_offset},
#{x:@x + x_offset , y:@y+ @block_size * 3 - @block_offset}
#]
points = [
{x:@x + x_offset + @block_size, y:@y},
{x:@x + x_offset + @block_size + (@block_size - @block_offset), y:@y},
{x:@x + x_offset + @block_size + (@block_size - @block_offset),y:@y+@block_size*3- @block_offset},
{x:@x + x_offset + @block_size, y:@y+@block_size*3- @block_offset},
{x:@x + x_offset+@block_size, y:@y+@block_size*2- @block_offset},
{x:@x + x_offset, y:@y+@block_size*2- @block_offset},
{x:@x + x_offset, y:@y+@block_size},
{x:@x + x_offset+@block_size, y:@y+@block_size}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[3].x,points[3].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y,{x:-1,y:1}),
SquareCollider.new(points[5].x,points[5].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[6].x,points[6].y,{x:-1,y:-1}),
SquareCollider.new(points[7].x-COLLISIONWIDTH,points[7].y-COLLISIONWIDTH,{x:-1,y:-1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :pos),
LinearCollider.new(points[3],points[4], :neg),
LinearCollider.new(points[4],points[5], :pos),
LinearCollider.new(points[5],points[6], :neg),
LinearCollider.new(points[6],points[7], :neg),
LinearCollider.new(points[0],points[7], :pos)
]
elsif @orientation == :down
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 2 - @block_offset, @r, @g, @b]
points = [
{x:@x + x_offset, y:@y+(@block_size*2)-@block_offset},
{x:@x + x_offset+ @block_size*3-@block_offset, y:@y+(@block_size*2)-@block_offset},
{x:@x + x_offset+ @block_size*3-@block_offset, y:@y+(@block_size)},
{x:@x + x_offset+ @block_size*2-@block_offset, y:@y+(@block_size)},
{x:@x + x_offset+ @block_size*2-@block_offset, y:@y},#
{x:@x + x_offset+ @block_size, y:@y},#
{x:@x + x_offset + @block_size, y:@y+(@block_size)},
{x:@x + x_offset, y:@y+(@block_size)}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y,{x:1,y:-1}),
SquareCollider.new(points[3].x,points[3].y-COLLISIONWIDTH,{x:1,y:-1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y,{x:1,y:-1}),
SquareCollider.new(points[5].x,points[5].y,{x:-1,y:-1}),
SquareCollider.new(points[6].x-COLLISIONWIDTH,points[6].y-COLLISIONWIDTH,{x:-1,y:-1}),
SquareCollider.new(points[7].x,points[7].y,{x:-1,y:-1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :pos),
LinearCollider.new(points[1],points[2], :pos),
LinearCollider.new(points[2],points[3], :neg),
LinearCollider.new(points[3],points[4], :pos),
LinearCollider.new(points[4],points[5], :neg),
LinearCollider.new(points[5],points[6], :pos),
LinearCollider.new(points[6],points[7], :neg),
LinearCollider.new(points[0],points[7], :neg)
]
end
return points
end
def draw(args)
#Offset the coordinates to the edge of the game area
x_offset = (args.state.board_width + args.grid.w / 8) + (@block_offset / 2)
if @orientation == :right
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: @y, w: @block_size - @block_offset, h: (@block_size * 3 - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2, @block_size, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y + @block_size), w: (@block_size * 2), h: (@block_size), r: @r , g: @g, b: @b }
elsif @orientation == :up
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y), w: (@block_size * 3 - @block_offset), h: (@block_size - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size, @block_size * 2, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset + @block_size), y: (@y), w: (@block_size), h: (@block_size * 2), r: @r , g: @g, b: @b}
elsif @orientation == :left
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset + @block_size), y: (@y), w: (@block_size - @block_offset), h: (@block_size * 3 - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2 - @block_offset, @block_size - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y + @block_size), w: (@block_size * 2 - @block_offset), h: (@block_size - @block_offset), r: @r , g: @g, b: @b}
elsif @orientation == :down
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y + @block_size), w: (@block_size * 3 - @block_offset), h: (@block_size - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 2 - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset + @block_size), y: (@y), w: (@block_size - @block_offset), h: ( @block_size * 2 - @block_offset), r: @r , g: @g, b: @b}
end
#psize = 5.0
#for p in @shapePoints
#args.outputs.solids << [p.x-psize/2, p.y-psize/2, psize, psize, 0, 0, 0]
#end
args.outputs.labels << [@x + x_offset + (@block_size * 2 - @block_offset)/2, (@y) + (@block_size * 2 - @block_offset)/2, @count.to_s]
end
def updateOne_old args
didHit = false
hitter = nil
toCollide = nil
for b in args.state.balls
if [b.x, b.y, b.width, b.height].intersect_rect?(@bold)
didSquare = false
for s in @squareColliders
if (s.collision?(args, b))
didSquare = true
didHit = true
#s.collide(args, b)
toCollide = s
hitter = b
break
end
end
if (didSquare == false)
for c in @colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args),b)
#c.collide args, b
toCollide = c
didHit = true
hitter = b
break
end
end
end
end
if didHit
break
end
end
if (didHit)
@count=0
hitter.makeLeader args
#toCollide.collide(args, hitter)
args.state.tshapes.delete(self)
#puts "HIT!" + hitter.number
end
end
def update_old args
if (@count == 1)
updateOne args
return
end
didHit = false
hitter = nil
for b in args.state.ballParents
if [b.x, b.y, b.width, b.height].intersect_rect?(@bold)
didSquare = false
for s in @squareColliders
if (s.collision?(args, b))
didSquare = true
didHit=true
s.collide(args, b)
hitter = b
end
end
if (didSquare == false)
for c in @colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args), b)
c.collide args, b
didHit=true
hitter = b
end
end
end
end
end
if (didHit)
@count=@count-1
@damageCount.append([(hitter.leastChain+1 - hitter.number)-1, args.state.tick_count])
if (@count == 0)
args.state.tshapes.delete(self)
return
end
end
i=0
while i < @damageCount.length
if @damageCount[i][0] <= 0
@damageCount.delete_at(i)
i-=1
elsif @damageCount[i][1].elapsed_time > BALL_DISTANCE
@count-=1
@damageCount[i][0]-=1
end
if (@count == 0)
args.state.tshapes.delete(self)
return
end
i+=1
end
end #end update
def update args
universalUpdate args, self
end
end
class Line
attr_accessor :count, :x, :y, :home, :bold, :squareColliders, :colliders, :damageCount
def initialize(args, x, y, block_size, orientation, block_offset)
@x = x * block_size
@y = y * block_size
@block_size = block_size
@block_offset = block_offset
@orientation = orientation
@damageCount = []
@home = "lines"
Kernel.srand()
@r = rand(255)
@g = rand(255)
@b = rand(255)
@count = rand(MAX_COUNT)+1
@shapePoints = getShapePoints(args)
minX={x:INFINITY, y:0}
minY={x:0, y:INFINITY}
maxX={x:-INFINITY, y:0}
maxY={x:0, y:-INFINITY}
for p in @shapePoints
if p.x < minX.x
minX = p
end
if p.x > maxX.x
maxX = p
end
if p.y < minY.y
minY = p
end
if p.y > maxY.y
maxY = p
end
end
hypotenuse=args.state.ball_hypotenuse
@bold = [(minX.x-hypotenuse/2)-1, (minY.y-hypotenuse/2)-1, -((minX.x-hypotenuse/2)-1)+(maxX.x + hypotenuse + 2), -((minY.y-hypotenuse/2)-1)+(maxY.y + hypotenuse + 2)]
end
def getShapePoints(args)
points=[]
x_offset = (args.state.board_width + args.grid.w / 8) + (@block_offset / 2)
if @orientation == :right
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size * 3 - @block_offset
ha =(@block_size - @block_offset)
elsif @orientation == :up
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size - @block_offset
ha =@block_size * 3 - @block_offset
elsif @orientation == :left
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size * 3 - @block_offset
ha =@block_size - @block_offset
elsif @orientation == :down
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size - @block_offset
ha =@block_size * 3 - @block_offset
end
points = [
{x: xa, y:ya},
{x: xa + wa,y:ya},
{x: xa + wa,y:ya+ha},
{x: xa, y:ya+ha},
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[3].x,points[3].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :pos),
LinearCollider.new(points[0],points[3], :pos),
]
return points
end
def update args
universalUpdate args, self
end
def draw(args)
x_offset = (args.state.board_width + args.grid.w / 8) + @block_offset / 2
if @orientation == :right
args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
elsif @orientation == :up
args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
elsif @orientation == :left
args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
elsif @orientation == :down
args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
end
args.outputs.labels << [@x + x_offset + (@block_size * 2 - @block_offset)/2, (@y) + (@block_size * 2 - @block_offset)/2, @count.to_s]
end
end
Physics And Collisions - Arbitrary Collision - linear_collider.rb
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/linear_collider.rb
COLLISIONWIDTH=8
class LinearCollider
attr_reader :pointA, :pointB
def initialize (pointA, pointB, mode,collisionWidth=COLLISIONWIDTH)
@pointA = pointA
@pointB = pointB
@mode = mode
@collisionWidth = collisionWidth
if (@pointA.x > @pointB.x)
@pointA, @pointB = @pointB, @pointA
end
@linearCollider_collision_once = false
end
def collisionSlope args
if (@pointB.x-@pointA.x == 0)
return INFINITY
end
return (@pointB.y - @pointA.y) / (@pointB.x - @pointA.x)
end
def collision? (args, points, ball=nil)
slope = collisionSlope args
result = false
# calculate a vector with a magnitude of (1/2)collisionWidth and a direction perpendicular to the collision line
vect=nil;mag=nil;vect=nil;
if @mode == :both
vect = {x: @pointB.x - @pointA.x, y:@pointB.y - @pointA.y}
mag = (vect.x**2 + vect.y**2)**0.5
vect = {y: -1*(vect.x/(mag))*@collisionWidth*0.5, x: (vect.y/(mag))*@collisionWidth*0.5}
else
vect = {x: @pointB.x - @pointA.x, y:@pointB.y - @pointA.y}
mag = (vect.x**2 + vect.y**2)**0.5
vect = {y: -1*(vect.x/(mag))*@collisionWidth, x: (vect.y/(mag))*@collisionWidth}
end
rpointA=nil;rpointB=nil;rpointC=nil;rpointD=nil;
if @mode == :pos
rpointA = {x:@pointA.x + vect.x, y:@pointA.y + vect.y}
rpointB = {x:@pointB.x + vect.x, y:@pointB.y + vect.y}
rpointC = {x:@pointB.x, y:@pointB.y}
rpointD = {x:@pointA.x, y:@pointA.y}
elsif @mode == :neg
rpointA = {x:@pointA.x, y:@pointA.y}
rpointB = {x:@pointB.x, y:@pointB.y}
rpointC = {x:@pointB.x - vect.x, y:@pointB.y - vect.y}
rpointD = {x:@pointA.x - vect.x, y:@pointA.y - vect.y}
elsif @mode == :both
rpointA = {x:@pointA.x + vect.x, y:@pointA.y + vect.y}
rpointB = {x:@pointB.x + vect.x, y:@pointB.y + vect.y}
rpointC = {x:@pointB.x - vect.x, y:@pointB.y - vect.y}
rpointD = {x:@pointA.x - vect.x, y:@pointA.y - vect.y}
end
#four point rectangle
if ball != nil
xs = [rpointA.x,rpointB.x,rpointC.x,rpointD.x]
ys = [rpointA.y,rpointB.y,rpointC.y,rpointD.y]
correct = 1
rect1 = [ball.x, ball.y, ball.width, ball.height]
#$r1 = rect1
rect2 = [xs.min-correct,ys.min-correct,(xs.max-xs.min)+correct*2,(ys.max-ys.min)+correct*2]
#$r2 = rect2
if rect1.intersect_rect?(rect2) == false
return false
end
end
#area of a triangle
triArea = -> (a,b,c) { ((a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y))/2.0).abs }
#if at least on point is in the rectangle then collision? is true - otherwise false
for point in points
#Check whether a given point lies inside a rectangle or not:
#if the sum of the area of traingls, PAB, PBC, PCD, PAD equal the area of the rec, then an intersection has occured
areaRec = triArea.call(rpointA, rpointB, rpointC)+triArea.call(rpointA, rpointC, rpointD)
areaSum = [
triArea.call(point, rpointA, rpointB),triArea.call(point, rpointB, rpointC),
triArea.call(point, rpointC, rpointD),triArea.call(point, rpointA, rpointD)
].inject(0){|sum,x| sum + x }
e = 0.0001 #allow for minor error
if areaRec>= areaSum-e and areaRec<= areaSum+e
result = true
#return true
break
end
end
#args.outputs.lines << [@pointA.x, @pointA.y, @pointB.x, @pointB.y, 000, 000, 000]
#args.outputs.lines << [rpointA.x, rpointA.y, rpointB.x, rpointB.y, 255, 000, 000]
#args.outputs.lines << [rpointC.x, rpointC.y, rpointD.x, rpointD.y, 000, 000, 255]
#puts (rpointA.x.to_s + " " + rpointA.y.to_s + " " + rpointB.x.to_s + " "+ rpointB.y.to_s)
return result
end #end collision?
def getRepelMagnitude (fbx, fby, vrx, vry, ballMag)
a = fbx ; b = vrx ; c = fby
d = vry ; e = ballMag
if b**2 + d**2 == 0
#unexpected
end
x1 = (-a*b+-c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 + d**2 - a**2 * d**2)**0.5)/(b**2 + d**2)
x2 = -((a*b + c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 * d**2 - a**2 * d**2)**0.5)/(b**2 + d**2))
err = 0.00001
o = ((fbx + x1*vrx)**2 + (fby + x1*vry)**2 ) ** 0.5
p = ((fbx + x2*vrx)**2 + (fby + x2*vry)**2 ) ** 0.5
r = 0
if (ballMag >= o-err and ballMag <= o+err)
r = x1
elsif (ballMag >= p-err and ballMag <= p+err)
r = x2
else
#unexpected
end
return r
end
def collide args, ball
slope = collisionSlope args
# perpVect: normal vector perpendicular to collision
perpVect = {x: @pointB.x - @pointA.x, y:@pointB.y - @pointA.y}
mag = (perpVect.x**2 + perpVect.y**2)**0.5
perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)}
perpVect = {x: -perpVect.y, y: perpVect.x}
if perpVect.y > 0 #ensure perpVect points upward
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
previousPosition = {
x:ball.x-ball.velocity.x,
y:ball.y-ball.velocity.y
}
yInterc = @pointA.y + -slope*@pointA.x
if slope == INFINITY
if previousPosition.x < @pointA.x
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
yInterc = -INFINITY
end
elsif previousPosition.y < slope*previousPosition.x + yInterc #check if ball is bellow or above the collider to determine if perpVect is - or +
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
velocityMag = (ball.velocity.x**2 + ball.velocity.y**2)**0.5
theta_ball=Math.atan2(ball.velocity.y,ball.velocity.x) #the angle of the ball's velocity
theta_repel=Math.atan2(perpVect.y,perpVect.x) #the angle of the repelling force(perpVect)
fbx = velocityMag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = velocityMag * Math.sin(theta_ball) #the y component of the ball's velocity
#the magnitude of the repelling force
repelMag = getRepelMagnitude(fbx, fby, perpVect.x, perpVect.y, (ball.velocity.x**2 + ball.velocity.y**2)**0.5)
frx = repelMag* Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = repelMag* Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
fsumx = fbx+frx #sum of x forces
fsumy = fby+fry #sum of y forces
fr = velocityMag#fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) #thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew)#resulting x velocity
ynew = fr*Math.sin(thetaNew)#resulting y velocity
if (velocityMag < MAX_VELOCITY)
ball.velocity = Vector2d.new(xnew*1.1, ynew*1.1)
else
ball.velocity = Vector2d.new(xnew, ynew)
end
end
end
Physics And Collisions - Arbitrary Collision - main.rb
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/main.rb
INFINITY= 10**10
MAX_VELOCITY = 8.0
BALL_COUNT = 90
BALL_DISTANCE = 20
require 'app/vector2d.rb'
require 'app/blocks.rb'
require 'app/ball.rb'
require 'app/rectangle.rb'
require 'app/linear_collider.rb'
require 'app/square_collider.rb'
#Method to init default values
def defaults args
args.state.board_width ||= args.grid.w / 4
args.state.board_height ||= args.grid.h
args.state.game_area ||= [(args.state.board_width + args.grid.w / 8), 0, args.state.board_width, args.grid.h]
args.state.balls ||= []
args.state.num_balls ||= 0
args.state.ball_created_at ||= args.state.tick_count
args.state.ball_hypotenuse = (10**2 + 10**2)**0.5
args.state.ballParents ||=nil
init_blocks args
init_balls args
end
begin :default_methods
def init_blocks args
block_size = args.state.board_width / 8
#Space inbetween each block
block_offset = 4
args.state.squares ||=[
Square.new(args, 2, 0, block_size, :right, block_offset),
Square.new(args, 5, 0, block_size, :right, block_offset),
Square.new(args, 6, 7, block_size, :right, block_offset)
]
#Possible orientations are :right, :left, :up, :down
args.state.tshapes ||= [
TShape.new(args, 0, 6, block_size, :left, block_offset),
TShape.new(args, 3, 3, block_size, :down, block_offset),
TShape.new(args, 0, 3, block_size, :right, block_offset),
TShape.new(args, 0, 11, block_size, :up, block_offset)
]
args.state.lines ||= [
Line.new(args,3, 8, block_size, :down, block_offset),
Line.new(args, 7, 3, block_size, :up, block_offset),
Line.new(args, 3, 7, block_size, :right, block_offset)
]
#exit()
end
def init_balls args
return unless args.state.num_balls < BALL_COUNT
#only create a new ball every 10 ticks
return unless args.state.ball_created_at.elapsed_time > 10
if (args.state.num_balls == 0)
args.state.balls.append(Ball.new(args,args.state.num_balls,BALL_COUNT-1, nil, nil))
args.state.ballParents = [args.state.balls[0]]
else
args.state.balls.append(Ball.new(args,args.state.num_balls,BALL_COUNT-1, args.state.balls.last, nil) )
args.state.balls[-2].child = args.state.balls[-1]
end
args.state.ball_created_at = args.state.tick_count
args.state.num_balls += 1
end
end
#Render loop
def render args
bgClr = {r:10, g:10, b:200}
bgClr = {r:255-30, g:255-30, b:255-30}
args.outputs.solids << [0, 0, $args.grid.right, $args.grid.top, bgClr[:r], bgClr[:g], bgClr[:b]];
args.outputs.borders << args.state.game_area
render_instructions args
render_shapes args
render_balls args
#args.state.rectangle.draw args
args.outputs.sprites << [$args.grid.right-(args.state.board_width + args.grid.w / 8), 0, $args.grid.right, $args.grid.top, "sprites/square-white-2.png", 0, 255, bgClr[:r], bgClr[:g], bgClr[:b]]
args.outputs.sprites << [0, 0, (args.state.board_width + args.grid.w / 8), $args.grid.top, "sprites/square-white-2.png", 0, 255, bgClr[:r], bgClr[:g], bgClr[:b]]
end
begin :render_methods
def render_instructions args
#gtk.current_framerate
args.outputs.labels << [20, $args.grid.top-20, "FPS: " + $gtk.current_framerate.to_s]
if (args.state.balls != nil && args.state.balls[0] != nil)
bx = args.state.balls[0].velocity.x
by = args.state.balls[0].velocity.y
bmg = (bx**2.0 + by**2.0)**0.5
args.outputs.labels << [20, $args.grid.top-20-20, "V: " + bmg.to_s ]
end
end
def render_shapes args
for s in args.state.squares
s.draw args
end
for l in args.state.lines
l.draw args
end
for t in args.state.tshapes
t.draw args
end
end
def render_balls args
#args.state.balls.each do |ball|
#ball.draw args
#end
args.outputs.sprites << args.state.balls.map do |ball|
ball.getDraw args
end
end
end
#Calls all methods necessary for performing calculations
def calc args
for b in args.state.ballParents
b.update args
end
for s in args.state.squares
s.update args
end
for l in args.state.lines
l.update args
end
for t in args.state.tshapes
t.update args
end
end
begin :calc_methods
end
def tick args
defaults args
render args
calc args
end
Physics And Collisions - Arbitrary Collision - paddle.rb
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/paddle.rb
class Paddle
attr_accessor :enabled
def initialize ()
@x=WIDTH/2
@y=100
@width=100
@height=20
@speed=10
@xyCollision = LinearCollider.new({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2 = LinearCollider.new({x: @x,y: @y}, {x: @x+@width, y: @y}, :pos)
@xyCollision3 = LinearCollider.new({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4 = LinearCollider.new({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5}, :pos)
@enabled = true
end
def update args
@xyCollision.resetPoints({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2.resetPoints({x: @x,y: @y}, {x: @x+@width, y: @y})
@xyCollision3.resetPoints({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4.resetPoints({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5})
@xyCollision.update args
@xyCollision2.update args
@xyCollision3.update args
@xyCollision4.update args
args.inputs.keyboard.key_held.left ||= false
args.inputs.keyboard.key_held.right ||= false
if not (args.inputs.keyboard.key_held.left == args.inputs.keyboard.key_held.right)
if args.inputs.keyboard.key_held.left && @enabled
@x-=@speed
elsif args.inputs.keyboard.key_held.right && @enabled
@x+=@speed
end
end
xmin =WIDTH/4
xmax = 3*(WIDTH/4)
@x = (@x+@width > xmax) ? xmax-@width : (@x
Physics And Collisions - Arbitrary Collision - rectangle.rb
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/rectangle.rb
class Rectangle
def initialize args
@image = "sprites/roundSquare_white.png"
@width = 160.0
@height = 80.0
@x=$args.grid.right/2.0 - @width/2.0
@y=$args.grid.top/2.0 - @height/2.0
@xtmp = @width * (1.0/10.0)
@ytmp = @height * (1.0/10.0)
#ball0 = args.state.balls[0]
#hypotenuse = (args.state.balls[0].width**2 + args.state.balls[0].height**2)**0.5
hypotenuse=args.state.ball_hypotenuse
@boldXY = {x:(@x-hypotenuse/2)-1, y:(@y-hypotenuse/2)-1}
@boldWidth = @width + hypotenuse + 2
@boldHeight = @height + hypotenuse + 2
@bold = [(@x-hypotenuse/2)-1,(@y-hypotenuse/2)-1,@width + hypotenuse + 2,@height + hypotenuse + 2]
@points = [
{x:@x, y:@y+@ytmp},
{x:@x+@xtmp, y:@y},
{x:@x+@width-@xtmp, y:@y},
{x:@x+@width, y:@y+@ytmp},
{x:@x+@width, y:@y+@height-@ytmp},#
{x:@x+@width-@xtmp, y:@y+@height},
{x:@x+@xtmp, y:@y+@height},
{x:@x, y:@y+@height-@ytmp}
]
@colliders = []
#i = 0
#while i < @points.length-1
#@colliders.append(LinearCollider.new(@points[i],@points[i+1],:pos))
#i+=1
#end
@colliders.append(LinearCollider.new(@points[0],@points[1], :neg))
@colliders.append(LinearCollider.new(@points[1],@points[2], :neg))
@colliders.append(LinearCollider.new(@points[2],@points[3], :neg))
@colliders.append(LinearCollider.new(@points[3],@points[4], :neg))
@colliders.append(LinearCollider.new(@points[4],@points[5], :pos))
@colliders.append(LinearCollider.new(@points[5],@points[6], :pos))
@colliders.append(LinearCollider.new(@points[6],@points[7], :pos))
@colliders.append(LinearCollider.new(@points[0],@points[7], :pos))
end
def update args
for b in args.state.balls
if [b.x, b.y, b.width, b.height].intersect_rect?(@bold)
for c in @colliders
if c.collision?(args, b.getPoints(args),b)
c.collide args, b
end
end
end
end
end
def draw args
args.outputs.sprites << [
@x, # X
@y, # Y
@width, # W
@height, # H
@image, # PATH
0, # ANGLE
255, # ALPHA
219, # RED_SATURATION
112, # GREEN_SATURATION
147 # BLUE_SATURATION
]
#args.outputs.sprites << [@x, @y, @width, @height, "sprites/roundSquare_small_black.png"]
end
def serialize
{x: @x, y:@y}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
Physics And Collisions - Arbitrary Collision - square_collider.rb
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/square_collider.rb
class SquareCollider
def initialize x,y,direction,size=COLLISIONWIDTH
@x = x
@y = y
@size = size
@direction = direction
end
def collision? args, ball
#args.outputs.solids << [@x, @y, @size, @size, 000, 255, 255]
return [@x,@y,@size,@size].intersect_rect?([ball.x,ball.y,ball.width,ball.height])
end
def collide args, ball
vmag = (ball.velocity.x**2.0 +ball.velocity.y**2.0)**0.5
a = ((2.0**0.5)*vmag)/2.0
if vmag < MAX_VELOCITY
ball.velocity.x = (a) * @direction.x * 1.1
ball.velocity.y = (a) * @direction.y * 1.1
else
ball.velocity.x = (a) * @direction.x
ball.velocity.y = (a) * @direction.y
end
end
end
Physics And Collisions - Arbitrary Collision - vector2d.rb
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/vector2d.rb
class Vector2d
attr_accessor :x, :y
def initialize x=0, y=0
@x=x
@y=y
end
#returns a vector multiplied by scalar x
#x [float] scalar
def mult x
r = Vector2d.new(0,0)
r.x=@x*x
r.y=@y*x
r
end
# vect [Vector2d] vector to copy
def copy vect
Vector2d.new(@x, @y)
end
#returns a new vector equivalent to this+vect
#vect [Vector2d] vector to add to self
def add vect
Vector2d.new(@x+vect.x,@y+vect.y)
end
#returns a new vector equivalent to this-vect
#vect [Vector2d] vector to subtract to self
def sub vect
Vector2d.new(@x-vect.c, @y-vect.y)
end
#return the magnitude of the vector
def mag
((@x**2)+(@y**2))**0.5
end
#returns a new normalize version of the vector
def normalize
Vector2d.new(@x/mag, @y/mag)
end
#TODO delet?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end
end
Physics And Collisions - Collision With Object Removal - ball.rb
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/ball.rb
class Ball
#TODO limit accessors?
attr_accessor :xy, :width, :height, :velocity
#@xy [Vector2d] x,y position
#@velocity [Vector2d] velocity of ball
def initialize
@xy = Vector2d.new(WIDTH/2,500)
@velocity = Vector2d.new(4,-4)
@width = 20
@height = 20
end
#move the ball according to its velocity
def update args
@xy.x+=@velocity.x
@xy.y+=@velocity.y
end
#render the ball to the screen
def render args
args.outputs.solids << [@xy.x,@xy.y,@width,@height,255,0,255];
#args.outputs.labels << [20,HEIGHT-50,"velocity: " +@velocity.x.to_s+","+@velocity.y.to_s + " magnitude:" + @velocity.mag.to_s]
end
def rect
[@xy.x,@xy.y,@width,@height]
end
end
Physics And Collisions - Collision With Object Removal - linear_collider.rb
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/linear_collider.rb
#The LinearCollider (theoretically) produces collisions upon a line segment defined point.y two x,y cordinates
class LinearCollider
#start [Array of length 2] start of the line segment as a x,y cordinate
#last [Array of length 2] end of the line segment as a x,y cordinate
#inorder for the LinearCollider to be functional the line segment must be said to have a thickness
#(as it is unlikly that a colliding object will land exactly on the linesegment)
#extension defines if the line's thickness extends negatively or positively
#extension :pos extends positively
#extension :neg extends negatively
#thickness [float] how thick the line should be (should always be atleast as large as the magnitude of the colliding object)
def initialize (pointA, pointB, extension=:neg, thickness=10)
@pointA = pointA
@pointB = pointB
@thickness = thickness
@extension = extension
@pointAExtended={
x: @pointA.x + @thickness*(@extension == :neg ? -1 : 1),
y: @pointA.y + @thickness*(@extension == :neg ? -1 : 1)
}
@pointBExtended={
x: @pointB.x + @thickness*(@extension == :neg ? -1 : 1),
y: @pointB.y + @thickness*(@extension == :neg ? -1 : 1)
}
end
def resetPoints(pointA,pointB)
@pointA = pointA
@pointB = pointB
@pointAExtended={
x:@pointA.x + @thickness*(@extension == :neg ? -1 : 1),
y:@pointA.y + @thickness*(@extension == :neg ? -1 : 1)
}
@pointBExtended={
x:@pointB.x + @thickness*(@extension == :neg ? -1 : 1),
y:@pointB.y + @thickness*(@extension == :neg ? -1 : 1)
}
end
#TODO: Ugly function
def slope (pointA, pointB)
return (pointB.x==pointA.x) ? INFINITY : (pointB.y+-pointA.y)/(pointB.x+-pointA.x)
end
#TODO: Ugly function
def intercept(pointA, pointB)
if (slope(pointA, pointB) == INFINITY)
-INFINITY
elsif slope(pointA, pointB) == -1*INFINITY
INFINITY
else
pointA.y+-1.0*(slope(pointA, pointB)*pointA.x)
end
end
def calcY(pointA, pointB, x)
return slope(pointA, pointB)*x + intercept(pointA, pointB)
end
#test if a collision has occurred
def isCollision? (point)
#INFINITY slop breaks down when trying to determin collision, ergo it requires a special test
if slope(@pointA, @pointB) == INFINITY &&
point.x >= [@pointA.x,@pointB.x].min+(@extension == :pos ? -@thickness : 0) &&
point.x <= [@pointA.x,@pointB.x].max+(@extension == :neg ? @thickness : 0) &&
point.y >= [@pointA.y,@pointB.y].min && point.y <= [@pointA.y,@pointB.y].max
return true
end
isNegInLine = @extension == :neg &&
point.y <= slope(@pointA, @pointB)*point.x+intercept(@pointA,@pointB) &&
point.y >= point.x*slope(@pointAExtended, @pointBExtended)+intercept(@pointAExtended,@pointBExtended)
isPosInLine = @extension == :pos &&
point.y >= slope(@pointA, @pointB)*point.x+intercept(@pointA,@pointB) &&
point.y <= point.x*slope(@pointAExtended, @pointBExtended)+intercept(@pointAExtended,@pointBExtended)
isInBoxBounds = point.x >= [@pointA.x,@pointB.x].min &&
point.x <= [@pointA.x,@pointB.x].max &&
point.y >= [@pointA.y,@pointB.y].min+(@extension == :neg ? -@thickness : 0) &&
point.y <= [@pointA.y,@pointB.y].max+(@extension == :pos ? @thickness : 0)
return isInBoxBounds && (isNegInLine || isPosInLine)
end
def getRepelMagnitude (fbx, fby, vrx, vry, args)
a = fbx ; b = vrx ; c = fby
d = vry ; e = args.state.ball.velocity.mag
if b**2 + d**2 == 0
puts "magnitude error"
end
x1 = (-a*b+-c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 + d**2 - a**2 * d**2)**0.5)/(b**2 + d**2)
x2 = -((a*b + c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 * d**2 - a**2 * d**2)**0.5)/(b**2 + d**2))
return ((a+x1*b)**2 + (c+x1*d)**2 == e**2) ? x1 : x2
end
def update args
#each of the four points on the square ball - NOTE simple to extend to a circle
points= [ {x: args.state.ball.xy.x, y: args.state.ball.xy.y},
{x: args.state.ball.xy.x+args.state.ball.width, y: args.state.ball.xy.y},
{x: args.state.ball.xy.x, y: args.state.ball.xy.y+args.state.ball.height},
{x: args.state.ball.xy.x+args.state.ball.width, y: args.state.ball.xy.y + args.state.ball.height}
]
#for each point p in points
for point in points
#isCollision.md has more information on this section
#TODO: section can certainly be simplifyed
if isCollision?(point)
u = Vector2d.new(1.0,((slope(@pointA, @pointB)==0) ? INFINITY : -1/slope(@pointA, @pointB))*1.0).normalize #normal perpendicular (to line segment) vector
#the vector with the repeling force can be u or -u depending of where the ball was coming from in relation to the line segment
previousBallPosition=Vector2d.new(point.x-args.state.ball.velocity.x,point.y-args.state.ball.velocity.y)
choiceA = (u.mult(1))
choiceB = (u.mult(-1))
vectorRepel = nil
if (slope(@pointA, @pointB))!=INFINITY && u.y < 0
choiceA, choiceB = choiceB, choiceA
end
vectorRepel = (previousBallPosition.y > calcY(@pointA, @pointB, previousBallPosition.x)) ? choiceA : choiceB
#vectorRepel = (previousBallPosition.y > slope(@pointA, @pointB)*previousBallPosition.x+intercept(@pointA,@pointB)) ? choiceA : choiceB)
if (slope(@pointA, @pointB) == INFINITY) #slope INFINITY breaks down in the above test, ergo it requires a custom test
vectorRepel = (previousBallPosition.x > @pointA.x) ? (u.mult(1)) : (u.mult(-1))
end
#puts (" " + $t[0].to_s + "," + $t[1].to_s + " " + $t[2].to_s + "," + $t[3].to_s + " " + " " + u.x.to_s + "," + u.y.to_s)
#vectorRepel now has the repeling force
mag = args.state.ball.velocity.mag
theta_ball=Math.atan2(args.state.ball.velocity.y,args.state.ball.velocity.x) #the angle of the ball's velocity
theta_repel=Math.atan2(vectorRepel.y,vectorRepel.x) #the angle of the repeling force
#puts ("theta:" + theta_ball.to_s + " " + theta_repel.to_s) #theta okay
fbx = mag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = mag * Math.sin(theta_ball) #the y component of the ball's velocity
repelMag = getRepelMagnitude(fbx, fby, vectorRepel.x, vectorRepel.y, args)
frx = repelMag* Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = repelMag* Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
fsumx = fbx+frx #sum of x forces
fsumy = fby+fry #sum of y forces
fr = mag#fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) #thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew) #resulting x velocity
ynew = fr*Math.sin(thetaNew) #resulting y velocity
args.state.ball.velocity = Vector2d.new(xnew,ynew)
#args.state.ball.xy.add(args.state.ball.velocity)
break #no need to check the other points ?
else
end
end
end #end update
end
Physics And Collisions - Collision With Object Removal - main.rb
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/main.rb
# coding: utf-8
INFINITY= 10**10
WIDTH=1280
HEIGHT=720
require 'app/vector2d.rb'
require 'app/paddle.rb'
require 'app/ball.rb'
require 'app/linear_collider.rb'
#Method to init default values
def defaults args
args.state.game_board ||= [(args.grid.w / 2 - args.grid.w / 4), 0, (args.grid.w / 2), args.grid.h]
args.state.bricks ||= []
args.state.num_bricks ||= 0
args.state.game_over_at ||= 0
args.state.paddle ||= Paddle.new
args.state.ball ||= Ball.new
args.state.westWall ||= LinearCollider.new({x: args.grid.w/4, y: 0}, {x: args.grid.w/4, y: args.grid.h}, :pos)
args.state.eastWall ||= LinearCollider.new({x: 3*args.grid.w*0.25, y: 0}, {x: 3*args.grid.w*0.25, y: args.grid.h})
args.state.southWall ||= LinearCollider.new({x: 0, y: 0}, {x: args.grid.w, y: 0})
args.state.northWall ||= LinearCollider.new({x: 0, y:args.grid.h}, {x: args.grid.w, y: args.grid.h}, :pos)
#args.state.testWall ||= LinearCollider.new({x:0 , y:0},{x:args.grid.w, y:args.grid.h})
end
#Render loop
def render args
render_instructions args
render_board args
render_bricks args
end
begin :render_methods
#Method to display the instructions of the game
def render_instructions args
args.outputs.labels << [225, args.grid.h - 30, "← and → to move the paddle left and right", 0, 1]
end
def render_board args
args.outputs.borders << args.state.game_board
end
def render_bricks args
args.outputs.solids << args.state.bricks.map(&:rect)
end
end
#Calls all methods necessary for performing calculations
def calc args
add_new_bricks args
reset_game args
calc_collision args
win_game args
args.state.westWall.update args
args.state.eastWall.update args
args.state.southWall.update args
args.state.northWall.update args
args.state.paddle.update args
args.state.ball.update args
#args.state.testWall.update args
args.state.paddle.render args
args.state.ball.render args
end
begin :calc_methods
def add_new_bricks args
return if args.state.num_bricks > 40
#Width of the game board is 640px
brick_width = (args.grid.w / 2) / 10
brick_height = brick_width / 2
(4).map_with_index do |y|
#Make a box that is 10 bricks wide and 4 bricks tall
args.state.bricks += (10).map_with_index do |x|
args.state.new_entity(:brick) do |b|
b.x = x * brick_width + (args.grid.w / 2 - args.grid.w / 4)
b.y = args.grid.h - ((y + 1) * brick_height)
b.rect = [b.x + 1, b.y - 1, brick_width - 2, brick_height - 2, 235, 50 * y, 52]
#Add linear colliders to the brick
b.collider_bottom = LinearCollider.new([(b.x-2), (b.y-5)], [(b.x+brick_width+1), (b.y-5)], :pos, brick_height)
b.collider_right = LinearCollider.new([(b.x+brick_width+1), (b.y-5)], [(b.x+brick_width+1), (b.y+brick_height+1)], :pos)
b.collider_left = LinearCollider.new([(b.x-2), (b.y-5)], [(b.x-2), (b.y+brick_height+1)], :neg)
b.collider_top = LinearCollider.new([(b.x-2), (b.y+brick_height+1)], [(b.x+brick_width+1), (b.y+brick_height+1)], :neg)
# @xyCollision = LinearCollider.new({x: @x,y: @y+@height}, {x: @x+@width, y: @y+@height})
# @xyCollision2 = LinearCollider.new({x: @x,y: @y}, {x: @x+@width, y: @y}, :pos)
# @xyCollision3 = LinearCollider.new({x: @x,y: @y}, {x: @x, y: @y+@height})
# @xyCollision4 = LinearCollider.new({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height}, :pos)
b.broken = false
args.state.num_bricks += 1
end
end
end
end
def reset_game args
if args.state.ball.xy.y < 20 && args.state.game_over_at.elapsed_time > 60
#Freeze the ball
args.state.ball.velocity.x = 0
args.state.ball.velocity.y = 0
#Freeze the paddle
args.state.paddle.enabled = false
args.state.game_over_at = args.state.tick_count
end
if args.state.game_over_at.elapsed_time < 60 && args.state.tick_count > 60 && args.state.bricks.count != 0
#Display a "Game over" message
args.outputs.labels << [100, 100, "GAME OVER", 10]
end
#If 60 frames have passed since the game ended, restart the game
if args.state.game_over_at != 0 && args.state.game_over_at.elapsed_time == 60
# FIXME: only put value types in state
args.state.ball = Ball.new
# FIXME: only put value types in state
args.state.paddle = Paddle.new
args.state.bricks = []
args.state.num_bricks = 0
end
end
def calc_collision args
#Remove the brick if it is hit with the ball
ball = args.state.ball
ball_rect = [ball.xy.x, ball.xy.y, 20, 20]
#Loop through each brick to see if the ball is colliding with it
args.state.bricks.each do |b|
if b.rect.intersect_rect?(ball_rect)
#Run the linear collider for the brick if there is a collision
b[:collider_bottom].update args
b[:collider_right].update args
b[:collider_left].update args
b[:collider_top].update args
b.broken = true
end
end
args.state.bricks = args.state.bricks.reject(&:broken)
end
def win_game args
if args.state.bricks.count == 0 && args.state.game_over_at.elapsed_time > 60
#Freeze the ball
args.state.ball.velocity.x = 0
args.state.ball.velocity.y = 0
#Freeze the paddle
args.state.paddle.enabled = false
args.state.game_over_at = args.state.tick_count
end
if args.state.game_over_at.elapsed_time < 60 && args.state.tick_count > 60 && args.state.bricks.count == 0
#Display a "Game over" message
args.outputs.labels << [100, 100, "CONGRATULATIONS!", 10]
end
end
end
def tick args
defaults args
render args
calc args
#args.outputs.lines << [0, 0, args.grid.w, args.grid.h]
#$tc+=1
#if $tc == 5
#$train << [args.state.ball.xy.x, args.state.ball.xy.y]
#$tc = 0
#end
#for t in $train
#args.outputs.solids << [t[0],t[1],5,5,255,0,0];
#end
end
Physics And Collisions - Collision With Object Removal - paddle.rb
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/paddle.rb
class Paddle
attr_accessor :enabled
def initialize ()
@x=WIDTH/2
@y=100
@width=100
@height=20
@speed=10
@xyCollision = LinearCollider.new({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2 = LinearCollider.new({x: @x,y: @y}, {x: @x+@width, y: @y}, :pos)
@xyCollision3 = LinearCollider.new({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4 = LinearCollider.new({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5}, :pos)
@enabled = true
end
def update args
@xyCollision.resetPoints({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2.resetPoints({x: @x,y: @y}, {x: @x+@width, y: @y})
@xyCollision3.resetPoints({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4.resetPoints({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5})
@xyCollision.update args
@xyCollision2.update args
@xyCollision3.update args
@xyCollision4.update args
args.inputs.keyboard.key_held.left ||= false
args.inputs.keyboard.key_held.right ||= false
if not (args.inputs.keyboard.key_held.left == args.inputs.keyboard.key_held.right)
if args.inputs.keyboard.key_held.left && @enabled
@x-=@speed
elsif args.inputs.keyboard.key_held.right && @enabled
@x+=@speed
end
end
xmin =WIDTH/4
xmax = 3*(WIDTH/4)
@x = (@x+@width > xmax) ? xmax-@width : (@x
Physics And Collisions - Collision With Object Removal - tests.rb
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/tests.rb
# For advanced users:
# You can put some quick verification tests here, any method
# that starts with the `test_` will be run when you save this file.
# Here is an example test and game
# To run the test: ./dragonruby mygame --eval app/tests.rb --no-tick
class MySuperHappyFunGame
attr_gtk
def tick
outputs.solids << [100, 100, 300, 300]
end
end
def test_universe args, assert
game = MySuperHappyFunGame.new
game.args = args
game.tick
assert.true! args.outputs.solids.length == 1, "failure: a solid was not added after tick"
assert.false! 1 == 2, "failure: some how, 1 equals 2, the world is ending"
puts "test_universe completed successfully"
end
puts "running tests"
$gtk.reset 100
$gtk.log_level = :off
$gtk.tests.start
Physics And Collisions - Collision With Object Removal - vector2d.rb
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/vector2d.rb
class Vector2d
attr_accessor :x, :y
def initialize x=0, y=0
@x=x
@y=y
end
#returns a vector multiplied by scalar x
#x [float] scalar
def mult x
r = Vector2d.new(0,0)
r.x=@x*x
r.y=@y*x
r
end
# vect [Vector2d] vector to copy
def copy vect
Vector2d.new(@x, @y)
end
#returns a new vector equivalent to this+vect
#vect [Vector2d] vector to add to self
def add vect
Vector2d.new(@x+vect.x,@y+vect.y)
end
#returns a new vector equivalent to this-vect
#vect [Vector2d] vector to subtract to self
def sub vect
Vector2d.new(@x-vect.c, @y-vect.y)
end
#return the magnitude of the vector
def mag
((@x**2)+(@y**2))**0.5
end
#returns a new normalize version of the vector
def normalize
Vector2d.new(@x/mag, @y/mag)
end
#TODO delet?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end
end
Mouse - Mouse Click - main.rb
# ./samples/05_mouse/01_mouse_click/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- product: Returns an array of all combinations of elements from all arrays.
For example, [1,2].product([1,2]) would return the following array...
[[1,1], [1,2], [2,1], [2,2]]
More than two arrays can be given to product and it will still work,
such as [1,2].product([1,2],[3,4]). What would product return in this case?
Answer:
[[1,1,3],[1,1,4],[1,2,3],[1,2,4],[2,1,3],[2,1,4],[2,2,3],[2,2,4]]
- num1.fdiv(num2): Returns the float division (will have a decimal) of the two given numbers.
For example, 5.fdiv(2) = 2.5 and 5.fdiv(5) = 1.0
- yield: Allows you to call a method with a code block and yield to that block.
Reminders:
- ARRAY#inside_rect?: Returns true or false depending on if the point is inside the rect.
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
- Ternary operator (?): Will evaluate a statement (just like an if statement)
and perform an action if the result is true or another action if it is false.
- reject: Removes elements from a collection if they meet certain requirements.
- args.outputs.borders: An array. The values generate a border.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about borders, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.
=end
# This sample app is a classic game of Tic Tac Toe.
class TicTacToe
attr_accessor :_, :state, :outputs, :inputs, :grid, :gtk
# Starts the game with player x's turn and creates an array (to_a) for space combinations.
# Calls methods necessary for the game to run properly.
def tick
init_new_game
render_board
input_board
end
def init_new_game
state.current_turn ||= :x
state.space_combinations ||= [-1, 0, 1].product([-1, 0, 1]).to_a
state.spaces ||= {}
state.space_combinations.each do |x, y|
state.spaces[x] ||= {}
state.spaces[x][y] ||= state.new_entity(:space)
end
end
# Uses borders to create grid squares for the game's board. Also outputs the game pieces using labels.
def render_board
square_size = 80
# Positions the game's board in the center of the screen.
# Try removing what follows grid.w_half or grid.h_half and see how the position changes!
board_left = grid.w_half - square_size * 1.5
board_top = grid.h_half - square_size * 1.5
# At first glance, the add(1) looks pretty trivial. But if you remove it,
# you'll see that the positioning of the board would be skewed without it!
# Or if you put 2 in the parenthesis, the pieces will be placed in the wrong squares
# due to the change in board placement.
outputs.borders << all_spaces do |x, y, space| # outputs borders for all board spaces
space.border ||= [
board_left + x.add(1) * square_size, # space.border is initialized using this definition
board_top + y.add(1) * square_size,
square_size,
square_size
]
end
# Again, the calculations ensure that the piece is placed in the center of the grid square.
# Remove the '- 20' and the piece will be placed at the top of the grid square instead of the center.
outputs.labels << filled_spaces do |x, y, space| # put label in each filled space of board
label board_left + x.add(1) * square_size + square_size.fdiv(2),
board_top + y.add(1) * square_size + square_size - 20,
space.piece # text of label, either "x" or "o"
end
# Uses a label to output whether x or o won, or if a draw occurred.
# If the game is ongoing, a label shows whose turn it currently is.
outputs.labels << if state.x_won
label grid.w_half, grid.top - 80, "x won" # the '-80' positions the label 80 pixels lower than top
elsif state.o_won
label grid.w_half, grid.top - 80, "o won" # grid.w_half positions the label in the center horizontally
elsif state.draw
label grid.w_half, grid.top - 80, "a draw"
else # if no one won and the game is ongoing
label grid.w_half, grid.top - 80, "turn: #{state.current_turn}"
end
end
# Calls the methods responsible for handling user input and determining the winner.
# Does nothing unless the mouse is clicked.
def input_board
return unless inputs.mouse.click
input_place_piece
input_restart_game
determine_winner
end
# Handles user input for placing pieces on the board.
def input_place_piece
return if state.game_over
# Checks to find the space that the mouse was clicked inside of, and makes sure the space does not already
# have a piece in it.
__, __, space = all_spaces.find do |__, __, space|
inputs.mouse.click.point.inside_rect?(space.border) && !space.piece
end
# The piece that goes into the space belongs to the player whose turn it currently is.
return unless space
space.piece = state.current_turn
# This ternary operator statement allows us to change the current player's turn.
# If it is currently x's turn, it becomes o's turn. If it is not x's turn, it become's x's turn.
state.current_turn = state.current_turn == :x ? :o : :x
end
# Resets the game.
def input_restart_game
return unless state.game_over
gtk.reset
init_new_game
end
# Checks if x or o won the game.
# If neither player wins and all nine squares are filled, a draw happens.
# Once a player is chosen as the winner or a draw happens, the game is over.
def determine_winner
state.x_won = won? :x # evaluates to either true or false (boolean values)
state.o_won = won? :o
state.draw = true if filled_spaces.length == 9 && !state.x_won && !state.o_won
state.game_over = state.x_won || state.o_won || state.draw
end
# Determines if a player won by checking if there is a horizontal match or vertical match.
# Horizontal_match and vertical_match have boolean values. If either is true, the game has been won.
def won? piece
# performs action on all space combinations
won = [[-1, 0, 1]].product([-1, 0, 1]).map do |xs, y|
# Checks if the 3 grid spaces with the same y value (or same row) and
# x values that are next to each other have pieces that belong to the same player.
# Remember, the value of piece is equal to the current turn (which is the player).
horizontal_match = state.spaces[xs[0]][y].piece == piece &&
state.spaces[xs[1]][y].piece == piece &&
state.spaces[xs[2]][y].piece == piece
# Checks if the 3 grid spaces with the same x value (or same column) and
# y values that are next to each other have pieces that belong to the same player.
# The && represents an "and" statement: if even one part of the statement is false,
# the entire statement evaluates to false.
vertical_match = state.spaces[y][xs[0]].piece == piece &&
state.spaces[y][xs[1]].piece == piece &&
state.spaces[y][xs[2]].piece == piece
horizontal_match || vertical_match # if either is true, true is returned
end
# Sees if there is a diagonal match, starting from the bottom left and ending at the top right.
# Is added to won regardless of whether the statement is true or false.
won << (state.spaces[-1][-1].piece == piece && # bottom left
state.spaces[ 0][ 0].piece == piece && # center
state.spaces[ 1][ 1].piece == piece) # top right
# Sees if there is a diagonal match, starting at the bottom right and ending at the top left
# and is added to won.
won << (state.spaces[ 1][-1].piece == piece && # bottom right
state.spaces[ 0][ 0].piece == piece && # center
state.spaces[-1][ 1].piece == piece) # top left
# Any false statements (meaning false diagonal matches) are rejected from won
won.reject_false.any?
end
# Defines filled spaces on the board by rejecting all spaces that do not have game pieces in them.
# The ! before a statement means "not". For example, we are rejecting any space combinations that do
# NOT have pieces in them.
def filled_spaces
state.space_combinations
.reject { |x, y| !state.spaces[x][y].piece } # reject spaces with no pieces in them
.map do |x, y|
if block_given?
yield x, y, state.spaces[x][y]
else
[x, y, state.spaces[x][y]] # sets definition of space
end
end
end
# Defines all spaces on the board.
def all_spaces
if !block_given?
state.space_combinations.map do |x, y|
[x, y, state.spaces[x][y]] # sets definition of space
end
else # if a block is given (block_given? is true)
state.space_combinations.map do |x, y|
yield x, y, state.spaces[x][y] # yield if a block is given
end
end
end
# Sets values for a label, such as the position, value, size, alignment, and color.
def label x, y, value
[x, y + 10, value, 20, 1, 0, 0, 0]
end
end
$tic_tac_toe = TicTacToe.new
def tick args
$tic_tac_toe._ = args
$tic_tac_toe.state = args.state
$tic_tac_toe.outputs = args.outputs
$tic_tac_toe.inputs = args.inputs
$tic_tac_toe.grid = args.grid
$tic_tac_toe.gtk = args.gtk
$tic_tac_toe.tick
tick_instructions args, "Sample app shows how to work with mouse clicks."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Mouse - Mouse Move - main.rb
# ./samples/05_mouse/02_mouse_move/app/main.rb
=begin
Reminders:
- num1.greater(num2): Returns the greater value.
For example, if we have the command
puts 4.greater(3)
the number 4 would be printed to the console since it has a greater value than 3.
Similar to lesser, which returns the lesser value.
- find_all: Finds all elements of a collection that meet certain requirements.
For example, in this sample app, we're using find_all to find all zombies that have intersected
or hit the player's sprite since these zombies have been killed.
- args.inputs.keyboard.key_down.KEY: Determines if a key is being held or pressed.
Stores the frame the "down" event occurred.
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters are [X, Y, WIDTH, HEIGHT, PATH, ANGLE, ALPHA, RED, GREEN, BLUE]
For more information about sprites, go to mygame/documentation/05-sprites.md.
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
When we want to create a new object, we can 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.)
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- map: Ruby method used to transform data; used in arrays, hashes, and collections.
Can be used to perform an action on every element of a collection, such as multiplying
each element by 2 or declaring every element as a new entity.
- sample: Chooses a random element from the array.
- reject: Removes elements that meet certain requirements.
In this sample app, we're removing/rejecting zombies that reach the center of the screen. We're also
rejecting zombies that were killed more than 30 frames ago.
=end
# This sample app allows users to move around the screen in order to kill zombies. Zombies appear from every direction so the goal
# is to kill the zombies as fast as possible!
class ProtectThePuppiesFromTheZombies
attr_accessor :grid, :inputs, :state, :outputs
# Calls the methods necessary for the game to run properly.
def tick
defaults
render
calc
input
end
# Sets default values for the zombies and for the player.
# Initialization happens only in the first frame.
def defaults
state.flash_at ||= 0
state.zombie_min_spawn_rate ||= 60
state.zombie_spawn_countdown ||= random_spawn_countdown state.zombie_min_spawn_rate
state.zombies ||= []
state.killed_zombies ||= []
# Declares player as a new entity and sets its properties.
# The player begins the game in the center of the screen, not moving in any direction.
state.player ||= state.new_entity(:player, { x: 640,
y: 360,
attack_angle: 0,
dx: 0,
dy: 0 })
end
# Outputs a gray background.
# Calls the methods needed to output the player, zombies, etc onto the screen.
def render
outputs.solids << [grid.rect, 100, 100, 100]
render_zombies
render_killed_zombies
render_player
render_flash
end
# Outputs the zombies on the screen and sets values for the sprites, such as the position, width, height, and animation.
def render_zombies
outputs.sprites << state.zombies.map do |z| # performs action on all zombies in the collection
z.sprite = [z.x, z.y, 4 * 3, 8 * 3, animation_sprite(z)].sprite # sets definition for sprite, calls animation_sprite method
z.sprite
end
end
# Outputs sprites of killed zombies, and displays a slash image to show that a zombie has been killed.
def render_killed_zombies
outputs.sprites << state.killed_zombies.map do |z| # performs action on all killed zombies in collection
z.sprite = [z.x,
z.y,
4 * 3,
8 * 3,
animation_sprite(z, z.death_at), # calls animation_sprite method
0, # angle
255 * z.death_at.ease(30, :flip)].sprite # transparency of a zombie changes when they die
# change the value of 30 and see what happens when a zombie is killed
# Sets values to output the slash over the zombie's sprite when a zombie is killed.
# The slash is tilted 45 degrees from the angle of the player's attack.
# Change the 3 inside scale_rect to 30 and the slash will be HUGE! Scale_rect positions
# the slash over the killed zombie's sprite.
[z.sprite, [z.sprite.rect, 'sprites/slash.png', 45 + state.player.attack_angle_on_click, z.sprite.a].scale_rect(3, 0.5, 0.5)]
end
end
# Outputs the player sprite using the images in the sprites folder.
def render_player
state.player_sprite = [state.player.x,
state.player.y,
4 * 3,
8 * 3, "sprites/player-#{animation_index(state.player.created_at_elapsed)}.png"] # string interpolation
outputs.sprites << state.player_sprite
# Outputs a small red square that previews the angles that the player can attack in.
# It can be moved in a perfect circle around the player to show possible movements.
# Change the 60 in the parenthesis and see what happens to the movement of the red square.
outputs.solids << [state.player.x + state.player.attack_angle.vector_x(60),
state.player.y + state.player.attack_angle.vector_y(60),
3, 3, 255, 0, 0]
end
# Renders flash as a solid. The screen turns white for 10 frames when a zombie is killed.
def render_flash
return if state.flash_at.elapsed_time > 10 # return if more than 10 frames have passed since flash.
# Transparency gradually changes (or eases) during the 10 frames of flash.
outputs.primitives << [grid.rect, 255, 255, 255, 255 * state.flash_at.ease(10, :flip)].solid
end
# Calls all methods necessary for performing calculations.
def calc
calc_spawn_zombie
calc_move_zombies
calc_player
calc_kill_zombie
end
# Decreases the zombie spawn countdown by 1 if it has a value greater than 0.
def calc_spawn_zombie
if state.zombie_spawn_countdown > 0
state.zombie_spawn_countdown -= 1
return
end
# New zombies are created, positioned on the screen, and added to the zombies collection.
state.zombies << state.new_entity(:zombie) do |z| # each zombie is declared a new entity
if rand > 0.5
z.x = grid.rect.w.randomize(:ratio) # random x position on screen (within grid scope)
z.y = [-10, 730].sample # y position is set to either -10 or 730 (randomly chosen)
# the possible values exceed the screen's scope so zombies appear to be coming from far away
else
z.x = [-10, 1290].sample # x position is set to either -10 or 1290 (randomly chosen)
z.y = grid.rect.w.randomize(:ratio) # random y position on screen
end
end
# Calls random_spawn_countdown method (determines how fast new zombies appear)
state.zombie_spawn_countdown = random_spawn_countdown state.zombie_min_spawn_rate
state.zombie_min_spawn_rate -= 1
# set to either the current zombie_min_spawn_rate or 0, depending on which value is greater
state.zombie_min_spawn_rate = state.zombie_min_spawn_rate.greater(0)
end
# Moves all zombies towards the center of the screen.
# All zombies that reach the center (640, 360) are rejected from the zombies collection and disappear.
def calc_move_zombies
state.zombies.each do |z| # for each zombie in the collection
z.y = z.y.towards(360, 0.1) # move the zombie towards the center (640, 360) at a rate of 0.1
z.x = z.x.towards(640, 0.1) # change 0.1 to 1.1 and see how much faster the zombies move to the center
end
state.zombies = state.zombies.reject { |z| z.y == 360 && z.x == 640 } # remove zombies that are in center
end
# Calculates the position and movement of the player on the screen.
def calc_player
state.player.x += state.player.dx # changes x based on dx (change in x)
state.player.y += state.player.dy # changes y based on dy (change in y)
state.player.dx *= 0.9 # scales dx down
state.player.dy *= 0.9 # scales dy down
# Compares player's x to 1280 to find lesser value, then compares result to 0 to find greater value.
# This ensures that the player remains within the screen's scope.
state.player.x = state.player.x.lesser(1280).greater(0)
state.player.y = state.player.y.lesser(720).greater(0) # same with player's y
end
# Finds all zombies that intersect with the player's sprite. These zombies are removed from the zombies collection
# and added to the killed_zombies collection since any zombie that intersects with the player is killed.
def calc_kill_zombie
# Find all zombies that intersect with the player. They are considered killed.
killed_this_frame = state.zombies.find_all { |z| z.sprite && (z.sprite.intersect_rect? state.player_sprite) }
state.zombies = state.zombies - killed_this_frame # remove newly killed zombies from zombies collection
state.killed_zombies += killed_this_frame # add newly killed zombies to killed zombies
if killed_this_frame.length > 0 # if atleast one zombie was killed in the frame
state.flash_at = state.tick_count # flash_at set to the frame when the zombie was killed
# Don't forget, the rendered flash lasts for 10 frames after the zombie is killed (look at render_flash method)
end
# Sets the tick_count (passage of time) as the value of the death_at variable for each killed zombie.
# Death_at stores the frame a zombie was killed.
killed_this_frame.each do |z|
z.death_at = state.tick_count
end
# Zombies are rejected from the killed_zombies collection depending on when they were killed.
# They are rejected if more than 30 frames have passed since their death.
state.killed_zombies = state.killed_zombies.reject { |z| state.tick_count - z.death_at > 30 }
end
# Uses input from the user to move the player around the screen.
def input
# If the "a" key or left key is pressed, the x position of the player decreases.
# Otherwise, if the "d" key or right key is pressed, the x position of the player increases.
if inputs.keyboard.key_held.a || inputs.keyboard.key_held.left
state.player.x -= 5
elsif inputs.keyboard.key_held.d || inputs.keyboard.key_held.right
state.player.x += 5
end
# If the "w" or up key is pressed, the y position of the player increases.
# Otherwise, if the "s" or down key is pressed, the y position of the player decreases.
if inputs.keyboard.key_held.w || inputs.keyboard.key_held.up
state.player.y += 5
elsif inputs.keyboard.key_held.s || inputs.keyboard.key_held.down
state.player.y -= 5
end
# Sets the attack angle so the player can move and attack in the precise direction it wants to go.
# If the mouse is moved, the attack angle is changed (based on the player's position and mouse position).
# Attack angle also contributes to the position of red square.
if inputs.mouse.moved
state.player.attack_angle = inputs.mouse.position.angle_from [state.player.x, state.player.y]
end
if inputs.mouse.click && state.player.dx < 0.5 && state.player.dy < 0.5
state.player.attack_angle_on_click = inputs.mouse.position.angle_from [state.player.x, state.player.y]
state.player.attack_angle = state.player.attack_angle_on_click # player's attack angle is set
state.player.dx = state.player.attack_angle.vector_x(25) # change in player's position
state.player.dy = state.player.attack_angle.vector_y(25)
end
end
# Sets the zombie spawn's countdown to a random number.
# How fast zombies appear (change the 60 to 6 and too many zombies will appear at once!)
def random_spawn_countdown minimum
10.randomize(:ratio, :sign).to_i + 60
end
# Helps to iterate through the images in the sprites folder by setting the animation index.
# 3 frames is how long to show an image, and 6 is how many images to flip through.
def animation_index at
at.idiv(3).mod(6)
end
# Animates the zombies by using the animation index to go through the images in the sprites folder.
def animation_sprite zombie, at = nil
at ||= zombie.created_at_elapsed # how long it is has been since a zombie was created
index = animation_index at
"sprites/zombie-#{index}.png" # string interpolation to iterate through images
end
end
$protect_the_puppies_from_the_zombies = ProtectThePuppiesFromTheZombies.new
def tick args
$protect_the_puppies_from_the_zombies.grid = args.grid
$protect_the_puppies_from_the_zombies.inputs = args.inputs
$protect_the_puppies_from_the_zombies.state = args.state
$protect_the_puppies_from_the_zombies.outputs = args.outputs
$protect_the_puppies_from_the_zombies.tick
tick_instructions args, "How to get the mouse position and translate it to an x, y position using .vector_x and .vector_y. CLICK to play."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Mouse - Mouse Move Paint App - main.rb
# ./samples/05_mouse/03_mouse_move_paint_app/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Floor: Method that returns an integer number smaller than or equal to the original with no decimal.
For example, if we have a variable, a = 13.7, and we called floor on it, it would look like this...
puts a.floor()
which would print out 13.
(There is also a ceil method, which returns an integer number greater than or equal to the original
with no decimal. If we had called ceil on the variable a, the result would have been 14.)
Reminders:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
For example, if we have a "numbers" hash that stores numbers in English as the
key and numbers in Spanish as the value, we'd have a hash that looks like this...
numbers = { "one" => "uno", "two" => "dos", "three" => "tres" }
and on it goes.
Now if we wanted to find the corresponding value of the "one" key, we could say
puts numbers["one"]
which would print "uno" to the console.
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
In this sample app, new_entity is used to create a new button that clears the grid.
(Remember, you can use state to define ANY property and it will be retained across frames.)
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
- args.inputs.mouse.click.point.created_at: The frame the mouse click occurred in.
- args.outputs.labels: An array. The values in the array generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- ARRAY#inside_rect?: Returns true or false depending on if the point is inside the rect.
=end
# This sample app shows an empty grid that the user can paint on.
# To paint, the user must keep their mouse presssed and drag it around the grid.
# The "clear" button allows users to clear the grid so they can start over.
class PaintApp
attr_accessor :inputs, :state, :outputs, :grid, :args
# Runs methods necessary for the game to function properly.
def tick
print_title
add_grid
check_click
draw_buttons
end
# Prints the title onto the screen by using a label.
# Also separates the title from the grid with a line as a horizontal separator.
def print_title
args.outputs.labels << [ 640, 700, 'Paint!', 0, 1 ]
outputs.lines << horizontal_separator(660, 0, 1280)
end
# Sets the starting position, ending position, and color for the horizontal separator.
# The starting and ending positions have the same y values.
def horizontal_separator y, x, x2
[x, y, x2, y, 150, 150, 150]
end
# Sets the starting position, ending position, and color for the vertical separator.
# The starting and ending positions have the same x values.
def vertical_separator x, y, y2
[x, y, x, y2, 150, 150, 150]
end
# Outputs a border and a grid containing empty squares onto the screen.
def add_grid
# Sets the x, y, height, and width of the grid.
# There are 31 horizontal lines and 31 vertical lines in the grid.
# Feel free to count them yourself before continuing!
x, y, h, w = 640 - 500/2, 640 - 500, 500, 500 # calculations done so the grid appears in screen's center
lines_h = 31
lines_v = 31
# Sets values for the grid's border, grid lines, and filled squares.
# The filled_squares variable is initially set to an empty array.
state.grid_border ||= [ x, y, h, w ] # definition of grid's outer border
state.grid_lines ||= draw_grid(x, y, h, w, lines_h, lines_v) # calls draw_grid method
state.filled_squares ||= [] # there are no filled squares until the user fills them in
# Outputs the grid lines, border, and filled squares onto the screen.
outputs.lines.concat state.grid_lines
outputs.borders << state.grid_border
outputs.solids << state.filled_squares
end
# Draws the grid by adding in vertical and horizontal separators.
def draw_grid x, y, h, w, lines_h, lines_v
# The grid starts off empty.
grid = []
# Calculates the placement and adds horizontal lines or separators into the grid.
curr_y = y # start at the bottom of the box
dist_y = h / (lines_h + 1) # finds distance to place horizontal lines evenly throughout 500 height of grid
lines_h.times do
curr_y += dist_y # increment curr_y by the distance between the horizontal lines
grid << horizontal_separator(curr_y, x, x + w - 1) # add a separator into the grid
end
# Calculates the placement and adds vertical lines or separators into the grid.
curr_x = x # now start at the left of the box
dist_x = w / (lines_v + 1) # finds distance to place vertical lines evenly throughout 500 width of grid
lines_v.times do
curr_x += dist_x # increment curr_x by the distance between the vertical lines
grid << vertical_separator(curr_x, y + 1, y + h) # add separator
end
# paint_grid uses a hash to assign values to keys.
state.paint_grid ||= {"x" => x, "y" => y, "h" => h, "w" => w, "lines_h" => lines_h,
"lines_v" => lines_v, "dist_x" => dist_x,
"dist_y" => dist_y }
return grid
end
# Checks if the user is keeping the mouse pressed down and sets the mouse_hold variable accordingly using boolean values.
# If the mouse is up, the user cannot drag the mouse.
def check_click
if inputs.mouse.down #is mouse up or down?
state.mouse_held = true # mouse is being held down
elsif inputs.mouse.up # if mouse is up
state.mouse_held = false # mouse is not being held down or dragged
state.mouse_dragging = false
end
if state.mouse_held && # mouse needs to be down
!inputs.mouse.click && # must not be first click
((inputs.mouse.previous_click.point.x - inputs.mouse.position.x).abs > 15) # Need to move 15 pixels before "drag"
state.mouse_dragging = true
end
# If the user clicks their mouse inside the grid, the search_lines method is called with a click input type.
if ((inputs.mouse.click) && (inputs.mouse.click.point.inside_rect? state.grid_border))
search_lines(inputs.mouse.click.point, :click)
# If the user drags their mouse inside the grid, the search_lines method is called with a drag input type.
elsif ((state.mouse_dragging) && (inputs.mouse.position.inside_rect? state.grid_border))
search_lines(inputs.mouse.position, :drag)
end
end
# Sets the definition of a grid box and handles user input to fill in or clear grid boxes.
def search_lines (point, input_type)
point.x -= state.paint_grid["x"] # subtracts the value assigned to the "x" key in the paint_grid hash
point.y -= state.paint_grid["y"] # subtracts the value assigned to the "y" key in the paint_grid hash
# Remove code following the .floor and see what happens when you try to fill in grid squares
point.x = (point.x / state.paint_grid["dist_x"]).floor * state.paint_grid["dist_x"]
point.y = (point.y / state.paint_grid["dist_y"]).floor * state.paint_grid["dist_y"]
point.x += state.paint_grid["x"]
point.y += state.paint_grid["y"]
# Sets definition of a grid box, meaning its x, y, width, and height.
# Floor is called on the point.x and point.y variables.
# Ceil method is called on values of the distance hash keys, setting the width and height of a box.
grid_box = [ point.x.floor, point.y.floor, state.paint_grid["dist_x"].ceil, state.paint_grid["dist_y"].ceil ]
if input_type == :click # if user clicks their mouse
if state.filled_squares.include? grid_box # if grid box is already filled in
state.filled_squares.delete grid_box # box is cleared and removed from filled_squares
else
state.filled_squares << grid_box # otherwise, box is filled in and added to filled_squares
end
elsif input_type == :drag # if user drags mouse
unless state.filled_squares.include? grid_box # unless the grid box dragged over is already filled in
state.filled_squares << grid_box # the box is filled in and added to filled_squares
end
end
end
# Creates and outputs a "Clear" button on the screen using a label and a border.
# If the button is clicked, the filled squares are cleared, making the filled_squares collection empty.
def draw_buttons
x, y, w, h = 390, 50, 240, 50
state.clear_button ||= state.new_entity(:button_with_fade)
# The x and y positions are set to display the label in the center of the button.
# Try changing the first two parameters to simply x, y and see what happens to the text placement!
state.clear_button.label ||= [x + w.half, y + h.half + 10, "Clear", 0, 1] # placed in center of border
state.clear_button.border ||= [x, y, w, h]
# If the mouse is clicked inside the borders of the clear button,
# the filled_squares collection is emptied and the squares are cleared.
if inputs.mouse.click && inputs.mouse.click.point.inside_rect?(state.clear_button.border)
state.clear_button.clicked_at = inputs.mouse.click.created_at # time (frame) the click occurred
state.filled_squares.clear
inputs.mouse.previous_click = nil
end
outputs.labels << state.clear_button.label
outputs.borders << state.clear_button.border
# When the clear button is clicked, the color of the button changes
# and the transparency changes, as well. If you change the time from
# 0.25.seconds to 1.25.seconds or more, the change will last longer.
if state.clear_button.clicked_at
outputs.solids << [x, y, w, h, 0, 180, 80, 255 * state.clear_button.clicked_at.ease(0.25.seconds, :flip)]
end
end
end
$paint_app = PaintApp.new
def tick args
$paint_app.inputs = args.inputs
$paint_app.state = args.state
$paint_app.grid = args.grid
$paint_app.args = args
$paint_app.outputs = args.outputs
$paint_app.tick
tick_instructions args, "How to create a simple paint app. CLICK and HOLD to draw."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Mouse - Coordinate Systems - main.rb
# ./samples/05_mouse/04_coordinate_systems/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- args.inputs.mouse.click.position: Coordinates of the mouse's position on the screen.
Unlike args.inputs.mouse.click.point, the mouse does not need to be pressed down for
position to know the mouse's coordinates.
For more information about the mouse, go to mygame/documentation/07-mouse.md.
Reminders:
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
In this sample app, string interpolation is used to show the current position of the mouse
in a label.
- args.outputs.labels: An array that generates a label.
The parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.outputs.solids: An array that generates a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE, ALPHA]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.lines: An array that generates a line.
The parameters are [X, Y, X2, Y2, RED, GREEN, BLUE, ALPHA]
For more information about lines, go to mygame/documentation/04-lines.md.
=end
# This sample app shows a coordinate system or grid. The user can move their mouse around the screen and the
# coordinates of their position on the screen will be displayed. Users can choose to view one quadrant or
# four quadrants by pressing the button.
def tick args
# The addition and subtraction in the first two parameters of the label and solid
# ensure that the outputs don't overlap each other. Try removing them and see what happens.
pos = args.inputs.mouse.position # stores coordinates of mouse's position
args.outputs.labels << [pos.x + 10, pos.y + 10, "#{pos}"] # outputs label of coordinates
args.outputs.solids << [pos.x - 2, pos.y - 2, 5, 5] # outputs small blackk box placed where mouse is hovering
button = [0, 0, 370, 50] # sets definition of toggle button
args.outputs.borders << button # outputs button as border (not filled in)
args.outputs.labels << [10, 35, "click here toggle coordinate system"] # label of button
args.outputs.lines << [ 0, -720, 0, 720] # vertical line dividing quadrants
args.outputs.lines << [-1280, 0, 1280, 0] # horizontal line dividing quadrants
if args.inputs.mouse.click # if the user clicks the mouse
pos = args.inputs.mouse.click.point # pos's value is point where user clicked (coordinates)
if pos.inside_rect? button # if the click occurred inside the button
if args.grid.name == :bottom_left # if the grid shows bottom left as origin
args.grid.origin_center! # origin will be shown in center
else
args.grid.origin_bottom_left! # otherwise, the view will change to show bottom left as origin
end
end
end
tick_instructions args, "Sample app shows the two supported coordinate systems in Game Toolkit."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Save Load - Save Load Game - main.rb
# ./samples/06_save_load/01_save_load_game/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Symbol (:): Ruby object with a name and an internal ID. Symbols are useful
because with a given symbol name, you can refer to the same object throughout
a Ruby program.
In this sample app, we're using symbols for our buttons. We have buttons that
light fires, save, load, etc. Each of these buttons has a distinct symbol like
:light_fire, :save_game, :load_game, etc.
- to_sym: Returns the symbol corresponding to the given string; creates the symbol
if it does not already exist.
For example,
'car'.to_sym
would return the symbol :car.
- last: Returns the last element of an array.
Reminders:
- num1.lesser(num2): finds the lower value of the given options.
For example, in the statement
a = 4.lesser(3)
3 has a lower value than 4, which means that the value of a would be set to 3,
but if the statement had been
a = 4.lesser(5)
4 has a lower value than 5, which means that the value of a would be set to 4.
- num1.fdiv(num2): returns the float division (will have a decimal) of the two given numbers.
For example, 5.fdiv(2) = 2.5 and 5.fdiv(5) = 1.0
- String interpolation: uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- args.outputs.labels: An array. Values generate a label.
Parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information, go to mygame/documentation/02-labels.md.
- ARRAY#inside_rect?: An array with at least two values is considered a point. An array
with at least four values is considered a rect. The inside_rect? function returns true
or false depending on if the point is inside the rect.
=end
# This code allows users to perform different tasks, such as saving and loading the game.
# Users also have options to reset the game and light a fire.
class TextedBasedGame
# Contains methods needed for game to run properly.
# Increments tick count by 1 each time it runs (60 times in a single second)
def tick
default
show_intro
state.engine_tick_count += 1
tick_fire
end
# Sets default values.
# The ||= ensures that a variable's value is only set to the value following the = sign
# if the value has not already been set before. Intialization happens only in the first frame.
def default
state.engine_tick_count ||= 0
state.active_module ||= :room
state.fire_progress ||= 0
state.fire_ready_in ||= 10
state.previous_fire ||= :dead
state.fire ||= :dead
end
def show_intro
return unless state.engine_tick_count == 0 # return unless the game just started
set_story_line "awake." # calls set_story_line method, sets to "awake"
end
# Sets story line.
def set_story_line story_line
state.story_line = story_line # story line set to value of parameter
state.active_module = :alert # active module set to alert
end
# Clears story line.
def clear_storyline
state.active_module = :none # active module set to none
state.story_line = nil # story line is cleared, set to nil (or empty)
end
# Determines fire progress (how close the fire is to being ready to light).
def tick_fire
return if state.active_module == :alert # return if active module is alert
state.fire_progress += 1 # increment fire progress
# fire_ready_in is 10. The fire_progress is either the current value or 10, whichever has a lower value.
state.fire_progress = state.fire_progress.lesser(state.fire_ready_in)
end
# Sets the value of fire (whether it is dead or roaring), and the story line
def light_fire
return unless fire_ready? # returns unless the fire is ready to be lit
state.fire = :roaring # fire is lit, set to roaring
state.fire_progress = 0 # the fire progress returns to 0, since the fire has been lit
if state.fire != state.previous_fire
set_story_line "the fire is #{state.fire}." # the story line is set using string interpolation
state.previous_fire = state.fire
end
end
# Checks if the fire is ready to be lit. Returns a boolean value.
def fire_ready?
# If fire_progress (value between 0 and 10) is equal to fire_ready_in (value of 10),
# the fire is ready to be lit.
state.fire_progress == state.fire_ready_in
end
# Divides the value of the fire_progress variable by 10 to determine how close the user is to
# being able to light a fire.
def light_fire_progress
state.fire_progress.fdiv(10) # float division
end
# Defines fire as the state.fire variable.
def fire
state.fire
end
# Sets the title of the room.
def room_title
return "a room that is dark" if state.fire == :dead # room is dark if the fire is dead
return "a room that is lit" # room is lit if the fire is not dead
end
# Sets the active_module to room.
def go_to_room
state.active_module = :room
end
# Defines active_module as the state.active_module variable.
def active_module
state.active_module
end
# Defines story_line as the state.story_line variable.
def story_line
state.story_line
end
# Update every 60 frames (or every second)
def should_tick?
state.tick_count.mod_zero?(60)
end
# Sets the value of the game state provider.
def initialize game_state_provider
@game_state_provider = game_state_provider
end
# Defines the game state.
# Any variable prefixed with an @ symbol is an instance variable.
def state
@game_state_provider.state
end
# Saves the state of the game in a text file called game_state.txt.
def save
$gtk.serialize_state('game_state.txt', state)
end
# Loads the game state from the game_state.txt text file.
# If the load is unsuccessful, the user is informed since the story line indicates the failure.
def load
parsed_state = $gtk.deserialize_state('game_state.txt')
if !parsed_state
set_story_line "no game to load. press save first."
else
$gtk.args.state = parsed_state
end
end
# Resets the game.
def reset
$gtk.reset
end
end
class TextedBasedGamePresenter
attr_accessor :state, :outputs, :inputs
# Creates empty collection called highlights.
# Calls methods necessary to run the game.
def tick
state.layout.highlights ||= []
game.tick if game.should_tick?
render
process_input
end
# Outputs a label of the tick count (passage of time) and calls all render methods.
def render
outputs.labels << [10, 30, state.tick_count]
render_alert
render_room
render_highlights
end
# Outputs a label onto the screen that shows the story line, and also outputs a "close" button.
def render_alert
return unless game.active_module == :alert
outputs.labels << [640, 480, game.story_line, 5, 1] # outputs story line label
outputs.primitives << button(:alert_dismiss, 490, 380, "close") # positions "close" button under story line
end
def render_room
return unless game.active_module == :room
outputs.labels << [640, 700, game.room_title, 4, 1] # outputs room title label at top of screen
# The parameters for these outputs are (symbol, x, y, text, value/percentage) and each has a y value
# that positions it 60 pixels lower than the previous output.
# outputs the light_fire_progress bar, uses light_fire_progress for its percentage (which changes bar's appearance)
outputs.primitives << progress_bar(:light_fire, 490, 600, "light fire", game.light_fire_progress)
outputs.primitives << button( :save_game, 490, 540, "save") # outputs save button
outputs.primitives << button( :load_game, 490, 480, "load") # outputs load button
outputs.primitives << button( :reset_game, 490, 420, "reset") # outputs reset button
outputs.labels << [640, 30, "the fire is #{game.fire}", 0, 1] # outputs fire label at bottom of screen
end
# Outputs a collection of highlights using an array to set their values, and also rejects certain values from the collection.
def render_highlights
state.layout.highlights.each do |h| # for each highlight in the collection
h.lifetime -= 1 # decrease the value of its lifetime
end
outputs.solids << state.layout.highlights.map do |h| # outputs highlights collection
[h.x, h.y, h.w, h.h, h.color, 255 * h.lifetime / h.max_lifetime] # sets definition for each highlight
# transparency changes; divide lifetime by max_lifetime, multiply result by 255
end
# reject highlights from collection that have no remaining lifetime
state.layout.highlights = state.layout.highlights.reject { |h| h.lifetime <= 0 }
end
# Checks whether or not a button was clicked.
# Returns a boolean value.
def process_input
button = button_clicked? # calls button_clicked? method
end
# Returns a boolean value.
# Finds the button that was clicked from the button list and determines what method to call.
# Adds a highlight to the highlights collection.
def button_clicked?
return nil unless click_pos # return nil unless click_pos holds coordinates of mouse click
button = @button_list.find do |k, v| # goes through button_list to find button clicked
click_pos.inside_rect? v[:primitives].last.rect # was the mouse clicked inside the rect of button?
end
return unless button # return unless a button was clicked
method_to_call = "#{button[0]}_clicked".to_sym # sets method_to_call to symbol (like :save_game or :load_game)
if self.respond_to? method_to_call # returns true if self responds to the given method (method actually exists)
border = button[1][:primitives].last # sets border definition using value of last key in button list hash
# declares each highlight as a new entity, sets properties
state.layout.highlights << state.new_entity(:highlight) do |h|
h.x = border.x
h.y = border.y
h.w = border.w
h.h = border.h
h.max_lifetime = 10
h.lifetime = h.max_lifetime
h.color = [120, 120, 180] # sets color to shade of purple
end
self.send method_to_call # invoke method identified by symbol
else # otherwise, if self doesn't respond to given method
border = button[1][:primitives].last # sets border definition using value of last key in hash
# declares each highlight as a new entity, sets properties
state.layout.highlights << state.new_entity(:highlight) do |h|
h.x = border.x
h.y = border.y
h.w = border.w
h.h = border.h
h.max_lifetime = 4 # different max_lifetime than the one set if respond_to? had been true
h.lifetime = h.max_lifetime
h.color = [120, 80, 80] # sets color to dark color
end
# instructions for users on how to add the missing method_to_call to the code
puts "It looks like #{method_to_call} doesn't exists on TextedBasedGamePresenter. Please add this method:"
puts "Just copy the code below and put it in the #{TextedBasedGamePresenter} class definition."
puts ""
puts "```"
puts "class TextedBasedGamePresenter <--- find this class and put the method below in it"
puts ""
puts " def #{method_to_call}"
puts " puts 'Yay that worked!'"
puts " end"
puts ""
puts "end <-- make sure to put the #{method_to_call} method in between the `class` word and the final `end` statement."
puts "```"
puts ""
end
end
# Returns the position of the mouse when it is clicked.
def click_pos
return nil unless inputs.mouse.click # returns nil unless the mouse was clicked
return inputs.mouse.click.point # returns location of mouse click (coordinates)
end
# Creates buttons for the button_list and sets their values using a hash (uses symbols as keys)
def button id, x, y, text
@button_list[id] ||= { # assigns values to hash keys
id: id,
text: text,
primitives: [
[x + 10, y + 30, text, 2, 0].label, # positions label inside border
[x, y, 300, 50].border, # sets definition of border
]
}
@button_list[id][:primitives] # returns label and border for buttons
end
# Creates a progress bar (used for lighting the fire) and sets its values.
def progress_bar id, x, y, text, percentage
@button_list[id] = { # assigns values to hash keys
id: id,
text: text,
primitives: [
[x, y, 300, 50, 100, 100, 100].solid, # sets definition for solid (which fills the bar with gray)
[x + 10, y + 30, text, 2, 0].label, # sets definition for label, positions inside border
[x, y, 300, 50].border, # sets definition of border
]
}
# Fills progress bar based on percentage. If the fire was ready to be lit (100%) and we multiplied by
# 100, only 1/3 of the bar would only be filled in. 200 would cause only 2/3 to be filled in.
@button_list[id][:primitives][0][2] = 300 * percentage
@button_list[id][:primitives]
end
# Defines the game.
def game
@game
end
# Initalizes the game and creates an empty list of buttons.
def initialize
@game = TextedBasedGame.new self
@button_list ||= {}
end
# Clears the storyline and takes the user to the room.
def alert_dismiss_clicked
game.clear_storyline
game.go_to_room
end
# Lights the fire when the user clicks the "light fire" option.
def light_fire_clicked
game.light_fire
end
# Saves the game when the user clicks the "save" option.
def save_game_clicked
game.save
end
# Resets the game when the user clicks the "reset" option.
def reset_game_clicked
game.reset
end
# Loads the game when the user clicks the "load" option.
def load_game_clicked
game.load
end
end
$text_based_rpg = TextedBasedGamePresenter.new
def tick args
$text_based_rpg.state = args.state
$text_based_rpg.outputs = args.outputs
$text_based_rpg.inputs = args.inputs
$text_based_rpg.tick
end
Advanced Audio - Audio Mixer - main.rb
# ./samples/07_advanced_audio/01_audio_mixer/app/main.rb
# these are the properties that you can sent on args.audio
def spawn_new_sound args, name, path
# Spawn randomly in an area that won't be covered by UI.
screenx = (rand * 600.0) + 200.0
screeny = (rand * 400.0) + 100.0
id = new_sound_id! args
# you can hang anything on the audio hashes you want, so we store the
# actual screen position in here for convenience.
args.audio[id] = {
name: name,
input: path,
screenx: screenx,
screeny: screeny,
x: ((screenx / 1279.0) * 2.0) - 1.0, # scale to -1.0 - 1.0 range
y: ((screeny / 719.0) * 2.0) - 1.0, # scale to -1.0 - 1.0 range
z: 0.0,
gain: 1.0,
pitch: 1.0,
looping: true,
paused: false
}
args.state.selected = id
end
# these are values you can change on the ~args.audio~ data structure
def input_panel args
return unless args.state.panel
return if args.state.dragging
audio_entry = args.audio[args.state.selected]
results = args.state.panel
if args.state.mouse_state == :held && args.inputs.mouse.position.inside_rect?(results.pitch_slider_rect.rect)
audio_entry.pitch = 2.0 * ((args.inputs.mouse.x - results.pitch_slider_rect.x).to_f / (results.pitch_slider_rect.w - 1.0))
elsif args.state.mouse_state == :held && args.inputs.mouse.position.inside_rect?(results.playtime_slider_rect.rect)
audio_entry.playtime = audio_entry.length_ * ((args.inputs.mouse.x - results.playtime_slider_rect.x).to_f / (results.playtime_slider_rect.w - 1.0))
elsif args.state.mouse_state == :held && args.inputs.mouse.position.inside_rect?(results.gain_slider_rect.rect)
audio_entry.gain = (args.inputs.mouse.x - results.gain_slider_rect.x).to_f / (results.gain_slider_rect.w - 1.0)
elsif args.inputs.mouse.click && args.inputs.mouse.position.inside_rect?(results.looping_checkbox_rect.rect)
audio_entry.looping = !audio_entry.looping
elsif args.inputs.mouse.click && args.inputs.mouse.position.inside_rect?(results.paused_checkbox_rect.rect)
audio_entry.paused = !audio_entry.paused
elsif args.inputs.mouse.click && args.inputs.mouse.position.inside_rect?(results.delete_button_rect.rect)
args.audio.delete args.state.selected
end
end
def render_sources args
args.outputs.primitives << args.audio.keys.map do |k|
s = args.audio[k]
isselected = (k == args.state.selected)
color = isselected ? [ 0, 255, 0, 255 ] : [ 0, 0, 255, 255 ]
[
[s.screenx, s.screeny, args.state.boxsize, args.state.boxsize, *color].solid,
{
x: s.screenx + args.state.boxsize.half,
y: s.screeny,
text: s.name,
r: 255,
g: 255,
b: 255,
alignment_enum: 1
}.label!
]
end
end
def playtime_str t
return "" unless t
minutes = (t / 60.0).floor
seconds = t - (minutes * 60.0).to_f
return minutes.to_s + ':' + seconds.floor.to_s + ((seconds - seconds.floor).to_s + "000")[1..3]
end
def label_with_drop_shadow x, y, text
[
{ x: x + 1, y: y + 1, text: text, vertical_alignment_enum: 1, alignment_enum: 1, r: 0, g: 0, b: 0 }.label!,
{ x: x + 2, y: y + 0, text: text, vertical_alignment_enum: 1, alignment_enum: 1, r: 0, g: 0, b: 0 }.label!,
{ x: x + 0, y: y + 1, text: text, vertical_alignment_enum: 1, alignment_enum: 1, r: 200, g: 200, b: 200 }.label!
]
end
def check_box opts = {}
checkbox_template = opts.args.layout.rect(w: 0.5, h: 0.5, col: 2)
final_rect = checkbox_template.center_inside_rect_y(opts.args.layout.rect(row: opts.row, col: opts.col))
color = { r: 0, g: 0, b: 0 }
color = { r: 255, g: 255, b: 255 } if opts.checked
{
rect: final_rect,
primitives: [
(final_rect.to_solid color)
]
}
end
def progress_bar opts = {}
outer_rect = opts.args.layout.rect(row: opts.row, col: opts.col, w: 5, h: 1)
color = opts.percentage * 255
baseline_progress_bar = opts.args
.layout
.rect(w: 5, h: 0.5)
final_rect = baseline_progress_bar.center_inside_rect(outer_rect)
center = final_rect.rect_center_point
{
rect: final_rect,
primitives: [
final_rect.merge(r: color, g: color, b: color, a: 128).solid!,
label_with_drop_shadow(center.x, center.y, opts.text)
]
}
end
def panel_primitives args, audio_entry
results = { primitives: [] }
return results unless audio_entry
# this uses DRGTK's layout apis to layout the controls
# imagine the screen is split into equal cells (24 cells across, 12 cells up and down)
# args.layout.rect returns a hash which we merge values with to create primitives
# using args.layout.rect removes the need for pixel pushing
# args.outputs.debug << args.layout.debug_primitives(r: 255, g: 255, b: 255)
white_color = { r: 255, g: 255, b: 255 }
label_style = white_color.merge(vertical_alignment_enum: 1)
# panel background
results.primitives << args.layout.rect(row: 0, col: 0, w: 7, h: 6, include_col_gutter: true, include_row_gutter: true)
.border!(r: 255, g: 255, b: 255)
# title
results.primitives << args.layout.point(row: 0, col: 3.5, row_anchor: 0.5)
.merge(label_style)
.merge(text: "Source #{args.state.selected} (#{args.audio[args.state.selected].name})",
size_enum: 3,
alignment_enum: 1)
# seperator line
results.primitives << args.layout.rect(row: 1, col: 0, w: 7, h: 0)
.line!(white_color)
# screen location
results.primitives << args.layout.point(row: 1.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "screen:")
results.primitives << args.layout.point(row: 1.0, col: 2, row_anchor: 0.5)
.merge(label_style)
.merge(text: "(#{audio_entry.screenx.to_i}, #{audio_entry.screeny.to_i})")
# position
results.primitives << args.layout.point(row: 1.5, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "position:")
results.primitives << args.layout.point(row: 1.5, col: 2, row_anchor: 0.5)
.merge(label_style)
.merge(text: "(#{audio_entry[:x].round(5).to_s[0..6]}, #{audio_entry[:y].round(5).to_s[0..6]})")
results.primitives << args.layout.point(row: 2.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "pitch:")
results.pitch_slider_rect = progress_bar(row: 2.0, col: 2,
percentage: audio_entry.pitch / 2.0,
text: "#{audio_entry.pitch.to_sf}",
args: args)
results.primitives << results.pitch_slider_rect.primitives
results.primitives << args.layout.point(row: 2.5, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "playtime:")
results.playtime_slider_rect = progress_bar(args: args,
row: 2.5,
col: 2,
percentage: (audio_entry.playtime || 1) / (audio_entry.length_ || 1),
text: "#{playtime_str(audio_entry.playtime)} / #{playtime_str(audio_entry.length_)}")
results.primitives << results.playtime_slider_rect.primitives
results.primitives << args.layout.point(row: 3.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "gain:")
results.gain_slider_rect = progress_bar(args: args,
row: 3.0,
col: 2,
percentage: audio_entry.gain,
text: "#{audio_entry.gain.to_sf}")
results.primitives << results.gain_slider_rect.primitives
results.primitives << args.layout.point(row: 3.5, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "looping:")
checkbox_template = args.layout.rect(w: 0.5, h: 0.5, col: 2)
results.looping_checkbox_rect = check_box(args: args, row: 3.5, col: 2, checked: audio_entry.looping)
results.primitives << results.looping_checkbox_rect.primitives
results.primitives << args.layout.point(row: 4.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "paused:")
checkbox_template = args.layout.rect(w: 0.5, h: 0.5, col: 2)
results.paused_checkbox_rect = check_box(args: args, row: 4.0, col: 2, checked: !audio_entry.paused)
results.primitives << results.paused_checkbox_rect.primitives
results.delete_button_rect = { rect: args.layout.rect(row: 5, col: 0, w: 7, h: 1) }
results.primitives << results.delete_button_rect.to_solid(r: 180)
results.primitives << args.layout.point(row: 5, col: 3.5, row_anchor: 0.5)
.merge(label_style)
.merge(text: "DELETE", alignment_enum: 1)
return results
end
def render_panel args
args.state.panel = nil
audio_entry = args.audio[args.state.selected]
return unless audio_entry
mouse_down = (args.state.mouse_held >= 0)
args.state.panel = panel_primitives args, audio_entry
args.outputs.primitives << args.state.panel.primitives
end
def new_sound_id! args
args.state.sound_id ||= 0
args.state.sound_id += 1
args.state.sound_id
end
def render_launcher args
args.outputs.primitives << args.state.spawn_sound_buttons.map(&:primitives)
end
def render_ui args
render_launcher args
render_panel args
end
def tick args
defaults args
render args
input args
end
def input args
if !args.audio[args.state.selected]
args.state.selected = nil
args.state.dragging = nil
end
# spawn button and node interaction
if args.inputs.mouse.click
spawn_sound_button = args.state.spawn_sound_buttons.find { |b| args.inputs.mouse.inside_rect? b.rect }
audio_click_key, audio_click_value = args.audio.find do |k, v|
args.inputs.mouse.inside_rect? [v.screenx, v.screeny, args.state.boxsize, args.state.boxsize]
end
if spawn_sound_button
args.state.selected = nil
spawn_new_sound args, spawn_sound_button.name, spawn_sound_button.path
elsif audio_click_key
args.state.selected = audio_click_key
end
end
if args.state.mouse_state == :held && args.state.selected
v = args.audio[args.state.selected]
if args.inputs.mouse.inside_rect? [v.screenx, v.screeny, args.state.boxsize, args.state.boxsize]
args.state.dragging = args.state.selected
end
if args.state.dragging
s = args.audio[args.state.selected]
# you can hang anything on the audio hashes you want, so we store the
# actual screen position so it doesn't scale weirdly vs your mouse.
s.screenx = args.inputs.mouse.x - (args.state.boxsize / 2)
s.screeny = args.inputs.mouse.y - (args.state.boxsize / 2)
s.screeny = 50 if s.screeny < 50
s.screeny = (719 - args.state.boxsize) if s.screeny > (719 - args.state.boxsize)
s.screenx = 0 if s.screenx < 0
s.screenx = (1279 - args.state.boxsize) if s.screenx > (1279 - args.state.boxsize)
s.x = ((s.screenx / 1279.0) * 2.0) - 1.0 # scale to -1.0 - 1.0 range
s.y = ((s.screeny / 719.0) * 2.0) - 1.0 # scale to -1.0 - 1.0 range
end
elsif args.state.mouse_state == :released
args.state.dragging = nil
end
input_panel args
end
def defaults args
args.state.mouse_state ||= :released
args.state.dragging_source ||= false
args.state.selected ||= 0
args.state.next_sound_index ||= 0
args.state.boxsize ||= 30
args.state.sound_files ||= [
{ name: :tada, path: "sounds/tada.wav" },
{ name: :splash, path: "sounds/splash.wav" },
{ name: :drum, path: "sounds/drum.wav" },
{ name: :spring, path: "sounds/spring.wav" },
{ name: :music, path: "sounds/music.ogg" }
]
# generate buttons based off the sound collection above
args.state.spawn_sound_buttons ||= begin
# create a group of buttons
# column centered (using col_offset to calculate the column offset)
# where each item is 2 columns apart
rects = args.layout.rect_group row: 11,
col_offset: {
count: args.state.sound_files.length,
w: 2
},
dcol: 2,
w: 2,
h: 1,
group: args.state.sound_files
# now that you have the rects
# construct the metadata for the buttons
rects.map do |rect|
{
rect: rect,
name: rect.name,
path: rect.path,
primitives: [
rect.to_border(r: 255, g: 255, b: 255),
rect.to_label(x: rect.center_x,
y: rect.center_y,
text: "#{rect.name}",
alignment_enum: 1,
vertical_alignment_enum: 1,
r: 255, g: 255, b: 255)
]
}
end
end
if args.inputs.mouse.up
args.state.mouse_state = :released
args.state.dragging_source = false
elsif args.inputs.mouse.down
args.state.mouse_state = :held
end
args.outputs.background_color = [ 0, 0, 0, 255 ]
end
def render args
render_ui args
render_sources args
end
Advanced Audio - Audio Mixer - server_ip_address.txt
# ./samples/07_advanced_audio/01_audio_mixer/app/server_ip_address.txt
192.168.1.65
Advanced Audio - Sound Synthesis - main.rb
# ./samples/07_advanced_audio/02_sound_synthesis/app/main.rb
begin # region: top level tick methods
def tick args
defaults args
render args
input args
process_audio_queue args
end
def defaults args
args.state.sine_waves ||= {}
args.state.square_waves ||= {}
args.state.saw_tooth_waves ||= {}
args.state.triangle_waves ||= {}
args.state.audio_queue ||= []
args.state.buttons ||= [
(frequency_buttons args),
(sine_wave_note_buttons args),
(bell_buttons args),
(square_wave_note_buttons args),
(saw_tooth_wave_note_buttons args),
(triangle_wave_note_buttons args),
].flatten
end
def render args
args.outputs.borders << args.state.buttons.map { |b| b[:border] }
args.outputs.labels << args.state.buttons.map { |b| b[:label] }
args.outputs.labels << args.layout
.rect(row: 0, col: 11.5)
.yield_self { |r| r.merge y: r.y + r.h }
.merge(text: "This is a Pro only feature. Click here to watch the YouTube video if you are on the Standard License.",
alignment_enum: 1)
end
def input args
args.state.buttons.each do |b|
if args.inputs.mouse.click && (args.inputs.mouse.click.inside_rect? b[:rect])
parameter_string = (b.slice :frequency, :note, :octave).map { |k, v| "#{k}: #{v}" }.join ", "
args.gtk.notify! "#{b[:method_to_call]} #{parameter_string}"
send b[:method_to_call], args, b
end
end
if args.inputs.mouse.click && (args.inputs.mouse.click.inside_rect? (args.layout.rect(row: 0).yield_self { |r| r.merge y: r.y + r.h.half, h: r.h.half }))
args.gtk.openurl 'https://www.youtube.com/watch?v=zEzovM5jT-k&ab_channel=AmirRajan'
end
end
def process_audio_queue args
to_queue = args.state.audio_queue.find_all { |v| v[:queue_at] <= args.tick_count }
args.state.audio_queue -= to_queue
to_queue.each { |a| args.audio[a[:id]] = a }
args.audio.find_all { |k, v| v[:decay_rate] }
.each { |k, v| v[:gain] -= v[:decay_rate] }
sounds_to_stop = args.audio
.find_all { |k, v| v[:stop_at] && args.state.tick_count >= v[:stop_at] }
.map { |k, v| k }
sounds_to_stop.each { |k| args.audio.delete k }
end
end
begin # region: button definitions, ui layout, callback functions
def button args, opts
button_def = opts.merge rect: (args.layout.rect (opts.merge w: 2, h: 1))
button_def[:border] = button_def[:rect].merge r: 0, g: 0, b: 0
label_offset_x = 5
label_offset_y = 30
button_def[:label] = button_def[:rect].merge text: opts[:text],
size_enum: -2.5,
x: button_def[:rect].x + label_offset_x,
y: button_def[:rect].y + label_offset_y
button_def
end
def play_sine_wave args, sender
queue_sine_wave args,
frequency: sender[:frequency],
duration: 1.seconds,
fade_out: true
end
def play_note args, sender
method_to_call = :queue_sine_wave
method_to_call = :queue_square_wave if sender[:type] == :square
method_to_call = :queue_saw_tooth_wave if sender[:type] == :saw_tooth
method_to_call = :queue_triangle_wave if sender[:type] == :triangle
method_to_call = :queue_bell if sender[:type] == :bell
send method_to_call, args,
frequency: (frequency_for note: sender[:note], octave: sender[:octave]),
duration: 1.seconds,
fade_out: true
end
def frequency_buttons args
[
(button args,
row: 4.0, col: 0, text: "300hz",
frequency: 300,
method_to_call: :play_sine_wave),
(button args,
row: 5.0, col: 0, text: "400hz",
frequency: 400,
method_to_call: :play_sine_wave),
(button args,
row: 6.0, col: 0, text: "500hz",
frequency: 500,
method_to_call: :play_sine_wave),
]
end
def sine_wave_note_buttons args
[
(button args,
row: 1.5, col: 2, text: "Sine C4",
note: :c, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 2.5, col: 2, text: "Sine D4",
note: :d, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 3.5, col: 2, text: "Sine E4",
note: :e, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 4.5, col: 2, text: "Sine F4",
note: :f, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 5.5, col: 2, text: "Sine G4",
note: :g, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 6.5, col: 2, text: "Sine A5",
note: :a, octave: 5, type: :sine, method_to_call: :play_note),
(button args,
row: 7.5, col: 2, text: "Sine B5",
note: :b, octave: 5, type: :sine, method_to_call: :play_note),
(button args,
row: 8.5, col: 2, text: "Sine C5",
note: :c, octave: 5, type: :sine, method_to_call: :play_note),
]
end
def square_wave_note_buttons args
[
(button args,
row: 1.5, col: 6, text: "Square C4",
note: :c, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 2.5, col: 6, text: "Square D4",
note: :d, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 3.5, col: 6, text: "Square E4",
note: :e, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 4.5, col: 6, text: "Square F4",
note: :f, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 5.5, col: 6, text: "Square G4",
note: :g, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 6.5, col: 6, text: "Square A5",
note: :a, octave: 5, type: :square, method_to_call: :play_note),
(button args,
row: 7.5, col: 6, text: "Square B5",
note: :b, octave: 5, type: :square, method_to_call: :play_note),
(button args,
row: 8.5, col: 6, text: "Square C5",
note: :c, octave: 5, type: :square, method_to_call: :play_note),
]
end
def saw_tooth_wave_note_buttons args
[
(button args,
row: 1.5, col: 8, text: "Saw C4",
note: :c, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 2.5, col: 8, text: "Saw D4",
note: :d, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 3.5, col: 8, text: "Saw E4",
note: :e, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 4.5, col: 8, text: "Saw F4",
note: :f, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 5.5, col: 8, text: "Saw G4",
note: :g, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 6.5, col: 8, text: "Saw A5",
note: :a, octave: 5, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 7.5, col: 8, text: "Saw B5",
note: :b, octave: 5, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 8.5, col: 8, text: "Saw C5",
note: :c, octave: 5, type: :saw_tooth, method_to_call: :play_note),
]
end
def triangle_wave_note_buttons args
[
(button args,
row: 1.5, col: 10, text: "Triangle C4",
note: :c, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 2.5, col: 10, text: "Triangle D4",
note: :d, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 3.5, col: 10, text: "Triangle E4",
note: :e, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 4.5, col: 10, text: "Triangle F4",
note: :f, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 5.5, col: 10, text: "Triangle G4",
note: :g, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 6.5, col: 10, text: "Triangle A5",
note: :a, octave: 5, type: :triangle, method_to_call: :play_note),
(button args,
row: 7.5, col: 10, text: "Triangle B5",
note: :b, octave: 5, type: :triangle, method_to_call: :play_note),
(button args,
row: 8.5, col: 10, text: "Triangle C5",
note: :c, octave: 5, type: :triangle, method_to_call: :play_note),
]
end
def bell_buttons args
[
(button args,
row: 1.5, col: 4, text: "Bell C4",
note: :c, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 2.5, col: 4, text: "Bell D4",
note: :d, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 3.5, col: 4, text: "Bell E4",
note: :e, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 4.5, col: 4, text: "Bell F4",
note: :f, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 5.5, col: 4, text: "Bell G4",
note: :g, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 6.5, col: 4, text: "Bell A5",
note: :a, octave: 5, type: :bell, method_to_call: :play_note),
(button args,
row: 7.5, col: 4, text: "Bell B5",
note: :b, octave: 5, type: :bell, method_to_call: :play_note),
(button args,
row: 8.5, col: 4, text: "Bell C5",
note: :c, octave: 5, type: :bell, method_to_call: :play_note),
]
end
end
begin # region: wave generation
begin # sine wave
def defaults_sine_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def sine_wave_for opts = {}
opts = defaults_sine_wave_for.merge opts
frequency = opts[:frequency]
sample_rate = opts[:sample_rate]
period_size = (sample_rate.fdiv frequency).ceil
period_size.map_with_index do |i|
Math::sin((2.0 * Math::PI) / (sample_rate.to_f / frequency.to_f) * i)
end.to_a
end
def defaults_queue_sine_wave
{ frequency: 440, duration: 60, gain: 1.0, fade_out: false, queue_in: 0 }
end
def queue_sine_wave args, opts = {}
opts = defaults_queue_sine_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
sine_wave = sine_wave_for frequency: frequency, sample_rate: sample_rate
args.state.sine_waves[frequency] ||= sine_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.sine_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: sine_wave
end
end
begin # region: square wave
def defaults_square_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def square_wave_for opts = {}
opts = defaults_square_wave_for.merge opts
sine_wave = sine_wave_for opts
sine_wave.map do |v|
if v >= 0
1.0
else
-1.0
end
end.to_a
end
def defaults_queue_square_wave
{ frequency: 440, duration: 60, gain: 0.3, fade_out: false, queue_in: 0 }
end
def queue_square_wave args, opts = {}
opts = defaults_queue_square_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
square_wave = square_wave_for frequency: frequency, sample_rate: sample_rate
args.state.square_waves[frequency] ||= square_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.square_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: square_wave
end
end
begin # region: saw tooth wave
def defaults_saw_tooth_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def saw_tooth_wave_for opts = {}
opts = defaults_saw_tooth_wave_for.merge opts
sine_wave = sine_wave_for opts
period_size = sine_wave.length
sine_wave.map_with_index do |v, i|
(((i % period_size).fdiv period_size) * 2) - 1
end
end
def defaults_queue_saw_tooth_wave
{ frequency: 440, duration: 60, gain: 0.3, fade_out: false, queue_in: 0 }
end
def queue_saw_tooth_wave args, opts = {}
opts = defaults_queue_saw_tooth_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
saw_tooth_wave = saw_tooth_wave_for frequency: frequency, sample_rate: sample_rate
args.state.saw_tooth_waves[frequency] ||= saw_tooth_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.saw_tooth_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: saw_tooth_wave
end
end
begin # region: triangle wave
def defaults_triangle_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def triangle_wave_for opts = {}
opts = defaults_saw_tooth_wave_for.merge opts
sine_wave = sine_wave_for opts
period_size = sine_wave.length
sine_wave.map_with_index do |v, i|
ratio = (i.fdiv period_size)
if ratio <= 0.5
(ratio * 4) - 1
else
ratio -= 0.5
1 - (ratio * 4)
end
end
end
def defaults_queue_triangle_wave
{ frequency: 440, duration: 60, gain: 1.0, fade_out: false, queue_in: 0 }
end
def queue_triangle_wave args, opts = {}
opts = defaults_queue_triangle_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
triangle_wave = triangle_wave_for frequency: frequency, sample_rate: sample_rate
args.state.triangle_waves[frequency] ||= triangle_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.triangle_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: triangle_wave
end
end
begin # region: bell
def defaults_queue_bell
{ frequency: 440, duration: 1.seconds, queue_in: 0 }
end
def queue_bell args, opts = {}
(bell_to_sine_waves (defaults_queue_bell.merge opts)).each { |b| queue_sine_wave args, b }
end
def bell_harmonics
[
{ frequency_ratio: 0.5, duration_ratio: 1.00 },
{ frequency_ratio: 1.0, duration_ratio: 0.80 },
{ frequency_ratio: 2.0, duration_ratio: 0.60 },
{ frequency_ratio: 3.0, duration_ratio: 0.40 },
{ frequency_ratio: 4.2, duration_ratio: 0.25 },
{ frequency_ratio: 5.4, duration_ratio: 0.20 },
{ frequency_ratio: 6.8, duration_ratio: 0.15 }
]
end
def defaults_bell_to_sine_waves
{ frequency: 440, duration: 1.seconds, queue_in: 0 }
end
def bell_to_sine_waves opts = {}
opts = defaults_bell_to_sine_waves.merge opts
bell_harmonics.map do |b|
{
frequency: opts[:frequency] * b[:frequency_ratio],
duration: opts[:duration] * b[:duration_ratio],
queue_in: opts[:queue_in],
gain: (1.fdiv bell_harmonics.length),
fade_out: true
}
end
end
end
begin # audio entity construction
def generate_audio_data sine_wave, sample_rate
sample_size = (sample_rate.fdiv (1000.fdiv 60)).ceil
copy_count = (sample_size.fdiv sine_wave.length).ceil
sine_wave * copy_count
end
def defaults_new_audio_state
{ frequency: 440, duration: 60, gain: 1.0, fade_out: false, queue_in: 0 }
end
def new_audio_state args, opts = {}
opts = defaults_new_audio_state.merge opts
decay_rate = 0
decay_rate = 1.fdiv(opts[:duration]) * opts[:gain] if opts[:fade_out]
frequency = opts[:frequency]
sample_rate = 48000
{
id: (new_id! args),
frequency: frequency,
sample_rate: 48000,
stop_at: args.tick_count + opts[:queue_in] + opts[:duration],
gain: opts[:gain].to_f,
queue_at: args.state.tick_count + opts[:queue_in],
decay_rate: decay_rate,
pitch: 1.0,
looping: true,
paused: false
}
end
def queue_audio args, opts = {}
graph_wave args, opts[:wave], opts[:audio_state][:frequency]
args.state.audio_queue << opts[:audio_state]
end
def new_id! args
args.state.audio_id ||= 0
args.state.audio_id += 1
end
def graph_wave args, wave, frequency
if args.state.tick_count != args.state.graphed_at
args.outputs.static_lines.clear
args.outputs.static_sprites.clear
end
wave = wave
r, g, b = frequency.to_i % 85,
frequency.to_i % 170,
frequency.to_i % 255
starting_rect = args.layout.rect(row: 5, col: 13)
x_scale = 10
y_scale = 100
max_points = 25
points = wave
if wave.length > max_points
resolution = wave.length.idiv max_points
points = wave.find_all.with_index { |y, i| (i % resolution == 0) }
end
args.outputs.static_lines << points.map_with_index do |y, x|
next_y = points[x + 1]
if next_y
{
x: starting_rect.x + (x * x_scale),
y: starting_rect.y + starting_rect.h.half + y_scale * y,
x2: starting_rect.x + ((x + 1) * x_scale),
y2: starting_rect.y + starting_rect.h.half + y_scale * next_y,
r: r,
g: g,
b: b
}
end
end
args.outputs.static_sprites << points.map_with_index do |y, x|
{
x: (starting_rect.x + (x * x_scale)) - 2,
y: (starting_rect.y + starting_rect.h.half + y_scale * y) - 2,
w: 4,
h: 4,
path: 'sprites/square-white.png',
r: r,
g: g,
b: b
}
end
args.state.graphed_at = args.state.tick_count
end
end
begin # region: musical note mapping
def defaults_frequency_for
{ note: :a, octave: 5, sharp: false, flat: false }
end
def frequency_for opts = {}
opts = defaults_frequency_for.merge opts
octave_offset_multiplier = opts[:octave] - 5
note = note_frequencies_octave_5[opts[:note]]
if octave_offset_multiplier < 0
note = note * 1 / (octave_offset_multiplier.abs + 1)
elsif octave_offset_multiplier > 0
note = note * (octave_offset_multiplier.abs + 1) / 1
end
note
end
def note_frequencies_octave_5
{
a: 440.0,
a_sharp: 466.16, b_flat: 466.16,
b: 493.88,
c: 523.25,
c_sharp: 554.37, d_flat: 587.33,
d: 587.33,
d_sharp: 622.25, e_flat: 659.25,
e: 659.25,
f: 698.25,
f_sharp: 739.99, g_flat: 739.99,
g: 783.99,
g_sharp: 830.61, a_flat: 830.61
}
end
end
end
$gtk.reset
Advanced Rendering - Labels With Wrapped Text - main.rb
# ./samples/07_advanced_rendering/00_labels_with_wrapped_text/app/main.rb
def tick args
# defaults
args.state.scroll_location ||= 0
args.state.textbox.messages ||= []
args.state.textbox.scroll ||= 0
# render
args.outputs.background_color = [0, 0, 0, 255]
render_messages args
render_instructions args
# inputs
if args.inputs.keyboard.key_down.one
queue_message args, "Hello there neighbour! my name is mark, how is your day today?"
end
if args.inputs.keyboard.key_down.two
queue_message args, "I'm doing great sir, actually I'm having a picnic today"
end
if args.inputs.keyboard.key_down.three
queue_message args, "Well that sounds wonderful!"
end
if args.inputs.keyboard.key_down.home
args.state.scroll_location = 1
end
if args.inputs.keyboard.key_down.delete
clear_message_queue args
end
end
def queue_message args, msg
args.state.textbox.messages.concat msg.wrapped_lines 50
end
def clear_message_queue args
args.state.textbox.messages = nil
args.state.textbox.scroll = 0
end
def render_messages args
args.outputs[:textbox].w = 400
args.outputs[:textbox].h = 720
args.outputs.primitives << args.state.textbox.messages.each_with_index.map do |s, idx|
{
x: 0,
y: 20 * (args.state.textbox.messages.size - idx) + args.state.textbox.scroll * 20,
text: s,
size_enum: -3,
alignment_enum: 0,
r: 255, g:255, b: 255, a: 255
}
end
args.outputs[:textbox].labels << args.state.textbox.messages.each_with_index.map do |s, idx|
{
x: 0,
y: 20 * (args.state.textbox.messages.size - idx) + args.state.textbox.scroll * 20,
text: s,
size_enum: -3,
alignment_enum: 0,
r: 255, g:255, b: 255, a: 255
}
end
args.outputs[:textbox].borders << [0, 0, args.outputs[:textbox].w, 720]
args.state.textbox.scroll += args.inputs.mouse.wheel.y unless args.inputs.mouse.wheel.nil?
if args.state.scroll_location > 0
args.state.textbox.scroll = 0
args.state.scroll_location = 0
end
args.outputs.sprites << [900, 0, args.outputs[:textbox].w, 720, :textbox]
end
def render_instructions args
args.outputs.labels << [30,
30.from_top,
"press 1, 2, 3 to display messages, MOUSE WHEEL to scroll, HOME to go to top, BACKSPACE to delete.",
0, 255, 255]
args.outputs.primitives << [0, 55.from_top, 1280, 30, :pixel, 0, 255, 0, 0, 0].sprite
end
Advanced Rendering - Rotating Label - main.rb
# ./samples/07_advanced_rendering/00_rotating_label/app/main.rb
def tick args
# set the render target width and height to match the label
args.outputs[:scene].w = 220
args.outputs[:scene].h = 30
# make the background transparent
args.outputs[:scene].background_color = [255, 255, 255, 0]
# set the blendmode of the label to 0 (no blending)
# center it inside of the scene
# set the vertical_alignment_enum to 1 (center)
args.outputs[:scene].labels << { x: 0,
y: 15,
text: "label in render target",
blendmode_enum: 0,
vertical_alignment_enum: 1 }
# add a border to the render target
args.outputs[:scene].borders << { x: 0,
y: 0,
w: args.outputs[:scene].w,
h: args.outputs[:scene].h }
# add the rendertarget to the main output as a sprite
args.outputs.sprites << { x: 640 - args.outputs[:scene].w.half,
y: 360 - args.outputs[:scene].h.half,
w: args.outputs[:scene].w,
h: args.outputs[:scene].h,
angle: args.state.tick_count,
path: :scene }
end
Advanced Rendering - Simple Render Targets - main.rb
# ./samples/07_advanced_rendering/01_simple_render_targets/app/main.rb
def tick args
# args.outputs.render_targets are really really powerful.
# They essentially allow you to create a sprite programmatically and cache the result.
# Create a render_target of a :block and a :gradient on tick zero.
if args.state.tick_count == 0
args.render_target(:block).solids << [0, 0, 1280, 100]
# The gradient is actually just a collection of black solids with increasing
# opacities.
args.render_target(:gradient).solids << 90.map_with_index do |x|
50.map_with_index do |y|
[x * 15, y * 15, 15, 15, 0, 0, 0, (x * 3).fdiv(255) * 255]
end
end
end
# Take the :block render_target and present it horizontally centered.
# Use a subsection of the render_targetd specified by source_x,
# source_y, source_w, source_h.
args.outputs.sprites << { x: 0,
y: 310,
w: 1280,
h: 100,
path: :block,
source_x: 0,
source_y: 0,
source_w: 1280,
source_h: 100 }
# After rendering :block, render gradient on top of :block.
args.outputs.sprites << [0, 0, 1280, 720, :gradient]
args.outputs.labels << [1270, 710, args.gtk.current_framerate, 0, 2, 255, 255, 255]
tick_instructions args, "Sample app shows how to use render_targets (programmatically create cached sprites)."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
$gtk.reset
Advanced Rendering - Render Targets With Tile Manipulation - main.rb
# ./samples/07_advanced_rendering/02_render_targets_with_tile_manipulation/app/main.rb
# This sample is meant to show you how to do that dripping transition thing
# at the start of the original Doom. Most of this file is here to animate
# a scene to wipe away; the actual wipe effect is in the last 20 lines or
# so.
$gtk.reset # reset all game state if reloaded.
def circle_of_blocks pass, xoffset, yoffset, angleoffset, blocksize, distance
numblocks = 10
for i in 1..numblocks do
angle = ((360 / numblocks) * i) + angleoffset
radians = angle * (Math::PI / 180)
x = (xoffset + (distance * Math.cos(radians))).round
y = (yoffset + (distance * Math.sin(radians))).round
pass.solids << [ x, y, blocksize, blocksize, 255, 255, 0 ]
end
end
def draw_scene args, pass
pass.solids << [0, 360, 1280, 360, 0, 0, 200]
pass.solids << [0, 0, 1280, 360, 0, 127, 0]
blocksize = 100
angleoffset = args.state.tick_count * 2.5
centerx = (1280 - blocksize) / 2
centery = (720 - blocksize) / 2
circle_of_blocks pass, centerx, centery, angleoffset, blocksize * 2, 500
circle_of_blocks pass, centerx, centery, angleoffset, blocksize, 325
circle_of_blocks pass, centerx, centery, angleoffset, blocksize / 2, 200
circle_of_blocks pass, centerx, centery, angleoffset, blocksize / 4, 100
end
def tick args
segments = 160
# On the first tick, initialize some stuff.
if !args.state.yoffsets
args.state.baseyoff = 0
args.state.yoffsets = []
for i in 0..segments do
args.state.yoffsets << rand * 100
end
end
# Just draw some random stuff for a few seconds.
args.state.static_debounce ||= 60 * 2.5
if args.state.static_debounce > 0
last_frame = args.state.static_debounce == 1
target = last_frame ? args.render_target(:last_frame) : args.outputs
draw_scene args, target
args.state.static_debounce -= 1
return unless last_frame
end
# build up the wipe...
# this is the thing we're wiping to.
args.outputs.sprites << [ 0, 0, 1280, 720, 'dragonruby.png' ]
return if (args.state.baseyoff > (1280 + 100)) # stop when done sliding
segmentw = 1280 / segments
x = 0
for i in 0..segments do
yoffset = 0
if args.state.yoffsets[i] < args.state.baseyoff
yoffset = args.state.baseyoff - args.state.yoffsets[i]
end
# (720 - yoffset) flips the coordinate system, (- 720) adjusts for the height of the segment.
args.outputs.sprites << [ x, (720 - yoffset) - 720, segmentw, 720, 'last_frame', 0, 255, 255, 255, 255, x, 0, segmentw, 720 ]
x += segmentw
end
args.state.baseyoff += 4
tick_instructions args, "Sample app shows an advanced usage of render_target."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Advanced Rendering - Render Target Viewports - main.rb
# ./samples/07_advanced_rendering/03_render_target_viewports/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- 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.)
If you have a solar system and you're creating args.state.sun and setting its image path to an
image in the sprites folder, you would do the following:
(See samples/99_sample_nddnug_workshop for more details.)
args.state.sun ||= args.state.new_entity(:sun) do |s|
s.path = 'sprites/sun.png'
end
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
For example, if we have a variable
name = "Ruby"
then the line
puts "How are you, #{name}?"
would print "How are you, Ruby?" to the console.
(Remember, string interpolation only works with double quotes!)
- Ternary operator (?): Similar to if statement; first evalulates whether a statement is
true or false, and then executes a command depending on that result.
For example, if we had a variable
grade = 75
and used the ternary operator in the command
pass_or_fail = grade > 65 ? "pass" : "fail"
then the value of pass_or_fail would be "pass" since grade's value was greater than 65.
Reminders:
- args.grid.(left|right|top|bottom): Pixel value for the boundaries of the virtual
720 p screen (Dragon Ruby Game Toolkits's virtual resolution is always 1280x720).
- Numeric#shift_(left|right|up|down): Shifts the Numeric in the correct direction
by adding or subracting.
- ARRAY#inside_rect?: An array with at least two values is considered a point. An array
with at least four values is considered a rect. The inside_rect? function returns true
or false depending on if the point is inside the rect.
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
For more information about the mouse, go to mygame/documentation/07-mouse.md.
- args.inputs.keyboard.key_up.KEY: The value of the properties will be set
to the frame that the key_up event occurred (the frame correlates
to args.state.tick_count).
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
- args.state.labels:
The parameters for a label are
1. the position (x, y)
2. the text
3. the size
4. the alignment
5. the color (red, green, and blue saturations)
6. the alpha (or transparency)
For more information about labels, go to mygame/documentation/02-labels.md.
- args.state.lines:
The parameters for a line are
1. the starting position (x, y)
2. the ending position (x2, y2)
3. the color (red, green, and blue saturations)
4. the alpha (or transparency)
For more information about lines, go to mygame/documentation/04-lines.md.
- args.state.solids (and args.state.borders):
The parameters for a solid (or border) are
1. the position (x, y)
2. the width (w)
3. the height (h)
4. the color (r, g, b)
5. the alpha (or transparency)
For more information about solids and borders, go to mygame/documentation/03-solids-and-borders.md.
- args.state.sprites:
The parameters for a sprite are
1. the position (x, y)
2. the width (w)
3. the height (h)
4. the image path
5. the angle
6. the alpha (or transparency)
For more information about sprites, go to mygame/documentation/05-sprites.md.
=end
# This sample app shows different objects that can be used when making games, such as labels,
# lines, sprites, solids, buttons, etc. Each demo section shows how these objects can be used.
# Also note that state.tick_count refers to the passage of time, or current frame.
class TechDemo
attr_accessor :inputs, :state, :outputs, :grid, :args
# Calls all methods necessary for the app to run properly.
def tick
labels_tech_demo
lines_tech_demo
solids_tech_demo
borders_tech_demo
sprites_tech_demo
keyboards_tech_demo
controller_tech_demo
mouse_tech_demo
point_to_rect_tech_demo
rect_to_rect_tech_demo
button_tech_demo
export_game_state_demo
window_state_demo
render_seperators
end
# Shows output of different kinds of labels on the screen
def labels_tech_demo
outputs.labels << [grid.left.shift_right(5), grid.top.shift_down(5), "This is a label located at the top left."]
outputs.labels << [grid.left.shift_right(5), grid.bottom.shift_up(30), "This is a label located at the bottom left."]
outputs.labels << [ 5, 690, "Labels (x, y, text, size, align, r, g, b, a)"]
outputs.labels << [ 5, 660, "Smaller label.", -2]
outputs.labels << [ 5, 630, "Small label.", -1]
outputs.labels << [ 5, 600, "Medium label.", 0]
outputs.labels << [ 5, 570, "Large label.", 1]
outputs.labels << [ 5, 540, "Larger label.", 2]
outputs.labels << [300, 660, "Left aligned.", 0, 2]
outputs.labels << [300, 640, "Center aligned.", 0, 1]
outputs.labels << [300, 620, "Right aligned.", 0, 0]
outputs.labels << [175, 595, "Red Label.", 0, 0, 255, 0, 0]
outputs.labels << [175, 575, "Green Label.", 0, 0, 0, 255, 0]
outputs.labels << [175, 555, "Blue Label.", 0, 0, 0, 0, 255]
outputs.labels << [175, 535, "Faded Label.", 0, 0, 0, 0, 0, 128]
end
# Shows output of lines on the screen
def lines_tech_demo
outputs.labels << [5, 500, "Lines (x, y, x2, y2, r, g, b, a)"]
outputs.lines << [5, 450, 100, 450]
outputs.lines << [5, 430, 300, 430]
outputs.lines << [5, 410, 300, 410, state.tick_count % 255, 0, 0, 255] # red saturation changes
outputs.lines << [5, 390 - state.tick_count % 25, 300, 390, 0, 0, 0, 255] # y position changes
outputs.lines << [5 + state.tick_count % 200, 360, 300, 360, 0, 0, 0, 255] # x position changes
end
# Shows output of different kinds of solids on the screen
def solids_tech_demo
outputs.labels << [ 5, 350, "Solids (x, y, w, h, r, g, b, a)"]
outputs.solids << [ 10, 270, 50, 50]
outputs.solids << [ 70, 270, 50, 50, 0, 0, 0]
outputs.solids << [130, 270, 50, 50, 255, 0, 0]
outputs.solids << [190, 270, 50, 50, 255, 0, 0, 128]
outputs.solids << [250, 270, 50, 50, 0, 0, 0, 128 + state.tick_count % 128] # transparency changes
end
# Shows output of different kinds of borders on the screen
# The parameters for a border are the same as the parameters for a solid
def borders_tech_demo
outputs.labels << [ 5, 260, "Borders (x, y, w, h, r, g, b, a)"]
outputs.borders << [ 10, 180, 50, 50]
outputs.borders << [ 70, 180, 50, 50, 0, 0, 0]
outputs.borders << [130, 180, 50, 50, 255, 0, 0]
outputs.borders << [190, 180, 50, 50, 255, 0, 0, 128]
outputs.borders << [250, 180, 50, 50, 0, 0, 0, 128 + state.tick_count % 128] # transparency changes
end
# Shows output of different kinds of sprites on the screen
def sprites_tech_demo
outputs.labels << [ 5, 170, "Sprites (x, y, w, h, path, angle, a)"]
outputs.sprites << [ 10, 40, 128, 101, 'dragonruby.png']
outputs.sprites << [ 150, 40, 128, 101, 'dragonruby.png', state.tick_count % 360] # angle changes
outputs.sprites << [ 300, 40, 128, 101, 'dragonruby.png', 0, state.tick_count % 255] # transparency changes
end
# Holds size, alignment, color (black), and alpha (transparency) parameters
# Using small_font as a parameter accounts for all remaining parameters
# so they don't have to be repeatedly typed
def small_font
[-2, 0, 0, 0, 0, 255]
end
# Sets position of each row
# Converts given row value to pixels that DragonRuby understands
def row_to_px row_number
# Row 0 starts 5 units below the top of the grid.
# Each row afterward is 20 units lower.
grid.top.shift_down(5).shift_down(20 * row_number)
end
# Uses labels to output current game time (passage of time), and whether or not "h" was pressed
# If "h" is pressed, the frame is output when the key_up event occurred
def keyboards_tech_demo
outputs.labels << [460, row_to_px(0), "Current game time: #{state.tick_count}", small_font]
outputs.labels << [460, row_to_px(2), "Keyboard input: inputs.keyboard.key_up.h", small_font]
outputs.labels << [460, row_to_px(3), "Press \"h\" on the keyboard.", small_font]
if inputs.keyboard.key_up.h # if "h" key_up event occurs
state.h_pressed_at = state.tick_count # frame it occurred is stored
end
# h_pressed_at is initially set to false, and changes once the user presses the "h" key.
state.h_pressed_at ||= false
if state.h_pressed_at # if h is pressed (pressed_at has a frame number and is no longer false)
outputs.labels << [460, row_to_px(4), "\"h\" was pressed at time: #{state.h_pressed_at}", small_font]
else # otherwise, label says "h" was never pressed
outputs.labels << [460, row_to_px(4), "\"h\" has never been pressed.", small_font]
end
# border around keyboard input demo section
outputs.borders << [455, row_to_px(5), 360, row_to_px(2).shift_up(5) - row_to_px(5)]
end
# Sets definition for a small label
# Makes it easier to position labels in respect to the position of other labels
def small_label x, row, message
[x, row_to_px(row), message, small_font]
end
# Uses small labels to show whether the "a" button on the controller is down, held, or up.
# y value of each small label is set by calling the row_to_px method
def controller_tech_demo
x = 460
outputs.labels << small_label(x, 6, "Controller one input: inputs.controller_one")
outputs.labels << small_label(x, 7, "Current state of the \"a\" button.")
outputs.labels << small_label(x, 8, "Check console window for more info.")
if inputs.controller_one.key_down.a # if "a" is in "down" state
outputs.labels << small_label(x, 9, "\"a\" button down: #{inputs.controller_one.key_down.a}")
puts "\"a\" button down at #{inputs.controller_one.key_down.a}" # prints frame the event occurred
elsif inputs.controller_one.key_held.a # if "a" is held down
outputs.labels << small_label(x, 9, "\"a\" button held: #{inputs.controller_one.key_held.a}")
elsif inputs.controller_one.key_up.a # if "a" is in up state
outputs.labels << small_label(x, 9, "\"a\" button up: #{inputs.controller_one.key_up.a}")
puts "\"a\" key up at #{inputs.controller_one.key_up.a}"
else # if no event has occurred
outputs.labels << small_label(x, 9, "\"a\" button state is nil.")
end
# border around controller input demo section
outputs.borders << [455, row_to_px(10), 360, row_to_px(6).shift_up(5) - row_to_px(10)]
end
# Outputs when the mouse was clicked, as well as the coordinates on the screen
# of where the click occurred
def mouse_tech_demo
x = 460
outputs.labels << small_label(x, 11, "Mouse input: inputs.mouse")
if inputs.mouse.click # if click has a value and is not nil
state.last_mouse_click = inputs.mouse.click # coordinates of click are stored
end
if state.last_mouse_click # if mouse is clicked (has coordinates as value)
# outputs the time (frame) the click occurred, as well as how many frames have passed since the event
outputs.labels << small_label(x, 12, "Mouse click happened at: #{state.last_mouse_click.created_at}, #{state.last_mouse_click.created_at_elapsed}")
# outputs coordinates of click
outputs.labels << small_label(x, 13, "Mouse click location: #{state.last_mouse_click.point.x}, #{state.last_mouse_click.point.y}")
else # otherwise if the mouse has not been clicked
outputs.labels << small_label(x, 12, "Mouse click has not occurred yet.")
outputs.labels << small_label(x, 13, "Please click mouse.")
end
end
# Outputs whether a mouse click occurred inside or outside of a box
def point_to_rect_tech_demo
x = 460
outputs.labels << small_label(x, 15, "Click inside the blue box maybe ---->")
box = [765, 370, 50, 50, 0, 0, 170] # blue box
outputs.borders << box
if state.last_mouse_click # if the mouse was clicked
if state.last_mouse_click.point.inside_rect? box # if mouse clicked inside box
outputs.labels << small_label(x, 16, "Mouse click happened inside the box.")
else # otherwise, if mouse was clicked outside the box
outputs.labels << small_label(x, 16, "Mouse click happened outside the box.")
end
else # otherwise, if was not clicked at all
outputs.labels << small_label(x, 16, "Mouse click has not occurred yet.") # output if the mouse was not clicked
end
# border around mouse input demo section
outputs.borders << [455, row_to_px(14), 360, row_to_px(11).shift_up(5) - row_to_px(14)]
end
# Outputs a red box onto the screen. A mouse click from the user inside of the red box will output
# a smaller box. If two small boxes are inside of the red box, it will be determined whether or not
# they intersect.
def rect_to_rect_tech_demo
x = 460
outputs.labels << small_label(x, 17.5, "Click inside the red box below.") # label with instructions
red_box = [460, 250, 355, 90, 170, 0, 0] # definition of the red box
outputs.borders << red_box # output as a border (not filled in)
# If the mouse is clicked inside the red box, two collision boxes are created.
if inputs.mouse.click
if inputs.mouse.click.point.inside_rect? red_box
if !state.box_collision_one # if the collision_one box does not yet have a definition
# Subtracts 25 from the x and y positions of the click point in order to make the click point the center of the box.
# You can try deleting the subtraction to see how it impacts the box placement.
state.box_collision_one = [inputs.mouse.click.point.x - 25, inputs.mouse.click.point.y - 25, 50, 50, 180, 0, 0, 180] # sets definition
elsif !state.box_collision_two # if collision_two does not yet have a definition
state.box_collision_two = [inputs.mouse.click.point.x - 25, inputs.mouse.click.point.y - 25, 50, 50, 0, 0, 180, 180] # sets definition
else
state.box_collision_one = nil # both boxes are empty
state.box_collision_two = nil
end
end
end
# If collision boxes exist, they are output onto screen inside the red box as solids
if state.box_collision_one
outputs.solids << state.box_collision_one
end
if state.box_collision_two
outputs.solids << state.box_collision_two
end
# Outputs whether or not the two collision boxes intersect.
if state.box_collision_one && state.box_collision_two # if both collision_boxes are defined (and not nil or empty)
if state.box_collision_one.intersect_rect? state.box_collision_two # if the two boxes intersect
outputs.labels << small_label(x, 23.5, 'The boxes intersect.')
else # otherwise, if the two boxes do not intersect
outputs.labels << small_label(x, 23.5, 'The boxes do not intersect.')
end
else
outputs.labels << small_label(x, 23.5, '--') # if the two boxes are not defined (are nil or empty), this label is output
end
end
# Creates a button and outputs it onto the screen using labels and borders.
# If the button is clicked, the color changes to make it look faded.
def button_tech_demo
x, y, w, h = 460, 160, 300, 50
state.button ||= state.new_entity(:button_with_fade)
# Adds w.half to x and h.half + 10 to y in order to display the text inside the button's borders.
state.button.label ||= [x + w.half, y + h.half + 10, "click me and watch me fade", 0, 1]
state.button.border ||= [x, y, w, h]
if inputs.mouse.click && inputs.mouse.click.point.inside_rect?(state.button.border) # if mouse is clicked, and clicked inside button's border
state.button.clicked_at = inputs.mouse.click.created_at # stores the time the click occurred
end
outputs.labels << state.button.label
outputs.borders << state.button.border
if state.button.clicked_at # if button was clicked (variable has a value and is not nil)
# The appearance of the button changes for 0.25 seconds after the time the button is clicked at.
# The color changes (rgb is set to 0, 180, 80) and the transparency gradually changes.
# Change 0.25 to 1.25 and notice that the transparency takes longer to return to normal.
outputs.solids << [x, y, w, h, 0, 180, 80, 255 * state.button.clicked_at.ease(0.25.seconds, :flip)]
end
end
# Creates a new button by declaring it as a new entity, and sets values.
def new_button_prefab x, y, message
w, h = 300, 50
button = state.new_entity(:button_with_fade)
button.label = [x + w.half, y + h.half + 10, message, 0, 1] # '+ 10' keeps label's text within button's borders
button.border = [x, y, w, h] # sets border definition
button
end
# If the mouse has been clicked and the click's location is inside of the button's border, that means
# that the button has been clicked. This method returns a boolean value.
def button_clicked? button
inputs.mouse.click && inputs.mouse.click.point.inside_rect?(button.border)
end
# Determines if button was clicked, and changes its appearance if it is clicked
def tick_button_prefab button
outputs.labels << button.label # outputs button's label and border
outputs.borders << button.border
if button_clicked? button # if button is clicked
button.clicked_at = inputs.mouse.click.created_at # stores the time that the button was clicked
end
if button.clicked_at # if clicked_at has a frame value and is not nil
# button is output; color changes and transparency changes for 0.25 seconds after click occurs
outputs.solids << [button.border.x, button.border.y, button.border.w, button.border.h,
0, 180, 80, 255 * button.clicked_at.ease(0.25.seconds, :flip)] # transparency changes for 0.25 seconds
end
end
# Exports the app's game state if the export button is clicked.
def export_game_state_demo
state.export_game_state_button ||= new_button_prefab(460, 100, "click to export app state")
tick_button_prefab(state.export_game_state_button) # calls method to output button
if button_clicked? state.export_game_state_button # if the export button is clicked
args.gtk.export! "Exported from clicking the export button in the tech demo." # the export occurs
end
end
# The mouse and keyboard focus are set to "yes" when the Dragonruby window is the active window.
def window_state_demo
m = $gtk.args.inputs.mouse.has_focus ? 'Y' : 'N' # ternary operator (similar to if statement)
k = $gtk.args.inputs.keyboard.has_focus ? 'Y' : 'N'
outputs.labels << [460, 20, "mouse focus: #{m} keyboard focus: #{k}", small_font]
end
#Sets values for the horizontal separator (divides demo sections)
def horizontal_seperator y, x, x2
[x, y, x2, y, 150, 150, 150]
end
#Sets the values for the vertical separator (divides demo sections)
def vertical_seperator x, y, y2
[x, y, x, y2, 150, 150, 150]
end
# Outputs vertical and horizontal separators onto the screen to separate each demo section.
def render_seperators
outputs.lines << horizontal_seperator(505, grid.left, 445)
outputs.lines << horizontal_seperator(353, grid.left, 445)
outputs.lines << horizontal_seperator(264, grid.left, 445)
outputs.lines << horizontal_seperator(174, grid.left, 445)
outputs.lines << vertical_seperator(445, grid.top, grid.bottom)
outputs.lines << horizontal_seperator(690, 445, 820)
outputs.lines << horizontal_seperator(426, 445, 820)
outputs.lines << vertical_seperator(820, grid.top, grid.bottom)
end
end
$tech_demo = TechDemo.new
def tick args
$tech_demo.inputs = args.inputs
$tech_demo.state = args.state
$tech_demo.grid = args.grid
$tech_demo.args = args
$tech_demo.outputs = args.render_target(:mini_map)
$tech_demo.tick
args.outputs.labels << [830, 715, "Render target:", [-2, 0, 0, 0, 0, 255]]
args.outputs.sprites << [0, 0, 1280, 720, :mini_map]
args.outputs.sprites << [830, 300, 675, 379, :mini_map]
tick_instructions args, "Sample app shows all the rendering apis available."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Advanced Rendering - Render Primitive Hierarchies - main.rb
# ./samples/07_advanced_rendering/04_render_primitive_hierarchies/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Nested array: An array whose individual elements are also arrays; useful for
storing groups of similar data. Also called multidimensional arrays.
In this sample app, we see nested arrays being used in object definitions.
Notice the parameters for solids, listed below. Parameters 1-3 set the
definition for the rect, and parameter 4 sets the definition of the color.
Instead of having a solid definition that looks like this,
[X, Y, W, H, R, G, B]
we can separate it into two separate array definitions in one, like this
[[X, Y, W, H], [R, G, B]]
and both options work fine in defining our solid (or any object).
- Collections: Lists of data; useful for organizing large amounts of data.
One element of a collection could be an array (which itself contains many elements).
For example, a collection that stores two solid objects would look like this:
[
[100, 100, 50, 50, 0, 0, 0],
[100, 150, 50, 50, 255, 255, 255]
]
If this collection was added to args.outputs.solids, two solids would be output
next to each other, one black and one white.
Nested arrays can be used in collections, as you will see in this sample app.
Reminders:
- args.outputs.solids: An array. The values generate a solid.
The parameters for a solid are
1. The position on the screen (x, y)
2. The width (w)
3. The height (h)
4. The color (r, g, b) (if a color is not assigned, the object's default color will be black)
NOTE: THE PARAMETERS ARE THE SAME FOR BORDERS!
Here is an example of a (red) border or solid definition:
[100, 100, 400, 500, 255, 0, 0]
It will be a solid or border depending on if it is added to args.outputs.solids or args.outputs.borders.
For more information about solids and borders, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters for sprites are
1. The position on the screen (x, y)
2. The width (w)
3. The height (h)
4. The image path (p)
Here is an example of a sprite definition:
[100, 100, 400, 500, 'sprites/dragonruby.png']
For more information about sprites, go to mygame/documentation/05-sprites.md.
=end
# This code demonstrates the creation and output of objects like sprites, borders, and solids
# If filled in, they are solids
# If hollow, they are borders
# If images, they are sprites
# Solids are added to args.outputs.solids
# Borders are added to args.outputs.borders
# Sprites are added to args.outputs.sprites
# The tick method runs 60 frames every second.
# Your game is going to happen under this one function.
def tick args
border_as_solid_and_solid_as_border args
sprite_as_border_or_solids args
collection_of_borders_and_solids args
collection_of_sprites args
end
# Shows a border being output onto the screen as a border and a solid
# Also shows how colors can be set
def border_as_solid_and_solid_as_border args
border = [0, 0, 50, 50]
args.outputs.borders << border
args.outputs.solids << border
# Red, green, blue saturations (last three parameters) can be any number between 0 and 255
border_with_color = [0, 100, 50, 50, 255, 0, 0]
args.outputs.borders << border_with_color
args.outputs.solids << border_with_color
border_with_nested_color = [0, 200, 50, 50, [0, 255, 0]] # nested color
args.outputs.borders << border_with_nested_color
args.outputs.solids << border_with_nested_color
border_with_nested_rect = [[0, 300, 50, 50], 0, 0, 255] # nested rect
args.outputs.borders << border_with_nested_rect
args.outputs.solids << border_with_nested_rect
border_with_nested_color_and_rect = [[0, 400, 50, 50], [255, 0, 255]] # nested rect and color
args.outputs.borders << border_with_nested_color_and_rect
args.outputs.solids << border_with_nested_color_and_rect
end
# Shows a sprite output onto the screen as a sprite, border, and solid
# Demonstrates that all three outputs appear differently on screen
def sprite_as_border_or_solids args
sprite = [100, 0, 50, 50, 'sprites/ship.png']
args.outputs.sprites << sprite
# Sprite_as_border variable has same parameters (excluding position) as above object,
# but will appear differently on screen because it is added to args.outputs.borders
sprite_as_border = [100, 100, 50, 50, 'sprites/ship.png']
args.outputs.borders << sprite_as_border
# Sprite_as_solid variable has same parameters (excluding position) as above object,
# but will appear differently on screen because it is added to args.outputs.solids
sprite_as_solid = [100, 200, 50, 50, 'sprites/ship.png']
args.outputs.solids << sprite_as_solid
end
# Holds and outputs a collection of borders and a collection of solids
# Collections are created by using arrays to hold parameters of each individual object
def collection_of_borders_and_solids args
collection_borders = [
[
[200, 0, 50, 50], # black border
[200, 100, 50, 50, 255, 0, 0], # red border
[200, 200, 50, 50, [0, 255, 0]], # nested color
],
[[200, 300, 50, 50], 0, 0, 255], # nested rect
[[200, 400, 50, 50], [255, 0, 255]] # nested rect and nested color
]
args.outputs.borders << collection_borders
collection_solids = [
[
[[300, 300, 50, 50], 0, 0, 255], # nested rect
[[300, 400, 50, 50], [255, 0, 255]] # nested rect and nested color
],
[300, 0, 50, 50],
[300, 100, 50, 50, 255, 0, 0],
[300, 200, 50, 50, [0, 255, 0]], # nested color
]
args.outputs.solids << collection_solids
end
# Holds and outputs a collection of sprites by adding it to args.outputs.sprites
# Also outputs a collection with same parameters (excluding position) by adding
# it to args.outputs.solids and another to args.outputs.borders
def collection_of_sprites args
sprites_collection = [
[
[400, 0, 50, 50, 'sprites/ship.png'],
[400, 100, 50, 50, 'sprites/ship.png'],
],
[400, 200, 50, 50, 'sprites/ship.png']
]
args.outputs.sprites << sprites_collection
args.outputs.solids << [
[500, 0, 50, 50, 'sprites/ship.png'],
[500, 100, 50, 50, 'sprites/ship.png'],
[[[500, 200, 50, 50, 'sprites/ship.png']]]
]
args.outputs.borders << [
[
[600, 0, 50, 50, 'sprites/ship.png'],
[600, 100, 50, 50, 'sprites/ship.png'],
],
[600, 200, 50, 50, 'sprites/ship.png']
]
end
Advanced Rendering - Render Primitives As Hash - main.rb
# ./samples/07_advanced_rendering/05_render_primitives_as_hash/app/main.rb
=begin
Reminders:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
For example, if we have a "numbers" hash that stores numbers in English as the
key and numbers in Spanish as the value, we'd have a hash that looks like this...
numbers = { "one" => "uno", "two" => "dos", "three" => "tres" }
and on it goes.
Now if we wanted to find the corresponding value of the "one" key, we could say
puts numbers["one"]
which would print "uno" to the console.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters are [X, Y, WIDTH, HEIGHT, PATH, ANGLE, ALPHA, RED, GREEN, BLUE]
For more information about sprites, go to mygame/documentation/05-sprites.md.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE, ALPHA]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.borders: An array. The values generate a border.
The parameters are the same as a solid.
For more information about borders, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.lines: An array. The values generate a line.
The parameters are [X1, Y1, X2, Y2, RED, GREEN, BLUE]
For more information about labels, go to mygame/documentation/02-labels.md.
=end
# This sample app demonstrates how hashes can be used to output different kinds of objects.
def tick args
args.state.angle ||= 0 # initializes angle to 0
args.state.angle += 1 # increments angle by 1 every frame (60 times a second)
# Outputs sprite using a hash
args.outputs.sprites << {
x: 30, # sprite position
y: 550,
w: 128, # sprite size
h: 101,
path: "dragonruby.png", # image path
angle: args.state.angle, # angle
a: 255, # alpha (transparency)
r: 255, # color saturation
g: 255,
b: 255,
tile_x: 0, # sprite sub division/tile
tile_y: 0,
tile_w: -1,
tile_h: -1,
flip_vertically: false, # don't flip sprite
flip_horizontally: false,
angle_anchor_x: 0.5, # rotation center set to middle
angle_anchor_y: 0.5
}
# Outputs label using a hash
args.outputs.labels << {
x: 200, # label position
y: 550,
text: "dragonruby", # label text
size_enum: 2,
alignment_enum: 1,
r: 155, # color saturation
g: 50,
b: 50,
a: 255, # transparency
font: "fonts/manaspc.ttf" # font style; without mentioned file, label won't output correctly
}
# Outputs solid using a hash
# [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE, ALPHA]
args.outputs.solids << {
x: 400, # position
y: 550,
w: 160, # size
h: 90,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}
# Outputs border using a hash
# Same parameters as a solid
args.outputs.borders << {
x: 600,
y: 550,
w: 160,
h: 90,
r: 120,
g: 50,
b: 50,
a: 255
}
# Outputs line using a hash
args.outputs.lines << {
x: 900, # starting position
y: 550,
x2: 1200, # ending position
y2: 550,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}
# Outputs sprite as a primitive using a hash
args.outputs.primitives << {
x: 30, # position
y: 200,
w: 128, # size
h: 101,
path: "dragonruby.png", # image path
angle: args.state.angle, # angle
a: 255, # transparency
r: 255, # color saturation
g: 255,
b: 255,
tile_x: 0, # sprite sub division/tile
tile_y: 0,
tile_w: -1,
tile_h: -1,
flip_vertically: false, # don't flip
flip_horizontally: false,
angle_anchor_x: 0.5, # rotation center set to middle
angle_anchor_y: 0.5
}.sprite!
# Outputs label as primitive using a hash
args.outputs.primitives << {
x: 200, # position
y: 200,
text: "dragonruby", # text
size: 2,
alignment: 1,
r: 155, # color saturation
g: 50,
b: 50,
a: 255, # transparency
font: "fonts/manaspc.ttf" # font style
}.label!
# Outputs solid as primitive using a hash
args.outputs.primitives << {
x: 400, # position
y: 200,
w: 160, # size
h: 90,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}.solid!
# Outputs border as primitive using a hash
# Same parameters as solid
args.outputs.primitives << {
x: 600, # position
y: 200,
w: 160, # size
h: 90,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}.border!
# Outputs line as primitive using a hash
args.outputs.primitives << {
x: 900, # starting position
y: 200,
x2: 1200, # ending position
y2: 200,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}.line!
end
Advanced Rendering - Pixel Arrays - main.rb
# ./samples/07_advanced_rendering/06_pixel_arrays/app/main.rb
$gtk.reset
def tick args
args.state.posinc ||= 1
args.state.pos ||= 0
args.state.rotation ||= 0
dimension = 10 # keep it small and let the GPU scale it when rendering the sprite.
# Set up our "scanner" pixel array and fill it with black pixels.
args.pixel_array(:scanner).width = dimension
args.pixel_array(:scanner).height = dimension
args.pixel_array(:scanner).pixels.fill(0xFF000000, 0, dimension * dimension) # black, full alpha
# Draw a green line that bounces up and down the sprite.
args.pixel_array(:scanner).pixels.fill(0xFF00FF00, dimension * args.state.pos, dimension) # green, full alpha
# Adjust position for next frame.
args.state.pos += args.state.posinc
if args.state.posinc > 0 && args.state.pos >= dimension
args.state.posinc = -1
args.state.pos = dimension - 1
elsif args.state.posinc < 0 && args.state.pos < 0
args.state.posinc = 1
args.state.pos = 1
end
# New/changed pixel arrays get uploaded to the GPU before we render
# anything. At that point, they can be scaled, rotated, and otherwise
# used like any other sprite.
w = 100
h = 100
x = (1280 - w) / 2
y = (720 - h) / 2
args.outputs.background_color = [64, 0, 128]
args.outputs.primitives << [x, y, w, h, :scanner, args.state.rotation].sprite
args.state.rotation += 1
args.outputs.primitives << args.gtk.current_framerate_primitives
end
Advanced Rendering - Simple Camera - main.rb
# ./samples/07_advanced_rendering/07_simple_camera/app/main.rb
def tick args
# variables you can play around with
args.state.world.w ||= 1280
args.state.world.h ||= 720
args.state.player.x ||= 0
args.state.player.y ||= 0
args.state.player.size ||= 32
args.state.enemy.x ||= 700
args.state.enemy.y ||= 700
args.state.enemy.size ||= 16
args.state.camera.x ||= 640
args.state.camera.y ||= 300
args.state.camera.scale ||= 1.0
args.state.camera.show_empty_space ||= :yes
# instructions
args.outputs.primitives << { x: 0, y: 80.from_top, w: 360, h: 80, r: 0, g: 0, b: 0, a: 128 }.solid!
args.outputs.primitives << { x: 10, y: 10.from_top, text: "arrow keys to move around", r: 255, g: 255, b: 255}.label!
args.outputs.primitives << { x: 10, y: 30.from_top, text: "+/- to change zoom of camera", r: 255, g: 255, b: 255}.label!
args.outputs.primitives << { x: 10, y: 50.from_top, text: "tab to change camera edge behavior", r: 255, g: 255, b: 255}.label!
# render scene
args.outputs[:scene].w = args.state.world.w
args.outputs[:scene].h = args.state.world.h
args.outputs[:scene].solids << { x: 0, y: 0, w: args.state.world.w, h: args.state.world.h, r: 20, g: 60, b: 80 }
args.outputs[:scene].solids << { x: args.state.player.x, y: args.state.player.y,
w: args.state.player.size, h: args.state.player.size, r: 80, g: 155, b: 80 }
args.outputs[:scene].solids << { x: args.state.enemy.x, y: args.state.enemy.y,
w: args.state.enemy.size, h: args.state.enemy.size, r: 155, g: 80, b: 80 }
# render camera
scene_position = calc_scene_position args
args.outputs.sprites << { x: scene_position.x,
y: scene_position.y,
w: scene_position.w,
h: scene_position.h,
path: :scene }
# move player
if args.inputs.directional_angle
args.state.player.x += args.inputs.directional_angle.vector_x * 5
args.state.player.y += args.inputs.directional_angle.vector_y * 5
args.state.player.x = args.state.player.x.clamp(0, args.state.world.w - args.state.player.size)
args.state.player.y = args.state.player.y.clamp(0, args.state.world.h - args.state.player.size)
end
# +/- to zoom in and out
if args.inputs.keyboard.plus && args.state.tick_count.zmod?(3)
args.state.camera.scale += 0.05
elsif args.inputs.keyboard.hyphen && args.state.tick_count.zmod?(3)
args.state.camera.scale -= 0.05
elsif args.inputs.keyboard.key_down.tab
if args.state.camera.show_empty_space == :yes
args.state.camera.show_empty_space = :no
else
args.state.camera.show_empty_space = :yes
end
end
args.state.camera.scale = args.state.camera.scale.greater(0.1)
end
def calc_scene_position args
result = { x: args.state.camera.x - (args.state.player.x * args.state.camera.scale),
y: args.state.camera.y - (args.state.player.y * args.state.camera.scale),
w: args.state.world.w * args.state.camera.scale,
h: args.state.world.h * args.state.camera.scale,
scale: args.state.camera.scale }
return result if args.state.camera.show_empty_space == :yes
if result.w < args.grid.w
result.merge!(x: (args.grid.w - result.w).half)
elsif (args.state.player.x * result.scale) < args.grid.w.half
result.merge!(x: 10)
elsif (result.x + result.w) < args.grid.w
result.merge!(x: - result.w + (args.grid.w - 10))
end
if result.h < args.grid.h
result.merge!(y: (args.grid.h - result.h).half)
elsif (result.y) > 10
result.merge!(y: 10)
elsif (result.y + result.h) < args.grid.h
result.merge!(y: - result.h + (args.grid.h - 10))
end
result
end
Advanced Rendering - Splitscreen Camera - main.rb
# ./samples/07_advanced_rendering/08_splitscreen_camera/app/main.rb
class CameraMovement
attr_accessor :state, :inputs, :outputs, :grid
#==============================================================================================
#Serialize
def serialize
{state: state, inputs: inputs, outputs: outputs, grid: grid }
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
#==============================================================================================
#Tick
def tick
defaults
calc
render
input
end
#==============================================================================================
#Default functions
def defaults
outputs[:scene].background_color = [0,0,0]
state.trauma ||= 0.0
state.trauma_power ||= 2
state.player_cyan ||= new_player_cyan
state.player_magenta ||= new_player_magenta
state.camera_magenta ||= new_camera_magenta
state.camera_cyan ||= new_camera_cyan
state.camera_center ||= new_camera_center
state.room ||= new_room
end
def default_player x, y, w, h, sprite_path
state.new_entity(:player,
{ x: x,
y: y,
dy: 0,
dx: 0,
w: w,
h: h,
damage: 0,
dead: false,
orientation: "down",
max_alpha: 255,
sprite_path: sprite_path})
end
def default_floor_tile x, y, w, h, sprite_path
state.new_entity(:room,
{ x: x,
y: y,
w: w,
h: h,
sprite_path: sprite_path})
end
def default_camera x, y, w, h
state.new_entity(:camera,
{ x: x,
y: y,
dx: 0,
dy: 0,
w: w,
h: h})
end
def new_player_cyan
default_player(0, 0, 64, 64,
"sprites/player/player_#{state.player_cyan.orientation}_standing.png")
end
def new_player_magenta
default_player(64, 0, 64, 64,
"sprites/player/player_#{state.player_magenta.orientation}_standing.png")
end
def new_camera_magenta
default_camera(0,0,720,720)
end
def new_camera_cyan
default_camera(0,0,720,720)
end
def new_camera_center
default_camera(0,0,1280,720)
end
def new_room
default_floor_tile(0,0,1024,1024,'sprites/rooms/camera_room.png')
end
#==============================================================================================
#Calculation functions
def calc
calc_camera_magenta
calc_camera_cyan
calc_camera_center
calc_player_cyan
calc_player_magenta
calc_trauma_decay
end
def center_camera_tolerance
return Math.sqrt(((state.player_magenta.x - state.player_cyan.x) ** 2) +
((state.player_magenta.y - state.player_cyan.y) ** 2)) > 640
end
def calc_player_cyan
state.player_cyan.x += state.player_cyan.dx
state.player_cyan.y += state.player_cyan.dy
end
def calc_player_magenta
state.player_magenta.x += state.player_magenta.dx
state.player_magenta.y += state.player_magenta.dy
end
def calc_camera_center
timeScale = 1
midX = (state.player_magenta.x + state.player_cyan.x)/2
midY = (state.player_magenta.y + state.player_cyan.y)/2
targetX = midX - state.camera_center.w/2
targetY = midY - state.camera_center.h/2
state.camera_center.x += (targetX - state.camera_center.x) * 0.1 * timeScale
state.camera_center.y += (targetY - state.camera_center.y) * 0.1 * timeScale
end
def calc_camera_magenta
timeScale = 1
targetX = state.player_magenta.x + state.player_magenta.w - state.camera_magenta.w/2
targetY = state.player_magenta.y + state.player_magenta.h - state.camera_magenta.h/2
state.camera_magenta.x += (targetX - state.camera_magenta.x) * 0.1 * timeScale
state.camera_magenta.y += (targetY - state.camera_magenta.y) * 0.1 * timeScale
end
def calc_camera_cyan
timeScale = 1
targetX = state.player_cyan.x + state.player_cyan.w - state.camera_cyan.w/2
targetY = state.player_cyan.y + state.player_cyan.h - state.camera_cyan.h/2
state.camera_cyan.x += (targetX - state.camera_cyan.x) * 0.1 * timeScale
state.camera_cyan.y += (targetY - state.camera_cyan.y) * 0.1 * timeScale
end
def calc_player_quadrant angle
if angle < 45 and angle > -45 and state.player_cyan.x < state.player_magenta.x
return 1
elsif angle < 45 and angle > -45 and state.player_cyan.x > state.player_magenta.x
return 3
elsif (angle > 45 or angle < -45) and state.player_cyan.y < state.player_magenta.y
return 2
elsif (angle > 45 or angle < -45) and state.player_cyan.y > state.player_magenta.y
return 4
end
end
def calc_camera_shake
state.trauma
end
def calc_trauma_decay
state.trauma = state.trauma * 0.9
end
def calc_random_float_range(min, max)
rand * (max-min) + min
end
#==============================================================================================
#Render Functions
def render
render_floor
render_player_cyan
render_player_magenta
if center_camera_tolerance
render_split_camera_scene
else
render_camera_center_scene
end
end
def render_player_cyan
outputs[:scene].sprites << {x: state.player_cyan.x,
y: state.player_cyan.y,
w: state.player_cyan.w,
h: state.player_cyan.h,
path: "sprites/player/player_#{state.player_cyan.orientation}_standing.png",
r: 0,
g: 255,
b: 255}
end
def render_player_magenta
outputs[:scene].sprites << {x: state.player_magenta.x,
y: state.player_magenta.y,
w: state.player_magenta.w,
h: state.player_magenta.h,
path: "sprites/player/player_#{state.player_magenta.orientation}_standing.png",
r: 255,
g: 0,
b: 255}
end
def render_floor
outputs[:scene].sprites << [state.room.x, state.room.y,
state.room.w, state.room.h,
state.room.sprite_path]
end
def render_camera_center_scene
zoomFactor = 1
outputs[:scene].width = state.room.w
outputs[:scene].height = state.room.h
maxAngle = 10.0
maxOffset = 20.0
angle = maxAngle * calc_camera_shake * calc_random_float_range(-1,1)
offsetX = 32 - (maxOffset * calc_camera_shake * calc_random_float_range(-1,1))
offsetY = 32 - (maxOffset * calc_camera_shake * calc_random_float_range(-1,1))
outputs.sprites << {x: (-state.camera_center.x - offsetX)/zoomFactor,
y: (-state.camera_center.y - offsetY)/zoomFactor,
w: outputs[:scene].width/zoomFactor,
h: outputs[:scene].height/zoomFactor,
path: :scene,
angle: angle,
source_w: -1,
source_h: -1}
outputs.labels << [128,64,"#{state.trauma.round(1)}",8,2,255,0,255,255]
end
def render_split_camera_scene
outputs[:scene].width = state.room.w
outputs[:scene].height = state.room.h
render_camera_magenta_scene
render_camera_cyan_scene
angle = Math.atan((state.player_magenta.y - state.player_cyan.y)/(state.player_magenta.x- state.player_cyan.x)) * 180/Math::PI
output_split_camera angle
end
def render_camera_magenta_scene
zoomFactor = 1
offsetX = 32
offsetY = 32
outputs[:scene_magenta].sprites << {x: (-state.camera_magenta.x*2),
y: (-state.camera_magenta.y),
w: outputs[:scene].width*2,
h: outputs[:scene].height,
path: :scene}
end
def render_camera_cyan_scene
zoomFactor = 1
offsetX = 32
offsetY = 32
outputs[:scene_cyan].sprites << {x: (-state.camera_cyan.x*2),
y: (-state.camera_cyan.y),
w: outputs[:scene].width*2,
h: outputs[:scene].height,
path: :scene}
end
def output_split_camera angle
#TODO: Clean this up!
quadrant = calc_player_quadrant angle
outputs.labels << [128,64,"#{quadrant}",8,2,255,0,255,255]
if quadrant == 1
set_camera_attributes(w: 640, h: 720, m_x: 640, m_y: 0, c_x: 0, c_y: 0)
elsif quadrant == 2
set_camera_attributes(w: 1280, h: 360, m_x: 0, m_y: 360, c_x: 0, c_y: 0)
elsif quadrant == 3
set_camera_attributes(w: 640, h: 720, m_x: 0, m_y: 0, c_x: 640, c_y: 0)
elsif quadrant == 4
set_camera_attributes(w: 1280, h: 360, m_x: 0, m_y: 0, c_x: 0, c_y: 360)
end
end
def set_camera_attributes(w: 0, h: 0, m_x: 0, m_y: 0, c_x: 0, c_y: 0)
state.camera_cyan.w = w + 64
state.camera_cyan.h = h + 64
outputs[:scene_cyan].width = (w) * 2
outputs[:scene_cyan].height = h
state.camera_magenta.w = w + 64
state.camera_magenta.h = h + 64
outputs[:scene_magenta].width = (w) * 2
outputs[:scene_magenta].height = h
outputs.sprites << {x: m_x,
y: m_y,
w: w,
h: h,
path: :scene_magenta}
outputs.sprites << {x: c_x,
y: c_y,
w: w,
h: h,
path: :scene_cyan}
end
def add_trauma amount
state.trauma = [state.trauma + amount, 1.0].min
end
def remove_trauma amount
state.trauma = [state.trauma - amount, 0.0].max
end
#==============================================================================================
#Input functions
def input
input_move_cyan
input_move_magenta
if inputs.keyboard.key_down.t
add_trauma(0.5)
elsif inputs.keyboard.key_down.y
remove_trauma(0.1)
end
end
def input_move_cyan
if inputs.keyboard.key_held.up
state.player_cyan.dy = 5
state.player_cyan.orientation = "up"
elsif inputs.keyboard.key_held.down
state.player_cyan.dy = -5
state.player_cyan.orientation = "down"
else
state.player_cyan.dy *= 0.8
end
if inputs.keyboard.key_held.left
state.player_cyan.dx = -5
state.player_cyan.orientation = "left"
elsif inputs.keyboard.key_held.right
state.player_cyan.dx = 5
state.player_cyan.orientation = "right"
else
state.player_cyan.dx *= 0.8
end
outputs.labels << [128,512,"#{state.player_cyan.x.round()}",8,2,0,255,255,255]
outputs.labels << [128,480,"#{state.player_cyan.y.round()}",8,2,0,255,255,255]
end
def input_move_magenta
if inputs.keyboard.key_held.w
state.player_magenta.dy = 5
state.player_magenta.orientation = "up"
elsif inputs.keyboard.key_held.s
state.player_magenta.dy = -5
state.player_magenta.orientation = "down"
else
state.player_magenta.dy *= 0.8
end
if inputs.keyboard.key_held.a
state.player_magenta.dx = -5
state.player_magenta.orientation = "left"
elsif inputs.keyboard.key_held.d
state.player_magenta.dx = 5
state.player_magenta.orientation = "right"
else
state.player_magenta.dx *= 0.8
end
outputs.labels << [128,360,"#{state.player_magenta.x.round()}",8,2,255,0,255,255]
outputs.labels << [128,328,"#{state.player_magenta.y.round()}",8,2,255,0,255,255]
end
end
$camera_movement = CameraMovement.new
def tick args
args.outputs.background_color = [0,0,0]
$camera_movement.inputs = args.inputs
$camera_movement.outputs = args.outputs
$camera_movement.state = args.state
$camera_movement.grid = args.grid
$camera_movement.tick
end
Advanced Rendering - Z Targeting Camera - main.rb
# ./samples/07_advanced_rendering/09_z_targeting_camera/app/main.rb
class Game
attr_gtk
def tick
defaults
render
input
calc
end
def defaults
outputs.background_color = [219, 208, 191]
player.x ||= 634
player.y ||= 153
player.angle ||= 90
player.distance ||= arena_radius
target.x ||= 634
target.y ||= 359
end
def render
outputs[:scene].sprites << ([0, 0, 933, 700, 'sprites/arena.png'].center_inside_rect grid.rect)
outputs[:scene].sprites << target_sprite
outputs[:scene].sprites << player_sprite
outputs.sprites << scene
end
def target_sprite
{
x: target.x, y: target.y,
w: 10, h: 10,
path: 'sprites/square/black.png'
}.anchor_rect 0.5, 0.5
end
def input
if inputs.up && player.distance > 30
player.distance -= 2
elsif inputs.down && player.distance < 200
player.distance += 2
end
player.angle += inputs.left_right * -1
end
def calc
player.x = target.x + ((player.angle * 1).vector_x player.distance)
player.y = target.y + ((player.angle * -1).vector_y player.distance)
end
def player_sprite
{
x: player.x,
y: player.y,
w: 50,
h: 100,
path: 'sprites/player.png',
angle: (player.angle * -1) + 90
}.anchor_rect 0.5, 0
end
def center_map
{ x: 634, y: 359 }
end
def zoom_factor_single
2 - ((args.geometry.distance player, center_map).fdiv arena_radius)
end
def zoom_factor
zoom_factor_single ** 2
end
def arena_radius
206
end
def scene
{
x: (640 - player.x) + (640 - (640 * zoom_factor)),
y: (360 - player.y - (75 * zoom_factor)) + (320 - (320 * zoom_factor)),
w: 1280 * zoom_factor,
h: 720 * zoom_factor,
path: :scene,
angle: player.angle - 90,
angle_anchor_x: (player.x.fdiv 1280),
angle_anchor_y: (player.y.fdiv 720)
}
end
def player
state.player
end
def target
state.target
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
$gtk.reset
Advanced Rendering - Blend Modes - main.rb
# ./samples/07_advanced_rendering/10_blend_modes/app/main.rb
$gtk.reset
def draw_blendmode args, mode
w = 160
h = w
args.state.x += (1280-w) / (args.state.blendmodes.length + 1)
x = args.state.x
y = (720 - h) / 2
s = 'sprites/blue-feathered.png'
args.outputs.sprites << { blendmode_enum: mode.value, x: x, y: y, w: w, h: h, path: s }
args.outputs.labels << [x + (w/2), y, mode.name.to_s, 1, 1, 255, 255, 255]
end
def tick args
# Different blend modes do different things, depending on what they
# blend against (in this case, the pixels of the background color).
args.state.bg_element ||= 1
args.state.bg_color ||= 255
args.state.bg_color_direction ||= 1
bg_r = (args.state.bg_element == 1) ? args.state.bg_color : 0
bg_g = (args.state.bg_element == 2) ? args.state.bg_color : 0
bg_b = (args.state.bg_element == 3) ? args.state.bg_color : 0
args.state.bg_color += args.state.bg_color_direction
if (args.state.bg_color_direction > 0) && (args.state.bg_color >= 255)
args.state.bg_color_direction = -1
args.state.bg_color = 255
elsif (args.state.bg_color_direction < 0) && (args.state.bg_color <= 0)
args.state.bg_color_direction = 1
args.state.bg_color = 0
args.state.bg_element += 1
if args.state.bg_element >= 4
args.state.bg_element = 1
end
end
args.outputs.background_color = [ bg_r, bg_g, bg_b, 255 ]
args.state.blendmodes ||= [
{ name: :none, value: 0 },
{ name: :blend, value: 1 },
{ name: :add, value: 2 },
{ name: :mod, value: 3 },
{ name: :mul, value: 4 }
]
args.state.x = 0 # reset this, draw_blendmode will increment it.
args.state.blendmodes.each { |blendmode| draw_blendmode args, blendmode }
end
Advanced Rendering - Render Target Noclear - main.rb
# ./samples/07_advanced_rendering/11_render_target_noclear/app/main.rb
def tick args
args.state.x ||= 500
args.state.y ||= 350
args.state.xinc ||= 7
args.state.yinc ||= 7
args.state.bgcolor ||= 1
args.state.bginc ||= 1
# clear the render target on the first tick, and then never again. Draw
# another box to it every tick, accumulating over time.
clear_target = (args.state.tick_count == 0) || (args.inputs.keyboard.key_down.space)
args.render_target(:accumulation).background_color = [ 0, 0, 0, 0 ];
args.render_target(:accumulation).clear_before_render = clear_target
args.render_target(:accumulation).solids << [args.state.x, args.state.y, 25, 25, 255, 0, 0, 255];
args.state.x += args.state.xinc
args.state.y += args.state.yinc
args.state.bgcolor += args.state.bginc
# animation upkeep...change where we draw the next box and what color the
# window background will be.
if args.state.xinc > 0 && args.state.x >= 1280
args.state.xinc = -7
elsif args.state.xinc < 0 && args.state.x < 0
args.state.xinc = 7
end
if args.state.yinc > 0 && args.state.y >= 720
args.state.yinc = -7
elsif args.state.yinc < 0 && args.state.y < 0
args.state.yinc = 7
end
if args.state.bginc > 0 && args.state.bgcolor >= 255
args.state.bginc = -1
elsif args.state.bginc < 0 && args.state.bgcolor <= 0
args.state.bginc = 1
end
# clear the screen to a shade of blue and draw the render target, which
# is not clearing every frame, on top of it. Note that you can NOT opt to
# skip clearing the screen, only render targets. The screen clears every
# frame; double-buffering would prevent correct updates between frames.
args.outputs.background_color = [ 0, 0, args.state.bgcolor, 255 ]
args.outputs.sprites << [ 0, 0, 1280, 720, :accumulation ]
end
$gtk.reset
Tweening Lerping Easing Functions - Easing Functions - main.rb
# ./samples/08_tweening_lerping_easing_functions/01_easing_functions/app/main.rb
def tick args
# STOP! Watch the following presentation first!!!!
# Math for Game Programmers: Fast and Funky 1D Nonlinear Transformations
# https://www.youtube.com/watch?v=mr5xkf6zSzk
# You've watched the talk, yes? YES???
# define starting and ending points of properties to animate
args.state.target_x = 1180
args.state.target_y = 620
args.state.target_w = 100
args.state.target_h = 100
args.state.starting_x = 0
args.state.starting_y = 0
args.state.starting_w = 300
args.state.starting_h = 300
# define start time and duration of animation
args.state.start_animate_at = 3.seconds # this is the same as writing 60 * 5 (or 300)
args.state.duration = 2.seconds # this is the same as writing 60 * 2 (or 120)
# define type of animations
# Here are all the options you have for values you can put in the array:
# :identity, :quad, :cube, :quart, :quint, :flip
# Linear is defined as:
# [:identity]
#
# Smooth start variations are:
# [:quad]
# [:cube]
# [:quart]
# [:quint]
# Linear reversed, and smooth stop are the same as the animations defined above, but reversed:
# [:flip, :identity]
# [:flip, :quad, :flip]
# [:flip, :cube, :flip]
# [:flip, :quart, :flip]
# [:flip, :quint, :flip]
# You can also do custom definitions. See the bottom of the file details
# on how to do that. I've defined a couple for you:
# [:smoothest_start]
# [:smoothest_stop]
# CHANGE THIS LINE TO ONE OF THE LINES ABOVE TO SEE VARIATIONS
args.state.animation_type = [:identity]
# args.state.animation_type = [:quad]
# args.state.animation_type = [:cube]
# args.state.animation_type = [:quart]
# args.state.animation_type = [:quint]
# args.state.animation_type = [:flip, :identity]
# args.state.animation_type = [:flip, :quad, :flip]
# args.state.animation_type = [:flip, :cube, :flip]
# args.state.animation_type = [:flip, :quart, :flip]
# args.state.animation_type = [:flip, :quint, :flip]
# args.state.animation_type = [:smoothest_start]
# args.state.animation_type = [:smoothest_stop]
# THIS IS WHERE THE MAGIC HAPPENS!
# Numeric#ease
progress = args.state.start_animate_at.ease(args.state.duration, args.state.animation_type)
# Numeric#ease needs to called:
# 1. On the number that represents the point in time you want to start, and takes two parameters:
# a. The first parameter is how long the animation should take.
# b. The second parameter represents the functions that need to be called.
#
# For example, if I wanted an animate to start 3 seconds in, and last for 10 seconds,
# and I want to animation to start fast and end slow, I would do:
# (60 * 3).ease(60 * 10, :flip, :quint, :flip)
# initial value delta to the final value
calc_x = args.state.starting_x + (args.state.target_x - args.state.starting_x) * progress
calc_y = args.state.starting_y + (args.state.target_y - args.state.starting_y) * progress
calc_w = args.state.starting_w + (args.state.target_w - args.state.starting_w) * progress
calc_h = args.state.starting_h + (args.state.target_h - args.state.starting_h) * progress
args.outputs.solids << [calc_x, calc_y, calc_w, calc_h, 0, 0, 0]
# count down
count_down = args.state.start_animate_at - args.state.tick_count
if count_down > 0
args.outputs.labels << [640, 375, "Running: #{args.state.animation_type} in...", 3, 1]
args.outputs.labels << [640, 345, "%.2f" % count_down.fdiv(60), 3, 1]
elsif progress >= 1
args.outputs.labels << [640, 360, "Click screen to reset.", 3, 1]
if args.inputs.click
$gtk.reset
end
end
end
# $gtk.reset
# you can make own variations of animations using this
module Easing
# you have access to all the built in functions: identity, flip, quad, cube, quart, quint
def self.smoothest_start x
quad(quint(x))
end
def self.smoothest_stop x
flip(quad(quint(flip(x))))
end
# this is the source for the existing easing functions
def self.identity x
x
end
def self.flip x
1 - x
end
def self.quad x
x * x
end
def self.cube x
x * x * x
end
def self.quart x
x * x * x * x * x
end
def self.quint x
x * x * x * x * x * x
end
end
Tweening Lerping Easing Functions - Cubic Bezier - main.rb
# ./samples/08_tweening_lerping_easing_functions/02_cubic_bezier/app/main.rb
def tick args
args.outputs.background_color = [33, 33, 33]
args.outputs.lines << bezier(100, 100,
100, 620,
1180, 620,
1180, 100,
0)
args.outputs.lines << bezier(100, 100,
100, 620,
1180, 620,
1180, 100,
20)
end
def bezier x1, y1, x2, y2, x3, y3, x4, y4, step
step ||= 0
color = [200, 200, 200]
points = points_for_bezier [x1, y1], [x2, y2], [x3, y3], [x4, y4], step
points.each_cons(2).map do |p1, p2|
[p1, p2, color]
end
end
def points_for_bezier p1, p2, p3, p4, step
points = []
if step == 0
[p1, p2, p3, p4]
else
t_step = 1.fdiv(step + 1)
t = 0
t += t_step
points = []
while t < 1
points << [
b_for_t(p1.x, p2.x, p3.x, p4.x, t),
b_for_t(p1.y, p2.y, p3.y, p4.y, t),
]
t += t_step
end
[
p1,
*points,
p4
]
end
end
def b_for_t v0, v1, v2, v3, t
pow(1 - t, 3) * v0 +
3 * pow(1 - t, 2) * t * v1 +
3 * (1 - t) * pow(t, 2) * v2 +
pow(t, 3) * v3
end
def pow n, to
n ** to
end
Tweening Lerping Easing Functions - Easing Using Spline - main.rb
# ./samples/08_tweening_lerping_easing_functions/03_easing_using_spline/app/main.rb
def tick args
args.state.duration = 10.seconds
args.state.spline = [
[0.0, 0.33, 0.66, 1.0],
[1.0, 1.0, 1.0, 1.0],
[1.0, 0.66, 0.33, 0.0],
]
args.state.simulation_tick = args.state.tick_count % args.state.duration
progress = 0.ease_spline_extended args.state.simulation_tick, args.state.duration, args.state.spline
args.outputs.borders << args.grid.rect
args.outputs.solids << [20 + 1240 * progress,
20 + 680 * progress,
20, 20].anchor_rect(0.5, 0.5)
args.outputs.labels << [10,
710,
"perc: #{"%.2f" % (args.state.simulation_tick / args.state.duration)} t: #{args.state.simulation_tick}"]
end
Tweening Lerping Easing Functions - Parametric Enemy Movement - main.rb
# ./samples/08_tweening_lerping_easing_functions/04_parametric_enemy_movement/app/main.rb
def new_star args
{ x: 1280.randomize(:ratio),
starting_y: 800,
distance_to_travel: 900 + 100.randomize(:ratio),
duration: 100.randomize(:ratio) + 60,
created_at: args.state.tick_count,
max_alpha: 128.randomize(:ratio) + 128,
b: 255.randomize(:ratio),
g: 200.randomize(:ratio),
w: 1.randomize(:ratio) + 1,
h: 1.randomize(:ratio) + 1 }
end
def new_enemy args
{ x: 1280.randomize(:ratio),
starting_y: 800,
distance_to_travel: -900,
duration: 60.randomize(:ratio) + 180,
created_at: args.state.tick_count,
w: 32,
h: 32,
fire_rate: (30.randomize(:ratio) + (60 - args.state.score)).to_i }
end
def new_bullet args, starting_x, starting_y, enemy_speed
{ x: starting_x,
starting_y: starting_y,
distance_to_travel: -900,
created_at: args.state.tick_count,
duration: 900 / (enemy_speed.abs + 2.0 + (5.0 * args.state.score.fdiv(100))).abs,
w: 5,
h: 5 }
end
def new_player_bullet args, starting_x, starting_y, player_speed
{ x: starting_x,
starting_y: starting_y,
distance_to_travel: 900,
created_at: args.state.tick_count,
duration: 900 / (player_speed + 2.0),
w: 5,
h: 5 }
end
def defaults args
args.outputs.background_color = [0, 0, 0]
args.state.score ||= 0
args.state.stars ||= []
args.state.enemies ||= []
args.state.bullets ||= []
args.state.player_bullets ||= []
args.state.max_stars = 50
args.state.max_enemies = 10
args.state.player.x ||= 640
args.state.player.y ||= 100
args.state.player.w ||= 32
args.state.player.h ||= 32
if args.state.tick_count == 0
args.state.stars.clear
args.state.max_stars.times do
s = new_star args
s[:created_at] += s[:duration].randomize(:ratio)
args.state.stars << s
end
end
if args.state.tick_count == 0
args.state.enemies.clear
args.state.max_enemies.times do
s = new_enemy args
s[:created_at] += s[:duration].randomize(:ratio)
args.state.enemies << s
end
end
end
def input args
if args.inputs.keyboard.left
args.state.player.x -= 5
elsif args.inputs.keyboard.right
args.state.player.x += 5
end
if args.inputs.keyboard.up
args.state.player.y += 5
elsif args.inputs.keyboard.down
args.state.player.y -= 5
end
if args.inputs.keyboard.key_down.space
args.state.player_bullets << new_player_bullet(args,
args.state.player.x + args.state.player.w.half,
args.state.player.y + args.state.player.h, 5)
end
args.state.player.y = args.state.player.y.greater(0).lesser(720 - args.state.player.w)
args.state.player.x = args.state.player.x.greater(0).lesser(1280 - args.state.player.h)
end
def completed? entity
(entity[:created_at] + entity[:duration]).elapsed_time > 0
end
def calc_stars args
if (stars_to_add = args.state.max_stars - args.state.stars.length) > 0
stars_to_add.times { args.state.stars << new_star(args) }
end
args.state.stars = args.state.stars.reject { |s| completed? s }
end
def move_enemies args
if (enemies_to_add = args.state.max_enemies - args.state.enemies.length) > 0
enemies_to_add.times { args.state.enemies << new_enemy(args) }
end
args.state.enemies = args.state.enemies.reject { |s| completed? s }
end
def move_bullets args
args.state.enemies.each do |e|
if args.state.tick_count.mod_zero?(e[:fire_rate])
args.state.bullets << new_bullet(args, e[:x] + e[:w].half, current_y(e), e[:distance_to_travel] / e[:duration])
end
end
args.state.bullets = args.state.bullets.reject { |s| completed? s }
args.state.player_bullets = args.state.player_bullets.reject { |s| completed? s }
end
def intersect? entity_one, entity_two
entity_one.merge(y: current_y(entity_one))
.intersect_rect? entity_two.merge(y: current_y(entity_two))
end
def kill args
bullets_hitting_enemies = []
dead_bullets = []
dead_enemies = []
args.state.player_bullets.each do |b|
args.state.enemies.each do |e|
if intersect? b, e
dead_bullets << b
dead_enemies << e
end
end
end
args.state.score += dead_enemies.length
args.state.player_bullets.reject! { |b| dead_bullets.include? b }
args.state.enemies.reject! { |e| dead_enemies.include? e }
dead = args.state.bullets.any? do |b|
[args.state.player.x,
args.state.player.y,
args.state.player.w,
args.state.player.h].intersect_rect? b.merge(y: current_y(b))
end
return unless dead
args.gtk.reset
defaults args
end
def calc args
calc_stars args
move_enemies args
move_bullets args
kill args
end
def current_y entity
entity[:starting_y] + (entity[:distance_to_travel] * entity[:created_at].ease(entity[:duration], :identity))
end
def render args
args.outputs.solids << args.state.stars.map do |s|
[s[:x],
current_y(s),
s[:w], s[:h], 0, s[:g], s[:b], s[:max_alpha] * s[:created_at].ease(20, :identity)]
end
args.outputs.borders << args.state.enemies.map do |s|
[s[:x],
current_y(s),
s[:w], s[:h], 255, 0, 0]
end
args.outputs.borders << args.state.bullets.map do |b|
[b[:x],
current_y(b),
b[:w], b[:h], 255, 0, 0]
end
args.outputs.borders << args.state.player_bullets.map do |b|
[b[:x],
current_y(b),
b[:w], b[:h], 255, 255, 255]
end
args.borders << [args.state.player.x,
args.state.player.y,
args.state.player.w,
args.state.player.h, 255, 255, 255]
end
def tick args
defaults args
input args
calc args
render args
end
Performance - Sprites As Hash - main.rb
# ./samples/09_performance/01_sprites_as_hash/app/main.rb
# Sprites represented as Hashes using the queue ~args.outputs.sprites~
# code up, but are the "slowest" to render.
# The reason for this is the access of the key in the Hash and also
# because the data args.outputs.sprites is cleared every tick.
def random_x args
(args.grid.w.randomize :ratio) * -1
end
def random_y args
(args.grid.h.randomize :ratio) * -1
end
def random_speed
1 + (4.randomize :ratio)
end
def new_star args
{
x: (random_x args),
y: (random_y args),
w: 4, h: 4, path: 'sprites/tiny-star.png',
s: random_speed
}
end
def move_star args, star
star.x += star[:s]
star.y += star[:s]
if star.x > args.grid.w || star.y > args.grid.h
star.x = (random_x args)
star.y = (random_y args)
star[:s] = random_speed
end
end
def tick args
args.state.star_count ||= 0
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Sprites, Hashes"
puts "* INFO: Please specify the number of sprites to render."
args.gtk.console.set_command "reset_with count: 100"
end
# init
if args.state.tick_count == 0
args.state.stars = args.state.star_count.map { |i| new_star args }
end
# update
args.state.stars.each { |s| move_star args, s }
# render
args.outputs.sprites << args.state.stars
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
$gtk.reset
$gtk.args.state.star_count = count
end
Performance - Sprites As Entities - main.rb
# ./samples/09_performance/02_sprites_as_entities/app/main.rb
# Sprites represented as Entities using the queue ~args.outputs.sprites~
# yields nicer access apis over Hashes, but require a bit more code upfront.
# The hash sample has to use star[:s] to get the speed of the star, but
# an entity can use .s instead.
def random_x args
(args.grid.w.randomize :ratio) * -1
end
def random_y args
(args.grid.h.randomize :ratio) * -1
end
def random_speed
1 + (4.randomize :ratio)
end
def new_star args
args.state.new_entity :star, {
x: (random_x args),
y: (random_y args),
w: 4, h: 4,
path: 'sprites/tiny-star.png',
s: random_speed
}
end
def move_star args, star
star.x += star.s
star.y += star.s
if star.x > args.grid.w || star.y > args.grid.h
star.x = (random_x args)
star.y = (random_y args)
star.s = random_speed
end
end
def tick args
args.state.star_count ||= 0
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Sprites, Open Entities"
puts "* INFO: Please specify the number of sprites to render."
args.gtk.console.set_command "reset_with count: 100"
end
# init
if args.state.tick_count == 0
args.state.stars = args.state.star_count.map { |i| new_star args }
end
# update
args.state.stars.each { |s| move_star args, s }
# render
args.outputs.sprites << args.state.stars
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
$gtk.reset
$gtk.args.state.star_count = count
end
Performance - Sprites As Struct - main.rb
# ./samples/09_performance/03_sprites_as_struct/app/main.rb
# create a Struct variant that allows for named parameters on construction.
class NamedStruct < Struct
def initialize **opts
super(*members.map { |k| opts[k] })
end
end
# create a Star NamedStruct
Star = NamedStruct.new(:x, :y, :w, :h, :path, :s,
:angle, :angle_anchor_x, :angle_anchor_y,
:r, :g, :b, :a,
:tile_x, :tile_y,
:tile_w, :tile_h,
:source_x, :source_y,
:source_w, :source_h,
:flip_horizontally, :flip_vertically,
:blendmode_enum)
# Sprites represented as Structs. They require a little bit more code than Hashes,
# but are the a little faster to render too.
def random_x args
(args.grid.w.randomize :ratio) * -1
end
def random_y args
(args.grid.h.randomize :ratio) * -1
end
def random_speed
1 + (4.randomize :ratio)
end
def new_star args
Star.new x: (random_x args),
y: (random_y args),
w: 4, h: 4,
path: 'sprites/tiny-star.png',
s: random_speed
end
def move_star args, star
star.x += star[:s]
star.y += star[:s]
if star.x > args.grid.w || star.y > args.grid.h
star.x = (random_x args)
star.y = (random_y args)
star[:s] = random_speed
end
end
def tick args
args.state.star_count ||= 0
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Sprites, Structs"
puts "* INFO: Please specify the number of sprites to render."
args.gtk.console.set_command "reset_with count: 100"
end
# init
if args.state.tick_count == 0
args.state.stars = args.state.star_count.map { |i| new_star args }
end
# update
args.state.stars.each { |s| move_star args, s }
# render
args.outputs.sprites << args.state.stars
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
$gtk.reset
$gtk.args.state.star_count = count
end
Performance - Sprites As Strict Entities - main.rb
# ./samples/09_performance/04_sprites_as_strict_entities/app/main.rb
# Sprites represented as StrictEntities using the queue ~args.outputs.sprites~
# yields apis access similar to Entities, but all properties that can be set on the
# entity must be predefined with a default value. Strict entities do not support the
# addition of new properties after the fact. They are more performant than OpenEntities
# because of this constraint.
def random_x args
(args.grid.w.randomize :ratio) * -1
end
def random_y args
(args.grid.h.randomize :ratio) * -1
end
def random_speed
1 + (4.randomize :ratio)
end
def new_star args
args.state.new_entity_strict(:star,
x: (random_x args),
y: (random_y args),
w: 4, h: 4,
path: 'sprites/tiny-star.png',
s: random_speed) do |entity|
# invoke attr_sprite so that it responds to
# all properties that are required to render a sprite
entity.attr_sprite
end
end
def move_star args, star
star.x += star.s
star.y += star.s
if star.x > args.grid.w || star.y > args.grid.h
star.x = (random_x args)
star.y = (random_y args)
star.s = random_speed
end
end
def tick args
args.state.star_count ||= 0
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Sprites, Strict Entities"
puts "* INFO: Please specify the number of sprites to render."
args.gtk.console.set_command "reset_with count: 100"
end
# init
if args.state.tick_count == 0
args.state.stars = args.state.star_count.map { |i| new_star args }
end
# update
args.state.stars.each { |s| move_star args, s }
# render
args.outputs.sprites << args.state.stars
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
$gtk.reset
$gtk.args.state.star_count = count
end
Performance - Sprites As Classes - main.rb
# ./samples/09_performance/05_sprites_as_classes/app/main.rb
# Sprites represented as Classes using the queue ~args.outputs.sprites~.
# gives you full control of property declaration and method invocation.
# They are more performant than OpenEntities and StrictEntities, but more code upfront.
class Star
attr_sprite
def initialize grid
@grid = grid
@x = (rand @grid.w) * -1
@y = (rand @grid.h) * -1
@w = 4
@h = 4
@s = 1 + (4.randomize :ratio)
@path = 'sprites/tiny-star.png'
end
def move
@x += @s
@y += @s
@x = (rand @grid.w) * -1 if @x > @grid.right
@y = (rand @grid.h) * -1 if @y > @grid.top
end
end
# calls methods needed for game to run properly
def tick args
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Sprites, Classes"
puts "* INFO: Please specify the number of sprites to render."
args.gtk.console.set_command "reset_with count: 100"
end
# init
if args.state.tick_count == 0
args.state.stars = args.state.star_count.map { |i| Star.new args.grid }
end
# update
args.state.stars.each(&:move)
# render
args.outputs.sprites << args.state.stars
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
$gtk.reset
$gtk.args.state.star_count = count
end
Performance - Static Sprites As Classes - main.rb
# ./samples/09_performance/06_static_sprites_as_classes/app/main.rb
# Sprites represented as Classes using the queue ~args.outputs.static_sprites~.
# bypasses the queue behavior of ~args.outputs.sprites~. All instances are held
# by reference. You get better performance, but you are mutating state of held objects
# which is less functional/data oriented.
class Star
attr_sprite
def initialize grid
@grid = grid
@x = (rand @grid.w) * -1
@y = (rand @grid.h) * -1
@w = 4
@h = 4
@s = 1 + (4.randomize :ratio)
@path = 'sprites/tiny-star.png'
end
def move
@x += @s
@y += @s
@x = (rand @grid.w) * -1 if @x > @grid.right
@y = (rand @grid.h) * -1 if @y > @grid.top
end
end
# calls methods needed for game to run properly
def tick args
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Static Sprites, Classes"
puts "* INFO: Please specify the number of sprites to render."
args.gtk.console.set_command "reset_with count: 100"
end
# init
if args.state.tick_count == 0
args.state.stars = args.state.star_count.map { |i| Star.new args.grid }
args.outputs.static_sprites << args.state.stars
end
# update
args.state.stars.each(&:move)
# render
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
$gtk.reset
$gtk.args.state.star_count = count
end
Performance - Static Sprites As Classes With Custom Drawing - main.rb
# ./samples/09_performance/07_static_sprites_as_classes_with_custom_drawing/app/main.rb
# Sprites represented as Classes, with a draw_override method, and using the queue ~args.outputs.static_sprites~.
# is the fastest approach. This is comparable to what other game engines set as the default behavior.
# There are tradeoffs for all this speed if the creation of a full blown class, and bypassing
# functional/data-oriented practices.
class Star
def initialize grid
@grid = grid
@x = (rand @grid.w) * -1
@y = (rand @grid.h) * -1
@w = 4
@h = 4
@s = 1 + (4.randomize :ratio)
@path = 'sprites/tiny-star.png'
end
def move
@x += @s
@y += @s
@x = (rand @grid.w) * -1 if @x > @grid.right
@y = (rand @grid.h) * -1 if @y > @grid.top
end
# if the object that is in args.outputs.sprites (or static_sprites)
# respond_to? :draw_override, then the method is invoked giving you
# access to the class used to draw to the canvas.
def draw_override ffi_draw
# first move then draw
move
# The argument order for ffi.draw_sprite is:
# x, y, w, h, path
ffi_draw.draw_sprite @x, @y, @w, @h, @path
# The argument order for ffi_draw.draw_sprite_2 is (pass in nil for default value):
# x, y, w, h, path,
# angle, alpha
# The argument order for ffi_draw.draw_sprite_3 is:
# x, y, w, h,
# path,
# angle,
# alpha, red_saturation, green_saturation, blue_saturation
# tile_x, tile_y, tile_w, tile_h,
# flip_horizontally, flip_vertically,
# angle_anchor_x, angle_anchor_y,
# source_x, source_y, source_w, source_h
# The argument order for ffi_draw.draw_sprite_4 is:
# x, y, w, h,
# path,
# angle,
# alpha, red_saturation, green_saturation, blue_saturation
# tile_x, tile_y, tile_w, tile_h,
# flip_horizontally, flip_vertically,
# angle_anchor_x, angle_anchor_y,
# source_x, source_y, source_w, source_h,
# blendmode_enum
end
end
# calls methods needed for game to run properly
def tick args
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Static Sprites, Classes, Draw Override"
puts "* INFO: Please specify the number of sprites to render."
args.gtk.console.set_command "reset_with count: 100"
end
# init
if args.state.tick_count == 0
args.state.stars = args.state.star_count.map { |i| Star.new args.grid }
args.outputs.static_sprites << args.state.stars
end
# render framerate
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
$gtk.reset
$gtk.args.state.star_count = count
end
Performance - Collision Limits - main.rb
# ./samples/09_performance/08_collision_limits/app/main.rb
=begin
Reminders:
- find_all: Finds all elements of a collection that meet certain requirements.
In this sample app, we're finding all bodies that intersect with the center body.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- ARRAY#intersect_rect?: Returns true or false depending on if two rectangles intersect.
=end
# This code demonstrates moving objects that loop around once they exceed the scope of the screen,
# which has dimensions of 1280 by 720, and also detects collisions between objects called "bodies".
def body_count num
$gtk.args.state.other_bodies = num.map { [1280 * rand, 720 * rand, 10, 10] } # other_bodies set using num collection
end
def tick args
# Center body's values are set using an array
# Map is used to set values of 2000 other bodies
# All bodies that intersect with center body are stored in collisions collection
args.state.center_body ||= [640 - 100, 360 - 100, 200, 200] # calculations done to place body in center
args.state.other_bodies ||= 2000.map { [1280 * rand, 720 * rand, 10, 10] } # 2000 bodies given random position on screen
# finds all bodies that intersect with center body, stores them in collisions
collisions = args.state.other_bodies.find_all { |b| b.intersect_rect? args.state.center_body }
args.borders << args.state.center_body # outputs center body as a black border
# transparency changes based on number of collisions; the more collisions, the redder (more transparent) the box becomes
args.solids << [args.state.center_body, 255, 0, 0, collisions.length * 5] # center body is red solid
args.solids << args.state.other_bodies # other bodies are output as (black) solids, as well
args.labels << [10, 30, args.gtk.current_framerate] # outputs frame rate in bottom left corner
# Bodies are returned to bottom left corner if positions exceed scope of screen
args.state.other_bodies.each do |b| # for each body in the other_bodies collection
b.x += 5 # x and y are both incremented by 5
b.y += 5
b.x = 0 if b.x > 1280 # x becomes 0 if star exceeds scope of screen (goes too far right)
b.y = 0 if b.y > 720 # y becomes 0 if star exceeds scope of screen (goes too far up)
end
end
# Resets the game.
$gtk.reset
Advanced Debugging - Logging - main.rb
# ./samples/10_advanced_debugging/00_logging/app/main.rb
def tick args
args.outputs.background_color = [255, 255, 255, 0]
if args.state.tick_count == 0
args.gtk.log_spam "log level spam"
args.gtk.log_debug "log level debug"
args.gtk.log_info "log level info"
args.gtk.log_warn "log level warn"
args.gtk.log_error "log level error"
args.gtk.log_unfiltered "log level unfiltered"
puts "This is a puts call"
args.gtk.console.show
end
if args.state.tick_count == 60
puts "This is a puts call on tick 60"
elsif args.state.tick_count == 120
puts "This is a puts call on tick 120"
end
end
Advanced Debugging - Trace Debugging - main.rb
# ./samples/10_advanced_debugging/01_trace_debugging/app/main.rb
class Game
attr_gtk
def method1 num
method2 num
end
def method2 num
method3 num
end
def method3 num
method4 num
end
def method4 num
if num == 1
puts "UNLUCKY #{num}."
state.unlucky_count += 1
if state.unlucky_count > 3
raise "NAT 1 finally occurred. Check app/trace.txt for all method invocation history."
end
else
puts "LUCKY #{num}."
end
end
def tick
state.roll_history ||= []
state.roll_history << rand(20) + 1
state.countdown ||= 600
state.countdown -= 1
state.unlucky_count ||= 0
outputs.labels << [640, 360, "A dice roll of 1 will cause an exception.", 0, 1]
if state.countdown > 0
outputs.labels << [640, 340, "Dice roll countdown: #{state.countdown}", 0, 1]
else
state.attempts ||= 0
state.attempts += 1
outputs.labels << [640, 340, "ROLLING! #{state.attempts}", 0, 1]
end
return if state.countdown > 0
method1 state.roll_history[-1]
end
end
$game = Game.new
def tick args
trace! $game # <------------------- TRACING ENABLED FOR THIS OBJECT
$game.args = args
$game.tick
end
Advanced Debugging - Trace Debugging Classes - main.rb
# ./samples/10_advanced_debugging/02_trace_debugging_classes/app/main.rb
class Foobar
def initialize
trace! # Trace is added to the constructor.
end
def clicky args
return unless args.inputs.mouse.click
try_rand rand
end
def try_rand num
return if num < 0.9
raise "Exception finally occurred. Take a look at logs/trace.txt #{num}."
end
end
def tick args
args.labels << [640, 360, "Start clicking. Eventually an exception will be thrown. Then look at logs/trace.txt.", 0, 1]
args.state.foobar = Foobar.new if args.tick_count
return unless args.state.foobar
args.state.foobar.clicky args
end
Advanced Debugging - Unit Tests - benchmark_api_tests.rb
# ./samples/10_advanced_debugging/03_unit_tests/benchmark_api_tests.rb
def test_benchmark_api args, assert
result = args.gtk.benchmark iterations: 100,
only_one: -> () {
r = 0
(1..100).each do |i|
r += 1
end
}
assert.equal! result.first_place.name, :only_one
result = args.gtk.benchmark iterations: 100,
iterations_100: -> () {
r = 0
(1..100).each do |i|
r += 1
end
},
iterations_50: -> () {
r = 0
(1..50).each do |i|
r += 1
end
}
assert.equal! result.first_place.name, :iterations_50
result = args.gtk.benchmark iterations: 1,
iterations_100: -> () {
r = 0
(1..100).each do |i|
r += 1
end
},
iterations_50: -> () {
r = 0
(1..50).each do |i|
r += 1
end
}
assert.equal! result.too_small_to_measure, true
end
Advanced Debugging - Unit Tests - exception_raising_tests.rb
# ./samples/10_advanced_debugging/03_unit_tests/exception_raising_tests.rb
begin :shared
class ExceptionalClass
def initialize exception_to_throw = nil
raise exception_to_throw if exception_to_throw
end
end
end
def test_exception_in_newing_object args, assert
begin
ExceptionalClass.new TypeError
raise "Exception wasn't thrown!"
rescue Exception => e
assert.equal! e.class, TypeError, "Exceptions within constructor should be retained."
end
end
$gtk.reset 100
$gtk.log_level = :off
Advanced Debugging - Unit Tests - fn_tests.rb
# ./samples/10_advanced_debugging/03_unit_tests/fn_tests.rb
def infinity
1 / 0
end
def neg_infinity
-1 / 0
end
def nan
0.0 / 0
end
def test_add args, assert
assert.equal! (args.fn.add), 0
assert.equal! (args.fn.+), 0
assert.equal! (args.fn.+ 1, 2, 3), 6
assert.equal! (args.fn.+ 0), 0
assert.equal! (args.fn.+ 0, nil), 0
assert.equal! (args.fn.+ 0, nan), nil
assert.equal! (args.fn.+ 0, nil, infinity), nil
assert.equal! (args.fn.+ [1, 2, 3, [4, 5, 6]]), 21
assert.equal! (args.fn.+ [nil, [4, 5, 6]]), 15
end
def test_sub args, assert
neg_infinity = infinity * -1
assert.equal! (args.fn.+), 0
assert.equal! (args.fn.- 1, 2, 3), -4
assert.equal! (args.fn.- 4), -4
assert.equal! (args.fn.- 4, nan), nil
assert.equal! (args.fn.- 0, nil), 0
assert.equal! (args.fn.- 0, nil, infinity), nil
assert.equal! (args.fn.- [0, 1, 2, 3, [4, 5, 6]]), -21
assert.equal! (args.fn.- [nil, 0, [4, 5, 6]]), -15
end
def test_div args, assert
assert.equal! (args.fn.div), 1
assert.equal! (args.fn./), 1
assert.equal! (args.fn./ 6, 3), 2
assert.equal! (args.fn./ 6, infinity), nil
assert.equal! (args.fn./ 6, nan), nil
assert.equal! (args.fn./ infinity), nil
assert.equal! (args.fn./ 0), nil
assert.equal! (args.fn./ 6, [3]), 2
end
def test_idiv args, assert
assert.equal! (args.fn.idiv), 1
assert.equal! (args.fn.idiv 7, 3), 2
assert.equal! (args.fn.idiv 6, infinity), nil
assert.equal! (args.fn.idiv 6, nan), nil
assert.equal! (args.fn.idiv infinity), nil
assert.equal! (args.fn.idiv 0), nil
assert.equal! (args.fn.idiv 7, [3]), 2
end
def test_mul args, assert
assert.equal! (args.fn.mul), 1
assert.equal! (args.fn.*), 1
assert.equal! (args.fn.* 7, 3), 21
assert.equal! (args.fn.* 6, nan), nil
assert.equal! (args.fn.* 6, infinity), nil
assert.equal! (args.fn.* infinity), nil
assert.equal! (args.fn.* 0), 0
assert.equal! (args.fn.* 7, [3]), 21
end
def test_lt args, assert
assert.equal! (args.fn.lt 1), 1
assert.equal! (args.fn.lt), nil
assert.equal! (args.fn.lt infinity), nil
assert.equal! (args.fn.lt nan), nil
assert.equal! (args.fn.lt 10, 9, 8), 8
assert.equal! (args.fn.< 10, 9, 8), 8
assert.equal! (args.fn.< [10, 9, [8]]), 8
assert.equal! (args.fn.< 10, 10), nil
end
def test_lte args, assert
assert.equal! (args.fn.lte 1), 1
assert.equal! (args.fn.lte), nil
assert.equal! (args.fn.lte infinity), nil
assert.equal! (args.fn.lte nan), nil
assert.equal! (args.fn.lte 10, 9, 8), 8
assert.equal! (args.fn.lte 10, 10), 10
assert.equal! (args.fn.lte 10, 9, [8]), 8
assert.equal! (args.fn.<= 10, 9, 8), 8
end
def test_gt args, assert
assert.equal! (args.fn.gt 1), 1
assert.equal! (args.fn.gt), nil
assert.equal! (args.fn.gt infinity), nil
assert.equal! (args.fn.gt nan), nil
assert.equal! (args.fn.gt 8, 9, 10), 10
assert.equal! (args.fn.gt [8, 9, [10]]), 10
assert.equal! (args.fn.gt 10, 10), nil
assert.equal! (args.fn.gt 10, 10), nil
assert.equal! (args.fn.gt 10, 9), nil
assert.equal! (args.fn.> 8, 9, 10), 10
end
def test_gte args, assert
assert.equal! (args.fn.gte 1), 1
assert.equal! (args.fn.gte), nil
assert.equal! (args.fn.gte infinity), nil
assert.equal! (args.fn.gte nan), nil
assert.equal! (args.fn.gte 8, 9, 10), 10
assert.equal! (args.fn.gte 10, 10), 10
assert.equal! (args.fn.gte 8, 9, [10]), 10
assert.equal! (args.fn.gte 10, 9), nil
assert.equal! (args.fn.>= 8, 9, 10), 10
end
def test_acopy args, assert
orig = [1, 2, 3]
clone = args.fn.acopy orig
assert.equal! clone, [1, 2, 3]
assert.equal! clone, orig
assert.not_equal! clone.object_id, orig.object_id
end
def test_aget args, assert
assert.equal! (args.fn.aget [:a, :b, :c], 1), :b
assert.equal! (args.fn.aget [:a, :b, :c], nil), nil
assert.equal! (args.fn.aget nil, 1), nil
end
def test_alength args, assert
assert.equal! (args.fn.alength [:a, :b, :c]), 3
assert.equal! (args.fn.alength nil), nil
end
def test_amap args, assert
inc = lambda { |i| i + 1 }
ary = [1, 2, 3]
assert.equal! (args.fn.amap ary, inc), [2, 3, 4]
assert.equal! (args.fn.amap nil, inc), nil
assert.equal! (args.fn.amap ary, nil), nil
assert.equal! (args.fn.amap ary, inc).class, Array
end
def test_and args, assert
assert.equal! (args.fn.and 1, 2, 3, 4), 4
assert.equal! (args.fn.and 1, 2, nil, 4), nil
assert.equal! (args.fn.and), true
end
def test_or args, assert
assert.equal! (args.fn.or 1, 2, 3, 4), 1
assert.equal! (args.fn.or 1, 2, nil, 4), 1
assert.equal! (args.fn.or), nil
assert.equal! (args.fn.or nil, nil, false, 5, 10), 5
end
def test_eq_eq args, assert
assert.equal! (args.fn.eq?), true
assert.equal! (args.fn.eq? 1, 0), false
assert.equal! (args.fn.eq? 1, 1, 1), true
assert.equal! (args.fn.== 1, 1, 1), true
assert.equal! (args.fn.== nil, nil), true
end
def test_apply args, assert
assert.equal! (args.fn.and [nil, nil, nil]), [nil, nil, nil]
assert.equal! (args.fn.apply [nil, nil, nil], args.fn.method(:and)), nil
and_lambda = lambda {|*xs| args.fn.and(*xs)}
assert.equal! (args.fn.apply [nil, nil, nil], and_lambda), nil
end
def test_areduce args, assert
assert.equal! (args.fn.areduce [1, 2, 3], 0, lambda { |i, a| i + a }), 6
end
def test_array_hash args, assert
assert.equal! (args.fn.array_hash :a, 1, :b, 2), { a: 1, b: 2 }
assert.equal! (args.fn.array_hash), { }
end
Advanced Debugging - Unit Tests - gen_docs.rb
# ./samples/10_advanced_debugging/03_unit_tests/gen_docs.rb
# ./dragonruby mygame --eval samples/99_zz_gtk_unit_tests/gen_docs.rb --no-tick
Kernel.export_docs!
Advanced Debugging - Unit Tests - geometry_tests.rb
# ./samples/10_advanced_debugging/03_unit_tests/geometry_tests.rb
begin :shared
def primitive_representations x, y, w, h
[
[x, y, w, h],
{ x: x, y: y, w: w, h: h },
RectForTest.new(x, y, w, h)
]
end
class RectForTest
attr_sprite
def initialize x, y, w, h
@x = x
@y = y
@w = w
@h = h
end
def to_s
"RectForTest: #{[x, y, w, h]}"
end
end
end
begin :intersect_rect?
def test_intersect_rect_point args, assert
assert.true! [16, 13].intersect_rect?([13, 12, 4, 4]), "point intersects with rect."
end
def test_intersect_rect args, assert
intersecting = primitive_representations(0, 0, 100, 100) +
primitive_representations(20, 20, 20, 20)
intersecting.product(intersecting).each do |rect_one, rect_two|
assert.true! rect_one.intersect_rect?(rect_two),
"intersect_rect? assertion failed for #{rect_one}, #{rect_two} (expected true)."
end
not_intersecting = [
[ 0, 0, 5, 5],
{ x: 10, y: 10, w: 5, h: 5 },
RectForTest.new(20, 20, 5, 5)
]
not_intersecting.product(not_intersecting)
.reject { |rect_one, rect_two| rect_one == rect_two }
.each do |rect_one, rect_two|
assert.false! rect_one.intersect_rect?(rect_two),
"intersect_rect? assertion failed for #{rect_one}, #{rect_two} (expected false)."
end
end
end
begin :inside_rect?
def assert_inside_rect outer: nil, inner: nil, expected: nil, assert: nil
assert.true! inner.inside_rect?(outer) == expected,
"inside_rect? assertion failed for outer: #{outer} inner: #{inner} (expected #{expected})."
end
def test_inside_rect args, assert
outer_rects = primitive_representations(0, 0, 10, 10)
inner_rects = primitive_representations(1, 1, 5, 5)
primitive_representations(0, 0, 10, 10).product(primitive_representations(1, 1, 5, 5))
.each do |outer, inner|
assert_inside_rect outer: outer, inner: inner,
expected: true, assert: assert
end
end
end
begin :angle_to
def test_angle_to args, assert
origins = primitive_representations(0, 0, 0, 0)
rights = primitive_representations(1, 0, 0, 0)
aboves = primitive_representations(0, 1, 0, 0)
origins.product(aboves).each do |origin, above|
assert.equal! origin.angle_to(above), 90,
"A point directly above should be 90 degrees."
assert.equal! above.angle_from(origin), 90,
"A point coming from above should be 90 degrees."
end
origins.product(rights).each do |origin, right|
assert.equal! origin.angle_to(right) % 360, 0,
"A point directly to the right should be 0 degrees."
assert.equal! right.angle_from(origin) % 360, 0,
"A point coming from the right should be 0 degrees."
end
end
end
begin :scale_rect
def test_scale_rect args, assert
assert.equal! [0, 0, 100, 100].scale_rect(0.5, 0.5),
[25.0, 25.0, 50.0, 50.0]
assert.equal! [0, 0, 100, 100].scale_rect(0.5),
[0.0, 0.0, 50.0, 50.0]
assert.equal! [0, 0, 100, 100].scale_rect_extended(percentage_x: 0.5, percentage_y: 0.5, anchor_x: 0.5, anchor_y: 0.5),
[25.0, 25.0, 50.0, 50.0]
assert.equal! [0, 0, 100, 100].scale_rect_extended(percentage_x: 0.5, percentage_y: 0.5, anchor_x: 0, anchor_y: 0),
[0.0, 0.0, 50.0, 50.0]
end
end
$gtk.reset 100
$gtk.log_level = :off
Advanced Debugging - Unit Tests - http_tests.rb
# ./samples/10_advanced_debugging/03_unit_tests/http_tests.rb
def try_assert_or_schedule args, assert
if $result[:complete]
log_info "Request completed! Verifying."
if $result[:http_response_code] != 200
log_info "The request yielded a result of #{$result[:http_response_code]} instead of 200."
exit
end
log_info ":try_assert_or_schedule succeeded!"
else
args.gtk.schedule_callback Kernel.tick_count + 10 do
try_assert_or_schedule args, assert
end
end
end
def test_http args, assert
$result = $gtk.http_get 'http://dragonruby.org'
try_assert_or_schedule args, assert
end
$gtk.reset 100
$gtk.log_level = :off
Advanced Debugging - Unit Tests - nil_coercion_tests.rb
# ./samples/10_advanced_debugging/03_unit_tests/nil_coercion_tests.rb
# numbers
def test_open_entity_add_number args, assert
assert.nil! args.state.i_value
args.state.i_value += 5
assert.equal! args.state.i_value, 5
assert.nil! args.state.f_value
args.state.f_value += 5.5
assert.equal! args.state.f_value, 5.5
end
def test_open_entity_subtract_number args, assert
assert.nil! args.state.i_value
args.state.i_value -= 5
assert.equal! args.state.i_value, -5
assert.nil! args.state.f_value
args.state.f_value -= 5.5
assert.equal! args.state.f_value, -5.5
end
def test_open_entity_multiply_number args, assert
assert.nil! args.state.i_value
args.state.i_value *= 5
assert.equal! args.state.i_value, 0
assert.nil! args.state.f_value
args.state.f_value *= 5.5
assert.equal! args.state.f_value, 0
end
def test_open_entity_divide_number args, assert
assert.nil! args.state.i_value
args.state.i_value /= 5
assert.equal! args.state.i_value, 0
assert.nil! args.state.f_value
args.state.f_value /= 5.5
assert.equal! args.state.f_value, 0
end
# array
def test_open_entity_add_array args, assert
assert.nil! args.state.values
args.state.values += [:a, :b, :c]
assert.equal! args.state.values, [:a, :b, :c]
end
def test_open_entity_subtract_array args, assert
assert.nil! args.state.values
args.state.values -= [:a, :b, :c]
assert.equal! args.state.values, []
end
def test_open_entity_shovel_array args, assert
assert.nil! args.state.values
args.state.values << :a
assert.equal! args.state.values, [:a]
end
def test_open_entity_enumerate args, assert
assert.nil! args.state.values
args.state.values = args.state.values.map_with_index { |i| i }
assert.equal! args.state.values, []
assert.nil! args.state.values_2
args.state.values_2 = args.state.values_2.map { |i| i }
assert.equal! args.state.values_2, []
assert.nil! args.state.values_3
args.state.values_3 = args.state.values_3.flat_map { |i| i }
assert.equal! args.state.values_3, []
end
# hashes
def test_open_entity_indexer args, assert
GTK::Entity.__reset_id__!
assert.nil! args.state.values
args.state.values[:test] = :value
assert.equal! args.state.values.to_s, { entity_id: 1, entity_name: :values, entity_keys_by_ref: {}, test: :value }.to_s
end
# bug
def test_open_entity_nil_bug args, assert
GTK::Entity.__reset_id__!
args.state.foo.a
args.state.foo.b
@hello[:foobar]
assert.nil! args.state.foo.a, "a was not nil."
# the line below fails
# assert.nil! args.state.foo.b, "b was not nil."
end
Advanced Debugging - Unit Tests - object_to_primitive_tests.rb
# ./samples/10_advanced_debugging/03_unit_tests/object_to_primitive_tests.rb
class PlayerSpriteForTest
end
def test_array_to_sprite args, assert
array = [[0, 0, 100, 100, "test.png"]].sprites
puts "No exception was thrown. Sweet!"
end
def test_class_to_sprite args, assert
array = [PlayerSprite.new].sprites
assert.true! array.first.is_a?(PlayerSprite)
puts "No exception was thrown. Sweet!"
end
$gtk.reset 100
$gtk.log_level = :off
Advanced Debugging - Unit Tests - parsing_tests.rb
# ./samples/10_advanced_debugging/03_unit_tests/parsing_tests.rb
def test_parse_json args, assert
result = args.gtk.parse_json '{ "name": "John Doe", "aliases": ["JD"] }'
assert.equal! result, { "name"=>"John Doe", "aliases"=>["JD"] }, "Parsing JSON failed."
end
def test_parse_xml args, assert
result = args.gtk.parse_xml <<-S
John Doe
S
expected = {:type=>:element,
:name=>nil,
:children=>[{:type=>:element,
:name=>"Person",
:children=>[{:type=>:element,
:name=>"Name",
:children=>[{:type=>:content,
:data=>"John Doe"}]}],
:attributes=>{"id"=>"100"}}]}
assert.equal! result, expected, "Parsing xml failed."
end
$gtk.reset 100
$gtk.log_level = :off
Advanced Debugging - Unit Tests - pretty_format_tests.rb
# ./samples/10_advanced_debugging/03_unit_tests/pretty_format_tests.rb
def H opts
opts
end
def A *opts
opts
end
def assert_format args, assert, hash, expected
actual = args.fn.pretty_format hash
assert.are_equal! actual, expected
end
def test_pretty_print args, assert
# =============================
# hash with single value
# =============================
input = (H first_name: "John")
expected = <<-S
{:first_name "John"}
S
(assert_format args, assert, input, expected)
# =============================
# hash with two values
# =============================
input = (H first_name: "John", last_name: "Smith")
expected = <<-S
{:first_name "John"
:last_name "Smith"}
S
(assert_format args, assert, input, expected)
# =============================
# hash with inner hash
# =============================
input = (H first_name: "John",
last_name: "Smith",
middle_initial: "I",
so: (H first_name: "Pocahontas",
last_name: "Tsenacommacah"),
friends: (A (H first_name: "Side", last_name: "Kick"),
(H first_name: "Tim", last_name: "Wizard")))
expected = <<-S
{:first_name "John"
:last_name "Smith"
:middle_initial "I"
:so {:first_name "Pocahontas"
:last_name "Tsenacommacah"}
:friends [{:first_name "Side"
:last_name "Kick"}
{:first_name "Tim"
:last_name "Wizard"}]}
S
(assert_format args, assert, input, expected)
# =============================
# array with one value
# =============================
input = (A 1)
expected = <<-S
[1]
S
(assert_format args, assert, input, expected)
# =============================
# array with multiple values
# =============================
input = (A 1, 2, 3)
expected = <<-S
[1
2
3]
S
(assert_format args, assert, input, expected)
# =============================
# array with multiple values hashes
# =============================
input = (A (H first_name: "Side", last_name: "Kick"),
(H first_name: "Tim", last_name: "Wizard"))
expected = <<-S
[{:first_name "Side"
:last_name "Kick"}
{:first_name "Tim"
:last_name "Wizard"}]
S
(assert_format args, assert, input, expected)
end
def test_nested_nested args, assert
# =============================
# nested array in nested hash
# =============================
input = (H type: :root,
text: "Root",
children: (A (H level: 1,
text: "Level 1",
children: (A (H level: 2,
text: "Level 2",
children: [])))))
expected = <<-S
{:type :root
:text "Root"
:children [{:level 1
:text "Level 1"
:children [{:level 2
:text "Level 2"
:children []}]}]}
S
(assert_format args, assert, input, expected)
end
def test_scene args, assert
script = <<-S
* Scene 1
** Narrator
They say happy endings don't exist.
** Narrator
They say true love is a lie.
S
input = parse_org args, script
puts (args.fn.pretty_format input)
end
Advanced Debugging - Unit Tests - require_tests.rb
# ./samples/10_advanced_debugging/03_unit_tests/require_tests.rb
def write_src path, src
$gtk.write_file path, src
end
write_src 'app/unit_testing_game.rb', <<-S
module UnitTesting
class Game
end
end
S
write_src 'lib/unit_testing_lib.rb', <<-S
module UnitTesting
class Lib
end
end
S
write_src 'app/nested/unit_testing_nested.rb', <<-S
module UnitTesting
class Nested
end
end
S
require 'app/unit_testing_game.rb'
require 'app/nested/unit_testing_nested.rb'
require 'lib/unit_testing_lib.rb'
def test_require args, assert
UnitTesting::Game.new
UnitTesting::Lib.new
UnitTesting::Nested.new
$gtk.exec 'rm ./mygame/app/unit_testing_game.rb'
$gtk.exec 'rm ./mygame/app/nested/unit_testing_nested.rb'
$gtk.exec 'rm ./mygame/lib/unit_testing_lib.rb'
assert.ok!
end
Advanced Debugging - Unit Tests - serialize_deserialize_tests.rb
# ./samples/10_advanced_debugging/03_unit_tests/serialize_deserialize_tests.rb
def test_serialize args, assert
GTK::Entity.__reset_id__!
args.state.player_one = "test"
result = args.gtk.serialize_state args.state
assert.equal! result, "{:entity_id=>4, :entity_keys_by_ref=>{}, :tick_count=>-1, :player_one=>\"test\"}"
GTK::Entity.__reset_id__!
args.gtk.write_file 'state.txt', ''
result = args.gtk.serialize_state 'state.txt', args.state
assert.equal! result, "{:entity_id=>4, :entity_keys_by_ref=>{}, :tick_count=>-1, :player_one=>\"test\"}"
end
def test_deserialize args, assert
GTK::Entity.__reset_id__!
result = args.gtk.deserialize_state '{:entity_id=>3, :tick_count=>-1, :player_one=>"test"}'
assert.equal! result.player_one, "test"
GTK::Entity.__reset_id__!
args.gtk.write_file 'state.txt', '{:entity_id=>3, :tick_count=>-1, :player_one=>"test"}'
result = args.gtk.deserialize_state 'state.txt'
assert.equal! result.player_one, "test"
end
def test_very_large_serialization args, assert
GTK::Entity.__reset_id__!
size = 3000
size.map_with_index do |i|
args.state.send("k#{i}=".to_sym, i)
end
result = args.gtk.serialize_state args.state
assert.true! (args.gtk.console.log.join.include? "unlikely a string this large will deserialize correctly")
end
def test_strict_entity_serialization args, assert
GTK::Entity.__reset_id__!
args.state.player_one = args.state.new_entity(:player, name: "Ryu")
args.state.player_two = args.state.new_entity_strict(:player_strict, name: "Ken")
serialized_state = args.gtk.serialize_state args.state
assert.equal! serialized_state, '{:entity_id=>1, :entity_keys_by_ref=>{}, :tick_count=>-1, :player_one=>{:entity_id=>1, :entity_name=>:player, :entity_keys_by_ref=>{}, :entity_type=>:player, :created_at=>-1, :global_created_at=>-1, :name=>"Ryu"}, :player_two=>{:entity_id=>3, :entity_name=>:player_strict, :entity_type=>:player_strict, :created_at=>-1, :global_created_at_elapsed=>-1, :entity_strict=>true, :entity_keys_by_ref=>{:entity_type=>:entity_name, :global_created_at_elapsed=>:created_at}, :name=>"Ken"}}'
GTK::Entity.__reset_id__!
deserialize_state = args.gtk.deserialize_state serialized_state
assert.equal! args.state.player_one.name, deserialize_state.player_one.name
assert.true! args.state.player_one.is_a? GTK::OpenEntity
assert.equal! args.state.player_two.name, deserialize_state.player_two.name
assert.true! args.state.player_two.is_a? GTK::StrictEntity
end
def test_strict_entity_serialization_with_nil args, assert
GTK::Entity.__reset_id__!
args.state.player_one = args.state.new_entity(:player, name: "Ryu")
args.state.player_two = args.state.new_entity_strict(:player_strict, name: "Ken", blood_type: nil)
serialized_state = args.gtk.serialize_state args.state
assert.equal! serialized_state, '{:entity_id=>7, :entity_keys_by_ref=>{}, :tick_count=>-1, :player_one=>{:entity_id=>1, :entity_name=>:player, :entity_keys_by_ref=>{}, :entity_type=>:player, :created_at=>-1, :global_created_at=>-1, :name=>"Ryu"}, :player_two=>{:entity_id=>2, :entity_name=>:player_strict, :entity_type=>:player_strict, :created_at=>-1, :global_created_at_elapsed=>-1, :entity_strict=>true, :entity_keys_by_ref=>{:entity_type=>:entity_name, :global_created_at_elapsed=>:created_at}, :name=>"Ken", :blood_type=>nil}}'
GTK::Entity.__reset_id__!
deserialized_state = args.gtk.deserialize_state serialized_state
assert.equal! args.state.player_one.name, deserialized_state.player_one.name
assert.true! args.state.player_one.is_a? GTK::OpenEntity
assert.equal! args.state.player_two.name, deserialized_state.player_two.name
assert.equal! args.state.player_two.blood_type, deserialized_state.player_two.blood_type
assert.equal! deserialized_state.player_two.blood_type, nil
assert.true! args.state.player_two.is_a? GTK::StrictEntity
deserialized_state.player_two.blood_type = :O
assert.equal! deserialized_state.player_two.blood_type, :O
end
def test_multiple_strict_entities args, assert
GTK::Entity.__reset_id__!
args.state.player = args.state.new_entity_strict(:player_one, name: "Ryu")
args.state.enemy = args.state.new_entity_strict(:enemy, name: "Bison", other_property: 'extra mean')
serialized_state = args.gtk.serialize_state args.state
GTK::Entity.__reset_id__!
deserialized_state = args.gtk.deserialize_state serialized_state
assert.equal! deserialized_state.player.name, "Ryu"
assert.equal! deserialized_state.enemy.other_property, "extra mean"
end
def test_by_reference_state args, assert
GTK::Entity.__reset_id__!
args.state.a = { name: "Jane Doe" }
args.state.b = args.state.a
assert.equal! args.state.a.object_id, args.state.b.object_id
serialized_state = args.gtk.serialize_state args.state
GTK::Entity.__reset_id__!
deserialized_state = args.gtk.deserialize_state serialized_state
assert.equal! deserialized_state.a.object_id, deserialized_state.b.object_id
end
def test_by_reference_state_strict_entities args, assert
GTK::Entity.__reset_id__!
args.state.a = { name: "Jane Doe" }
args.state.strict_entity = args.state.new_entity_strict(:couple) do |e|
e.one = args.state.new_entity_strict(:person, name: "Jane")
e.two = e.one
end
assert.equal! args.state.strict_entity.one, args.state.strict_entity.two
serialized_state = args.gtk.serialize_state args.state
GTK::Entity.__reset_id__!
deserialized_state = args.gtk.deserialize_state serialized_state
assert.equal! deserialized_state.strict_entity.one, deserialized_state.strict_entity.two
end
def test_serialization_excludes_thrash_count args, assert
GTK::Entity.__reset_id__!
args.state.player.name = "Ryu"
# force a nil pun
if args.state.player.age > 30
end
assert.equal! args.state.player.as_hash[:__thrash_count__][:>], 1
result = args.gtk.serialize_state args.state
assert.false! (result.include? "__thrash_count__"),
"The __thrash_count__ key exists in state when it shouldn't have."
end
Advanced Debugging - Unit Tests - state_serialization_experimental_tests.rb
# ./samples/10_advanced_debugging/03_unit_tests/state_serialization_experimental_tests.rb
MAX_CODE_GEN_LENGTH = 50
# NOTE: This is experimental/advanced stuff.
def needs_partitioning? target
target[:value].to_s.length > MAX_CODE_GEN_LENGTH
end
def partition target
return [] unless needs_partitioning? target
if target[:value].is_a? GTK::OpenEntity
target[:value] = target[:value].hash
end
results = []
idx = 0
left, right = target[:value].partition do
idx += 1
idx.even?
end
left, right = Hash[left], Hash[right]
left = { value: left }
right = { value: right}
[left, right]
end
def add_partition target, path, aggregate, final_result
partitions = partition target
partitions.each do |part|
if needs_partitioning? part
if part[:value].keys.length == 1
first_key = part[:value].keys[0]
new_part = { value: part[:value][first_key] }
path.push first_key
add_partition new_part, path, aggregate, final_result
path.pop
else
add_partition part, path, aggregate, final_result
end
else
final_result << { value: { __path__: [*path] } }
final_result << { value: part[:value] }
end
end
end
def state_to_string state
parts_queue = []
final_queue = []
add_partition({ value: state.hash },
[],
parts_queue,
final_queue)
final_queue.reject {|i| i[:value].keys.length == 0}.map do |i|
i[:value].to_s
end.join("\n#==================================================#\n")
end
def state_from_string string
Kernel.eval("$load_data = {}")
lines = string.split("\n#==================================================#\n")
lines.each do |l|
puts "todo: #{l}"
end
GTK::OpenEntity.parse_from_hash $load_data
end
def test_save_and_load args, assert
args.state.item_1.name = "Jane"
string = state_to_string args.state
state = state_from_string string
assert.equal! args.state.item_1.name, state.item_1.name
end
def test_save_and_load_big args, assert
size = 1000
size.map_with_index do |i|
args.state.send("k#{i}=".to_sym, i)
end
string = state_to_string args.state
state = state_from_string string
size.map_with_index do |i|
assert.equal! args.state.send("k#{i}".to_sym), state.send("k#{i}".to_sym)
assert.equal! args.state.send("k#{i}".to_sym), i
assert.equal! state.send("k#{i}".to_sym), i
end
end
def test_save_and_load_big_nested args, assert
args.state.player_one.friend.nested_hash.k0 = 0
args.state.player_one.friend.nested_hash.k1 = 1
args.state.player_one.friend.nested_hash.k2 = 2
args.state.player_one.friend.nested_hash.k3 = 3
args.state.player_one.friend.nested_hash.k4 = 4
args.state.player_one.friend.nested_hash.k5 = 5
args.state.player_one.friend.nested_hash.k6 = 6
args.state.player_one.friend.nested_hash.k7 = 7
args.state.player_one.friend.nested_hash.k8 = 8
args.state.player_one.friend.nested_hash.k9 = 9
string = state_to_string args.state
state = state_from_string string
end
$gtk.reset 100
$gtk.log_level = :off
Advanced Debugging - Unit Tests - suggest_autocompletion_tests.rb
# ./samples/10_advanced_debugging/03_unit_tests/suggest_autocompletion_tests.rb
def default_suggest_autocompletion args
{
index: 4,
text: "args.",
__meta__: {
other_options: [
{
index: Fixnum,
file: "app/main.rb"
}
]
}
}
end
def assert_completion source, *expected
results = suggest_autocompletion text: (source.strip.gsub ":cursor", ""),
index: (source.strip.index ":cursor")
puts results
end
def test_args_completion args, assert
$gtk.write_file_root "autocomplete.txt", ($gtk.suggest_autocompletion text: <<-S, index: 128).join("\n")
require 'app/game.rb'
def tick args
args.gtk.suppress_mailbox = false
$game ||= Game.new
$game.args = args
$game.args.
$game.tick
end
S
puts "contents:"
puts ($gtk.read_file "autocomplete.txt")
end
Http - Retrieve Images - main.rb
# ./samples/11_http/01_retrieve_images/app/main.rb
$gtk.register_cvar 'app.warn_seconds', "seconds to wait before starting", :uint, 11
def tick args
args.outputs.background_color = [0, 0, 0]
# Show a warning at the start.
args.state.warning_debounce ||= args.cvars['app.warn_seconds'].value * 60
if args.state.warning_debounce > 0
args.state.warning_debounce -= 1
args.outputs.labels << [640, 600, "This app shows random images from the Internet.", 10, 1, 255, 255, 255]
args.outputs.labels << [640, 500, "Quit in the next few seconds if this is a problem.", 10, 1, 255, 255, 255]
args.outputs.labels << [640, 350, "#{(args.state.warning_debounce / 60.0).to_i}", 10, 1, 255, 255, 255]
return
end
args.state.download_debounce ||= 0 # start immediately, reset to non zero later.
args.state.photos ||= []
# Put a little pause between each download.
if args.state.download.nil?
if args.state.download_debounce > 0
args.state.download_debounce -= 1
else
args.state.download = $gtk.http_get 'https://picsum.photos/200/300.jpg'
end
end
if !args.state.download.nil?
if args.state.download[:complete]
if args.state.download[:http_response_code] == 200
fname = "sprites/#{args.state.photos.length}.jpg"
$gtk.write_file fname, args.state.download[:response_data]
args.state.photos << [ 100 + rand(1080), 500 - rand(480), fname, rand(80) - 40 ]
end
args.state.download = nil
args.state.download_debounce = (rand(3) + 2) * 60
end
end
# draw any downloaded photos...
args.state.photos.each { |i|
args.outputs.primitives << [i[0], i[1], 200, 300, i[2], i[3]].sprite
}
# Draw a download progress bar...
args.outputs.primitives << [0, 0, 1280, 30, 0, 0, 0, 255].solid
if !args.state.download.nil?
br = args.state.download[:response_read]
total = args.state.download[:response_total]
if total != 0
pct = br.to_f / total.to_f
args.outputs.primitives << [0, 0, 1280 * pct, 30, 0, 0, 255, 255].solid
end
end
end
Http - In Game Web Server Http Get - main.rb
# ./samples/11_http/02_in_game_web_server_http_get/app/main.rb
def tick args
args.state.port ||= 3000
args.state.reqnum ||= 0
# by default the embedded webserver runs on port 9001 (the port number is over 9000) and is disabled in a production build
# to enable the http server in a production build, you need to manually start
# the server up:
args.gtk.start_server! port: args.state.port, enable_in_prod: true
args.outputs.background_color = [0, 0, 0]
args.outputs.labels << [640, 600, "Point your web browser at http://localhost:#{args.state.port}/", 10, 1, 255, 255, 255]
args.inputs.http_requests.each { |req|
puts("METHOD: #{req.method}");
puts("URI: #{req.uri}");
puts("HEADERS:");
req.headers.each { |k,v| puts(" #{k}: #{v}") }
if (req.uri == '/')
# headers and body can be nil if you don't care about them.
# If you don't set the Content-Type, it will default to
# "text/html; charset=utf-8".
# Don't set Content-Length; we'll ignore it and calculate it for you
args.state.reqnum += 1
req.respond 200, "hello This #{req.method} was request number #{args.state.reqnum}!
\n", { 'X-DRGTK-header' => 'Powered by DragonRuby!' }
else
req.reject
end
}
end
Http - In Game Web Server Http Post - main.rb
# ./samples/11_http/03_in_game_web_server_http_post/app/main.rb
def tick args
# defaults
args.state.post_button = args.layout.rect(row: 0, col: 0, w: 5, h: 1).merge(text: "execute http_post")
args.state.post_body_button = args.layout.rect(row: 1, col: 0, w: 5, h: 1).merge(text: "execute http_post_body")
args.state.request_to_s ||= ""
args.state.request_body ||= ""
# render
args.state.post_button.yield_self do |b|
args.outputs.borders << b
args.outputs.labels << b.merge(text: b.text,
y: b.y + 30,
x: b.x + 10)
end
args.state.post_body_button.yield_self do |b|
args.outputs.borders << b
args.outputs.labels << b.merge(text: b.text,
y: b.y + 30,
x: b.x + 10)
end
draw_label args, 0, 6, "Request:", args.state.request_to_s
draw_label args, 0, 14, "Request Body Unaltered:", args.state.request_body
# input
if args.inputs.mouse.click
# ============= HTTP_POST =============
if (args.inputs.mouse.inside_rect? args.state.post_button)
# ========= DATA TO SEND ===========
form_fields = { "userId" => "#{Time.now.to_i}" }
# ==================================
args.gtk.http_post "http://localhost:9001/testing",
form_fields,
["Content-Type: application/x-www-form-urlencoded"]
args.gtk.notify! "http_post"
end
# ============= HTTP_POST_BODY =============
if (args.inputs.mouse.inside_rect? args.state.post_body_button)
# =========== DATA TO SEND ==============
json = "{ \"userId\": \"#{Time.now.to_i}\"}"
# ==================================
args.gtk.http_post_body "http://localhost:9001/testing",
json,
["Content-Type: application/json", "Content-Length: #{json.length}"]
args.gtk.notify! "http_post_body"
end
end
# calc
args.inputs.http_requests.each do |r|
puts "#{r}"
if r.uri == "/testing"
puts r
args.state.request_to_s = "#{r}"
args.state.request_body = r.raw_body
r.respond 200, "ok"
end
end
end
def draw_label args, row, col, header, text
label_pos = args.layout.rect(row: row, col: col, w: 0, h: 0)
args.outputs.labels << "#{header}\n\n#{text}".wrapped_lines(80).map_with_index do |l, i|
{ x: label_pos.x, y: label_pos.y - (i * 15), text: l, size_enum: -2 }
end
end
C Extensions - Basics - main.rb
# ./samples/12_c_extensions/01_basics/app/main.rb
$gtk.ffi_misc.gtk_dlopen("ext")
include FFI::CExt
def tick args
args.outputs.labels << [640, 500, "mouse.x = #{args.mouse.x.to_i}", 5, 1]
args.outputs.labels << [640, 460, "square(mouse.x) = #{square(args.mouse.x.to_i)}", 5, 1]
args.outputs.labels << [640, 420, "mouse.y = #{args.mouse.y.to_i}", 5, 1]
args.outputs.labels << [640, 380, "square(mouse.y) = #{square(args.mouse.y.to_i)}", 5, 1]
end
C Extensions - Intermediate - main.rb
# ./samples/12_c_extensions/02_intermediate/app/main.rb
$gtk.ffi_misc.gtk_dlopen("ext")
include FFI::RE
def split_words(input)
words = []
last = IntPointer.new
re = re_compile("\\w+")
first = re_matchp(re, input, last)
while first != -1
words << input.slice(first, last.value)
input = input.slice(last.value + first, input.length)
first = re_matchp(re, input, last)
end
words
end
def tick args
args.outputs.labels << [640, 500, split_words("hello, dragonriders!").join(' '), 5, 1]
end
C Extensions - Native Pixel Arrays - main.rb
# ./samples/12_c_extensions/03_native_pixel_arrays/app/main.rb
$gtk.ffi_misc.gtk_dlopen("ext")
include FFI::CExt
def tick args
args.state.rotation ||= 0
update_scanner_texture # this calls into a C extension!
# New/changed pixel arrays get uploaded to the GPU before we render
# anything. At that point, they can be scaled, rotated, and otherwise
# used like any other sprite.
w = 100
h = 100
x = (1280 - w) / 2
y = (720 - h) / 2
args.outputs.background_color = [64, 0, 128]
args.outputs.primitives << [x, y, w, h, :scanner, args.state.rotation].sprite
args.state.rotation += 1
args.outputs.primitives << args.gtk.current_framerate_primitives
end
Path Finding Algorithms - Breadth First Search - main.rb
# ./samples/13_path_finding_algorithms/01_breadth_first_search/app/main.rb
# A visual demonstration of a breadth first search
# Inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# An animation that can respond to user input in real time
# A breadth first search expands in all directions one step at a time
# The frontier is a queue of cells to be expanded from
# The visited hash allows quick lookups of cells that have been expanded from
# The walls hash allows quick lookup of whether a cell is a wall
# The breadth first search starts by adding the red star to the frontier array
# and marking it as visited
# Each step a cell is removed from the front of the frontier array (queue)
# Unless the neighbor is a wall or visited, it is added to the frontier array
# The neighbor is then marked as visited
# The frontier is blue
# Visited cells are light brown
# Walls are camo green
# Even when walls are visited, they will maintain their wall color
# The star can be moved by clicking and dragging
# Walls can be added and removed by clicking and dragging
class BreadthFirstSearch
attr_gtk
def initialize(args)
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
args.state.grid.width = 30
args.state.grid.height = 15
args.state.grid.cell_size = 40
# Stores which step of the animation is being rendered
# When the user moves the star or messes with the walls,
# the breadth first search is recalculated up to this step
args.state.anim_steps = 0
# At some step the animation will end,
# and further steps won't change anything (the whole grid will be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
args.state.max_steps = args.state.grid.width * args.state.grid.height
# Whether the animation should play or not
# If true, every tick moves anim_steps forward one
# Pressing the stepwise animation buttons will pause the animation
args.state.play = true
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
args.state.star = [0, 0]
args.state.walls = {
[3, 3] => true,
[3, 4] => true,
[3, 5] => true,
[3, 6] => true,
[3, 7] => true,
[3, 8] => true,
[3, 9] => true,
[3, 10] => true,
[3, 11] => true,
[4, 3] => true,
[4, 4] => true,
[4, 5] => true,
[4, 6] => true,
[4, 7] => true,
[4, 8] => true,
[4, 9] => true,
[4, 10] => true,
[4, 11] => true,
[13, 0] => true,
[13, 1] => true,
[13, 2] => true,
[13, 3] => true,
[13, 4] => true,
[13, 5] => true,
[13, 6] => true,
[13, 7] => true,
[13, 8] => true,
[13, 9] => true,
[13, 10] => true,
[14, 0] => true,
[14, 1] => true,
[14, 2] => true,
[14, 3] => true,
[14, 4] => true,
[14, 5] => true,
[14, 6] => true,
[14, 7] => true,
[14, 8] => true,
[14, 9] => true,
[14, 10] => true,
[21, 8] => true,
[21, 9] => true,
[21, 10] => true,
[21, 11] => true,
[21, 12] => true,
[21, 13] => true,
[21, 14] => true,
[22, 8] => true,
[22, 9] => true,
[22, 10] => true,
[22, 11] => true,
[22, 12] => true,
[22, 13] => true,
[22, 14] => true,
[23, 8] => true,
[23, 9] => true,
[24, 8] => true,
[24, 9] => true,
[25, 8] => true,
[25, 9] => true,
}
# Variables that are used by the breadth first search
# Storing cells that the search has visited, prevents unnecessary steps
# Expanding the frontier of the search in order makes the search expand
# from the center outward
args.state.visited = {}
args.state.frontier = []
# What the user is currently editing on the grid
# Possible values are: :none, :slider, :star, :remove_wall, :add_wall
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
args.state.click_and_drag = :none
# Store the rects of the buttons that control the animation
# They are here for user customization
# Editing these might require recentering the text inside them
# Those values can be found in the render_button methods
args.state.buttons.left = [450, 600, 50, 50]
args.state.buttons.center = [500, 600, 200, 50]
args.state.buttons.right = [700, 600, 50, 50]
# The variables below are related to the slider
# They allow the user to customize them
# They also give a central location for the render and input methods to get
# information from
# x & y are the coordinates of the leftmost part of the slider line
args.state.slider.x = 400
args.state.slider.y = 675
# This is the width of the line
args.state.slider.w = 360
# This is the offset for the circle
# Allows the center of the circle to be on the line,
# as opposed to the upper right corner
args.state.slider.offset = 20
# This is the spacing between each of the notches on the slider
# Notches are places where the circle can rest on the slider line
# There needs to be a notch for each step before the maximum number of steps
args.state.slider.spacing = args.state.slider.w.to_f / args.state.max_steps.to_f
end
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
# The next step in the search is calculated
def tick
render
input
# If animation is playing, and max steps have not been reached
# Move the search a step forward
if state.play && state.anim_steps < state.max_steps
# Variable that tells the program what step to recalculate up to
state.anim_steps += 1
calc
end
end
# Draws everything onto the screen
def render
render_buttons
render_slider
render_background
render_visited
render_frontier
render_walls
render_star
end
# The methods below subdivide the task of drawing everything to the screen
# Draws the buttons that control the animation step and state
def render_buttons
render_left_button
render_center_button
render_right_button
end
# Draws the button which steps the search backward
# Shows the user where to click to move the search backward
def render_left_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.left, gray]
outputs.borders << [buttons.left, black]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.left.x + 20
label_y = buttons.left.y + 35
outputs.labels << [label_x, label_y, "<"]
end
def render_center_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.center, gray]
outputs.borders << [buttons.center, black]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.center.x + 37
label_y = buttons.center.y + 35
label_text = state.play ? "Pause Animation" : "Play Animation"
outputs.labels << [label_x, label_y, label_text]
end
def render_right_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.right, gray]
outputs.borders << [buttons.right, black]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
label_x = buttons.right.x + 20
label_y = buttons.right.y + 35
outputs.labels << [label_x, label_y, ">"]
end
# Draws the slider so the user can move it and see the progress of the search
def render_slider
# Using primitives hides the line under the white circle of the slider
# Draws the line
outputs.primitives << [slider.x, slider.y, slider.x + slider.w, slider.y].line
# The circle needs to be offset so that the center of the circle
# overlaps the line instead of the upper right corner of the circle
# The circle's x value is also moved based on the current seach step
circle_x = (slider.x - slider.offset) + (state.anim_steps * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
outputs.primitives << [circle_rect, 'circle-white.png'].sprite
end
# Draws what the grid looks like with nothing on it
def render_background
render_unvisited
render_grid_lines
end
# Draws a rectangle the size of the entire grid to represent unvisited cells
def render_unvisited
outputs.solids << [scale_up([0, 0, grid.width, grid.height]), unvisited_color]
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
for x in 0..grid.width
outputs.lines << vertical_line(x)
end
for y in 0..grid.height
outputs.lines << horizontal_line(y)
end
end
# Easy way to draw vertical lines given an index
def vertical_line column
scale_up([column, 0, column, grid.height])
end
# Easy way to draw horizontal lines given an index
def horizontal_line row
scale_up([0, row, grid.width, row])
end
# Draws the area that is going to be searched from
# The frontier is the most outward parts of the search
def render_frontier
outputs.solids << state.frontier.map do |cell|
[scale_up([cell.x, cell.y]), frontier_color]
end
end
# Draws the walls
def render_walls
outputs.solids << state.walls.map do |wall|
[scale_up([wall.x, wall.y]), wall_color]
end
end
# Renders cells that have been searched in the appropriate color
def render_visited
outputs.solids << state.visited.map do |cell|
[scale_up([cell.x, cell.y]), visited_color]
end
end
# Renders the star
def render_star
outputs.sprites << [scale_up(state.star), 'star.png']
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
def scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# If cell is just an x and y coordinate
if cell.size == 2
# Add a width and height of 1
cell << 1
cell << 1
end
# Scale all the values up
cell.map! { |value| value * grid.cell_size }
# Returns the scaled up cell
cell
end
# This method processes user input every tick
# This method allows the user to use the buttons, slider, and edit the grid
# There are 2 types of input:
# Button Input
# Click and Drag Input
#
# Button Input is used for the backward step and forward step buttons
# Input is detected by mouse up within the bounds of the rect
#
# Click and Drag Input is used for moving the star, adding walls,
# removing walls, and the slider
#
# When the mouse is down on the star, the click_and_drag variable is set to :star
# While click_and_drag equals :star, the cursor's position is used to calculate the
# appropriate drag behavior
#
# When the mouse goes up click_and_drag is set to :none
#
# A variable has to be used because the star has to continue being edited even
# when the cursor is no longer over the star
#
# Similar things occur for the other Click and Drag inputs
def input
# Checks whether any of the buttons are being clicked
input_buttons
# The detection and processing of click and drag inputs are separate
# The program has to remember that the user is dragging an object
# even when the mouse is no longer over that object
detect_click_and_drag
process_click_and_drag
end
# Detects and Process input for each button
def input_buttons
input_left_button
input_center_button
input_next_step_button
end
# Checks if the previous step button is clicked
# If it is, it pauses the animation and moves the search one step backward
def input_left_button
if left_button_clicked?
state.play = false
state.anim_steps -= 1
recalculate
end
end
# Controls the play/pause button
# Inverses whether the animation is playing or not when clicked
def input_center_button
if center_button_clicked? or inputs.keyboard.key_down.space
state.play = !state.play
end
end
# Checks if the next step button is clicked
# If it is, it pauses the animation and moves the search one step forward
def input_next_step_button
if right_button_clicked?
state.play = false
state.anim_steps += 1
calc
end
end
# Determines what the user is editing and stores the value
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def detect_click_and_drag
if inputs.mouse.up
state.click_and_drag = :none
elsif star_clicked?
state.click_and_drag = :star
elsif wall_clicked?
state.click_and_drag = :remove_wall
elsif grid_clicked?
state.click_and_drag = :add_wall
elsif slider_clicked?
state.click_and_drag = :slider
end
end
# Processes click and drag based on what the user is currently dragging
def process_click_and_drag
if state.click_and_drag == :star
input_star
elsif state.click_and_drag == :remove_wall
input_remove_wall
elsif state.click_and_drag == :add_wall
input_add_wall
elsif state.click_and_drag == :slider
input_slider
end
end
# Moves the star to the grid closest to the mouse
# Only recalculates the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star
old_star = state.star.clone
state.star = cell_closest_to_mouse
unless old_star == state.star
recalculate
end
end
# Removes walls that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid?
if state.walls.has_key?(cell_closest_to_mouse)
state.walls.delete(cell_closest_to_mouse)
recalculate
end
end
end
# Adds walls at cells under the cursor
def input_add_wall
if mouse_inside_grid?
unless state.walls.has_key?(cell_closest_to_mouse)
state.walls[cell_closest_to_mouse] = true
recalculate
end
end
end
# This method is called when the user is editing the slider
# It pauses the animation and moves the white circle to the closest integer point
# on the slider
# Changes the step of the search to be animated
def input_slider
state.play = false
mouse_x = inputs.mouse.point.x
# Bounds the mouse_x to the closest x value on the slider line
mouse_x = slider.x if mouse_x < slider.x
mouse_x = slider.x + slider.w if mouse_x > slider.x + slider.w
# Sets the current search step to the one represented by the mouse x value
# The slider's circle moves due to the render_slider method using anim_steps
state.anim_steps = ((mouse_x - slider.x) / slider.spacing).to_i
recalculate
end
# Whenever the user edits the grid,
# The search has to be recalculated upto the current step
# with the current grid as the initial state of the grid
def recalculate
# Resets the search
state.frontier = []
state.visited = {}
# Moves the animation forward one step at a time
state.anim_steps.times { calc }
end
# This method moves the search forward one step
# When the animation is playing it is called every tick
# And called whenever the current step of the animation needs to be recalculated
# Moves the search forward one step
# Parameter called_from_tick is true if it is called from the tick method
# It is false when the search is being recalculated after user editing the grid
def calc
# The setup to the search
# Runs once when the there is no frontier or visited cells
if state.frontier.empty? && state.visited.empty?
state.frontier << state.star
state.visited[state.star] = true
end
# A step in the search
unless state.frontier.empty?
# Takes the next frontier cell
new_frontier = state.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless state.visited.has_key?(neighbor) || state.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited
state.frontier << neighbor
state.visited[neighbor] = true
end
end
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
neighbors << [cell.x, cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y] unless cell.x == grid.width - 1
neighbors << [cell.x, cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y] unless cell.x == 0
neighbors
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def cell_closest_to_mouse
# Closest cell to the mouse
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# These methods detect when the buttons are clicked
def left_button_clicked?
inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.left)
end
def center_button_clicked?
inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.center)
end
def right_button_clicked?
inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.right)
end
# Signal that the user is going to be moving the slider
# Is the mouse down on the circle of the slider?
def slider_clicked?
circle_x = (slider.x - slider.offset) + (state.anim_steps * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
inputs.mouse.down && inputs.mouse.point.inside_rect?(circle_rect)
end
# Signal that the user is going to be moving the star
def star_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(state.star))
end
# Signal that the user is going to be removing walls
def wall_clicked?
inputs.mouse.down && mouse_inside_a_wall?
end
# Signal that the user is going to be adding walls
def grid_clicked?
inputs.mouse.down && mouse_inside_grid?
end
# Returns whether the mouse is inside of a wall
# Part of the condition that checks whether the user is removing a wall
def mouse_inside_a_wall?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(scale_up([wall.x, wall.y]))
end
false
end
# Returns whether the mouse is inside of a grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid?
inputs.mouse.point.inside_rect?(scale_up([0, 0, grid.width, grid.height]))
end
# These methods provide handy aliases to colors
# Light brown
def unvisited_color
[221, 212, 213]
end
# Black
def grid_line_color
[255, 255, 255]
end
# Dark Brown
def visited_color
[204, 191, 179]
end
# Blue
def frontier_color
[103, 136, 204]
end
# Camo Green
def wall_color
[134, 134, 120]
end
# Button Background
def gray
[190, 190, 190]
end
# Button Outline
def black
[0, 0, 0]
end
# These methods make the code more concise
def grid
state.grid
end
def buttons
state.buttons
end
def slider
state.slider
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$breadth_first_search ||= BreadthFirstSearch.new(args)
$breadth_first_search.args = args
$breadth_first_search.tick
end
def reset
$breadth_first_search = nil
end
Path Finding Algorithms - Detailed Breadth First Search - main.rb
# ./samples/13_path_finding_algorithms/02_detailed_breadth_first_search/app/main.rb
# A visual demonstration of a breadth first search
# Inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# An animation that can respond to user input in real time
# A breadth first search expands in all directions one step at a time
# The frontier is a queue of cells to be expanded from
# The visited hash allows quick lookups of cells that have been expanded from
# The walls hash allows quick lookup of whether a cell is a wall
# The breadth first search starts by adding the red star to the frontier array
# and marking it as visited
# Each step a cell is removed from the front of the frontier array (queue)
# Unless the neighbor is a wall or visited, it is added to the frontier array
# The neighbor is then marked as visited
# The frontier is blue
# Visited cells are light brown
# Walls are camo green
# Even when walls are visited, they will maintain their wall color
# This search numbers the order in which new cells are explored
# The next cell from where the search will continue is highlighted yellow
# And the cells that will be considered for expansion are in semi-transparent green
# The star can be moved by clicking and dragging
# Walls can be added and removed by clicking and dragging
class DetailedBreadthFirstSearch
attr_gtk
def initialize(args)
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
args.state.grid.width = 9
args.state.grid.height = 4
args.state.grid.cell_size = 90
# Stores which step of the animation is being rendered
# When the user moves the star or messes with the walls,
# the breadth first search is recalculated up to this step
args.state.anim_steps = 0
# At some step the animation will end,
# and further steps won't change anything (the whole grid will be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
args.state.max_steps = args.state.grid.width * args.state.grid.height
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
args.state.star = [3, 2]
args.state.walls = {}
# Variables that are used by the breadth first search
# Storing cells that the search has visited, prevents unnecessary steps
# Expanding the frontier of the search in order makes the search expand
# from the center outward
args.state.visited = {}
args.state.frontier = []
args.state.cell_numbers = []
# What the user is currently editing on the grid
# Possible values are: :none, :slider, :star, :remove_wall, :add_wall
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
args.state.click_and_drag = :none
# The x, y, w, h values for the buttons
# Allow easy movement of the buttons location
# A centralized location to get values to detect input and draw the buttons
# Editing these values might mean needing to edit the label offsets
# which can be found in the appropriate render button methods
args.state.buttons.left = [450, 600, 160, 50]
args.state.buttons.right = [610, 600, 160, 50]
# The variables below are related to the slider
# They allow the user to customize them
# They also give a central location for the render and input methods to get
# information from
# x & y are the coordinates of the leftmost part of the slider line
args.state.slider.x = 400
args.state.slider.y = 675
# This is the width of the line
args.state.slider.w = 360
# This is the offset for the circle
# Allows the center of the circle to be on the line,
# as opposed to the upper right corner
args.state.slider.offset = 20
# This is the spacing between each of the notches on the slider
# Notches are places where the circle can rest on the slider line
# There needs to be a notch for each step before the maximum number of steps
args.state.slider.spacing = args.state.slider.w.to_f / args.state.max_steps.to_f
end
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
def tick
render
input
end
# This method is called from tick and renders everything every tick
def render
render_buttons
render_slider
render_background
render_visited
render_frontier
render_walls
render_star
render_highlights
render_cell_numbers
end
# The methods below subdivide the task of drawing everything to the screen
# Draws the buttons that move the search backward or forward
# These buttons are rendered so the user knows where to click to move the search
def render_buttons
render_left_button
render_right_button
end
# Renders the button which steps the search backward
# Shows the user where to click to move the search backward
def render_left_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.left, gray]
outputs.borders << [buttons.left, black]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
label_x = buttons.left.x + 05
label_y = buttons.left.y + 35
outputs.labels << [label_x, label_y, "< Step backward"]
end
# Renders the button which steps the search forward
# Shows the user where to click to move the search forward
def render_right_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.right, gray]
outputs.borders << [buttons.right, black]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
label_x = buttons.right.x + 10
label_y = buttons.right.y + 35
outputs.labels << [label_x, label_y, "Step forward >"]
end
# Draws the slider so the user can move it and see the progress of the search
def render_slider
# Using primitives hides the line under the white circle of the slider
# Draws the line
outputs.primitives << [slider.x, slider.y, slider.x + slider.w, slider.y].line
# The circle needs to be offset so that the center of the circle
# overlaps the line instead of the upper right corner of the circle
# The circle's x value is also moved based on the current seach step
circle_x = (slider.x - slider.offset) + (state.anim_steps * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
outputs.primitives << [circle_rect, 'circle-white.png'].sprite
end
# Draws what the grid looks like with nothing on it
# Which is a bunch of unvisited cells
# Drawn first so other things can draw on top of it
def render_background
render_unvisited
# The grid lines make the cells appear separate
render_grid_lines
end
# Draws a rectangle the size of the entire grid to represent unvisited cells
# Unvisited cells are the default cell
def render_unvisited
background = [0, 0, grid.width, grid.height]
outputs.solids << [scale_up(background), unvisited_color]
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
for x in 0..grid.width
outputs.lines << [scale_up(vertical_line(x)), grid_line_color]
end
for y in 0..grid.height
outputs.lines << [scale_up(horizontal_line(y)), grid_line_color]
end
end
# Easy way to get a vertical line given an index
def vertical_line column
[column, 0, column, grid.height]
end
# Easy way to get a horizontal line given an index
def horizontal_line row
[0, row, grid.width, row]
end
# Draws the area that is going to be searched from
# The frontier is the most outward parts of the search
def render_frontier
state.frontier.each do |cell|
outputs.solids << [scale_up(cell), frontier_color]
end
end
# Draws the walls
def render_walls
state.walls.each_key do |wall|
outputs.solids << [scale_up(wall), wall_color]
end
end
# Renders cells that have been searched in the appropriate color
def render_visited
state.visited.each_key do |cell|
outputs.solids << [scale_up(cell), visited_color]
end
end
# Renders the star
def render_star
outputs.sprites << [scale_up(state.star), 'star.png']
end
# Cells have a number rendered in them based on when they were explored
# This is based off of their index in the cell_numbers array
# Cells are added to this array the same time they are added to the frontier array
def render_cell_numbers
state.cell_numbers.each_with_index do |cell, index|
# Math that approx centers the number in the cell
label_x = (cell.x * grid.cell_size) + grid.cell_size / 2 - 5
label_y = (cell.y * grid.cell_size) + (grid.cell_size / 2) + 5
outputs.labels << [label_x, label_y, (index + 1).to_s]
end
end
# The next frontier to be expanded is highlighted yellow
# Its adjacent non-wall neighbors have their border highlighted green
# This is to show the user how the search expands
def render_highlights
return if state.frontier.empty?
# Highlight the next frontier to be expanded yellow
next_frontier = state.frontier[0]
outputs.solids << [scale_up(next_frontier), highlighter_yellow]
# Neighbors have a semi-transparent green layer over them
# Unless the neighbor is a wall
adjacent_neighbors(next_frontier).each do |neighbor|
unless state.walls.has_key?(neighbor)
outputs.solids << [scale_up(neighbor), highlighter_green, 70]
end
end
end
# Cell Size is used when rendering to allow the grid to be scaled up or down
# Cells in the frontier array and visited hash and walls hash are stored as x & y
# Scaling up cells and lines when rendering allows omitting of width and height
def scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# If cell is just an x and y coordinate
if cell.size == 2
# Add a width and height of 1
cell << 1
cell << 1
end
# Scale all the values up
cell.map! { |value| value * grid.cell_size }
# Returns the scaled up cell
cell
end
# This method processes user input every tick
# This method allows the user to use the buttons, slider, and edit the grid
# There are 2 types of input:
# Button Input
# Click and Drag Input
#
# Button Input is used for the backward step and forward step buttons
# Input is detected by mouse up within the bounds of the rect
#
# Click and Drag Input is used for moving the star, adding walls,
# removing walls, and the slider
#
# When the mouse is down on the star, the click_and_drag variable is set to :star
# While click_and_drag equals :star, the cursor's position is used to calculate the
# appropriate drag behavior
#
# When the mouse goes up click_and_drag is set to :none
#
# A variable has to be used because the star has to continue being edited even
# when the cursor is no longer over the star
#
# Similar things occur for the other Click and Drag inputs
def input
# Processes inputs for the buttons
input_buttons
# Detects which if any click and drag input is occurring
detect_click_and_drag
# Does the appropriate click and drag input based on the click_and_drag variable
process_click_and_drag
end
# Detects and Process input for each button
def input_buttons
input_left_button
input_right_button
end
# Checks if the previous step button is clicked
# If it is, it pauses the animation and moves the search one step backward
def input_left_button
if left_button_clicked?
unless state.anim_steps == 0
state.anim_steps -= 1
recalculate
end
end
end
# Checks if the next step button is clicked
# If it is, it pauses the animation and moves the search one step forward
def input_right_button
if right_button_clicked?
unless state.anim_steps == state.max_steps
state.anim_steps += 1
# Although normally recalculate would be called here
# because the right button only moves the search forward
# We can just do that
calc
end
end
end
# Whenever the user edits the grid,
# The search has to be recalculated upto the current step
def recalculate
# Resets the search
state.frontier = []
state.visited = {}
state.cell_numbers = []
# Moves the animation forward one step at a time
state.anim_steps.times { calc }
end
# Determines what the user is clicking and planning on dragging
# Click and drag input is initiated by a click on the appropriate item
# and ended by mouse up
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def detect_click_and_drag
if inputs.mouse.up
state.click_and_drag = :none
elsif star_clicked?
state.click_and_drag = :star
elsif wall_clicked?
state.click_and_drag = :remove_wall
elsif grid_clicked?
state.click_and_drag = :add_wall
elsif slider_clicked?
state.click_and_drag = :slider
end
end
# Processes input based on what the user is currently dragging
def process_click_and_drag
if state.click_and_drag == :slider
input_slider
elsif state.click_and_drag == :star
input_star
elsif state.click_and_drag == :remove_wall
input_remove_wall
elsif state.click_and_drag == :add_wall
input_add_wall
end
end
# This method is called when the user is dragging the slider
# It moves the current animation step to the point represented by the slider
def input_slider
mouse_x = inputs.mouse.point.x
# Bounds the mouse_x to the closest x value on the slider line
mouse_x = slider.x if mouse_x < slider.x
mouse_x = slider.x + slider.w if mouse_x > slider.x + slider.w
# Sets the current search step to the one represented by the mouse x value
# The slider's circle moves due to the render_slider method using anim_steps
state.anim_steps = ((mouse_x - slider.x) / slider.spacing).to_i
recalculate
end
# Moves the star to the grid closest to the mouse
# Only recalculates the search if the star changes position
# Called whenever the user is dragging the star
def input_star
old_star = state.star.clone
state.star = cell_closest_to_mouse
unless old_star == state.star
recalculate
end
end
# Removes walls that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid?
if state.walls.has_key?(cell_closest_to_mouse)
state.walls.delete(cell_closest_to_mouse)
recalculate
end
end
end
# Adds walls at cells under the cursor
def input_add_wall
# Adds a wall to the hash
# We can use the grid closest to mouse, because the cursor is inside the grid
if mouse_inside_grid?
unless state.walls.has_key?(cell_closest_to_mouse)
state.walls[cell_closest_to_mouse] = true
recalculate
end
end
end
# This method moves the search forward one step
# When the animation is playing it is called every tick
# And called whenever the current step of the animation needs to be recalculated
# Moves the search forward one step
# Parameter called_from_tick is true if it is called from the tick method
# It is false when the search is being recalculated after user editing the grid
def calc
# The setup to the search
# Runs once when the there is no frontier or visited cells
if state.frontier.empty? && state.visited.empty?
state.frontier << state.star
state.visited[state.star] = true
end
# A step in the search
unless state.frontier.empty?
# Takes the next frontier cell
new_frontier = state.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless state.visited.has_key?(neighbor) || state.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited
state.frontier << neighbor
state.visited[neighbor] = true
# Also assign them a frontier number
state.cell_numbers << neighbor
end
end
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors cell
neighbors = []
neighbors << [cell.x, cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y] unless cell.x == grid.width - 1
neighbors << [cell.x, cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y] unless cell.x == 0
neighbors
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the grid closest to the mouse helps with this
def cell_closest_to_mouse
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
[x, y]
end
# These methods detect when the buttons are clicked
def left_button_clicked?
(inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.left)) || inputs.keyboard.key_up.left
end
def right_button_clicked?
(inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.right)) || inputs.keyboard.key_up.right
end
# Signal that the user is going to be moving the slider
def slider_clicked?
circle_x = (slider.x - slider.offset) + (state.anim_steps * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
inputs.mouse.down && inputs.mouse.point.inside_rect?(circle_rect)
end
# Signal that the user is going to be moving the star
def star_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(state.star))
end
# Signal that the user is going to be removing walls
def wall_clicked?
inputs.mouse.down && mouse_inside_a_wall?
end
# Signal that the user is going to be adding walls
def grid_clicked?
inputs.mouse.down && mouse_inside_grid?
end
# Returns whether the mouse is inside of a wall
# Part of the condition that checks whether the user is removing a wall
def mouse_inside_a_wall?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(scale_up(wall))
end
false
end
# Returns whether the mouse is inside of a grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid?
inputs.mouse.point.inside_rect?(scale_up([0, 0, grid.width, grid.height]))
end
# These methods provide handy aliases to colors
# Light brown
def unvisited_color
[221, 212, 213]
end
# Black
def grid_line_color
[255, 255, 255]
end
# Dark Brown
def visited_color
[204, 191, 179]
end
# Blue
def frontier_color
[103, 136, 204]
end
# Camo Green
def wall_color
[134, 134, 120]
end
# Next frontier to be expanded
def highlighter_yellow
[214, 231, 125]
end
# The neighbors of the next frontier to be expanded
def highlighter_green
[65, 191, 127]
end
# Button background
def gray
[190, 190, 190]
end
# Button outline
def black
[0, 0, 0]
end
# These methods make the code more concise
def grid
state.grid
end
def buttons
state.buttons
end
def slider
state.slider
end
end
def tick args
# Pressing r resets the program
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
$detailed_breadth_first_search ||= DetailedBreadthFirstSearch.new(args)
$detailed_breadth_first_search.args = args
$detailed_breadth_first_search.tick
end
def reset
$detailed_breadth_first_search = nil
end
Path Finding Algorithms - Breadcrumbs - main.rb
# ./samples/13_path_finding_algorithms/03_breadcrumbs/app/main.rb
class Breadcrumbs
attr_gtk
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
# The next step in the search is calculated
def tick
defaults
# If the grid has not been searched
if search.came_from.empty?
calc
# Calc Path
end
render
input
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 30
grid.height ||= 15
grid.cell_size ||= 40
grid.rect ||= [0, 0, grid.width, grid.height]
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
grid.star ||= [2, 8]
grid.target ||= [10, 5]
grid.walls ||= {
[3, 3] => true,
[3, 4] => true,
[3, 5] => true,
[3, 6] => true,
[3, 7] => true,
[3, 8] => true,
[3, 9] => true,
[3, 10] => true,
[3, 11] => true,
[4, 3] => true,
[4, 4] => true,
[4, 5] => true,
[4, 6] => true,
[4, 7] => true,
[4, 8] => true,
[4, 9] => true,
[4, 10] => true,
[4, 11] => true,
[13, 0] => true,
[13, 1] => true,
[13, 2] => true,
[13, 3] => true,
[13, 4] => true,
[13, 5] => true,
[13, 6] => true,
[13, 7] => true,
[13, 8] => true,
[13, 9] => true,
[13, 10] => true,
[14, 0] => true,
[14, 1] => true,
[14, 2] => true,
[14, 3] => true,
[14, 4] => true,
[14, 5] => true,
[14, 6] => true,
[14, 7] => true,
[14, 8] => true,
[14, 9] => true,
[14, 10] => true,
[21, 8] => true,
[21, 9] => true,
[21, 10] => true,
[21, 11] => true,
[21, 12] => true,
[21, 13] => true,
[21, 14] => true,
[22, 8] => true,
[22, 9] => true,
[22, 10] => true,
[22, 11] => true,
[22, 12] => true,
[22, 13] => true,
[22, 14] => true,
[23, 8] => true,
[23, 9] => true,
[24, 8] => true,
[24, 9] => true,
[25, 8] => true,
[25, 9] => true,
}
# Variables that are used by the breadth first search
# Storing cells that the search has visited, prevents unnecessary steps
# Expanding the frontier of the search in order makes the search expand
# from the center outward
# The cells from which the search is to expand
search.frontier ||= []
# A hash of where each cell was expanded from
# The key is a cell, and the value is the cell it came from
search.came_from ||= {}
# Cells that are part of the path from the target to the star
search.path ||= {}
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.current_input ||= :none
end
def calc
# Setup the search to start from the star
search.frontier << grid.star
search.came_from[grid.star] = nil
# Until there are no more cells to expand from
until search.frontier.empty?
# Takes the next frontier cell
new_frontier = search.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless search.came_from.has_key?(neighbor) || grid.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited in the first grid
# Unless the target has been visited
# Add the neighbor to the frontier and remember which cell it came from
search.frontier << neighbor
search.came_from[neighbor] = new_frontier
end
end
end
end
# Draws everything onto the screen
def render
render_background
# render_heat_map
render_walls
# render_path
# render_labels
render_arrows
render_star
render_target
unless grid.walls.has_key?(grid.target)
render_trail
end
end
def render_trail(current_cell=grid.target)
return if current_cell == grid.star
parent_cell = search.came_from[current_cell]
if current_cell && parent_cell
outputs.lines << [(current_cell.x + 0.5) * grid.cell_size, (current_cell.y + 0.5) * grid.cell_size,
(parent_cell.x + 0.5) * grid.cell_size, (parent_cell.y + 0.5) * grid.cell_size, purple]
end
render_trail(parent_cell)
end
def render_arrows
search.came_from.each do |child, parent|
if parent && child
arrow_cell = [(child.x + parent.x) / 2, (child.y + parent.y) / 2]
if parent.x > child.x # If the parent cell is to the right of the child cell
outputs.sprites << [scale_up(arrow_cell), 'arrow.png', 0] # Point the arrow to the right
elsif parent.x < child.x # If the parent cell is to the right of the child cell
outputs.sprites << [scale_up(arrow_cell), 'arrow.png', 180] # Point the arrow to the right
elsif parent.y > child.y # If the parent cell is to the right of the child cell
outputs.sprites << [scale_up(arrow_cell), 'arrow.png', 90] # Point the arrow to the right
elsif parent.y < child.y # If the parent cell is to the right of the child cell
outputs.sprites << [scale_up(arrow_cell), 'arrow.png', 270] # Point the arrow to the right
end
end
end
end
# The methods below subdivide the task of drawing everything to the screen
# Draws what the grid looks like with nothing on it
def render_background
render_unvisited
render_grid_lines
end
# Draws both grids
def render_unvisited
outputs.solids << [scale_up(grid.rect), unvisited_color]
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
for x in 0..grid.width
outputs.lines << vertical_line(x)
end
for y in 0..grid.height
outputs.lines << horizontal_line(y)
end
end
# Easy way to draw vertical lines given an index
def vertical_line column
scale_up([column, 0, column, grid.height])
end
# Easy way to draw horizontal lines given an index
def horizontal_line row
scale_up([0, row, grid.width, row])
end
# Draws the walls on both grids
def render_walls
grid.walls.each_key do |wall|
outputs.solids << [scale_up(wall), wall_color]
end
end
# Renders the star on both grids
def render_star
outputs.sprites << [scale_up(grid.star), 'star.png']
end
# Renders the target on both grids
def render_target
outputs.sprites << [scale_up(grid.target), 'target.png']
end
# Labels the grids
def render_labels
outputs.labels << [200, 625, "Without early exit"]
end
# Renders the path based off of the search.path hash
def render_path
# If the star and target are disconnected there will only be one path
# The path should not render in that case
unless search.path.size == 1
search.path.each_key do | cell |
# Renders path on both grids
outputs.solids << [scale_up(cell), path_color]
end
end
end
# Calculates the path from the target to the star after the search is over
# Relies on the came_from hash
# Fills the search.path hash, which is later rendered on screen
def calc_path
endpoint = grid.target
while endpoint
search.path[endpoint] = true
endpoint = search.came_from[endpoint]
end
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
def scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# If cell is just an x and y coordinate
if cell.size == 2
# Add a width and height of 1
cell << 1
cell << 1
end
# Scale all the values up
cell.map! { |value| value * grid.cell_size }
# Returns the scaled up cell
cell
end
# This method processes user input every tick
# Any method with "1" is related to the first grid
# Any method with "2" is related to the second grid
def input
# The program has to remember that the user is dragging an object
# even when the mouse is no longer over that object
# So detecting input and processing input is separate
# detect_input
# process_input
if inputs.mouse.up
state.current_input = :none
elsif star_clicked?
state.current_input = :star
end
if mouse_inside_grid?
unless grid.target == cell_closest_to_mouse
grid.target = cell_closest_to_mouse
end
if state.current_input == :star
unless grid.star == cell_closest_to_mouse
grid.star = cell_closest_to_mouse
end
end
end
end
# Determines what the user is editing and stores the value
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def detect_input
# When the mouse is up, nothing is being edited
if inputs.mouse.up
state.current_input = :none
# When the star in the no second grid is clicked
elsif star_clicked?
state.current_input = :star
# When the target in the no second grid is clicked
elsif target_clicked?
state.current_input = :target
# When a wall in the first grid is clicked
elsif wall_clicked?
state.current_input = :remove_wall
# When the first grid is clicked
elsif grid_clicked?
state.current_input = :add_wall
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.current_input == :star
input_star
elsif state.current_input == :target
input_target
elsif state.current_input == :remove_wall
input_remove_wall
elsif state.current_input == :add_wall
input_add_wall
end
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star
old_star = grid.star.clone
grid.star = cell_closest_to_mouse
unless old_star == grid.star
reset_search
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target
old_target = grid.target.clone
grid.target = cell_closest_to_mouse
unless old_target == grid.target
reset_search
end
end
# Removes walls in the first grid that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid?
if grid.walls.has_key?(cell_closest_to_mouse)
grid.walls.delete(cell_closest_to_mouse)
reset_search
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def input_add_wall
if mouse_inside_grid?
unless grid.walls.has_key?(cell_closest_to_mouse)
grid.walls[cell_closest_to_mouse] = true
reset_search
end
end
end
# Whenever the user edits the grid,
# The search has to be reset_searchd upto the current step
# with the current grid as the initial state of the grid
def reset_search
# Reset_Searchs the search
search.frontier = []
search.came_from = {}
search.path = {}
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x, cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y] unless cell.x == 0
neighbors << [cell.x, cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y] unless cell.x == grid.width - 1
# Sorts the neighbors so the rendered path is a zigzag path
# Cells in a diagonal direction are given priority
# Comment this line to see the difference
neighbors = neighbors.sort_by { |neighbor_x, neighbor_y| proximity_to_star(neighbor_x, neighbor_y) }
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(x, y)
distance_x = (grid.star.x - x).abs
distance_y = (grid.star.y - y).abs
if distance_x > distance_y
return distance_x
else
return distance_y
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# Signal that the user is going to be moving the star from the first grid
def star_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(grid.star))
end
# Signal that the user is going to be moving the target from the first grid
def target_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(grid.target))
end
# Signal that the user is going to be adding walls from the first grid
def grid_clicked?
inputs.mouse.down && mouse_inside_grid?
end
# Returns whether the mouse is inside of the first grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid?
inputs.mouse.point.inside_rect?(scale_up(grid.rect))
end
# These methods provide handy aliases to colors
# Light brown
def unvisited_color
[221, 212, 213]
# [255, 255, 255]
end
# Camo Green
def wall_color
[134, 134, 120]
end
# Pastel White
def path_color
[231, 230, 228]
end
def red
[255, 0, 0]
end
def purple
[149, 64, 191]
end
# Makes code more concise
def grid
state.grid
end
def search
state.search
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$breadcrumbs ||= Breadcrumbs.new
$breadcrumbs.args = args
$breadcrumbs.tick
end
def reset
$breadcrumbs = nil
end
# # Representation of how far away visited cells are from the star
# # Replaces the render_visited method
# # Visually demonstrates the effectiveness of early exit for pathfinding
# def render_heat_map
# # THIS CODE NEEDS SOME FIXING DUE TO REFACTORING
# search.came_from.each_key do | cell |
# distance = (grid.star.x - visited_cell.x).abs + (state.star.y - visited_cell.y).abs
# max_distance = grid.width + grid.height
# alpha = 255.to_i * distance.to_i / max_distance.to_i
# outputs.solids << [scale_up(visited_cell), red, alpha]
# # outputs.solids << [early_exit_scale_up(visited_cell), red, alpha]
# end
# end
Path Finding Algorithms - Early Exit - main.rb
# ./samples/13_path_finding_algorithms/04_early_exit/app/main.rb
# Comparison of a breadth first search with and without early exit
# Inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# Demonstrates the exploration difference caused by early exit
# Also demonstrates how breadth first search is used for path generation
# The left grid is a breadth first search without early exit
# The right grid is a breadth first search with early exit
# The red squares represent how far the search expanded
# The darker the red, the farther the search proceeded
# Comparison of the heat map reveals how much searching can be saved by early exit
# The white path shows path generation via breadth first search
class EarlyExitBreadthFirstSearch
attr_gtk
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
# The next step in the search is calculated
def tick
defaults
# If the grid has not been searched
if state.visited.empty?
# Complete the search
state.max_steps.times { step }
# And calculate the path
calc_path
end
render
input
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 15
grid.height ||= 15
grid.cell_size ||= 40
grid.rect ||= [0, 0, grid.width, grid.height]
# At some step the animation will end,
# and further steps won't change anything (the whole grid.widthill be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
state.max_steps ||= args.state.grid.width * args.state.grid.height
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
state.star ||= [2, 8]
state.target ||= [10, 5]
state.walls ||= {}
# Variables that are used by the breadth first search
# Storing cells that the search has visited, prevents unnecessary steps
# Expanding the frontier of the search in order makes the search expand
# from the center outward
# Visited cells in the first grid
state.visited ||= {}
# Visited cells in the second grid
state.early_exit_visited ||= {}
# The cells from which the search is to expand
state.frontier ||= []
# A hash of where each cell was expanded from
# The key is a cell, and the value is the cell it came from
state.came_from ||= {}
# Cells that are part of the path from the target to the star
state.path ||= {}
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.current_input ||= :none
end
# Draws everything onto the screen
def render
render_background
render_heat_map
render_walls
render_path
render_star
render_target
render_labels
end
# The methods below subdivide the task of drawing everything to the screen
# Draws what the grid looks like with nothing on it
def render_background
render_unvisited
render_grid_lines
end
# Draws both grids
def render_unvisited
outputs.solids << [scale_up(grid.rect), unvisited_color]
outputs.solids << [early_exit_scale_up(grid.rect), unvisited_color]
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
for x in 0..grid.width
outputs.lines << vertical_line(x)
outputs.lines << early_exit_vertical_line(x)
end
for y in 0..grid.height
outputs.lines << horizontal_line(y)
outputs.lines << early_exit_horizontal_line(y)
end
end
# Easy way to draw vertical lines given an index
def vertical_line column
scale_up([column, 0, column, grid.height])
end
# Easy way to draw horizontal lines given an index
def horizontal_line row
scale_up([0, row, grid.width, row])
end
# Easy way to draw vertical lines given an index
def early_exit_vertical_line column
scale_up([column + grid.width + 1, 0, column + grid.width + 1, grid.height])
end
# Easy way to draw horizontal lines given an index
def early_exit_horizontal_line row
scale_up([grid.width + 1, row, grid.width + grid.width + 1, row])
end
# Draws the walls on both grids
def render_walls
state.walls.each_key do |wall|
outputs.solids << [scale_up(wall), wall_color]
outputs.solids << [early_exit_scale_up(wall), wall_color]
end
end
# Renders the star on both grids
def render_star
outputs.sprites << [scale_up(state.star), 'star.png']
outputs.sprites << [early_exit_scale_up(state.star), 'star.png']
end
# Renders the target on both grids
def render_target
outputs.sprites << [scale_up(state.target), 'target.png']
outputs.sprites << [early_exit_scale_up(state.target), 'target.png']
end
# Labels the grids
def render_labels
outputs.labels << [200, 625, "Without early exit"]
outputs.labels << [875, 625, "With early exit"]
end
# Renders the path based off of the state.path hash
def render_path
# If the star and target are disconnected there will only be one path
# The path should not render in that case
unless state.path.size == 1
state.path.each_key do | cell |
# Renders path on both grids
outputs.solids << [scale_up(cell), path_color]
outputs.solids << [early_exit_scale_up(cell), path_color]
end
end
end
# Calculates the path from the target to the star after the search is over
# Relies on the came_from hash
# Fills the state.path hash, which is later rendered on screen
def calc_path
endpoint = state.target
while endpoint
state.path[endpoint] = true
endpoint = state.came_from[endpoint]
end
end
# Representation of how far away visited cells are from the star
# Replaces the render_visited method
# Visually demonstrates the effectiveness of early exit for pathfinding
def render_heat_map
state.visited.each_key do | visited_cell |
distance = (state.star.x - visited_cell.x).abs + (state.star.y - visited_cell.y).abs
max_distance = grid.width + grid.height
alpha = 255.to_i * distance.to_i / max_distance.to_i
outputs.solids << [scale_up(visited_cell), red, alpha]
# outputs.solids << [early_exit_scale_up(visited_cell), red, alpha]
end
state.early_exit_visited.each_key do | visited_cell |
distance = (state.star.x - visited_cell.x).abs + (state.star.y - visited_cell.y).abs
max_distance = grid.width + grid.height
alpha = 255.to_i * distance.to_i / max_distance.to_i
outputs.solids << [early_exit_scale_up(visited_cell), red, alpha]
end
end
# Translates the given cell grid.width + 1 to the right and then scales up
# Used to draw cells for the second grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def early_exit_scale_up(cell)
cell_clone = cell.clone
cell_clone.x += grid.width + 1
scale_up(cell_clone)
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
def scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# If cell is just an x and y coordinate
if cell.size == 2
# Add a width and height of 1
cell << 1
cell << 1
end
# Scale all the values up
cell.map! { |value| value * grid.cell_size }
# Returns the scaled up cell
cell
end
# This method processes user input every tick
# Any method with "1" is related to the first grid
# Any method with "2" is related to the second grid
def input
# The program has to remember that the user is dragging an object
# even when the mouse is no longer over that object
# So detecting input and processing input is separate
detect_input
process_input
end
# Determines what the user is editing and stores the value
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def detect_input
# When the mouse is up, nothing is being edited
if inputs.mouse.up
state.current_input = :none
# When the star in the no second grid is clicked
elsif star_clicked?
state.current_input = :star
# When the star in the second grid is clicked
elsif star2_clicked?
state.current_input = :star2
# When the target in the no second grid is clicked
elsif target_clicked?
state.current_input = :target
# When the target in the second grid is clicked
elsif target2_clicked?
state.current_input = :target2
# When a wall in the first grid is clicked
elsif wall_clicked?
state.current_input = :remove_wall
# When a wall in the second grid is clicked
elsif wall2_clicked?
state.current_input = :remove_wall2
# When the first grid is clicked
elsif grid_clicked?
state.current_input = :add_wall
# When the second grid is clicked
elsif grid2_clicked?
state.current_input = :add_wall2
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.current_input == :star
input_star
elsif state.current_input == :star2
input_star2
elsif state.current_input == :target
input_target
elsif state.current_input == :target2
input_target2
elsif state.current_input == :remove_wall
input_remove_wall
elsif state.current_input == :remove_wall2
input_remove_wall2
elsif state.current_input == :add_wall
input_add_wall
elsif state.current_input == :add_wall2
input_add_wall2
end
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star
old_star = state.star.clone
state.star = cell_closest_to_mouse
unless old_star == state.star
reset_search
end
end
# Moves the star to the cell closest to the mouse in the second grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star2
old_star = state.star.clone
state.star = cell_closest_to_mouse2
unless old_star == state.star
reset_search
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target
old_target = state.target.clone
state.target = cell_closest_to_mouse
unless old_target == state.target
reset_search
end
end
# Moves the target to the cell closest to the mouse in the second grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target2
old_target = state.target.clone
state.target = cell_closest_to_mouse2
unless old_target == state.target
reset_search
end
end
# Removes walls in the first grid that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid?
if state.walls.has_key?(cell_closest_to_mouse)
state.walls.delete(cell_closest_to_mouse)
reset_search
end
end
end
# Removes walls in the second grid that are under the cursor
def input_remove_wall2
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid2?
if state.walls.has_key?(cell_closest_to_mouse2)
state.walls.delete(cell_closest_to_mouse2)
reset_search
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def input_add_wall
if mouse_inside_grid?
unless state.walls.has_key?(cell_closest_to_mouse)
state.walls[cell_closest_to_mouse] = true
reset_search
end
end
end
# Adds a wall in the second grid in the cell the mouse is over
def input_add_wall2
if mouse_inside_grid2?
unless state.walls.has_key?(cell_closest_to_mouse2)
state.walls[cell_closest_to_mouse2] = true
reset_search
end
end
end
# Whenever the user edits the grid,
# The search has to be reset_searchd upto the current step
# with the current grid as the initial state of the grid
def reset_search
# Reset_Searchs the search
state.frontier = []
state.visited = {}
state.early_exit_visited = {}
state.came_from = {}
state.path = {}
end
# Moves the search forward one step
def step
# The setup to the search
# Runs once when there are no visited cells
if state.visited.empty?
state.visited[state.star] = true
state.early_exit_visited[state.star] = true
state.frontier << state.star
state.came_from[state.star] = nil
end
# A step in the search
unless state.frontier.empty?
# Takes the next frontier cell
new_frontier = state.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless state.visited.has_key?(neighbor) || state.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited in the first grid
state.visited[neighbor] = true
# Unless the target has been visited
unless state.visited.has_key?(state.target)
# Mark the neighbor as visited in the second grid as well
state.early_exit_visited[neighbor] = true
end
# Add the neighbor to the frontier and remember which cell it came from
state.frontier << neighbor
state.came_from[neighbor] = new_frontier
end
end
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x, cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y] unless cell.x == 0
neighbors << [cell.x, cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y] unless cell.x == grid.width - 1
# Sorts the neighbors so the rendered path is a zigzag path
# Cells in a diagonal direction are given priority
# Comment this line to see the difference
neighbors = neighbors.sort_by { |neighbor_x, neighbor_y| proximity_to_star(neighbor_x, neighbor_y) }
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(x, y)
distance_x = (state.star.x - x).abs
distance_y = (state.star.y - y).abs
if distance_x > distance_y
return distance_x
else
return distance_y
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse in the second grid helps with this
def cell_closest_to_mouse2
# Closest cell grid to the mouse in the second
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Translate the cell to the first grid
x -= grid.width + 1
# Bound x and y to the first grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# Signal that the user is going to be moving the star from the first grid
def star_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(state.star))
end
# Signal that the user is going to be moving the star from the second grid
def star2_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(early_exit_scale_up(state.star))
end
# Signal that the user is going to be moving the target from the first grid
def target_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(state.target))
end
# Signal that the user is going to be moving the target from the second grid
def target2_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(early_exit_scale_up(state.target))
end
# Signal that the user is going to be removing walls from the first grid
def wall_clicked?
inputs.mouse.down && mouse_inside_wall?
end
# Signal that the user is going to be removing walls from the second grid
def wall2_clicked?
inputs.mouse.down && mouse_inside_wall2?
end
# Signal that the user is going to be adding walls from the first grid
def grid_clicked?
inputs.mouse.down && mouse_inside_grid?
end
# Signal that the user is going to be adding walls from the second grid
def grid2_clicked?
inputs.mouse.down && mouse_inside_grid2?
end
# Returns whether the mouse is inside of a wall in the first grid
# Part of the condition that checks whether the user is removing a wall
def mouse_inside_wall?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(scale_up(wall))
end
false
end
# Returns whether the mouse is inside of a wall in the second grid
# Part of the condition that checks whether the user is removing a wall
def mouse_inside_wall2?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(early_exit_scale_up(wall))
end
false
end
# Returns whether the mouse is inside of the first grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid?
inputs.mouse.point.inside_rect?(scale_up(grid.rect))
end
# Returns whether the mouse is inside of the second grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid2?
inputs.mouse.point.inside_rect?(early_exit_scale_up(grid.rect))
end
# These methods provide handy aliases to colors
# Light brown
def unvisited_color
[221, 212, 213]
end
# Camo Green
def wall_color
[134, 134, 120]
end
# Pastel White
def path_color
[231, 230, 228]
end
def red
[255, 0, 0]
end
# Makes code more concise
def grid
state.grid
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$early_exit_breadth_first_search ||= EarlyExitBreadthFirstSearch.new
$early_exit_breadth_first_search.args = args
$early_exit_breadth_first_search.tick
end
def reset
$early_exit_breadth_first_search = nil
end
Path Finding Algorithms - Dijkstra - main.rb
# ./samples/13_path_finding_algorithms/05_dijkstra/app/main.rb
# Demonstrates how Dijkstra's Algorithm allows movement costs to be considered
# Inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# The first grid is a breadth first search with an early exit.
# It shows a heat map of all the cells that were visited by the search and their relative distance.
# The second grid is an implementation of Dijkstra's algorithm.
# Light green cells have 5 times the movement cost of regular cells.
# The heat map will darken based on movement cost.
# Dark green cells are walls, and the search cannot go through them.
class Movement_Costs
attr_gtk
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
# The next step in the search is calculated
def tick
defaults
render
input
calc
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 10
grid.height ||= 10
grid.cell_size ||= 60
grid.rect ||= [0, 0, grid.width, grid.height]
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
state.star ||= [1, 5]
state.target ||= [8, 4]
state.walls ||= {[1, 1] => true, [2, 1] => true, [3, 1] => true, [1, 2] => true, [2, 2] => true, [3, 2] => true}
state.hills ||= {
[4, 1] => true,
[5, 1] => true,
[4, 2] => true,
[5, 2] => true,
[6, 2] => true,
[4, 3] => true,
[5, 3] => true,
[6, 3] => true,
[3, 4] => true,
[4, 4] => true,
[5, 4] => true,
[6, 4] => true,
[7, 4] => true,
[3, 5] => true,
[4, 5] => true,
[5, 5] => true,
[6, 5] => true,
[7, 5] => true,
[4, 6] => true,
[5, 6] => true,
[6, 6] => true,
[7, 6] => true,
[4, 7] => true,
[5, 7] => true,
[6, 7] => true,
[4, 8] => true,
[5, 8] => true,
}
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.user_input ||= :none
# Values that are used for the breadth first search
# Keeping track of what cells were visited prevents counting cells multiple times
breadth_first_search.visited ||= {}
# The cells from which the breadth first search will expand
breadth_first_search.frontier ||= []
# Keeps track of which cell all cells were searched from
# Used to recreate the path from the target to the star
breadth_first_search.came_from ||= {}
# Keeps track of the movement cost so far to be at a cell
# Allows the costs of new cells to be quickly calculated
# Also doubles as a way to check if cells have already been visited
dijkstra_search.cost_so_far ||= {}
# The cells from which the Dijkstra search will expand
dijkstra_search.frontier ||= []
# Keeps track of which cell all cells were searched from
# Used to recreate the path from the target to the star
dijkstra_search.came_from ||= {}
end
# Draws everything onto the screen
def render
render_background
render_heat_maps
render_star
render_target
render_hills
render_walls
render_paths
end
# The methods below subdivide the task of drawing everything to the screen
# Draws what the grid looks like with nothing on it
def render_background
render_unvisited
render_grid_lines
render_labels
end
# Draws two rectangles the size of the grid in the default cell color
# Used as part of the background
def render_unvisited
outputs.solids << [scale_up(grid.rect), unvisited_color]
outputs.solids << [move_and_scale_up(grid.rect), unvisited_color]
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
for x in 0..grid.width
outputs.lines << vertical_line(x)
outputs.lines << shifted_vertical_line(x)
end
for y in 0..grid.height
outputs.lines << horizontal_line(y)
outputs.lines << shifted_horizontal_line(y)
end
end
# Easy way to draw vertical lines given an index for the first grid
def vertical_line column
scale_up([column, 0, column, grid.height])
end
# Easy way to draw horizontal lines given an index for the second grid
def horizontal_line row
scale_up([0, row, grid.width, row])
end
# Easy way to draw vertical lines given an index for the first grid
def shifted_vertical_line column
scale_up([column + grid.width + 1, 0, column + grid.width + 1, grid.height])
end
# Easy way to draw horizontal lines given an index for the second grid
def shifted_horizontal_line row
scale_up([grid.width + 1, row, grid.width + grid.width + 1, row])
end
# Labels the grids
def render_labels
outputs.labels << [175, 650, "Number of steps", 3]
outputs.labels << [925, 650, "Distance", 3]
end
def render_paths
render_breadth_first_search_path
render_dijkstra_path
end
def render_heat_maps
render_breadth_first_search_heat_map
render_dijkstra_heat_map
end
# Renders the breadth first search on the first grid
def render_breadth_first_search
end
# This heat map shows the cells explored by the breadth first search and how far they are from the star.
def render_breadth_first_search_heat_map
# For each cell explored
breadth_first_search.visited.each_key do | visited_cell |
# Find its distance from the star
distance = (state.star.x - visited_cell.x).abs + (state.star.y - visited_cell.y).abs
max_distance = grid.width + grid.height
# Get it as a percent of the maximum distance and scale to 255 for use as an alpha value
alpha = 255.to_i * distance.to_i / max_distance.to_i
outputs.solids << [scale_up(visited_cell), red, alpha]
end
end
def render_breadth_first_search_path
# If the search found the target
if breadth_first_search.visited.has_key?(state.target)
# Start from the target
endpoint = state.target
# And the cell it came from
next_endpoint = breadth_first_search.came_from[endpoint]
while endpoint and next_endpoint
# Draw a path between these two cells
path = get_path_between(endpoint, next_endpoint)
outputs.solids << [scale_up(path), path_color]
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = breadth_first_search.came_from[endpoint]
# Continue till there are no more cells
end
end
end
# Renders the Dijkstra search on the second grid
def render_dijkstra
end
def render_dijkstra_heat_map
dijkstra_search.cost_so_far.each do |visited_cell, cost|
max_cost = (grid.width + grid.height) #* 5
alpha = 255.to_i * cost.to_i / max_cost.to_i
outputs.solids << [move_and_scale_up(visited_cell), red, alpha]
end
end
def render_dijkstra_path
# If the search found the target
if dijkstra_search.came_from.has_key?(state.target)
# Get the target and the cell it came from
endpoint = state.target
next_endpoint = dijkstra_search.came_from[endpoint]
while endpoint and next_endpoint
# Draw a path between them
path = get_path_between(endpoint, next_endpoint)
outputs.solids << [move_and_scale_up(path), path_color]
# Shift one cell down the path
endpoint = next_endpoint
next_endpoint = dijkstra_search.came_from[endpoint]
# Repeat till the end of the path
end
end
end
# Renders the star on both grids
def render_star
outputs.sprites << [scale_up(state.star), 'star.png']
outputs.sprites << [move_and_scale_up(state.star), 'star.png']
end
# Renders the target on both grids
def render_target
outputs.sprites << [scale_up(state.target), 'target.png']
outputs.sprites << [move_and_scale_up(state.target), 'target.png']
end
def render_hills
state.hills.each_key do |hill|
outputs.solids << [scale_up(hill), hill_color]
outputs.solids << [move_and_scale_up(hill), hill_color]
end
end
# Draws the walls on both grids
def render_walls
state.walls.each_key do |wall|
outputs.solids << [scale_up(wall), wall_color]
outputs.solids << [move_and_scale_up(wall), wall_color]
end
end
def get_path_between(cell_one, cell_two)
path = nil
if cell_one.x == cell_two.x
if cell_one.y < cell_two.y
path = [cell_one.x + 0.3, cell_one.y + 0.3, 0.4, 1.4]
else
path = [cell_two.x + 0.3, cell_two.y + 0.3, 0.4, 1.4]
end
else
if cell_one.x < cell_two.x
path = [cell_one.x + 0.3, cell_one.y + 0.3, 1.4, 0.4]
else
path = [cell_two.x + 0.3, cell_two.y + 0.3, 1.4, 0.4]
end
end
path
end
# Representation of how far away visited cells are from the star
# Replaces the render_visited method
# Visually demonstrates the effectiveness of early exit for pathfinding
def render_breadth_first_search_heat_map
breadth_first_search.visited.each_key do | visited_cell |
distance = (state.star.x - visited_cell.x).abs + (state.star.y - visited_cell.y).abs
max_distance = grid.width + grid.height
alpha = 255.to_i * distance.to_i / max_distance.to_i
outputs.solids << [scale_up(visited_cell), red, alpha]
end
end
# Translates the given cell grid.width + 1 to the right and then scales up
# Used to draw cells for the second grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def move_and_scale_up(cell)
cell_clone = cell.clone
cell_clone.x += grid.width + 1
scale_up(cell_clone)
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
def scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# If cell is just an x and y coordinate
if cell.size == 2
# Add a width and height of 1
cell << 1
cell << 1
end
# Scale all the values up
cell.map! { |value| value * grid.cell_size }
# Returns the scaled up cell
cell
end
# Handles user input every tick so the grid can be edited
# Separate input detection and processing is needed
# For example: Adding walls is started by clicking down on a hill,
# but the mouse doesn't need to remain over hills to add walls
def input
# If the mouse was lifted this tick
if inputs.mouse.up
# Set current input to none
state.user_input = :none
end
# If the mouse was clicked this tick
if inputs.mouse.down
# Determine what the user is editing and edit the state.user_input variable
determine_input
end
# Process user input based on user_input variable and current mouse position
process_input
end
# Determines what the user is editing and stores the value
# This method is called the tick the mouse is clicked
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def determine_input
# If the mouse is over the star in the first grid
if mouse_over_star?
# The user is editing the star from the first grid
state.user_input = :star
# If the mouse is over the star in the second grid
elsif mouse_over_star2?
# The user is editing the star from the second grid
state.user_input = :star2
# If the mouse is over the target in the first grid
elsif mouse_over_target?
# The user is editing the target from the first grid
state.user_input = :target
# If the mouse is over the target in the second grid
elsif mouse_over_target2?
# The user is editing the target from the second grid
state.user_input = :target2
# If the mouse is over a wall in the first grid
elsif mouse_over_wall?
# The user is removing a wall from the first grid
state.user_input = :remove_wall
# If the mouse is over a wall in the second grid
elsif mouse_over_wall2?
# The user is removing a wall from the second grid
state.user_input = :remove_wall2
# If the mouse is over a hill in the first grid
elsif mouse_over_hill?
# The user is adding a wall from the first grid
state.user_input = :add_wall
# If the mouse is over a hill in the second grid
elsif mouse_over_hill2?
# The user is adding a wall from the second grid
state.user_input = :add_wall2
# If the mouse is over the first grid
elsif mouse_over_grid?
# The user is adding a hill from the first grid
state.user_input = :add_hill
# If the mouse is over the second grid
elsif mouse_over_grid2?
# The user is adding a hill from the second grid
state.user_input = :add_hill2
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.user_input == :star
input_star
elsif state.user_input == :star2
input_star2
elsif state.user_input == :target
input_target
elsif state.user_input == :target2
input_target2
elsif state.user_input == :remove_wall
input_remove_wall
elsif state.user_input == :remove_wall2
input_remove_wall2
elsif state.user_input == :add_hill
input_add_hill
elsif state.user_input == :add_hill2
input_add_hill2
elsif state.user_input == :add_wall
input_add_wall
elsif state.user_input == :add_wall2
input_add_wall2
end
end
# Calculates the two searches
def calc
# If the searches have not started
if breadth_first_search.visited.empty?
# Calculate the two searches
calc_breadth_first
calc_dijkstra
end
end
def calc_breadth_first
# Sets up the Breadth First Search
breadth_first_search.visited[state.star] = true
breadth_first_search.frontier << state.star
breadth_first_search.came_from[state.star] = nil
until breadth_first_search.frontier.empty?
return if breadth_first_search.visited.has_key?(state.target)
# A step in the search
# Takes the next frontier cell
new_frontier = breadth_first_search.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do | neighbor |
# That have not been visited and are not walls
unless breadth_first_search.visited.has_key?(neighbor) || state.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited in the first grid
breadth_first_search.visited[neighbor] = true
breadth_first_search.frontier << neighbor
# Remember which cell the neighbor came from
breadth_first_search.came_from[neighbor] = new_frontier
end
end
end
end
# Calculates the Dijkstra Search from the beginning to the end
def calc_dijkstra
# The initial values for the Dijkstra search
dijkstra_search.frontier << [state.star, 0]
dijkstra_search.came_from[state.star] = nil
dijkstra_search.cost_so_far[state.star] = 0
# Until their are no more cells to be explored
until dijkstra_search.frontier.empty?
# Get the next cell to be explored from
# We get the first element of the array which is the cell. The second element is the priority.
current = dijkstra_search.frontier.shift[0]
# Stop the search if we found the target
return if current == state.target
# For each of the neighbors
adjacent_neighbors(current).each do | neighbor |
# Unless this cell is a wall or has already been explored.
unless dijkstra_search.came_from.has_key?(neighbor) or state.walls.has_key?(neighbor)
# Calculate the movement cost of getting to this cell and memo
new_cost = dijkstra_search.cost_so_far[current] + cost(neighbor)
dijkstra_search.cost_so_far[neighbor] = new_cost
# Add this neighbor to the cells too be explored
dijkstra_search.frontier << [neighbor, new_cost]
dijkstra_search.came_from[neighbor] = current
end
end
# Sort the frontier so exploration occurs that have a low cost so far.
# My implementation of a priority queue
dijkstra_search.frontier = dijkstra_search.frontier.sort_by {|cell, priority| priority}
end
end
def cost(cell)
if state.hills.has_key?(cell)
return 5
else
return 1
end
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star
old_star = state.star.clone
unless cell_closest_to_mouse == state.target
state.star = cell_closest_to_mouse
end
unless old_star == state.star
reset_search
end
end
# Moves the star to the cell closest to the mouse in the second grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star2
old_star = state.star.clone
unless cell_closest_to_mouse2 == state.target
state.star = cell_closest_to_mouse2
end
unless old_star == state.star
reset_search
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target
old_target = state.target.clone
unless cell_closest_to_mouse == state.star
state.target = cell_closest_to_mouse
end
unless old_target == state.target
reset_search
end
end
# Moves the target to the cell closest to the mouse in the second grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target2
old_target = state.target.clone
unless cell_closest_to_mouse2 == state.star
state.target = cell_closest_to_mouse2
end
unless old_target == state.target
reset_search
end
end
# Removes walls in the first grid that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_over_grid?
if state.walls.has_key?(cell_closest_to_mouse) or state.hills.has_key?(cell_closest_to_mouse)
state.walls.delete(cell_closest_to_mouse)
state.hills.delete(cell_closest_to_mouse)
reset_search
end
end
end
# Removes walls in the second grid that are under the cursor
def input_remove_wall2
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_over_grid2?
if state.walls.has_key?(cell_closest_to_mouse2) or state.hills.has_key?(cell_closest_to_mouse2)
state.walls.delete(cell_closest_to_mouse2)
state.hills.delete(cell_closest_to_mouse2)
reset_search
end
end
end
# Adds a hill in the first grid in the cell the mouse is over
def input_add_hill
if mouse_over_grid?
unless state.hills.has_key?(cell_closest_to_mouse)
state.hills[cell_closest_to_mouse] = true
reset_search
end
end
end
# Adds a hill in the second grid in the cell the mouse is over
def input_add_hill2
if mouse_over_grid2?
unless state.hills.has_key?(cell_closest_to_mouse2)
state.hills[cell_closest_to_mouse2] = true
reset_search
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def input_add_wall
if mouse_over_grid?
unless state.walls.has_key?(cell_closest_to_mouse)
state.hills.delete(cell_closest_to_mouse)
state.walls[cell_closest_to_mouse] = true
reset_search
end
end
end
# Adds a wall in the second grid in the cell the mouse is over
def input_add_wall2
if mouse_over_grid2?
unless state.walls.has_key?(cell_closest_to_mouse2)
state.hills.delete(cell_closest_to_mouse2)
state.walls[cell_closest_to_mouse2] = true
reset_search
end
end
end
# Whenever the user edits the grid,
# The search has to be reset_searchd upto the current step
# with the current grid as the initial state of the grid
def reset_search
breadth_first_search.visited = {}
breadth_first_search.frontier = []
breadth_first_search.came_from = {}
dijkstra_search.frontier = []
dijkstra_search.came_from = {}
dijkstra_search.cost_so_far = {}
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x , cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y ] unless cell.x == 0
neighbors << [cell.x , cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y ] unless cell.x == grid.width - 1
# Sorts the neighbors so the rendered path is a zigzag path
# Cells in a diagonal direction are given priority
# Comment this line to see the difference
neighbors = neighbors.sort_by { |neighbor_x, neighbor_y| proximity_to_star(neighbor_x, neighbor_y) }
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(x, y)
distance_x = (state.star.x - x).abs
distance_y = (state.star.y - y).abs
if distance_x > distance_y
return distance_x
else
return distance_y
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse in the second grid helps with this
def cell_closest_to_mouse2
# Closest cell grid to the mouse in the second
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Translate the cell to the first grid
x -= grid.width + 1
# Bound x and y to the first grid
x = 0 if x < 0
y = 0 if y < 0
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# Signal that the user is going to be moving the star from the first grid
def mouse_over_star?
inputs.mouse.point.inside_rect?(scale_up(state.star))
end
# Signal that the user is going to be moving the star from the second grid
def mouse_over_star2?
inputs.mouse.point.inside_rect?(move_and_scale_up(state.star))
end
# Signal that the user is going to be moving the target from the first grid
def mouse_over_target?
inputs.mouse.point.inside_rect?(scale_up(state.target))
end
# Signal that the user is going to be moving the target from the second grid
def mouse_over_target2?
inputs.mouse.point.inside_rect?(move_and_scale_up(state.target))
end
# Signal that the user is going to be removing walls from the first grid
def mouse_over_wall?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(scale_up(wall))
end
false
end
# Signal that the user is going to be removing walls from the second grid
def mouse_over_wall2?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(move_and_scale_up(wall))
end
false
end
# Signal that the user is going to be removing hills from the first grid
def mouse_over_hill?
state.hills.each_key do | hill |
return true if inputs.mouse.point.inside_rect?(scale_up(hill))
end
false
end
# Signal that the user is going to be removing hills from the second grid
def mouse_over_hill2?
state.hills.each_key do | hill |
return true if inputs.mouse.point.inside_rect?(move_and_scale_up(hill))
end
false
end
# Signal that the user is going to be adding walls from the first grid
def mouse_over_grid?
inputs.mouse.point.inside_rect?(scale_up(grid.rect))
end
# Signal that the user is going to be adding walls from the second grid
def mouse_over_grid2?
inputs.mouse.point.inside_rect?(move_and_scale_up(grid.rect))
end
# These methods provide handy aliases to colors
# Light brown
def unvisited_color
[221, 212, 213]
end
# Camo Green
def wall_color
[134, 134, 120]
end
# Pastel White
def path_color
[231, 230, 228]
end
def red
[255, 0, 0]
end
# A Green
def hill_color
[139, 173, 132]
end
# Makes code more concise
def grid
state.grid
end
def breadth_first_search
state.breadth_first_search
end
def dijkstra_search
state.dijkstra_search
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
# Every tick, new args are passed, and the Dijkstra tick method is called
$movement_costs ||= Movement_Costs.new
$movement_costs.args = args
$movement_costs.tick
end
def reset
$movement_costs = nil
end
Path Finding Algorithms - Heuristic - main.rb
# ./samples/13_path_finding_algorithms/06_heuristic/app/main.rb
# This program is inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# This time the heuristic search still explored less of the grid, hence finishing faster.
# However, it did not find the shortest path between the star and the target.
# The only difference between this app and Heuristic is the change of the starting position.
class Heuristic_With_Walls
attr_gtk
def tick
defaults
render
input
# If animation is playing, and max steps have not been reached
# Move the search a step forward
if state.play && state.current_step < state.max_steps
# Variable that tells the program what step to recalculate up to
state.current_step += 1
move_searches_one_step_forward
end
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 15
grid.height ||= 15
grid.cell_size ||= 40
grid.rect ||= [0, 0, grid.width, grid.height]
grid.star ||= [0, 2]
grid.target ||= [14, 12]
grid.walls ||= {}
# There are no hills in the Heuristic Search Demo
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.user_input ||= :none
# These variables allow the breadth first search to take place
# Came_from is a hash with a key of a cell and a value of the cell that was expanded from to find the key.
# Used to prevent searching cells that have already been found
# and to trace a path from the target back to the starting point.
# Frontier is an array of cells to expand the search from.
# The search is over when there are no more cells to search from.
# Path stores the path from the target to the star, once the target has been found
# It prevents calculating the path every tick.
bfs.came_from ||= {}
bfs.frontier ||= []
bfs.path ||= []
heuristic.came_from ||= {}
heuristic.frontier ||= []
heuristic.path ||= []
# Stores which step of the animation is being rendered
# When the user moves the star or messes with the walls,
# the searches are recalculated up to this step
# Unless the current step has a value
unless state.current_step
# Set the current step to 10
state.current_step = 10
# And calculate the searches up to step 10
recalculate_searches
end
# At some step the animation will end,
# and further steps won't change anything (the whole grid will be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
state.max_steps = grid.width * grid.height
# Whether the animation should play or not
# If true, every tick moves anim_steps forward one
# Pressing the stepwise animation buttons will pause the animation
# An if statement instead of the ||= operator is used for assigning a boolean value.
# The || operator does not differentiate between nil and false.
if state.play == nil
state.play = false
end
# Store the rects of the buttons that control the animation
# They are here for user customization
# Editing these might require recentering the text inside them
# Those values can be found in the render_button methods
buttons.left = [470, 600, 50, 50]
buttons.center = [520, 600, 200, 50]
buttons.right = [720, 600, 50, 50]
# The variables below are related to the slider
# They allow the user to customize them
# They also give a central location for the render and input methods to get
# information from
# x & y are the coordinates of the leftmost part of the slider line
slider.x = 440
slider.y = 675
# This is the width of the line
slider.w = 360
# This is the offset for the circle
# Allows the center of the circle to be on the line,
# as opposed to the upper right corner
slider.offset = 20
# This is the spacing between each of the notches on the slider
# Notches are places where the circle can rest on the slider line
# There needs to be a notch for each step before the maximum number of steps
slider.spacing = slider.w.to_f / state.max_steps.to_f
end
# All methods with render draw stuff on the screen
# UI has buttons, the slider, and labels
# The search specific rendering occurs in the respective methods
def render
render_ui
render_bfs
render_heuristic
end
def render_ui
render_buttons
render_slider
render_labels
end
def render_buttons
render_left_button
render_center_button
render_right_button
end
def render_bfs
render_bfs_grid
render_bfs_star
render_bfs_target
render_bfs_visited
render_bfs_walls
render_bfs_frontier
render_bfs_path
end
def render_heuristic
render_heuristic_grid
render_heuristic_star
render_heuristic_target
render_heuristic_visited
render_heuristic_walls
render_heuristic_frontier
render_heuristic_path
end
# This method handles user input every tick
def input
# Check and handle button input
input_buttons
# If the mouse was lifted this tick
if inputs.mouse.up
# Set current input to none
state.user_input = :none
end
# If the mouse was clicked this tick
if inputs.mouse.down
# Determine what the user is editing and appropriately edit the state.user_input variable
determine_input
end
# Process user input based on user_input variable and current mouse position
process_input
end
# Determines what the user is editing
# This method is called when the mouse is clicked down
def determine_input
if mouse_over_slider?
state.user_input = :slider
# If the mouse is over the star in the first grid
elsif bfs_mouse_over_star?
# The user is editing the star from the first grid
state.user_input = :bfs_star
# If the mouse is over the star in the second grid
elsif heuristic_mouse_over_star?
# The user is editing the star from the second grid
state.user_input = :heuristic_star
# If the mouse is over the target in the first grid
elsif bfs_mouse_over_target?
# The user is editing the target from the first grid
state.user_input = :bfs_target
# If the mouse is over the target in the second grid
elsif heuristic_mouse_over_target?
# The user is editing the target from the second grid
state.user_input = :heuristic_target
# If the mouse is over a wall in the first grid
elsif bfs_mouse_over_wall?
# The user is removing a wall from the first grid
state.user_input = :bfs_remove_wall
# If the mouse is over a wall in the second grid
elsif heuristic_mouse_over_wall?
# The user is removing a wall from the second grid
state.user_input = :heuristic_remove_wall
# If the mouse is over the first grid
elsif bfs_mouse_over_grid?
# The user is adding a wall from the first grid
state.user_input = :bfs_add_wall
# If the mouse is over the second grid
elsif heuristic_mouse_over_grid?
# The user is adding a wall from the second grid
state.user_input = :heuristic_add_wall
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.user_input == :slider
process_input_slider
elsif state.user_input == :bfs_star
process_input_bfs_star
elsif state.user_input == :heuristic_star
process_input_heuristic_star
elsif state.user_input == :bfs_target
process_input_bfs_target
elsif state.user_input == :heuristic_target
process_input_heuristic_target
elsif state.user_input == :bfs_remove_wall
process_input_bfs_remove_wall
elsif state.user_input == :heuristic_remove_wall
process_input_heuristic_remove_wall
elsif state.user_input == :bfs_add_wall
process_input_bfs_add_wall
elsif state.user_input == :heuristic_add_wall
process_input_heuristic_add_wall
end
end
def render_slider
# Using primitives hides the line under the white circle of the slider
# Draws the line
outputs.primitives << [slider.x, slider.y, slider.x + slider.w, slider.y].line
# The circle needs to be offset so that the center of the circle
# overlaps the line instead of the upper right corner of the circle
# The circle's x value is also moved based on the current seach step
circle_x = (slider.x - slider.offset) + (state.current_step * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
outputs.primitives << [circle_rect, 'circle-white.png'].sprite
end
def render_labels
outputs.labels << [205, 625, "Breadth First Search"]
outputs.labels << [820, 625, "Heuristic Best-First Search"]
end
def render_left_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.left, button_color]
outputs.borders << [buttons.left]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.left.x + 20
label_y = buttons.left.y + 35
outputs.labels << [label_x, label_y, "<"]
end
def render_center_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.center, button_color]
outputs.borders << [buttons.center]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.center.x + 37
label_y = buttons.center.y + 35
label_text = state.play ? "Pause Animation" : "Play Animation"
outputs.labels << [label_x, label_y, label_text]
end
def render_right_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.right, button_color]
outputs.borders << [buttons.right]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
label_x = buttons.right.x + 20
label_y = buttons.right.y + 35
outputs.labels << [label_x, label_y, ">"]
end
def render_bfs_grid
# A large rect the size of the grid
outputs.solids << [bfs_scale_up(grid.rect), default_color]
# The vertical grid lines
for x in 0..grid.width
outputs.lines << bfs_vertical_line(x)
end
# The horizontal grid lines
for y in 0..grid.height
outputs.lines << bfs_horizontal_line(y)
end
end
def render_heuristic_grid
# A large rect the size of the grid
outputs.solids << [heuristic_scale_up(grid.rect), default_color]
# The vertical grid lines
for x in 0..grid.width
outputs.lines << heuristic_vertical_line(x)
end
# The horizontal grid lines
for y in 0..grid.height
outputs.lines << heuristic_horizontal_line(y)
end
end
# Returns a vertical line for a column of the first grid
def bfs_vertical_line column
bfs_scale_up([column, 0, column, grid.height])
end
# Returns a horizontal line for a column of the first grid
def bfs_horizontal_line row
bfs_scale_up([0, row, grid.width, row])
end
# Returns a vertical line for a column of the second grid
def heuristic_vertical_line column
bfs_scale_up([column + grid.width + 1, 0, column + grid.width + 1, grid.height])
end
# Returns a horizontal line for a column of the second grid
def heuristic_horizontal_line row
bfs_scale_up([grid.width + 1, row, grid.width + grid.width + 1, row])
end
# Renders the star on the first grid
def render_bfs_star
outputs.sprites << [bfs_scale_up(grid.star), 'star.png']
end
# Renders the star on the second grid
def render_heuristic_star
outputs.sprites << [heuristic_scale_up(grid.star), 'star.png']
end
# Renders the target on the first grid
def render_bfs_target
outputs.sprites << [bfs_scale_up(grid.target), 'target.png']
end
# Renders the target on the second grid
def render_heuristic_target
outputs.sprites << [heuristic_scale_up(grid.target), 'target.png']
end
# Renders the walls on the first grid
def render_bfs_walls
grid.walls.each_key do | wall |
outputs.solids << [bfs_scale_up(wall), wall_color]
end
end
# Renders the walls on the second grid
def render_heuristic_walls
grid.walls.each_key do | wall |
outputs.solids << [heuristic_scale_up(wall), wall_color]
end
end
# Renders the visited cells on the first grid
def render_bfs_visited
bfs.came_from.each_key do | visited_cell |
outputs.solids << [bfs_scale_up(visited_cell), visited_color]
end
end
# Renders the visited cells on the second grid
def render_heuristic_visited
heuristic.came_from.each_key do | visited_cell |
outputs.solids << [heuristic_scale_up(visited_cell), visited_color]
end
end
# Renders the frontier cells on the first grid
def render_bfs_frontier
bfs.frontier.each do | frontier_cell |
outputs.solids << [bfs_scale_up(frontier_cell), frontier_color, 200]
end
end
# Renders the frontier cells on the second grid
def render_heuristic_frontier
heuristic.frontier.each do | frontier_cell |
outputs.solids << [heuristic_scale_up(frontier_cell), frontier_color, 200]
end
end
# Renders the path found by the breadth first search on the first grid
def render_bfs_path
bfs.path.each do | path |
outputs.solids << [bfs_scale_up(path), path_color]
end
end
# Renders the path found by the heuristic search on the second grid
def render_heuristic_path
heuristic.path.each do | path |
outputs.solids << [heuristic_scale_up(path), path_color]
end
end
# Returns the rect for the path between two cells based on their relative positions
def get_path_between(cell_one, cell_two)
path = nil
# If cell one is above cell two
if cell_one.x == cell_two.x and cell_one.y > cell_two.y
# Path starts from the center of cell two and moves upward to the center of cell one
path = [cell_two.x + 0.3, cell_two.y + 0.3, 0.4, 1.4]
# If cell one is below cell two
elsif cell_one.x == cell_two.x and cell_one.y < cell_two.y
# Path starts from the center of cell one and moves upward to the center of cell two
path = [cell_one.x + 0.3, cell_one.y + 0.3, 0.4, 1.4]
# If cell one is to the left of cell two
elsif cell_one.x > cell_two.x and cell_one.y == cell_two.y
# Path starts from the center of cell two and moves rightward to the center of cell one
path = [cell_two.x + 0.3, cell_two.y + 0.3, 1.4, 0.4]
# If cell one is to the right of cell two
elsif cell_one.x < cell_two.x and cell_one.y == cell_two.y
# Path starts from the center of cell one and moves rightward to the center of cell two
path = [cell_one.x + 0.3, cell_one.y + 0.3, 1.4, 0.4]
end
path
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
# This method scales up cells for the first grid
def bfs_scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# If cell is just an x and y coordinate
if cell.size == 2
# Add a width and height of 1
cell << 1
cell << 1
end
# Scale all the values up
cell.map! { |value| value * grid.cell_size }
# Returns the scaled up cell
cell
end
# Translates the given cell grid.width + 1 to the right and then scales up
# Used to draw cells for the second grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def heuristic_scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# Translates the cell to the second grid equivalent
cell.x += grid.width + 1
# Proceeds as if scaling up for the first grid
bfs_scale_up(cell)
end
# Checks and handles input for the buttons
# Called when the mouse is lifted
def input_buttons
input_left_button
input_center_button
input_right_button
end
# Checks if the previous step button is clicked
# If it is, it pauses the animation and moves the search one step backward
def input_left_button
if left_button_clicked?
state.play = false
state.current_step -= 1
recalculate_searches
end
end
# Controls the play/pause button
# Inverses whether the animation is playing or not when clicked
def input_center_button
if center_button_clicked? || inputs.keyboard.key_down.space
state.play = !state.play
end
end
# Checks if the next step button is clicked
# If it is, it pauses the animation and moves the search one step forward
def input_right_button
if right_button_clicked?
state.play = false
state.current_step += 1
move_searches_one_step_forward
end
end
# These methods detect when the buttons are clicked
def left_button_clicked?
inputs.mouse.point.inside_rect?(buttons.left) && inputs.mouse.up
end
def center_button_clicked?
inputs.mouse.point.inside_rect?(buttons.center) && inputs.mouse.up
end
def right_button_clicked?
inputs.mouse.point.inside_rect?(buttons.right) && inputs.mouse.up
end
# Signal that the user is going to be moving the slider
# Is the mouse over the circle of the slider?
def mouse_over_slider?
circle_x = (slider.x - slider.offset) + (state.current_step * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
inputs.mouse.point.inside_rect?(circle_rect)
end
# Signal that the user is going to be moving the star from the first grid
def bfs_mouse_over_star?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.star))
end
# Signal that the user is going to be moving the star from the second grid
def heuristic_mouse_over_star?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.star))
end
# Signal that the user is going to be moving the target from the first grid
def bfs_mouse_over_target?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.target))
end
# Signal that the user is going to be moving the target from the second grid
def heuristic_mouse_over_target?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.target))
end
# Signal that the user is going to be removing walls from the first grid
def bfs_mouse_over_wall?
grid.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(bfs_scale_up(wall))
end
false
end
# Signal that the user is going to be removing walls from the second grid
def heuristic_mouse_over_wall?
grid.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(heuristic_scale_up(wall))
end
false
end
# Signal that the user is going to be adding walls from the first grid
def bfs_mouse_over_grid?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.rect))
end
# Signal that the user is going to be adding walls from the second grid
def heuristic_mouse_over_grid?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.rect))
end
# This method is called when the user is editing the slider
# It pauses the animation and moves the white circle to the closest integer point
# on the slider
# Changes the step of the search to be animated
def process_input_slider
state.play = false
mouse_x = inputs.mouse.point.x
# Bounds the mouse_x to the closest x value on the slider line
mouse_x = slider.x if mouse_x < slider.x
mouse_x = slider.x + slider.w if mouse_x > slider.x + slider.w
# Sets the current search step to the one represented by the mouse x value
# The slider's circle moves due to the render_slider method using anim_steps
state.current_step = ((mouse_x - slider.x) / slider.spacing).to_i
recalculate_searches
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_bfs_star
old_star = grid.star.clone
unless bfs_cell_closest_to_mouse == grid.target
grid.star = bfs_cell_closest_to_mouse
end
unless old_star == grid.star
recalculate_searches
end
end
# Moves the star to the cell closest to the mouse in the second grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_heuristic_star
old_star = grid.star.clone
unless heuristic_cell_closest_to_mouse == grid.target
grid.star = heuristic_cell_closest_to_mouse
end
unless old_star == grid.star
recalculate_searches
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only recalculate_searchess the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def process_input_bfs_target
old_target = grid.target.clone
unless bfs_cell_closest_to_mouse == grid.star
grid.target = bfs_cell_closest_to_mouse
end
unless old_target == grid.target
recalculate_searches
end
end
# Moves the target to the cell closest to the mouse in the second grid
# Only recalculate_searchess the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def process_input_heuristic_target
old_target = grid.target.clone
unless heuristic_cell_closest_to_mouse == grid.star
grid.target = heuristic_cell_closest_to_mouse
end
unless old_target == grid.target
recalculate_searches
end
end
# Removes walls in the first grid that are under the cursor
def process_input_bfs_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if bfs_mouse_over_grid?
if grid.walls.has_key?(bfs_cell_closest_to_mouse)
grid.walls.delete(bfs_cell_closest_to_mouse)
recalculate_searches
end
end
end
# Removes walls in the second grid that are under the cursor
def process_input_heuristic_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if heuristic_mouse_over_grid?
if grid.walls.has_key?(heuristic_cell_closest_to_mouse)
grid.walls.delete(heuristic_cell_closest_to_mouse)
recalculate_searches
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def process_input_bfs_add_wall
if bfs_mouse_over_grid?
unless grid.walls.has_key?(bfs_cell_closest_to_mouse)
grid.walls[bfs_cell_closest_to_mouse] = true
recalculate_searches
end
end
end
# Adds a wall in the second grid in the cell the mouse is over
def process_input_heuristic_add_wall
if heuristic_mouse_over_grid?
unless grid.walls.has_key?(heuristic_cell_closest_to_mouse)
grid.walls[heuristic_cell_closest_to_mouse] = true
recalculate_searches
end
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def bfs_cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse in the second grid helps with this
def heuristic_cell_closest_to_mouse
# Closest cell grid to the mouse in the second
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Translate the cell to the first grid
x -= grid.width + 1
# Bound x and y to the first grid
x = 0 if x < 0
y = 0 if y < 0
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
def recalculate_searches
# Reset the searches
bfs.came_from = {}
bfs.frontier = []
bfs.path = []
heuristic.came_from = {}
heuristic.frontier = []
heuristic.path = []
# Move the searches forward to the current step
state.current_step.times { move_searches_one_step_forward }
end
def move_searches_one_step_forward
bfs_one_step_forward
heuristic_one_step_forward
end
def bfs_one_step_forward
return if bfs.came_from.has_key?(grid.target)
# Only runs at the beginning of the search as setup.
if bfs.came_from.empty?
bfs.frontier << grid.star
bfs.came_from[grid.star] = nil
end
# A step in the search
unless bfs.frontier.empty?
# Takes the next frontier cell
new_frontier = bfs.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless bfs.came_from.has_key?(neighbor) || grid.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited
bfs.frontier << neighbor
bfs.came_from[neighbor] = new_frontier
end
end
end
# Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line
# Comment this line and let a path generate to see the difference
bfs.frontier = bfs.frontier.sort_by {| cell | proximity_to_star(cell) }
# If the search found the target
if bfs.came_from.has_key?(grid.target)
# Calculate the path between the target and star
bfs_calc_path
end
end
# Calculates the path between the target and star for the breadth first search
# Only called when the breadth first search finds the target
def bfs_calc_path
# Start from the target
endpoint = grid.target
# And the cell it came from
next_endpoint = bfs.came_from[endpoint]
while endpoint and next_endpoint
# Draw a path between these two cells and store it
path = get_path_between(endpoint, next_endpoint)
bfs.path << path
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = bfs.came_from[endpoint]
# Continue till there are no more cells
end
end
# Moves the heuristic search forward one step
# Can be called from tick while the animation is playing
# Can also be called when recalculating the searches after the user edited the grid
def heuristic_one_step_forward
# Stop the search if the target has been found
return if heuristic.came_from.has_key?(grid.target)
# If the search has not begun
if heuristic.came_from.empty?
# Setup the search to begin from the star
heuristic.frontier << grid.star
heuristic.came_from[grid.star] = nil
end
# One step in the heuristic search
# Unless there are no more cells to explore from
unless heuristic.frontier.empty?
# Get the next cell to explore from
new_frontier = heuristic.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless heuristic.came_from.has_key?(neighbor) || grid.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited
heuristic.frontier << neighbor
heuristic.came_from[neighbor] = new_frontier
end
end
end
# Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line
heuristic.frontier = heuristic.frontier.sort_by {| cell | proximity_to_star(cell) }
# Sort the frontier so cells that are close to the target are then prioritized
heuristic.frontier = heuristic.frontier.sort_by {| cell | heuristic_heuristic(cell) }
# If the search found the target
if heuristic.came_from.has_key?(grid.target)
# Calculate the path between the target and star
heuristic_calc_path
end
end
# Returns one-dimensional absolute distance between cell and target
# Returns a number to compare distances between cells and the target
def heuristic_heuristic(cell)
(grid.target.x - cell.x).abs + (grid.target.y - cell.y).abs
end
# Calculates the path between the target and star for the heuristic search
# Only called when the heuristic search finds the target
def heuristic_calc_path
# Start from the target
endpoint = grid.target
# And the cell it came from
next_endpoint = heuristic.came_from[endpoint]
while endpoint and next_endpoint
# Draw a path between these two cells and store it
path = get_path_between(endpoint, next_endpoint)
heuristic.path << path
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = heuristic.came_from[endpoint]
# Continue till there are no more cells
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x , cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y ] unless cell.x == 0
neighbors << [cell.x , cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y ] unless cell.x == grid.width - 1
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(cell)
distance_x = (grid.star.x - cell.x).abs
distance_y = (grid.star.y - cell.y).abs
if distance_x > distance_y
return distance_x
else
return distance_y
end
end
# Methods that allow code to be more concise. Subdivides args.state, which is where all variables are stored.
def grid
state.grid
end
def buttons
state.buttons
end
def slider
state.slider
end
def bfs
state.bfs
end
def heuristic
state.heuristic
end
# Descriptive aliases for colors
def default_color
[221, 212, 213] # Light Brown
end
def wall_color
[134, 134, 120] # Camo Green
end
def visited_color
[204, 191, 179] # Dark Brown
end
def frontier_color
[103, 136, 204] # Blue
end
def path_color
[231, 230, 228] # Pastel White
end
def button_color
[190, 190, 190] # Gray
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$heuristic_with_walls ||= Heuristic_With_Walls.new
$heuristic_with_walls.args = args
$heuristic_with_walls.tick
end
def reset
$heuristic_with_walls = nil
end
Path Finding Algorithms - Heuristic With Walls - main.rb
# ./samples/13_path_finding_algorithms/07_heuristic_with_walls/app/main.rb
# This program is inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# The effectiveness of the Heuristic search algorithm is shown through this demonstration.
# Notice that both searches find the shortest path
# The heuristic search, however, explores less of the grid, and is therefore faster.
# The heuristic search prioritizes searching cells that are closer to the target.
# Make sure to look at the Heuristic with walls program to see some of the downsides of the heuristic algorithm.
class Heuristic
attr_gtk
def tick
defaults
render
input
# If animation is playing, and max steps have not been reached
# Move the search a step forward
if state.play && state.current_step < state.max_steps
# Variable that tells the program what step to recalculate up to
state.current_step += 1
move_searches_one_step_forward
end
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 15
grid.height ||= 15
grid.cell_size ||= 40
grid.rect ||= [0, 0, grid.width, grid.height]
grid.star ||= [0, 2]
grid.target ||= [14, 12]
grid.walls ||= {
[2, 2] => true,
[3, 2] => true,
[4, 2] => true,
[5, 2] => true,
[6, 2] => true,
[7, 2] => true,
[8, 2] => true,
[9, 2] => true,
[10, 2] => true,
[11, 2] => true,
[12, 2] => true,
[12, 3] => true,
[12, 4] => true,
[12, 5] => true,
[12, 6] => true,
[12, 7] => true,
[12, 8] => true,
[12, 9] => true,
[12, 10] => true,
[12, 11] => true,
[12, 12] => true,
[2, 12] => true,
[3, 12] => true,
[4, 12] => true,
[5, 12] => true,
[6, 12] => true,
[7, 12] => true,
[8, 12] => true,
[9, 12] => true,
[10, 12] => true,
[11, 12] => true,
[12, 12] => true
}
# There are no hills in the Heuristic Search Demo
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.user_input ||= :none
# These variables allow the breadth first search to take place
# Came_from is a hash with a key of a cell and a value of the cell that was expanded from to find the key.
# Used to prevent searching cells that have already been found
# and to trace a path from the target back to the starting point.
# Frontier is an array of cells to expand the search from.
# The search is over when there are no more cells to search from.
# Path stores the path from the target to the star, once the target has been found
# It prevents calculating the path every tick.
bfs.came_from ||= {}
bfs.frontier ||= []
bfs.path ||= []
heuristic.came_from ||= {}
heuristic.frontier ||= []
heuristic.path ||= []
# Stores which step of the animation is being rendered
# When the user moves the star or messes with the walls,
# the searches are recalculated up to this step
# Unless the current step has a value
unless state.current_step
# Set the current step to 10
state.current_step = 10
# And calculate the searches up to step 10
recalculate_searches
end
# At some step the animation will end,
# and further steps won't change anything (the whole grid will be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
state.max_steps = grid.width * grid.height
# Whether the animation should play or not
# If true, every tick moves anim_steps forward one
# Pressing the stepwise animation buttons will pause the animation
# An if statement instead of the ||= operator is used for assigning a boolean value.
# The || operator does not differentiate between nil and false.
if state.play == nil
state.play = false
end
# Store the rects of the buttons that control the animation
# They are here for user customization
# Editing these might require recentering the text inside them
# Those values can be found in the render_button methods
buttons.left = [470, 600, 50, 50]
buttons.center = [520, 600, 200, 50]
buttons.right = [720, 600, 50, 50]
# The variables below are related to the slider
# They allow the user to customize them
# They also give a central location for the render and input methods to get
# information from
# x & y are the coordinates of the leftmost part of the slider line
slider.x = 440
slider.y = 675
# This is the width of the line
slider.w = 360
# This is the offset for the circle
# Allows the center of the circle to be on the line,
# as opposed to the upper right corner
slider.offset = 20
# This is the spacing between each of the notches on the slider
# Notches are places where the circle can rest on the slider line
# There needs to be a notch for each step before the maximum number of steps
slider.spacing = slider.w.to_f / state.max_steps.to_f
end
# All methods with render draw stuff on the screen
# UI has buttons, the slider, and labels
# The search specific rendering occurs in the respective methods
def render
render_ui
render_bfs
render_heuristic
end
def render_ui
render_buttons
render_slider
render_labels
end
def render_buttons
render_left_button
render_center_button
render_right_button
end
def render_bfs
render_bfs_grid
render_bfs_star
render_bfs_target
render_bfs_visited
render_bfs_walls
render_bfs_frontier
render_bfs_path
end
def render_heuristic
render_heuristic_grid
render_heuristic_star
render_heuristic_target
render_heuristic_visited
render_heuristic_walls
render_heuristic_frontier
render_heuristic_path
end
# This method handles user input every tick
def input
# Check and handle button input
input_buttons
# If the mouse was lifted this tick
if inputs.mouse.up
# Set current input to none
state.user_input = :none
end
# If the mouse was clicked this tick
if inputs.mouse.down
# Determine what the user is editing and appropriately edit the state.user_input variable
determine_input
end
# Process user input based on user_input variable and current mouse position
process_input
end
# Determines what the user is editing
# This method is called when the mouse is clicked down
def determine_input
if mouse_over_slider?
state.user_input = :slider
# If the mouse is over the star in the first grid
elsif bfs_mouse_over_star?
# The user is editing the star from the first grid
state.user_input = :bfs_star
# If the mouse is over the star in the second grid
elsif heuristic_mouse_over_star?
# The user is editing the star from the second grid
state.user_input = :heuristic_star
# If the mouse is over the target in the first grid
elsif bfs_mouse_over_target?
# The user is editing the target from the first grid
state.user_input = :bfs_target
# If the mouse is over the target in the second grid
elsif heuristic_mouse_over_target?
# The user is editing the target from the second grid
state.user_input = :heuristic_target
# If the mouse is over a wall in the first grid
elsif bfs_mouse_over_wall?
# The user is removing a wall from the first grid
state.user_input = :bfs_remove_wall
# If the mouse is over a wall in the second grid
elsif heuristic_mouse_over_wall?
# The user is removing a wall from the second grid
state.user_input = :heuristic_remove_wall
# If the mouse is over the first grid
elsif bfs_mouse_over_grid?
# The user is adding a wall from the first grid
state.user_input = :bfs_add_wall
# If the mouse is over the second grid
elsif heuristic_mouse_over_grid?
# The user is adding a wall from the second grid
state.user_input = :heuristic_add_wall
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.user_input == :slider
process_input_slider
elsif state.user_input == :bfs_star
process_input_bfs_star
elsif state.user_input == :heuristic_star
process_input_heuristic_star
elsif state.user_input == :bfs_target
process_input_bfs_target
elsif state.user_input == :heuristic_target
process_input_heuristic_target
elsif state.user_input == :bfs_remove_wall
process_input_bfs_remove_wall
elsif state.user_input == :heuristic_remove_wall
process_input_heuristic_remove_wall
elsif state.user_input == :bfs_add_wall
process_input_bfs_add_wall
elsif state.user_input == :heuristic_add_wall
process_input_heuristic_add_wall
end
end
def render_slider
# Using primitives hides the line under the white circle of the slider
# Draws the line
outputs.primitives << [slider.x, slider.y, slider.x + slider.w, slider.y].line
# The circle needs to be offset so that the center of the circle
# overlaps the line instead of the upper right corner of the circle
# The circle's x value is also moved based on the current seach step
circle_x = (slider.x - slider.offset) + (state.current_step * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
outputs.primitives << [circle_rect, 'circle-white.png'].sprite
end
def render_labels
outputs.labels << [205, 625, "Breadth First Search"]
outputs.labels << [820, 625, "Heuristic Best-First Search"]
end
def render_left_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.left, button_color]
outputs.borders << [buttons.left]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.left.x + 20
label_y = buttons.left.y + 35
outputs.labels << [label_x, label_y, "<"]
end
def render_center_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.center, button_color]
outputs.borders << [buttons.center]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.center.x + 37
label_y = buttons.center.y + 35
label_text = state.play ? "Pause Animation" : "Play Animation"
outputs.labels << [label_x, label_y, label_text]
end
def render_right_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.right, button_color]
outputs.borders << [buttons.right]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
label_x = buttons.right.x + 20
label_y = buttons.right.y + 35
outputs.labels << [label_x, label_y, ">"]
end
def render_bfs_grid
# A large rect the size of the grid
outputs.solids << [bfs_scale_up(grid.rect), default_color]
# The vertical grid lines
for x in 0..grid.width
outputs.lines << bfs_vertical_line(x)
end
# The horizontal grid lines
for y in 0..grid.height
outputs.lines << bfs_horizontal_line(y)
end
end
def render_heuristic_grid
# A large rect the size of the grid
outputs.solids << [heuristic_scale_up(grid.rect), default_color]
# The vertical grid lines
for x in 0..grid.width
outputs.lines << heuristic_vertical_line(x)
end
# The horizontal grid lines
for y in 0..grid.height
outputs.lines << heuristic_horizontal_line(y)
end
end
# Returns a vertical line for a column of the first grid
def bfs_vertical_line column
bfs_scale_up([column, 0, column, grid.height])
end
# Returns a horizontal line for a column of the first grid
def bfs_horizontal_line row
bfs_scale_up([0, row, grid.width, row])
end
# Returns a vertical line for a column of the second grid
def heuristic_vertical_line column
bfs_scale_up([column + grid.width + 1, 0, column + grid.width + 1, grid.height])
end
# Returns a horizontal line for a column of the second grid
def heuristic_horizontal_line row
bfs_scale_up([grid.width + 1, row, grid.width + grid.width + 1, row])
end
# Renders the star on the first grid
def render_bfs_star
outputs.sprites << [bfs_scale_up(grid.star), 'star.png']
end
# Renders the star on the second grid
def render_heuristic_star
outputs.sprites << [heuristic_scale_up(grid.star), 'star.png']
end
# Renders the target on the first grid
def render_bfs_target
outputs.sprites << [bfs_scale_up(grid.target), 'target.png']
end
# Renders the target on the second grid
def render_heuristic_target
outputs.sprites << [heuristic_scale_up(grid.target), 'target.png']
end
# Renders the walls on the first grid
def render_bfs_walls
grid.walls.each_key do | wall |
outputs.solids << [bfs_scale_up(wall), wall_color]
end
end
# Renders the walls on the second grid
def render_heuristic_walls
grid.walls.each_key do | wall |
outputs.solids << [heuristic_scale_up(wall), wall_color]
end
end
# Renders the visited cells on the first grid
def render_bfs_visited
bfs.came_from.each_key do | visited_cell |
outputs.solids << [bfs_scale_up(visited_cell), visited_color]
end
end
# Renders the visited cells on the second grid
def render_heuristic_visited
heuristic.came_from.each_key do | visited_cell |
outputs.solids << [heuristic_scale_up(visited_cell), visited_color]
end
end
# Renders the frontier cells on the first grid
def render_bfs_frontier
bfs.frontier.each do | frontier_cell |
outputs.solids << [bfs_scale_up(frontier_cell), frontier_color, 200]
end
end
# Renders the frontier cells on the second grid
def render_heuristic_frontier
heuristic.frontier.each do | frontier_cell |
outputs.solids << [heuristic_scale_up(frontier_cell), frontier_color, 200]
end
end
# Renders the path found by the breadth first search on the first grid
def render_bfs_path
bfs.path.each do | path |
outputs.solids << [bfs_scale_up(path), path_color]
end
end
# Renders the path found by the heuristic search on the second grid
def render_heuristic_path
heuristic.path.each do | path |
outputs.solids << [heuristic_scale_up(path), path_color]
end
end
# Returns the rect for the path between two cells based on their relative positions
def get_path_between(cell_one, cell_two)
path = []
# If cell one is above cell two
if cell_one.x == cell_two.x and cell_one.y > cell_two.y
# Path starts from the center of cell two and moves upward to the center of cell one
path = [cell_two.x + 0.3, cell_two.y + 0.3, 0.4, 1.4]
# If cell one is below cell two
elsif cell_one.x == cell_two.x and cell_one.y < cell_two.y
# Path starts from the center of cell one and moves upward to the center of cell two
path = [cell_one.x + 0.3, cell_one.y + 0.3, 0.4, 1.4]
# If cell one is to the left of cell two
elsif cell_one.x > cell_two.x and cell_one.y == cell_two.y
# Path starts from the center of cell two and moves rightward to the center of cell one
path = [cell_two.x + 0.3, cell_two.y + 0.3, 1.4, 0.4]
# If cell one is to the right of cell two
elsif cell_one.x < cell_two.x and cell_one.y == cell_two.y
# Path starts from the center of cell one and moves rightward to the center of cell two
path = [cell_one.x + 0.3, cell_one.y + 0.3, 1.4, 0.4]
end
path
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
# This method scales up cells for the first grid
def bfs_scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# If cell is just an x and y coordinate
if cell.size == 2
# Add a width and height of 1
cell << 1
cell << 1
end
# Scale all the values up
cell.map! { |value| value * grid.cell_size }
# Returns the scaled up cell
cell
end
# Translates the given cell grid.width + 1 to the right and then scales up
# Used to draw cells for the second grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def heuristic_scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# Translates the cell to the second grid equivalent
cell.x += grid.width + 1
# Proceeds as if scaling up for the first grid
bfs_scale_up(cell)
end
# Checks and handles input for the buttons
# Called when the mouse is lifted
def input_buttons
input_left_button
input_center_button
input_right_button
end
# Checks if the previous step button is clicked
# If it is, it pauses the animation and moves the search one step backward
def input_left_button
if left_button_clicked?
state.play = false
state.current_step -= 1
recalculate_searches
end
end
# Controls the play/pause button
# Inverses whether the animation is playing or not when clicked
def input_center_button
if center_button_clicked? || inputs.keyboard.key_down.space
state.play = !state.play
end
end
# Checks if the next step button is clicked
# If it is, it pauses the animation and moves the search one step forward
def input_right_button
if right_button_clicked?
state.play = false
state.current_step += 1
move_searches_one_step_forward
end
end
# These methods detect when the buttons are clicked
def left_button_clicked?
inputs.mouse.point.inside_rect?(buttons.left) && inputs.mouse.up
end
def center_button_clicked?
inputs.mouse.point.inside_rect?(buttons.center) && inputs.mouse.up
end
def right_button_clicked?
inputs.mouse.point.inside_rect?(buttons.right) && inputs.mouse.up
end
# Signal that the user is going to be moving the slider
# Is the mouse over the circle of the slider?
def mouse_over_slider?
circle_x = (slider.x - slider.offset) + (state.current_step * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
inputs.mouse.point.inside_rect?(circle_rect)
end
# Signal that the user is going to be moving the star from the first grid
def bfs_mouse_over_star?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.star))
end
# Signal that the user is going to be moving the star from the second grid
def heuristic_mouse_over_star?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.star))
end
# Signal that the user is going to be moving the target from the first grid
def bfs_mouse_over_target?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.target))
end
# Signal that the user is going to be moving the target from the second grid
def heuristic_mouse_over_target?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.target))
end
# Signal that the user is going to be removing walls from the first grid
def bfs_mouse_over_wall?
grid.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(bfs_scale_up(wall))
end
false
end
# Signal that the user is going to be removing walls from the second grid
def heuristic_mouse_over_wall?
grid.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(heuristic_scale_up(wall))
end
false
end
# Signal that the user is going to be adding walls from the first grid
def bfs_mouse_over_grid?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.rect))
end
# Signal that the user is going to be adding walls from the second grid
def heuristic_mouse_over_grid?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.rect))
end
# This method is called when the user is editing the slider
# It pauses the animation and moves the white circle to the closest integer point
# on the slider
# Changes the step of the search to be animated
def process_input_slider
state.play = false
mouse_x = inputs.mouse.point.x
# Bounds the mouse_x to the closest x value on the slider line
mouse_x = slider.x if mouse_x < slider.x
mouse_x = slider.x + slider.w if mouse_x > slider.x + slider.w
# Sets the current search step to the one represented by the mouse x value
# The slider's circle moves due to the render_slider method using anim_steps
state.current_step = ((mouse_x - slider.x) / slider.spacing).to_i
recalculate_searches
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_bfs_star
old_star = grid.star.clone
unless bfs_cell_closest_to_mouse == grid.target
grid.star = bfs_cell_closest_to_mouse
end
unless old_star == grid.star
recalculate_searches
end
end
# Moves the star to the cell closest to the mouse in the second grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_heuristic_star
old_star = grid.star.clone
unless heuristic_cell_closest_to_mouse == grid.target
grid.star = heuristic_cell_closest_to_mouse
end
unless old_star == grid.star
recalculate_searches
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only recalculate_searchess the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def process_input_bfs_target
old_target = grid.target.clone
unless bfs_cell_closest_to_mouse == grid.star
grid.target = bfs_cell_closest_to_mouse
end
unless old_target == grid.target
recalculate_searches
end
end
# Moves the target to the cell closest to the mouse in the second grid
# Only recalculate_searchess the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def process_input_heuristic_target
old_target = grid.target.clone
unless heuristic_cell_closest_to_mouse == grid.star
grid.target = heuristic_cell_closest_to_mouse
end
unless old_target == grid.target
recalculate_searches
end
end
# Removes walls in the first grid that are under the cursor
def process_input_bfs_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if bfs_mouse_over_grid?
if grid.walls.has_key?(bfs_cell_closest_to_mouse)
grid.walls.delete(bfs_cell_closest_to_mouse)
recalculate_searches
end
end
end
# Removes walls in the second grid that are under the cursor
def process_input_heuristic_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if heuristic_mouse_over_grid?
if grid.walls.has_key?(heuristic_cell_closest_to_mouse)
grid.walls.delete(heuristic_cell_closest_to_mouse)
recalculate_searches
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def process_input_bfs_add_wall
if bfs_mouse_over_grid?
unless grid.walls.has_key?(bfs_cell_closest_to_mouse)
grid.walls[bfs_cell_closest_to_mouse] = true
recalculate_searches
end
end
end
# Adds a wall in the second grid in the cell the mouse is over
def process_input_heuristic_add_wall
if heuristic_mouse_over_grid?
unless grid.walls.has_key?(heuristic_cell_closest_to_mouse)
grid.walls[heuristic_cell_closest_to_mouse] = true
recalculate_searches
end
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def bfs_cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse in the second grid helps with this
def heuristic_cell_closest_to_mouse
# Closest cell grid to the mouse in the second
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Translate the cell to the first grid
x -= grid.width + 1
# Bound x and y to the first grid
x = 0 if x < 0
y = 0 if y < 0
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
def recalculate_searches
# Reset the searches
bfs.came_from = {}
bfs.frontier = []
bfs.path = []
heuristic.came_from = {}
heuristic.frontier = []
heuristic.path = []
# Move the searches forward to the current step
state.current_step.times { move_searches_one_step_forward }
end
def move_searches_one_step_forward
bfs_one_step_forward
heuristic_one_step_forward
end
def bfs_one_step_forward
return if bfs.came_from.has_key?(grid.target)
# Only runs at the beginning of the search as setup.
if bfs.came_from.empty?
bfs.frontier << grid.star
bfs.came_from[grid.star] = nil
end
# A step in the search
unless bfs.frontier.empty?
# Takes the next frontier cell
new_frontier = bfs.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless bfs.came_from.has_key?(neighbor) || grid.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited
bfs.frontier << neighbor
bfs.came_from[neighbor] = new_frontier
end
end
end
# Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line
# Comment this line and let a path generate to see the difference
bfs.frontier = bfs.frontier.sort_by {| cell | proximity_to_star(cell) }
# If the search found the target
if bfs.came_from.has_key?(grid.target)
# Calculate the path between the target and star
bfs_calc_path
end
end
# Calculates the path between the target and star for the breadth first search
# Only called when the breadth first search finds the target
def bfs_calc_path
# Start from the target
endpoint = grid.target
# And the cell it came from
next_endpoint = bfs.came_from[endpoint]
while endpoint and next_endpoint
# Draw a path between these two cells and store it
path = get_path_between(endpoint, next_endpoint)
bfs.path << path
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = bfs.came_from[endpoint]
# Continue till there are no more cells
end
end
# Moves the heuristic search forward one step
# Can be called from tick while the animation is playing
# Can also be called when recalculating the searches after the user edited the grid
def heuristic_one_step_forward
# Stop the search if the target has been found
return if heuristic.came_from.has_key?(grid.target)
# If the search has not begun
if heuristic.came_from.empty?
# Setup the search to begin from the star
heuristic.frontier << grid.star
heuristic.came_from[grid.star] = nil
end
# One step in the heuristic search
# Unless there are no more cells to explore from
unless heuristic.frontier.empty?
# Get the next cell to explore from
new_frontier = heuristic.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless heuristic.came_from.has_key?(neighbor) || grid.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited
heuristic.frontier << neighbor
heuristic.came_from[neighbor] = new_frontier
end
end
end
# Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line
heuristic.frontier = heuristic.frontier.sort_by {| cell | proximity_to_star(cell) }
# Sort the frontier so cells that are close to the target are then prioritized
heuristic.frontier = heuristic.frontier.sort_by {| cell | heuristic_heuristic(cell) }
# If the search found the target
if heuristic.came_from.has_key?(grid.target)
# Calculate the path between the target and star
heuristic_calc_path
end
end
# Returns one-dimensional absolute distance between cell and target
# Returns a number to compare distances between cells and the target
def heuristic_heuristic(cell)
(grid.target.x - cell.x).abs + (grid.target.y - cell.y).abs
end
# Calculates the path between the target and star for the heuristic search
# Only called when the heuristic search finds the target
def heuristic_calc_path
# Start from the target
endpoint = grid.target
# And the cell it came from
next_endpoint = heuristic.came_from[endpoint]
while endpoint and next_endpoint
# Draw a path between these two cells and store it
path = get_path_between(endpoint, next_endpoint)
heuristic.path << path
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = heuristic.came_from[endpoint]
# Continue till there are no more cells
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x , cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y ] unless cell.x == 0
neighbors << [cell.x , cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y ] unless cell.x == grid.width - 1
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(cell)
distance_x = (grid.star.x - cell.x).abs
distance_y = (grid.star.y - cell.y).abs
if distance_x > distance_y
return distance_x
else
return distance_y
end
end
# Methods that allow code to be more concise. Subdivides args.state, which is where all variables are stored.
def grid
state.grid
end
def buttons
state.buttons
end
def slider
state.slider
end
def bfs
state.bfs
end
def heuristic
state.heuristic
end
# Descriptive aliases for colors
def default_color
[221, 212, 213] # Light Brown
end
def wall_color
[134, 134, 120] # Camo Green
end
def visited_color
[204, 191, 179] # Dark Brown
end
def frontier_color
[103, 136, 204] # Blue
end
def path_color
[231, 230, 228] # Pastel White
end
def button_color
[190, 190, 190] # Gray
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$heuristic ||= Heuristic.new
$heuristic.args = args
$heuristic.tick
end
def reset
$heuristic = nil
end
Path Finding Algorithms - A Star - main.rb
# ./samples/13_path_finding_algorithms/08_a_star/app/main.rb
# This program is inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# The A* Search works by incorporating both the distance from the starting point
# and the distance from the target in its heurisitic.
# It tends to find the correct (shortest) path even when the Greedy Best-First Search does not,
# and it explores less of the grid, and is therefore faster, than Dijkstra's Search.
class A_Star_Algorithm
attr_gtk
def tick
defaults
render
input
if dijkstra.came_from.empty?
calc_searches
end
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 15
grid.height ||= 15
grid.cell_size ||= 27
grid.rect ||= [0, 0, grid.width, grid.height]
grid.star ||= [0, 2]
grid.target ||= [11, 13]
grid.walls ||= {
[2, 2] => true,
[3, 2] => true,
[4, 2] => true,
[5, 2] => true,
[6, 2] => true,
[7, 2] => true,
[8, 2] => true,
[9, 2] => true,
[10, 2] => true,
[11, 2] => true,
[12, 2] => true,
[12, 3] => true,
[12, 4] => true,
[12, 5] => true,
[12, 6] => true,
[12, 7] => true,
[12, 8] => true,
[12, 9] => true,
[12, 10] => true,
[12, 11] => true,
[12, 12] => true,
[5, 12] => true,
[6, 12] => true,
[7, 12] => true,
[8, 12] => true,
[9, 12] => true,
[10, 12] => true,
[11, 12] => true,
[12, 12] => true
}
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.user_input ||= :none
# These variables allow the breadth first search to take place
# Came_from is a hash with a key of a cell and a value of the cell that was expanded from to find the key.
# Used to prevent searching cells that have already been found
# and to trace a path from the target back to the starting point.
# Frontier is an array of cells to expand the search from.
# The search is over when there are no more cells to search from.
# Path stores the path from the target to the star, once the target has been found
# It prevents calculating the path every tick.
dijkstra.came_from ||= {}
dijkstra.cost_so_far ||= {}
dijkstra.frontier ||= []
dijkstra.path ||= []
greedy.came_from ||= {}
greedy.frontier ||= []
greedy.path ||= []
a_star.frontier ||= []
a_star.came_from ||= {}
a_star.path ||= []
end
# All methods with render draw stuff on the screen
# UI has buttons, the slider, and labels
# The search specific rendering occurs in the respective methods
def render
render_labels
render_dijkstra
render_greedy
render_a_star
end
def render_labels
outputs.labels << [150, 450, "Dijkstra's"]
outputs.labels << [550, 450, "Greedy Best-First"]
outputs.labels << [1025, 450, "A* Search"]
end
def render_dijkstra
render_dijkstra_grid
render_dijkstra_star
render_dijkstra_target
render_dijkstra_visited
render_dijkstra_walls
render_dijkstra_path
end
def render_greedy
render_greedy_grid
render_greedy_star
render_greedy_target
render_greedy_visited
render_greedy_walls
render_greedy_path
end
def render_a_star
render_a_star_grid
render_a_star_star
render_a_star_target
render_a_star_visited
render_a_star_walls
render_a_star_path
end
# This method handles user input every tick
def input
# If the mouse was lifted this tick
if inputs.mouse.up
# Set current input to none
state.user_input = :none
end
# If the mouse was clicked this tick
if inputs.mouse.down
# Determine what the user is editing and appropriately edit the state.user_input variable
determine_input
end
# Process user input based on user_input variable and current mouse position
process_input
end
# Determines what the user is editing
# This method is called when the mouse is clicked down
def determine_input
# If the mouse is over the star in the first grid
if dijkstra_mouse_over_star?
# The user is editing the star from the first grid
state.user_input = :dijkstra_star
# If the mouse is over the star in the second grid
elsif greedy_mouse_over_star?
# The user is editing the star from the second grid
state.user_input = :greedy_star
# If the mouse is over the star in the third grid
elsif a_star_mouse_over_star?
# The user is editing the star from the third grid
state.user_input = :a_star_star
# If the mouse is over the target in the first grid
elsif dijkstra_mouse_over_target?
# The user is editing the target from the first grid
state.user_input = :dijkstra_target
# If the mouse is over the target in the second grid
elsif greedy_mouse_over_target?
# The user is editing the target from the second grid
state.user_input = :greedy_target
# If the mouse is over the target in the third grid
elsif a_star_mouse_over_target?
# The user is editing the target from the third grid
state.user_input = :a_star_target
# If the mouse is over a wall in the first grid
elsif dijkstra_mouse_over_wall?
# The user is removing a wall from the first grid
state.user_input = :dijkstra_remove_wall
# If the mouse is over a wall in the second grid
elsif greedy_mouse_over_wall?
# The user is removing a wall from the second grid
state.user_input = :greedy_remove_wall
# If the mouse is over a wall in the third grid
elsif a_star_mouse_over_wall?
# The user is removing a wall from the third grid
state.user_input = :a_star_remove_wall
# If the mouse is over the first grid
elsif dijkstra_mouse_over_grid?
# The user is adding a wall from the first grid
state.user_input = :dijkstra_add_wall
# If the mouse is over the second grid
elsif greedy_mouse_over_grid?
# The user is adding a wall from the second grid
state.user_input = :greedy_add_wall
# If the mouse is over the third grid
elsif a_star_mouse_over_grid?
# The user is adding a wall from the third grid
state.user_input = :a_star_add_wall
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.user_input == :dijkstra_star
process_input_dijkstra_star
elsif state.user_input == :greedy_star
process_input_greedy_star
elsif state.user_input == :a_star_star
process_input_a_star_star
elsif state.user_input == :dijkstra_target
process_input_dijkstra_target
elsif state.user_input == :greedy_target
process_input_greedy_target
elsif state.user_input == :a_star_target
process_input_a_star_target
elsif state.user_input == :dijkstra_remove_wall
process_input_dijkstra_remove_wall
elsif state.user_input == :greedy_remove_wall
process_input_greedy_remove_wall
elsif state.user_input == :a_star_remove_wall
process_input_a_star_remove_wall
elsif state.user_input == :dijkstra_add_wall
process_input_dijkstra_add_wall
elsif state.user_input == :greedy_add_wall
process_input_greedy_add_wall
elsif state.user_input == :a_star_add_wall
process_input_a_star_add_wall
end
end
def render_dijkstra_grid
# A large rect the size of the grid
outputs.solids << [dijkstra_scale_up(grid.rect), default_color]
# The vertical grid lines
for x in 0..grid.width
outputs.lines << dijkstra_vertical_line(x)
end
# The horizontal grid lines
for y in 0..grid.height
outputs.lines << dijkstra_horizontal_line(y)
end
end
def render_greedy_grid
# A large rect the size of the grid
outputs.solids << [greedy_scale_up(grid.rect), default_color]
# The vertical grid lines
for x in 0..grid.width
outputs.lines << greedy_vertical_line(x)
end
# The horizontal grid lines
for y in 0..grid.height
outputs.lines << greedy_horizontal_line(y)
end
end
def render_a_star_grid
# A large rect the size of the grid
outputs.solids << [a_star_scale_up(grid.rect), default_color]
# The vertical grid lines
for x in 0..grid.width
outputs.lines << a_star_vertical_line(x)
end
# The horizontal grid lines
for y in 0..grid.height
outputs.lines << a_star_horizontal_line(y)
end
end
# Returns a vertical line for a column of the first grid
def dijkstra_vertical_line column
dijkstra_scale_up([column, 0, column, grid.height])
end
# Returns a horizontal line for a column of the first grid
def dijkstra_horizontal_line row
dijkstra_scale_up([0, row, grid.width, row])
end
# Returns a vertical line for a column of the second grid
def greedy_vertical_line column
dijkstra_scale_up([column + grid.width + 1, 0, column + grid.width + 1, grid.height])
end
# Returns a horizontal line for a column of the second grid
def greedy_horizontal_line row
dijkstra_scale_up([grid.width + 1, row, grid.width + grid.width + 1, row])
end
# Returns a vertical line for a column of the third grid
def a_star_vertical_line column
dijkstra_scale_up([column + (grid.width * 2) + 2, 0, column + (grid.width * 2) + 2, grid.height])
end
# Returns a horizontal line for a column of the third grid
def a_star_horizontal_line row
dijkstra_scale_up([(grid.width * 2) + 2, row, (grid.width * 2) + grid.width + 2, row])
end
# Renders the star on the first grid
def render_dijkstra_star
outputs.sprites << [dijkstra_scale_up(grid.star), 'star.png']
end
# Renders the star on the second grid
def render_greedy_star
outputs.sprites << [greedy_scale_up(grid.star), 'star.png']
end
# Renders the star on the third grid
def render_a_star_star
outputs.sprites << [a_star_scale_up(grid.star), 'star.png']
end
# Renders the target on the first grid
def render_dijkstra_target
outputs.sprites << [dijkstra_scale_up(grid.target), 'target.png']
end
# Renders the target on the second grid
def render_greedy_target
outputs.sprites << [greedy_scale_up(grid.target), 'target.png']
end
# Renders the target on the third grid
def render_a_star_target
outputs.sprites << [a_star_scale_up(grid.target), 'target.png']
end
# Renders the walls on the first grid
def render_dijkstra_walls
grid.walls.each_key do | wall |
outputs.solids << [dijkstra_scale_up(wall), wall_color]
end
end
# Renders the walls on the second grid
def render_greedy_walls
grid.walls.each_key do | wall |
outputs.solids << [greedy_scale_up(wall), wall_color]
end
end
# Renders the walls on the third grid
def render_a_star_walls
grid.walls.each_key do | wall |
outputs.solids << [a_star_scale_up(wall), wall_color]
end
end
# Renders the visited cells on the first grid
def render_dijkstra_visited
dijkstra.came_from.each_key do | visited_cell |
outputs.solids << [dijkstra_scale_up(visited_cell), visited_color]
end
end
# Renders the visited cells on the second grid
def render_greedy_visited
greedy.came_from.each_key do | visited_cell |
outputs.solids << [greedy_scale_up(visited_cell), visited_color]
end
end
# Renders the visited cells on the third grid
def render_a_star_visited
a_star.came_from.each_key do | visited_cell |
outputs.solids << [a_star_scale_up(visited_cell), visited_color]
end
end
# Renders the path found by the breadth first search on the first grid
def render_dijkstra_path
dijkstra.path.each do | path |
outputs.solids << [dijkstra_scale_up(path), path_color]
end
end
# Renders the path found by the greedy search on the second grid
def render_greedy_path
greedy.path.each do | path |
outputs.solids << [greedy_scale_up(path), path_color]
end
end
# Renders the path found by the a_star search on the third grid
def render_a_star_path
a_star.path.each do | path |
outputs.solids << [a_star_scale_up(path), path_color]
end
end
# Returns the rect for the path between two cells based on their relative positions
def get_path_between(cell_one, cell_two)
path = []
# If cell one is above cell two
if cell_one.x == cell_two.x and cell_one.y > cell_two.y
# Path starts from the center of cell two and moves upward to the center of cell one
path = [cell_two.x + 0.3, cell_two.y + 0.3, 0.4, 1.4]
# If cell one is below cell two
elsif cell_one.x == cell_two.x and cell_one.y < cell_two.y
# Path starts from the center of cell one and moves upward to the center of cell two
path = [cell_one.x + 0.3, cell_one.y + 0.3, 0.4, 1.4]
# If cell one is to the left of cell two
elsif cell_one.x > cell_two.x and cell_one.y == cell_two.y
# Path starts from the center of cell two and moves rightward to the center of cell one
path = [cell_two.x + 0.3, cell_two.y + 0.3, 1.4, 0.4]
# If cell one is to the right of cell two
elsif cell_one.x < cell_two.x and cell_one.y == cell_two.y
# Path starts from the center of cell one and moves rightward to the center of cell two
path = [cell_one.x + 0.3, cell_one.y + 0.3, 1.4, 0.4]
end
path
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
# This method scales up cells for the first grid
def dijkstra_scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# If cell is just an x and y coordinate
if cell.size == 2
# Add a width and height of 1
cell << 1
cell << 1
end
# Scale all the values up
cell.map! { |value| value * grid.cell_size }
# Returns the scaled up cell
cell
end
# Translates the given cell grid.width + 1 to the right and then scales up
# Used to draw cells for the second grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def greedy_scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# Translates the cell to the second grid equivalent
cell.x += grid.width + 1
# Proceeds as if scaling up for the first grid
dijkstra_scale_up(cell)
end
# Translates the given cell (grid.width + 1) * 2 to the right and then scales up
# Used to draw cells for the third grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def a_star_scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# Translates the cell to the second grid equivalent
cell.x += grid.width + 1
# Translates the cell to the third grid equivalent
cell.x += grid.width + 1
# Proceeds as if scaling up for the first grid
dijkstra_scale_up(cell)
end
# Signal that the user is going to be moving the star from the first grid
def dijkstra_mouse_over_star?
inputs.mouse.point.inside_rect?(dijkstra_scale_up(grid.star))
end
# Signal that the user is going to be moving the star from the second grid
def greedy_mouse_over_star?
inputs.mouse.point.inside_rect?(greedy_scale_up(grid.star))
end
# Signal that the user is going to be moving the star from the third grid
def a_star_mouse_over_star?
inputs.mouse.point.inside_rect?(a_star_scale_up(grid.star))
end
# Signal that the user is going to be moving the target from the first grid
def dijkstra_mouse_over_target?
inputs.mouse.point.inside_rect?(dijkstra_scale_up(grid.target))
end
# Signal that the user is going to be moving the target from the second grid
def greedy_mouse_over_target?
inputs.mouse.point.inside_rect?(greedy_scale_up(grid.target))
end
# Signal that the user is going to be moving the target from the third grid
def a_star_mouse_over_target?
inputs.mouse.point.inside_rect?(a_star_scale_up(grid.target))
end
# Signal that the user is going to be removing walls from the first grid
def dijkstra_mouse_over_wall?
grid.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(dijkstra_scale_up(wall))
end
false
end
# Signal that the user is going to be removing walls from the second grid
def greedy_mouse_over_wall?
grid.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(greedy_scale_up(wall))
end
false
end
# Signal that the user is going to be removing walls from the third grid
def a_star_mouse_over_wall?
grid.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(a_star_scale_up(wall))
end
false
end
# Signal that the user is going to be adding walls from the first grid
def dijkstra_mouse_over_grid?
inputs.mouse.point.inside_rect?(dijkstra_scale_up(grid.rect))
end
# Signal that the user is going to be adding walls from the second grid
def greedy_mouse_over_grid?
inputs.mouse.point.inside_rect?(greedy_scale_up(grid.rect))
end
# Signal that the user is going to be adding walls from the third grid
def a_star_mouse_over_grid?
inputs.mouse.point.inside_rect?(a_star_scale_up(grid.rect))
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_dijkstra_star
old_star = grid.star.clone
unless dijkstra_cell_closest_to_mouse == grid.target
grid.star = dijkstra_cell_closest_to_mouse
end
unless old_star == grid.star
reset_searches
end
end
# Moves the star to the cell closest to the mouse in the second grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_greedy_star
old_star = grid.star.clone
unless greedy_cell_closest_to_mouse == grid.target
grid.star = greedy_cell_closest_to_mouse
end
unless old_star == grid.star
reset_searches
end
end
# Moves the star to the cell closest to the mouse in the third grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_a_star_star
old_star = grid.star.clone
unless a_star_cell_closest_to_mouse == grid.target
grid.star = a_star_cell_closest_to_mouse
end
unless old_star == grid.star
reset_searches
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only reset_searchess the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def process_input_dijkstra_target
old_target = grid.target.clone
unless dijkstra_cell_closest_to_mouse == grid.star
grid.target = dijkstra_cell_closest_to_mouse
end
unless old_target == grid.target
reset_searches
end
end
# Moves the target to the cell closest to the mouse in the second grid
# Only reset_searchess the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def process_input_greedy_target
old_target = grid.target.clone
unless greedy_cell_closest_to_mouse == grid.star
grid.target = greedy_cell_closest_to_mouse
end
unless old_target == grid.target
reset_searches
end
end
# Moves the target to the cell closest to the mouse in the third grid
# Only reset_searchess the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def process_input_a_star_target
old_target = grid.target.clone
unless a_star_cell_closest_to_mouse == grid.star
grid.target = a_star_cell_closest_to_mouse
end
unless old_target == grid.target
reset_searches
end
end
# Removes walls in the first grid that are under the cursor
def process_input_dijkstra_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if dijkstra_mouse_over_grid?
if grid.walls.has_key?(dijkstra_cell_closest_to_mouse)
grid.walls.delete(dijkstra_cell_closest_to_mouse)
reset_searches
end
end
end
# Removes walls in the second grid that are under the cursor
def process_input_greedy_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if greedy_mouse_over_grid?
if grid.walls.has_key?(greedy_cell_closest_to_mouse)
grid.walls.delete(greedy_cell_closest_to_mouse)
reset_searches
end
end
end
# Removes walls in the third grid that are under the cursor
def process_input_a_star_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if a_star_mouse_over_grid?
if grid.walls.has_key?(a_star_cell_closest_to_mouse)
grid.walls.delete(a_star_cell_closest_to_mouse)
reset_searches
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def process_input_dijkstra_add_wall
if dijkstra_mouse_over_grid?
unless grid.walls.has_key?(dijkstra_cell_closest_to_mouse)
grid.walls[dijkstra_cell_closest_to_mouse] = true
reset_searches
end
end
end
# Adds a wall in the second grid in the cell the mouse is over
def process_input_greedy_add_wall
if greedy_mouse_over_grid?
unless grid.walls.has_key?(greedy_cell_closest_to_mouse)
grid.walls[greedy_cell_closest_to_mouse] = true
reset_searches
end
end
end
# Adds a wall in the third grid in the cell the mouse is over
def process_input_a_star_add_wall
if a_star_mouse_over_grid?
unless grid.walls.has_key?(a_star_cell_closest_to_mouse)
grid.walls[a_star_cell_closest_to_mouse] = true
reset_searches
end
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def dijkstra_cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse in the second grid helps with this
def greedy_cell_closest_to_mouse
# Closest cell grid to the mouse in the second
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Translate the cell to the first grid
x -= grid.width + 1
# Bound x and y to the first grid
x = 0 if x < 0
y = 0 if y < 0
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse in the third grid helps with this
def a_star_cell_closest_to_mouse
# Closest cell grid to the mouse in the second
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Translate the cell to the first grid
x -= (grid.width + 1) * 2
# Bound x and y to the first grid
x = 0 if x < 0
y = 0 if y < 0
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
def reset_searches
# Reset the searches
dijkstra.came_from = {}
dijkstra.cost_so_far = {}
dijkstra.frontier = []
dijkstra.path = []
greedy.came_from = {}
greedy.frontier = []
greedy.path = []
a_star.came_from = {}
a_star.frontier = []
a_star.path = []
end
def calc_searches
calc_dijkstra
calc_greedy
calc_a_star
# Move the searches forward to the current step
# state.current_step.times { move_searches_one_step_forward }
end
def calc_dijkstra
# Sets up the search to begin from the star
dijkstra.frontier << grid.star
dijkstra.came_from[grid.star] = nil
dijkstra.cost_so_far[grid.star] = 0
# Until the target is found or there are no more cells to explore from
until dijkstra.came_from.has_key?(grid.target) or dijkstra.frontier.empty?
# Take the next frontier cell. The first element is the cell, the second is the priority.
new_frontier = dijkstra.frontier.shift#[0]
# For each of its neighbors
adjacent_neighbors(new_frontier).each do | neighbor |
# That have not been visited and are not walls
unless dijkstra.came_from.has_key?(neighbor) or grid.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited
dijkstra.frontier << neighbor
dijkstra.came_from[neighbor] = new_frontier
dijkstra.cost_so_far[neighbor] = dijkstra.cost_so_far[new_frontier] + 1
end
end
# Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line
# Comment this line and let a path generate to see the difference
dijkstra.frontier = dijkstra.frontier.sort_by {| cell | proximity_to_star(cell) }
dijkstra.frontier = dijkstra.frontier.sort_by {| cell | dijkstra.cost_so_far[cell] }
end
# If the search found the target
if dijkstra.came_from.has_key?(grid.target)
# Calculate the path between the target and star
dijkstra_calc_path
end
end
def calc_greedy
# Sets up the search to begin from the star
greedy.frontier << grid.star
greedy.came_from[grid.star] = nil
# Until the target is found or there are no more cells to explore from
until greedy.came_from.has_key?(grid.target) or greedy.frontier.empty?
# Take the next frontier cell
new_frontier = greedy.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do | neighbor |
# That have not been visited and are not walls
unless greedy.came_from.has_key?(neighbor) or grid.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited
greedy.frontier << neighbor
greedy.came_from[neighbor] = new_frontier
end
end
# Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line
# Comment this line and let a path generate to see the difference
greedy.frontier = greedy.frontier.sort_by {| cell | proximity_to_star(cell) }
# Sort the frontier so cells that are close to the target are then prioritized
greedy.frontier = greedy.frontier.sort_by {| cell | greedy_heuristic(cell) }
end
# If the search found the target
if greedy.came_from.has_key?(grid.target)
# Calculate the path between the target and star
greedy_calc_path
end
end
def calc_a_star
# Setup the search to start from the star
a_star.came_from[grid.star] = nil
a_star.cost_so_far[grid.star] = 0
a_star.frontier << grid.star
# Until there are no more cells to explore from or the search has found the target
until a_star.frontier.empty? or a_star.came_from.has_key?(grid.target)
# Get the next cell to expand from
current_frontier = a_star.frontier.shift
# For each of that cells neighbors
adjacent_neighbors(current_frontier).each do | neighbor |
# That have not been visited and are not walls
unless a_star.came_from.has_key?(neighbor) or grid.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited
a_star.frontier << neighbor
a_star.came_from[neighbor] = current_frontier
a_star.cost_so_far[neighbor] = a_star.cost_so_far[current_frontier] + 1
end
end
# Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line
# Comment this line and let a path generate to see the difference
a_star.frontier = a_star.frontier.sort_by {| cell | proximity_to_star(cell) }
a_star.frontier = a_star.frontier.sort_by {| cell | a_star.cost_so_far[cell] + greedy_heuristic(cell) }
end
# If the search found the target
if a_star.came_from.has_key?(grid.target)
# Calculate the path between the target and star
a_star_calc_path
end
end
# Calculates the path between the target and star for the breadth first search
# Only called when the breadth first search finds the target
def dijkstra_calc_path
# Start from the target
endpoint = grid.target
# And the cell it came from
next_endpoint = dijkstra.came_from[endpoint]
while endpoint and next_endpoint
# Draw a path between these two cells and store it
path = get_path_between(endpoint, next_endpoint)
dijkstra.path << path
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = dijkstra.came_from[endpoint]
# Continue till there are no more cells
end
end
# Returns one-dimensional absolute distance between cell and target
# Returns a number to compare distances between cells and the target
def greedy_heuristic(cell)
(grid.target.x - cell.x).abs + (grid.target.y - cell.y).abs
end
# Calculates the path between the target and star for the greedy search
# Only called when the greedy search finds the target
def greedy_calc_path
# Start from the target
endpoint = grid.target
# And the cell it came from
next_endpoint = greedy.came_from[endpoint]
while endpoint and next_endpoint
# Draw a path between these two cells and store it
path = get_path_between(endpoint, next_endpoint)
greedy.path << path
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = greedy.came_from[endpoint]
# Continue till there are no more cells
end
end
# Calculates the path between the target and star for the a_star search
# Only called when the a_star search finds the target
def a_star_calc_path
# Start from the target
endpoint = grid.target
# And the cell it came from
next_endpoint = a_star.came_from[endpoint]
while endpoint and next_endpoint
# Draw a path between these two cells and store it
path = get_path_between(endpoint, next_endpoint)
a_star.path << path
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = a_star.came_from[endpoint]
# Continue till there are no more cells
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x , cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y ] unless cell.x == 0
neighbors << [cell.x , cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y ] unless cell.x == grid.width - 1
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(cell)
distance_x = (grid.star.x - cell.x).abs
distance_y = (grid.star.y - cell.y).abs
if distance_x > distance_y
return distance_x
else
return distance_y
end
end
# Methods that allow code to be more concise. Subdivides args.state, which is where all variables are stored.
def grid
state.grid
end
def dijkstra
state.dijkstra
end
def greedy
state.greedy
end
def a_star
state.a_star
end
# Descriptive aliases for colors
def default_color
[221, 212, 213] # Light Brown
end
def wall_color
[134, 134, 120] # Camo Green
end
def visited_color
[204, 191, 179] # Dark Brown
end
def path_color
[231, 230, 228] # Pastel White
end
def button_color
[190, 190, 190] # Gray
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$a_star_algorithm ||= A_Star_Algorithm.new
$a_star_algorithm.args = args
$a_star_algorithm.tick
end
def reset
$a_star_algorithm = nil
end
Path Finding Algorithms - Tower Defense - main.rb
# ./samples/13_path_finding_algorithms/09_tower_defense/app/main.rb
# An example of some major components in a tower defence game
# The pathing of the tanks is determined by A* algorithm -- try editing the walls
# The turrets shoot bullets at the closest tank. The bullets are heat-seeking
def tick args
$gtk.reset if args.inputs.keyboard.key_down.r
defaults args
render args
calc args
end
def defaults args
args.outputs.background_color = wall_color
args.state.grid_size = 5
args.state.tile_size = 50
args.state.grid_start ||= [0, 0]
args.state.grid_goal ||= [4, 4]
# Try editing these walls to see the path change!
args.state.walls ||= {
[0, 4] => true,
[1, 3] => true,
[3, 1] => true,
# [4, 0] => true,
}
args.state.a_star.frontier ||= []
args.state.a_star.came_from ||= {}
args.state.a_star.path ||= []
args.state.tanks ||= []
args.state.tank_spawn_period ||= 60
args.state.tank_sprite_path ||= 'sprites/circle/white.png'
args.state.tank_speed ||= 1
args.state.turret_shoot_period = 10
# Turrets can be entered as [x, y] but are immediately mapped to hashes
# Walls are also added where the turrets are to prevent tanks from pathing over them
args.state.turrets ||= [
[2, 2]
].each { |turret| args.state.walls[turret] = true}.map do |x, y|
{
x: x * args.state.tile_size,
y: y * args.state.tile_size,
w: args.state.tile_size,
h: args.state.tile_size,
path: 'sprites/circle/gray.png',
range: 100
}
end
args.state.bullet_size ||= 25
args.state.bullets ||= []
args.state.bullet_path ||= 'sprites/circle/orange.png'
#
end
def render args
render_grid args
render_a_star args
args.outputs.sprites << args.state.tanks
args.outputs.sprites << args.state.turrets
args.outputs.sprites << args.state.bullets
end
def render_grid args
# Draw a square the size and color of the grid
args.outputs.solids << [
0,
0,
args.state.grid_size * args.state.tile_size,
args.state.grid_size * args.state.tile_size,
grid_color
]
# Draw lines across the grid to show tiles
(args.state.grid_size + 1).times do | value |
render_horizontal_line(args, value)
render_vertical_line(args, value)
end
# Render special tiles
render_tile(args, args.state.grid_start, start_color)
render_tile(args, args.state.grid_goal, goal_color)
args.state.walls.keys.each { |wall| render_tile(args, wall, wall_color) }
end
def render_vertical_line args, x
args.outputs.lines << [
x * args.state.tile_size,
0,
x * args.state.tile_size,
args.state.tile_size * args.state.grid_size,
]
end
def render_horizontal_line args, y
args.outputs.lines << [
0,
y * args.state.tile_size,
args.state.tile_size * args.state.grid_size,
y * args.state.tile_size,
]
end
def render_tile args, tile, color
args.outputs.solids << [
tile.x * args.state.tile_size,
tile.y * args.state.tile_size,
args.state.tile_size,
args.state.tile_size,
color
]
end
def calc args
calc_a_star args
calc_tanks args
calc_turrets args
calc_bullets args
end
def calc_a_star args
# Only does this one time
return unless args.state.a_star.path.empty?
# Start the search from the grid start
args.state.a_star.frontier << args.state.grid_start
args.state.a_star.came_from[args.state.grid_start] = nil
# Until a path to the goal has been found or there are no more tiles to explore
until (args.state.a_star.came_from.has_key?(args.state.grid_goal)|| args.state.a_star.frontier.empty?)
# For the first tile in the frontier
tile_to_expand_from = args.state.a_star.frontier.shift
# Add each of its neighbors to the frontier
neighbors(args, tile_to_expand_from).each do | tile |
args.state.a_star.frontier << tile
args.state.a_star.came_from[tile] = tile_to_expand_from
end
end
# Stop calculating a path if the goal was never reached
return unless args.state.a_star.came_from.has_key? args.state.grid_goal
# Fill path by tracing back from the goal
current_cell = args.state.grid_goal
while current_cell
args.state.a_star.path.unshift current_cell
current_cell = args.state.a_star.came_from[current_cell]
end
puts "The path has been calculated"
puts args.state.a_star.path
end
def calc_tanks args
spawn_tank args
move_tanks args
end
def move_tanks args
# Remove tanks that have reached the end of their path
args.state.tanks.reject! { |tank| tank[:a_star].empty? }
# Tanks have an array that has each tile it has to go to in order from a* path
args.state.tanks.each do | tank |
destination = tank[:a_star][0]
# Move the tank towards the destination
tank[:x] += copy_sign(args.state.tank_speed, ((destination.x * args.state.tile_size) - tank[:x]))
tank[:y] += copy_sign(args.state.tank_speed, ((destination.y * args.state.tile_size) - tank[:y]))
# If the tank has reached its destination
if (destination.x * args.state.tile_size) == tank[:x] and
(destination.y * args.state.tile_size) == tank[:y]
# Set the destination to the next point in the path
tank[:a_star].shift
end
end
end
def calc_turrets args
return unless args.state.tick_count.mod_zero? args.state.turret_shoot_period
args.state.turrets.each do | turret |
# Finds the closest tank
target = nil
shortest_distance = turret[:range] + 1
args.state.tanks.each do | tank |
distance = distance_between(turret[:x], turret[:y], tank[:x], tank[:y])
if distance < shortest_distance
target = tank
shortest_distance = distance
end
end
# If there is a tank in range, fires a bullet
if target
args.state.bullets << {
x: turret[:x],
y: turret[:y],
w: args.state.bullet_size,
h: args.state.bullet_size,
path: args.state.bullet_path,
# Note that this makes it heat-seeking, because target is passed by reference
# Could do target.clone to make the bullet go to where the tank initially was
target: target
}
end
end
end
def calc_bullets args
# Bullets aim for the center of their targets
args.state.bullets.each { |bullet| move bullet, center_of(bullet[:target])}
args.state.bullets.reject! { |b| b.intersect_rect? b[:target] }
end
def center_of object
object = object.clone
object[:x] += 0.5
object[:y] += 0.5
object
end
def render_a_star args
args.state.a_star.path.map do |tile|
# Map each x, y coordinate to the center of the tile and scale up
[(tile.x + 0.5) * args.state.tile_size, (tile.y + 0.5) * args.state.tile_size]
end.inject do | point_a, point_b |
# Render the line between each point
args.outputs.lines << [point_a.x, point_a.y, point_b.x, point_b.y, a_star_color]
point_b
end
end
# Moves object to target at speed
def move object, target, speed = 1
if target.is_a? Hash
object[:x] += copy_sign(speed, target[:x] - object[:x])
object[:y] += copy_sign(speed, target[:y] - object[:y])
else
object[:x] += copy_sign(speed, target.x - object[:x])
object[:y] += copy_sign(speed, target.y - object[:y])
end
end
#
#
def distance_between a_x, a_y, b_x, b_y
(((b_x - a_x) ** 2) + ((b_y - a_y) ** 2)) ** 0.5
end
def copy_sign value, sign
return 0 if sign == 0
return value if sign > 0
-value
end
#
def spawn_tank args
return unless args.state.tick_count.mod_zero? args.state.tank_spawn_period
args.state.tanks << {
x: args.state.grid_start.x,
y: args.state.grid_start.y,
w: args.state.tile_size,
h: args.state.tile_size,
path: args.state.tank_sprite_path,
a_star: args.state.a_star.path.clone
}
end
def neighbors args, tile
[[tile.x, tile.y - 1],
[tile.x, tile.y + 1],
[tile.x + 1, tile.y],
[tile.x - 1, tile.y]].reject do | neighbor |
args.state.a_star.came_from.has_key?(neighbor) or
tile_out_of_bounds?(args, neighbor) or
args.state.walls.has_key? neighbor
end
end
def tile_out_of_bounds? args, tile
tile.x < 0 or tile.y < 0 or tile.x >= args.state.grid_size or tile.y >= args.state.grid_size
end
def grid_color
[133, 226, 144]
end
def start_color
[226, 144, 133]
end
def goal_color
[226, 133, 144]
end
def wall_color
[133, 144, 226]
end
def a_star_color
[0, 0, 255]
end
3d - 3d Cube - main.rb
# ./samples/99_genre_3d/01_3d_cube/app/main.rb
STARTX = 0.0
STARTY = 0.0
ENDY = 20.0
ENDX = 20.0
SPINPOINT = 10
SPINDURATION = 400
POINTSIZE = 8
BOXDEPTH = 40
YAW = 1
DISTANCE = 10
def tick args
args.outputs.background_color = [0, 0, 0]
a = Math.sin(args.state.tick_count / SPINDURATION) * Math.tan(args.state.tick_count / SPINDURATION)
s = Math.sin(a)
c = Math.cos(a)
x = STARTX
y = STARTY
offset_x = (1280 - (ENDX - STARTX)) / 2
offset_y = (360 - (ENDY - STARTY)) / 2
srand(1)
while y < ENDY do
while x < ENDX do
if (y == STARTY ||
y == (ENDY / 0.5) * 2 ||
y == (ENDY / 0.5) * 2 + 0.5 ||
y == ENDY - 0.5 ||
x == STARTX ||
x == ENDX - 0.5)
z = rand(BOXDEPTH)
z *= Math.sin(a / 2)
x -= SPINPOINT
u = (x * c) - (z * s)
v = (x * s) + (z * c)
k = DISTANCE.fdiv(100) + (v / 500 * YAW)
u = u / k
v = y / k
w = POINTSIZE / 10 / k
args.outputs.sprites << { x: offset_x + u - w, y: offset_y + v - w, w: w, h: w, path: 'sprites/square-blue.png'}
x += SPINPOINT
end
x += 0.5
end
y += 0.5
x = STARTX
end
end
$gtk.reset
3d - Wireframe - main.rb
# ./samples/99_genre_3d/02_wireframe/app/main.rb
def tick args
args.state.model ||= Object3D.new('data/shuttle.off')
args.state.mtx ||= rotate3D(0, 0, 0)
args.state.inv_mtx ||= rotate3D(0, 0, 0)
delta_mtx = rotate3D(args.inputs.up_down * 0.01, input_roll(args) * 0.01, args.inputs.left_right * 0.01)
args.outputs.lines << args.state.model.edges
args.state.model.fast_3x3_transform! args.state.inv_mtx
args.state.inv_mtx = mtx_mul(delta_mtx.transpose, args.state.inv_mtx)
args.state.mtx = mtx_mul(args.state.mtx, delta_mtx)
args.state.model.fast_3x3_transform! args.state.mtx
args.outputs.background_color = [0, 0, 0]
args.outputs.debug << args.gtk.framerate_diagnostics_primitives
end
def input_roll args
roll = 0
roll += 1 if args.inputs.keyboard.e
roll -= 1 if args.inputs.keyboard.q
roll
end
def rotate3D(theta_x = 0.1, theta_y = 0.1, theta_z = 0.1)
c_x, s_x = Math.cos(theta_x), Math.sin(theta_x)
c_y, s_y = Math.cos(theta_y), Math.sin(theta_y)
c_z, s_z = Math.cos(theta_z), Math.sin(theta_z)
rot_x = [[1, 0, 0], [0, c_x, -s_x], [0, s_x, c_x]]
rot_y = [[c_y, 0, s_y], [0, 1, 0], [-s_y, 0, c_y]]
rot_z = [[c_z, -s_z, 0], [s_z, c_z, 0], [0, 0, 1]]
mtx_mul(mtx_mul(rot_x, rot_y), rot_z)
end
def mtx_mul(a, b)
is = (0...a.length)
js = (0...b[0].length)
ks = (0...b.length)
is.map do |i|
js.map do |j|
ks.map do |k|
a[i][k] * b[k][j]
end.reduce(&:plus)
end
end
end
class Object3D
attr_reader :vert_count, :face_count, :edge_count, :verts, :faces, :edges
def initialize(path)
@vert_count = 0
@face_count = 0
@edge_count = 0
@verts = []
@faces = []
@edges = []
_init_from_file path
end
def _init_from_file path
file_lines = $gtk.read_file(path).split("\n")
.reject { |line| line.start_with?('#') || line.split(' ').length == 0 } # Strip out simple comments and blank lines
.map { |line| line.split('#')[0] } # Strip out end of line comments
.map { |line| line.split(' ') } # Tokenize by splitting on whitespace
raise "OFF file did not start with OFF." if file_lines.shift != ["OFF"] # OFF meshes are supposed to begin with "OFF" as the first line.
raise " line malformed" if file_lines[0].length != 3 # The second line needs to have 3 numbers. Raise an error if it doesn't.
@vert_count, @face_count, @edge_count = file_lines.shift&.map(&:to_i) # Update the counts
# Only the vertex and face counts need to be accurate. Raise an error if they are inaccurate.
raise "Incorrect number of vertices and/or faces (Parsed VFE header: #{@vert_count} #{@face_count} #{@edge_count})" if file_lines.length != @vert_count + @face_count
# Grab all the lines describing vertices.
vert_lines = file_lines[0, @vert_count]
# Grab all the lines describing faces.
face_lines = file_lines[@vert_count, @face_count]
# Create all the vertices
@verts = vert_lines.map_with_index { |line, id| Vertex.new(line, id) }
# Create all the faces
@faces = face_lines.map { |line| Face.new(line, @verts) }
# Create all the edges
@edges = @faces.flat_map(&:edges).uniq do |edge|
sorted = edge.sorted
[sorted.point_a, sorted.point_b]
end
end
def fast_3x3_transform! mtx
@verts.each { |vert| vert.fast_3x3_transform! mtx }
end
end
class Face
attr_reader :verts, :edges
def initialize(data, verts)
vert_count = data[0].to_i
vert_ids = data[1, vert_count].map(&:to_i)
@verts = vert_ids.map { |i| verts[i] }
@edges = []
(0...vert_count).each { |i| @edges[i] = Edge.new(verts[vert_ids[i - 1]], verts[vert_ids[i]]) }
@edges.rotate! 1
end
end
class Edge
attr_reader :point_a, :point_b
def initialize(point_a, point_b)
@point_a = point_a
@point_b = point_b
end
def sorted
@point_a.id < @point_b.id ? self : Edge.new(@point_b, @point_a)
end
def draw_override ffi
ffi.draw_line(@point_a.render_x, @point_a.render_y, @point_b.render_x, @point_b.render_y, 255, 0, 0, 128)
ffi.draw_line(@point_a.render_x+1, @point_a.render_y, @point_b.render_x+1, @point_b.render_y, 255, 0, 0, 128)
ffi.draw_line(@point_a.render_x, @point_a.render_y+1, @point_b.render_x, @point_b.render_y+1, 255, 0, 0, 128)
ffi.draw_line(@point_a.render_x+1, @point_a.render_y+1, @point_b.render_x+1, @point_b.render_y+1, 255, 0, 0, 128)
end
def primitive_marker
:line
end
end
class Vertex
attr_accessor :x, :y, :z, :id
def initialize(data, id)
@x = data[0].to_f
@y = data[1].to_f
@z = data[2].to_f
@id = id
end
def fast_3x3_transform! mtx
_x, _y, _z = @x, @y, @z
@x = mtx[0][0] * _x + mtx[0][1] * _y + mtx[0][2] * _z
@y = mtx[1][0] * _x + mtx[1][1] * _y + mtx[1][2] * _z
@z = mtx[2][0] * _x + mtx[2][1] * _y + mtx[2][2] * _z
end
def render_x
@x * (10 / (5 - @y)) * 170 + 640
end
def render_y
@z * (10 / (5 - @y)) * 170 + 360
end
end
3d - Wireframe - Data - what-is-this.txt
# ./samples/99_genre_3d/02_wireframe/data/what-is-this.txt
https://en.wikipedia.org/wiki/OFF_(file_format)
3d - Yaw Pitch Roll - main.rb
# ./samples/99_genre_3d/03_yaw_pitch_roll/app/main.rb
class Game
attr_gtk
def tick
defaults
render
input
end
def matrix_mul m, v
(hmap x: ((m.x.x * v.x) + (m.x.y * v.y) + (m.x.z * v.z) + (m.x.w * v.w)),
y: ((m.y.x * v.x) + (m.y.y * v.y) + (m.y.z * v.z) + (m.y.w * v.w)),
z: ((m.z.x * v.x) + (m.z.y * v.y) + (m.z.z * v.z) + (m.z.w * v.w)),
w: ((m.w.x * v.x) + (m.w.y * v.y) + (m.w.z * v.z) + (m.w.w * v.w)))
end
def player_ship
[
# engine back
{ x: -1, y: -1, z: 1, w: 0 },
{ x: -1, y: 1, z: 1, w: 0 },
{ x: -1, y: 1, z: 1, w: 0 },
{ x: 1, y: 1, z: 1, w: 0 },
{ x: 1, y: 1, z: 1, w: 0 },
{ x: 1, y: -1, z: 1, w: 0 },
{ x: 1, y: -1, z: 1, w: 0 },
{ x: -1, y: -1, z: 1, w: 0 },
# engine front
{ x: -1, y: -1, z: -1, w: 0 },
{ x: -1, y: 1, z: -1, w: 0 },
{ x: -1, y: 1, z: -1, w: 0 },
{ x: 1, y: 1, z: -1, w: 0 },
{ x: 1, y: 1, z: -1, w: 0 },
{ x: 1, y: -1, z: -1, w: 0 },
{ x: 1, y: -1, z: -1, w: 0 },
{ x: -1, y: -1, z: -1, w: 0 },
# engine left
{ x: -1, z: -1, y: -1, w: 0 },
{ x: -1, z: -1, y: 1, w: 0 },
{ x: -1, z: -1, y: 1, w: 0 },
{ x: -1, z: 1, y: 1, w: 0 },
{ x: -1, z: 1, y: 1, w: 0 },
{ x: -1, z: 1, y: -1, w: 0 },
{ x: -1, z: 1, y: -1, w: 0 },
{ x: -1, z: -1, y: -1, w: 0 },
# engine right
{ x: 1, z: -1, y: -1, w: 0 },
{ x: 1, z: -1, y: 1, w: 0 },
{ x: 1, z: -1, y: 1, w: 0 },
{ x: 1, z: 1, y: 1, w: 0 },
{ x: 1, z: 1, y: 1, w: 0 },
{ x: 1, z: 1, y: -1, w: 0 },
{ x: 1, z: 1, y: -1, w: 0 },
{ x: 1, z: -1, y: -1, w: 0 },
# top front of engine to front of ship
{ x: 1, y: 1, z: 1, w: 0 },
{ x: 0, y: -1, z: 9, w: 0 },
{ x: 0, y: -1, z: 9, w: 0 },
{ x: -1, y: 1, z: 1, w: 0 },
# bottom front of engine
{ x: 1, y: -1, z: 1, w: 0 },
{ x: 0, y: -1, z: 9, w: 0 },
{ x: -1, y: -1, z: 1, w: 0 },
{ x: 0, y: -1, z: 9, w: 0 },
# right wing
# front of wing
{ x: 1, y: 0.10, z: 1, w: 0 },
{ x: 9, y: 0.10, z: -1, w: 0 },
{ x: 9, y: 0.10, z: -1, w: 0 },
{ x: 10, y: 0.10, z: -2, w: 0 },
# back of wing
{ x: 1, y: 0.10, z: -1, w: 0 },
{ x: 9, y: 0.10, z: -1, w: 0 },
{ x: 10, y: 0.10, z: -2, w: 0 },
{ x: 8, y: 0.10, z: -1, w: 0 },
# front of wing
{ x: 1, y: -0.10, z: 1, w: 0 },
{ x: 9, y: -0.10, z: -1, w: 0 },
{ x: 9, y: -0.10, z: -1, w: 0 },
{ x: 10, y: -0.10, z: -2, w: 0 },
# back of wing
{ x: 1, y: -0.10, z: -1, w: 0 },
{ x: 9, y: -0.10, z: -1, w: 0 },
{ x: 10, y: -0.10, z: -2, w: 0 },
{ x: 8, y: -0.10, z: -1, w: 0 },
# left wing
# front of wing
{ x: -1, y: 0.10, z: 1, w: 0 },
{ x: -9, y: 0.10, z: -1, w: 0 },
{ x: -9, y: 0.10, z: -1, w: 0 },
{ x: -10, y: 0.10, z: -2, w: 0 },
# back of wing
{ x: -1, y: 0.10, z: -1, w: 0 },
{ x: -9, y: 0.10, z: -1, w: 0 },
{ x: -10, y: 0.10, z: -2, w: 0 },
{ x: -8, y: 0.10, z: -1, w: 0 },
# front of wing
{ x: -1, y: -0.10, z: 1, w: 0 },
{ x: -9, y: -0.10, z: -1, w: 0 },
{ x: -9, y: -0.10, z: -1, w: 0 },
{ x: -10, y: -0.10, z: -2, w: 0 },
# back of wing
{ x: -1, y: -0.10, z: -1, w: 0 },
{ x: -9, y: -0.10, z: -1, w: 0 },
{ x: -10, y: -0.10, z: -2, w: 0 },
{ x: -8, y: -0.10, z: -1, w: 0 },
# left fin
# top
{ x: -1, y: 0.10, z: 1, w: 0 },
{ x: -1, y: 3, z: -3, w: 0 },
{ x: -1, y: 0.10, z: -1, w: 0 },
{ x: -1, y: 3, z: -3, w: 0 },
{ x: -1.1, y: 0.10, z: 1, w: 0 },
{ x: -1.1, y: 3, z: -3, w: 0 },
{ x: -1.1, y: 0.10, z: -1, w: 0 },
{ x: -1.1, y: 3, z: -3, w: 0 },
# bottom
{ x: -1, y: -0.10, z: 1, w: 0 },
{ x: -1, y: -2, z: -2, w: 0 },
{ x: -1, y: -0.10, z: -1, w: 0 },
{ x: -1, y: -2, z: -2, w: 0 },
{ x: -1.1, y: -0.10, z: 1, w: 0 },
{ x: -1.1, y: -2, z: -2, w: 0 },
{ x: -1.1, y: -0.10, z: -1, w: 0 },
{ x: -1.1, y: -2, z: -2, w: 0 },
# right fin
{ x: 1, y: 0.10, z: 1, w: 0 },
{ x: 1, y: 3, z: -3, w: 0 },
{ x: 1, y: 0.10, z: -1, w: 0 },
{ x: 1, y: 3, z: -3, w: 0 },
{ x: 1.1, y: 0.10, z: 1, w: 0 },
{ x: 1.1, y: 3, z: -3, w: 0 },
{ x: 1.1, y: 0.10, z: -1, w: 0 },
{ x: 1.1, y: 3, z: -3, w: 0 },
# bottom
{ x: 1, y: -0.10, z: 1, w: 0 },
{ x: 1, y: -2, z: -2, w: 0 },
{ x: 1, y: -0.10, z: -1, w: 0 },
{ x: 1, y: -2, z: -2, w: 0 },
{ x: 1.1, y: -0.10, z: 1, w: 0 },
{ x: 1.1, y: -2, z: -2, w: 0 },
{ x: 1.1, y: -0.10, z: -1, w: 0 },
{ x: 1.1, y: -2, z: -2, w: 0 },
]
end
def defaults
state.points ||= player_ship
state.shifted_points ||= state.points.map { |point| point }
state.scale ||= 1
state.angle_x ||= 0
state.angle_y ||= 0
state.angle_z ||= 0
end
def matrix_new x0, y0, z0, w0, x1, y1, z1, w1, x2, y2, z2, w2, x3, y3, z3, w3
(hmap x: (hmap x: x0, y: y0, z: z0, w: w0),
y: (hmap x: x1, y: y1, z: z1, w: w1),
z: (hmap x: x2, y: y2, z: z2, w: w2),
w: (hmap x: x3, y: y3, z: z3, w: w3))
end
def angle_z_matrix degrees
cos_t = Math.cos degrees.to_radians
sin_t = Math.sin degrees.to_radians
(matrix_new cos_t, -sin_t, 0, 0,
sin_t, cos_t, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1)
end
def angle_y_matrix degrees
cos_t = Math.cos degrees.to_radians
sin_t = Math.sin degrees.to_radians
(matrix_new cos_t, 0, sin_t, 0,
0, 1, 0, 0,
-sin_t, 0, cos_t, 0,
0, 0, 0, 1)
end
def angle_x_matrix degrees
cos_t = Math.cos degrees.to_radians
sin_t = Math.sin degrees.to_radians
(matrix_new 1, 0, 0, 0,
0, cos_t, -sin_t, 0,
0, sin_t, cos_t, 0,
0, 0, 0, 1)
end
def scale_matrix factor
(matrix_new factor, 0, 0, 0,
0, factor, 0, 0,
0, 0, factor, 0,
0, 0, 0, 1)
end
def input
if (inputs.keyboard.shift && inputs.keyboard.p)
state.scale -= 0.1
elsif inputs.keyboard.p
state.scale += 0.1
end
if inputs.mouse.wheel
state.scale += inputs.mouse.wheel.y
end
state.scale = state.scale.clamp(0.1, 1000)
if (inputs.keyboard.shift && inputs.keyboard.y) || inputs.keyboard.right
state.angle_y += 1
elsif (inputs.keyboard.y) || inputs.keyboard.left
state.angle_y -= 1
end
if (inputs.keyboard.shift && inputs.keyboard.x) || inputs.keyboard.down
state.angle_x -= 1
elsif (inputs.keyboard.x || inputs.keyboard.up)
state.angle_x += 1
end
if inputs.keyboard.shift && inputs.keyboard.z
state.angle_z += 1
elsif inputs.keyboard.z
state.angle_z -= 1
end
if inputs.keyboard.zero
state.angle_x = 0
state.angle_y = 0
state.angle_z = 0
end
angle_x = state.angle_x
angle_y = state.angle_y
angle_z = state.angle_z
scale = state.scale
s_matrix = scale_matrix state.scale
x_matrix = angle_z_matrix angle_z
y_matrix = angle_y_matrix angle_y
z_matrix = angle_x_matrix angle_x
state.shifted_points = state.points.map do |point|
(matrix_mul s_matrix,
(matrix_mul z_matrix,
(matrix_mul x_matrix,
(matrix_mul y_matrix, point)))).merge(original: point)
end
end
def thick_line line
[
line.merge(y: line.y - 1, y2: line.y2 - 1, r: 0, g: 0, b: 0),
line.merge(x: line.x - 1, x2: line.x2 - 1, r: 0, g: 0, b: 0),
line.merge(x: line.x - 0, x2: line.x2 - 0, r: 0, g: 0, b: 0),
line.merge(y: line.y + 1, y2: line.y2 + 1, r: 0, g: 0, b: 0),
line.merge(x: line.x + 1, x2: line.x2 + 1, r: 0, g: 0, b: 0)
]
end
def render
outputs.lines << state.shifted_points.each_slice(2).map do |(p1, p2)|
perc = 0
thick_line({ x: p1.x.*(10) + 640, y: p1.y.*(10) + 320,
x2: p2.x.*(10) + 640, y2: p2.y.*(10) + 320,
r: 255 * perc,
g: 255 * perc,
b: 255 * perc })
end
outputs.labels << [ 10, 700, "angle_x: #{state.angle_x.to_sf}", 0]
outputs.labels << [ 10, 670, "x, shift+x", 0]
outputs.labels << [210, 700, "angle_y: #{state.angle_y.to_sf}", 0]
outputs.labels << [210, 670, "y, shift+y", 0]
outputs.labels << [410, 700, "angle_z: #{state.angle_z.to_sf}", 0]
outputs.labels << [410, 670, "z, shift+z", 0]
outputs.labels << [610, 700, "scale: #{state.scale.to_sf}", 0]
outputs.labels << [610, 670, "p, shift+p", 0]
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
def set_angles x, y, z
$game.state.angle_x = x
$game.state.angle_y = y
$game.state.angle_z = z
end
$gtk.reset
Arcade - Bullet Hell - main.rb
# ./samples/99_genre_arcade/bullet_hell/app/main.rb
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
Arcade - Dueling Starships - main.rb
# ./samples/99_genre_arcade/dueling_starships/app/main.rb
class DuelingSpaceships
attr_accessor :state, :inputs, :outputs, :grid
def tick
defaults
render
calc
input
end
def defaults
outputs.background_color = [0, 0, 0]
state.ship_blue ||= new_blue_ship
state.ship_red ||= new_red_ship
state.flames ||= []
state.bullets ||= []
state.ship_blue_score ||= 0
state.ship_red_score ||= 0
state.stars ||= 100.map do
[rand.add(2).to_square(grid.w_half.randomize(:sign, :ratio),
grid.h_half.randomize(:sign, :ratio)),
128 + 128.randomize(:ratio), 255, 255]
end
end
def default_ship x, y, angle, sprite_path, bullet_sprite_path, color
state.new_entity(:ship,
{ x: x,
y: y,
dy: 0,
dx: 0,
damage: 0,
dead: false,
angle: angle,
max_alpha: 255,
sprite_path: sprite_path,
bullet_sprite_path: bullet_sprite_path,
color: color })
end
def new_red_ship
default_ship(400, 250.randomize(:sign, :ratio),
180, 'sprites/ship_red.png', 'sprites/red_bullet.png',
[255, 90, 90])
end
def new_blue_ship
default_ship(-400, 250.randomize(:sign, :ratio),
0, 'sprites/ship_blue.png', 'sprites/blue_bullet.png',
[110, 140, 255])
end
def render
render_instructions
render_score
render_universe
render_flames
render_ships
render_bullets
end
def render_ships
update_ship_outputs(state.ship_blue)
update_ship_outputs(state.ship_red)
outputs.sprites << [state.ship_blue.sprite, state.ship_red.sprite]
outputs.labels << [state.ship_blue.label, state.ship_red.label]
end
def render_instructions
return if state.ship_blue.dx > 0 || state.ship_blue.dy > 0 ||
state.ship_red.dx > 0 || state.ship_red.dy > 0 ||
state.flames.length > 0
outputs.labels << [grid.left.shift_right(30),
grid.bottom.shift_up(30),
"Two gamepads needed to play. R1 to accelerate. Left and right on D-PAD to turn ship. Hold A to shoot. Press B to drop mines.",
0, 0, 255, 255, 255]
end
def calc
calc_thrusts
calc_ships
calc_bullets
calc_winner
end
def input
input_accelerate
input_turn
input_bullets_and_mines
end
def render_score
outputs.labels << [grid.left.shift_right(80),
grid.top.shift_down(40),
state.ship_blue_score, 30, 1, state.ship_blue.color]
outputs.labels << [grid.right.shift_left(80),
grid.top.shift_down(40),
state.ship_red_score, 30, 1, state.ship_red.color]
end
def render_universe
return if outputs.static_solids.any?
outputs.static_solids << grid.rect
outputs.static_solids << state.stars
end
def apply_round_finished_alpha entity
return entity unless state.round_finished_debounce
entity.a *= state.round_finished_debounce.percentage_of(2.seconds)
return entity
end
def update_ship_outputs ship, sprite_size = 66
ship.sprite =
apply_round_finished_alpha [sprite_size.to_square(ship.x, ship.y),
ship.sprite_path,
ship.angle,
ship.dead ? 0 : 255 * ship.created_at.ease(2.seconds)].sprite
ship.label =
apply_round_finished_alpha [ship.x,
ship.y + 100,
"." * 5.minus(ship.damage).greater(0), 20, 1, ship.color, 255].label
end
def render_flames sprite_size = 6
outputs.sprites << state.flames.map do |p|
apply_round_finished_alpha [sprite_size.to_square(p.x, p.y),
'sprites/flame.png', 0,
p.max_alpha * p.created_at.ease(p.lifetime, :flip)].sprite
end
end
def render_bullets sprite_size = 10
outputs.sprites << state.bullets.map do |b|
apply_round_finished_alpha [b.sprite_size.to_square(b.x, b.y),
b.owner.bullet_sprite_path,
0, b.max_alpha].sprite
end
end
def wrap_location! location
location.x = grid.left if location.x > grid.right
location.x = grid.right if location.x < grid.left
location.y = grid.top if location.y < grid.bottom
location.y = grid.bottom if location.y > grid.top
location
end
def calc_thrusts
state.flames =
state.flames
.reject(&:old?)
.map do |p|
p.speed *= 0.9
p.y += p.angle.vector_y(p.speed)
p.x += p.angle.vector_x(p.speed)
wrap_location! p
end
end
def all_ships
[state.ship_blue, state.ship_red]
end
def alive_ships
all_ships.reject { |s| s.dead }
end
def calc_bullet bullet
bullet.y += bullet.angle.vector_y(bullet.speed)
bullet.x += bullet.angle.vector_x(bullet.speed)
wrap_location! bullet
explode_bullet! bullet if bullet.old?
return if bullet.exploded
return if state.round_finished
alive_ships.each do |s|
if s != bullet.owner &&
s.sprite.intersect_rect?(bullet.sprite_size.to_square(bullet.x, bullet.y))
explode_bullet! bullet, 10, 5, 30
s.damage += 1
end
end
end
def calc_bullets
state.bullets.each { |b| calc_bullet b }
state.bullets.reject! { |b| b.exploded }
end
def create_explosion! type, entity, flame_count, max_speed, lifetime, max_alpha = 255
flame_count.times do
state.flames << state.new_entity(type,
{ angle: 360.randomize(:ratio),
speed: max_speed.randomize(:ratio),
lifetime: lifetime,
x: entity.x,
y: entity.y,
max_alpha: max_alpha })
end
end
def explode_bullet! bullet, flame_override = 5, max_speed = 5, lifetime = 10
bullet.exploded = true
create_explosion! :bullet_explosion,
bullet,
flame_override,
max_speed,
lifetime,
bullet.max_alpha
end
def calc_ship ship
ship.x += ship.dx
ship.y += ship.dy
wrap_location! ship
end
def calc_ships
all_ships.each { |s| calc_ship s }
return if all_ships.any? { |s| s.dead }
return if state.round_finished
return unless state.ship_blue.sprite.intersect_rect?(state.ship_red.sprite)
state.ship_blue.damage = 5
state.ship_red.damage = 5
end
def create_thruster_flames! ship
state.flames << state.new_entity(:ship_thruster,
{ angle: ship.angle + 180 + 60.randomize(:sign, :ratio),
speed: 5.randomize(:ratio),
max_alpha: 255 * ship.created_at_elapsed.percentage_of(2.seconds),
lifetime: 30,
x: ship.x - ship.angle.vector_x(40) + 5.randomize(:sign, :ratio),
y: ship.y - ship.angle.vector_y(40) + 5.randomize(:sign, :ratio) })
end
def input_accelerate_ship should_move_ship, ship
return if ship.dead
should_move_ship &&= (ship.dx + ship.dy).abs < 5
if should_move_ship
create_thruster_flames! ship
ship.dx += ship.angle.vector_x 0.050
ship.dy += ship.angle.vector_y 0.050
else
ship.dx *= 0.99
ship.dy *= 0.99
end
end
def input_accelerate
input_accelerate_ship inputs.controller_one.key_held.r1 || inputs.keyboard.up, state.ship_blue
input_accelerate_ship inputs.controller_two.key_held.r1, state.ship_red
end
def input_turn_ship direction, ship
ship.angle -= 3 * direction
end
def input_turn
input_turn_ship inputs.controller_one.left_right + inputs.keyboard.left_right, state.ship_blue
input_turn_ship inputs.controller_two.left_right, state.ship_red
end
def input_bullet create_bullet, ship
return unless create_bullet
return if ship.dead
state.bullets << state.new_entity(:ship_bullet,
{ owner: ship,
angle: ship.angle,
max_alpha: 255 * ship.created_at_elapsed.percentage_of(2.seconds),
speed: 5 + ship.dx.mult(ship.angle.vector_x) + ship.dy.mult(ship.angle.vector_y),
lifetime: 120,
sprite_size: 10,
x: ship.x + ship.angle.vector_x * 32,
y: ship.y + ship.angle.vector_y * 32 })
end
def input_mine create_mine, ship
return unless create_mine
return if ship.dead
state.bullets << state.new_entity(:ship_bullet,
{ owner: ship,
angle: 360.randomize(:sign, :ratio),
max_alpha: 255 * ship.created_at_elapsed.percentage_of(2.seconds),
speed: 0.02,
sprite_size: 10,
lifetime: 600,
x: ship.x + ship.angle.vector_x * -50,
y: ship.y + ship.angle.vector_y * -50 })
end
def input_bullets_and_mines
return if state.bullets.length > 100
[
[inputs.controller_one.key_held.a || inputs.keyboard.key_held.space,
inputs.controller_one.key_down.b || inputs.keyboard.key_down.down,
state.ship_blue],
[inputs.controller_two.key_held.a, inputs.controller_two.key_down.b, state.ship_red]
].each do |a_held, b_down, ship|
input_bullet(a_held && state.tick_count.mod_zero?(10).or(a_held == 0), ship)
input_mine(b_down, ship)
end
end
def calc_kill_ships
alive_ships.find_all { |s| s.damage >= 5 }.each do |s|
s.dead = true
create_explosion! :ship_explosion, s, 20, 20, 30, s.max_alpha
end
end
def calc_score
return if state.round_finished
return if alive_ships.length > 1
if alive_ships.first == state.ship_red
state.ship_red_score += 1
elsif alive_ships.first == state.ship_blue
state.ship_blue_score += 1
end
state.round_finished = true
end
def calc_reset_ships
return unless state.round_finished
state.round_finished_debounce ||= 2.seconds
state.round_finished_debounce -= 1
return if state.round_finished_debounce > 0
start_new_round!
end
def start_new_round!
state.ship_blue = new_blue_ship
state.ship_red = new_red_ship
state.round_finished = false
state.round_finished_debounce = nil
state.flames.clear
state.bullets.clear
end
def calc_winner
calc_kill_ships
calc_score
calc_reset_ships
end
end
$dueling_spaceship = DuelingSpaceships.new
def tick args
args.grid.origin_center!
$dueling_spaceship.inputs = args.inputs
$dueling_spaceship.outputs = args.outputs
$dueling_spaceship.state = args.state
$dueling_spaceship.grid = args.grid
$dueling_spaceship.tick
end
arcade/flappy dragon/credits.txt
# ./samples/99_genre_arcade/flappy_dragon/CREDITS.txt
code: Amir Rajan, https://twitter.com/amirrajan
graphics and audio: Nick Culbertson, https://twitter.com/MobyPixel
arcade/flappy dragon/main.rb
# ./samples/99_genre_arcade/flappy_dragon/app/main.rb
class FlappyDragon
attr_accessor :grid, :inputs, :state, :outputs
def tick
defaults
render
calc
process_inputs
end
def defaults
state.flap_power = 11
state.gravity = 0.9
state.ceiling = 600
state.ceiling_flap_power = 6
state.wall_countdown_length = 100
state.wall_gap_size = 100
state.wall_countdown ||= 0
state.hi_score ||= 0
state.score ||= 0
state.walls ||= []
state.x ||= 50
state.y ||= 500
state.dy ||= 0
state.scene ||= :menu
state.scene_at ||= 0
state.difficulty ||= :normal
state.new_difficulty ||= :normal
state.countdown ||= 4.seconds
state.flash_at ||= 0
end
def render
outputs.sounds << "sounds/flappy-song.ogg" if state.tick_count == 1
render_score
render_menu
render_game
end
def render_score
outputs.primitives << { x: 10, y: 710, text: "HI SCORE: #{state.hi_score}", **large_white_typeset }
outputs.primitives << { x: 10, y: 680, text: "SCORE: #{state.score}", **large_white_typeset }
outputs.primitives << { x: 10, y: 650, text: "DIFFICULTY: #{state.difficulty.upcase}", **large_white_typeset }
end
def render_menu
return unless state.scene == :menu
render_overlay
outputs.labels << { x: 640, y: 700, text: "Flappy Dragon", size_enum: 50, alignment_enum: 1, **white }
outputs.labels << { x: 640, y: 500, text: "Instructions: Press Spacebar to flap. Don't die.", size_enum: 4, alignment_enum: 1, **white }
outputs.labels << { x: 430, y: 430, text: "[Tab] Change difficulty", size_enum: 4, alignment_enum: 0, **white }
outputs.labels << { x: 430, y: 400, text: "[Enter] Start at New Difficulty ", size_enum: 4, alignment_enum: 0, **white }
outputs.labels << { x: 430, y: 370, text: "[Escape] Cancel/Resume ", size_enum: 4, alignment_enum: 0, **white }
outputs.labels << { x: 640, y: 300, text: "(mouse, touch, and game controllers work, too!) ", size_enum: 4, alignment_enum: 1, **white }
outputs.labels << { x: 640, y: 200, text: "Difficulty: #{state.new_difficulty.capitalize}", size_enum: 4, alignment_enum: 1, **white }
outputs.labels << { x: 10, y: 100, text: "Code: @amirrajan", **white }
outputs.labels << { x: 10, y: 80, text: "Art: @mobypixel", **white }
outputs.labels << { x: 10, y: 60, text: "Music: @mobypixel", **white }
outputs.labels << { x: 10, y: 40, text: "Engine: DragonRuby GTK", **white }
end
def render_overlay
overlay_rect = grid.rect.scale_rect(1.1, 0, 0)
outputs.primitives << { x: overlay_rect.x,
y: overlay_rect.y,
w: overlay_rect.w,
h: overlay_rect.h,
r: 0, g: 0, b: 0, a: 230 }.solid!
end
def render_game
render_game_over
render_background
render_walls
render_dragon
render_flash
end
def render_game_over
return unless state.scene == :game
outputs.labels << { x: 638, y: 358, text: score_text, size_enum: 20, alignment_enum: 1 }
outputs.labels << { x: 635, y: 360, text: score_text, size_enum: 20, alignment_enum: 1, r: 255, g: 255, b: 255 }
outputs.labels << { x: 638, y: 428, text: countdown_text, size_enum: 20, alignment_enum: 1 }
outputs.labels << { x: 635, y: 430, text: countdown_text, size_enum: 20, alignment_enum: 1, r: 255, g: 255, b: 255 }
end
def render_background
outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: 'sprites/background.png' }
scroll_point_at = state.tick_count
scroll_point_at = state.scene_at if state.scene == :menu
scroll_point_at = state.death_at if state.countdown > 0
scroll_point_at ||= 0
outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_back.png', 0.25)
outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_middle.png', 0.50)
outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_front.png', 1.00, -80)
end
def scrolling_background at, path, rate, y = 0
[
{ x: 0 - at.*(rate) % 1440, y: y, w: 1440, h: 720, path: path },
{ x: 1440 - at.*(rate) % 1440, y: y, w: 1440, h: 720, path: path }
]
end
def render_walls
state.walls.each do |w|
w.sprites = [
{ x: w.x, y: w.bottom_height - 720, w: 100, h: 720, path: 'sprites/wall.png', angle: 180 },
{ x: w.x, y: w.top_y, w: 100, h: 720, path: 'sprites/wallbottom.png', angle: 0 }
]
end
outputs.sprites << state.walls.map(&:sprites)
end
def render_dragon
state.show_death = true if state.countdown == 3.seconds
if state.show_death == false || !state.death_at
animation_index = state.flapped_at.frame_index 6, 2, false if state.flapped_at
sprite_name = "sprites/dragon_fly#{animation_index.or(0) + 1}.png"
state.dragon_sprite = { x: state.x, y: state.y, w: 100, h: 80, path: sprite_name, angle: state.dy * 1.2 }
else
sprite_name = "sprites/dragon_die.png"
state.dragon_sprite = { x: state.x, y: state.y, w: 100, h: 80, path: sprite_name, angle: state.dy * 1.2 }
sprite_changed_elapsed = state.death_at.elapsed_time - 1.seconds
state.dragon_sprite.angle += (sprite_changed_elapsed ** 1.3) * state.death_fall_direction * -1
state.dragon_sprite.x += (sprite_changed_elapsed ** 1.2) * state.death_fall_direction
state.dragon_sprite.y += (sprite_changed_elapsed * 14 - sprite_changed_elapsed ** 1.6)
end
outputs.sprites << state.dragon_sprite
end
def render_flash
return unless state.flash_at
outputs.primitives << { **grid.rect.to_hash,
**white,
a: 255 * state.flash_at.ease(20, :flip) }.solid!
state.flash_at = 0 if state.flash_at.elapsed_time > 20
end
def calc
return unless state.scene == :game
reset_game if state.countdown == 1
state.countdown -= 1 and return if state.countdown > 0
calc_walls
calc_flap
calc_game_over
end
def calc_walls
state.walls.each { |w| w.x -= 8 }
walls_count_before_removal = state.walls.length
state.walls.reject! { |w| w.x < -100 }
state.score += 1 if state.walls.count < walls_count_before_removal
state.wall_countdown -= 1 and return if state.wall_countdown > 0
state.walls << state.new_entity(:wall) do |w|
w.x = grid.right
w.opening = grid.top
.randomize(:ratio)
.greater(200)
.lesser(520)
w.bottom_height = w.opening - state.wall_gap_size
w.top_y = w.opening + state.wall_gap_size
end
state.wall_countdown = state.wall_countdown_length
end
def calc_flap
state.y += state.dy
state.dy = state.dy.lesser state.flap_power
state.dy -= state.gravity
return if state.y < state.ceiling
state.y = state.ceiling
state.dy = state.dy.lesser state.ceiling_flap_power
end
def calc_game_over
return unless game_over?
state.death_at = state.tick_count
state.death_from = state.walls.first
state.death_fall_direction = -1
state.death_fall_direction = 1 if state.x > state.death_from.x
outputs.sounds << "sounds/hit-sound.wav"
begin_countdown
end
def process_inputs
process_inputs_menu
process_inputs_game
end
def process_inputs_menu
return unless state.scene == :menu
changediff = inputs.keyboard.key_down.tab || inputs.controller_one.key_down.select
if inputs.mouse.click
p = inputs.mouse.click.point
if (p.y >= 165) && (p.y < 200) && (p.x >= 500) && (p.x < 800)
changediff = true
end
end
if changediff
case state.new_difficulty
when :easy
state.new_difficulty = :normal
when :normal
state.new_difficulty = :hard
when :hard
state.new_difficulty = :flappy
when :flappy
state.new_difficulty = :easy
end
end
if inputs.keyboard.key_down.enter || inputs.controller_one.key_down.start || inputs.controller_one.key_down.a
state.difficulty = state.new_difficulty
change_to_scene :game
reset_game false
state.hi_score = 0
begin_countdown
end
if inputs.keyboard.key_down.escape || (inputs.mouse.click && !changediff) || inputs.controller_one.key_down.b
state.new_difficulty = state.difficulty
change_to_scene :game
end
end
def process_inputs_game
return unless state.scene == :game
clicked_menu = false
if inputs.mouse.click
p = inputs.mouse.click.point
clicked_menu = (p.y >= 620) && (p.x < 275)
end
if clicked_menu || inputs.keyboard.key_down.escape || inputs.keyboard.key_down.enter || inputs.controller_one.key_down.start
change_to_scene :menu
elsif (inputs.mouse.down || inputs.mouse.click || inputs.keyboard.key_down.space || inputs.controller_one.key_down.a) && state.countdown == 0
state.dy = 0
state.dy += state.flap_power
state.flapped_at = state.tick_count
outputs.sounds << "sounds/fly-sound.wav"
end
end
def white
{ r: 255, g: 255, b: 255 }
end
def large_white_typeset
{ size_enum: 5, alignment_enum: 0, r: 255, g: 255, b: 255 }
end
def at_beginning?
state.walls.count == 0
end
def dragon_collision_box
state.dragon_sprite
.scale_rect(1.0 - collision_forgiveness, 0.5, 0.5)
.rect_shift_right(10)
.rect_shift_up(state.dy * 2)
end
def game_over?
return true if state.y <= 0.-(500 * collision_forgiveness) && !at_beginning?
state.walls
.flat_map { |w| w.sprites }
.any? do |s|
s && s.intersect_rect?(dragon_collision_box)
end
end
def collision_forgiveness
case state.difficulty
when :easy
0.9
when :normal
0.7
when :hard
0.5
when :flappy
0.3
else
0.9
end
end
def countdown_text
state.countdown ||= -1
return "" if state.countdown == 0
return "GO!" if state.countdown.idiv(60) == 0
return "GAME OVER" if state.death_at
return "READY?"
end
def begin_countdown
state.countdown = 4.seconds
end
def score_text
return "" unless state.countdown > 1.seconds
return "" unless state.death_at
return "SCORE: 0 (LOL)" if state.score == 0
return "HI SCORE: #{state.score}" if state.score == state.hi_score
return "SCORE: #{state.score}"
end
def reset_game set_flash = true
state.flash_at = state.tick_count if set_flash
state.walls = []
state.y = 500
state.dy = 0
state.hi_score = state.hi_score.greater(state.score)
state.score = 0
state.wall_countdown = state.wall_countdown_length.fdiv(2)
state.show_death = false
state.death_at = nil
end
def change_to_scene scene
state.scene = scene
state.scene_at = state.tick_count
inputs.keyboard.clear
inputs.controller_one.clear
end
end
$flappy_dragon = FlappyDragon.new
def tick args
$flappy_dragon.grid = args.grid
$flappy_dragon.inputs = args.inputs
$flappy_dragon.state = args.state
$flappy_dragon.outputs = args.outputs
$flappy_dragon.tick
end
Arcade - Pong - main.rb
# ./samples/99_genre_arcade/pong/app/main.rb
def tick args
defaults args
render args
calc args
input args
end
def defaults args
args.state.ball.debounce ||= 3 * 60
args.state.ball.size ||= 10
args.state.ball.size_half ||= args.state.ball.size / 2
args.state.ball.x ||= 640
args.state.ball.y ||= 360
args.state.ball.dx ||= 5.randomize(:sign)
args.state.ball.dy ||= 5.randomize(:sign)
args.state.left_paddle.y ||= 360
args.state.right_paddle.y ||= 360
args.state.paddle.h ||= 120
args.state.paddle.w ||= 10
args.state.left_paddle.score ||= 0
args.state.right_paddle.score ||= 0
end
def render args
render_center_line args
render_scores args
render_countdown args
render_ball args
render_paddles args
render_instructions args
end
begin :render_methods
def render_center_line args
args.outputs.lines << [640, 0, 640, 720]
end
def render_scores args
args.outputs.labels << [
[320, 650, args.state.left_paddle.score, 10, 1],
[960, 650, args.state.right_paddle.score, 10, 1]
]
end
def render_countdown args
return unless args.state.ball.debounce > 0
args.outputs.labels << [640, 360, "%.2f" % args.state.ball.debounce.fdiv(60), 10, 1]
end
def render_ball args
args.outputs.solids << solid_ball(args)
end
def render_paddles args
args.outputs.solids << solid_left_paddle(args)
args.outputs.solids << solid_right_paddle(args)
end
def render_instructions args
args.outputs.labels << [320, 30, "W and S keys to move left paddle.", 0, 1]
args.outputs.labels << [920, 30, "O and L keys to move right paddle.", 0, 1]
end
end
def calc args
args.state.ball.debounce -= 1 and return if args.state.ball.debounce > 0
calc_move_ball args
calc_collision_with_left_paddle args
calc_collision_with_right_paddle args
calc_collision_with_walls args
end
begin :calc_methods
def calc_move_ball args
args.state.ball.x += args.state.ball.dx
args.state.ball.y += args.state.ball.dy
end
def calc_collision_with_left_paddle args
if solid_left_paddle(args).intersect_rect? solid_ball(args)
args.state.ball.dx *= -1
elsif args.state.ball.x < 0
args.state.right_paddle.score += 1
calc_reset_round args
end
end
def calc_collision_with_right_paddle args
if solid_right_paddle(args).intersect_rect? solid_ball(args)
args.state.ball.dx *= -1
elsif args.state.ball.x > 1280
args.state.left_paddle.score += 1
calc_reset_round args
end
end
def calc_collision_with_walls args
if args.state.ball.y + args.state.ball.size_half > 720
args.state.ball.y = 720 - args.state.ball.size_half
args.state.ball.dy *= -1
elsif args.state.ball.y - args.state.ball.size_half < 0
args.state.ball.y = args.state.ball.size_half
args.state.ball.dy *= -1
end
end
def calc_reset_round args
args.state.ball.x = 640
args.state.ball.y = 360
args.state.ball.dx = 5.randomize(:sign)
args.state.ball.dy = 5.randomize(:sign)
args.state.ball.debounce = 3 * 60
end
end
def input args
input_left_paddle args
input_right_paddle args
end
begin :input_methods
def input_left_paddle args
if args.inputs.controller_one.key_down.down || args.inputs.keyboard.key_down.s
args.state.left_paddle.y -= 40
elsif args.inputs.controller_one.key_down.up || args.inputs.keyboard.key_down.w
args.state.left_paddle.y += 40
end
end
def input_right_paddle args
if args.inputs.controller_two.key_down.down || args.inputs.keyboard.key_down.l
args.state.right_paddle.y -= 40
elsif args.inputs.controller_two.key_down.up || args.inputs.keyboard.key_down.o
args.state.right_paddle.y += 40
end
end
end
begin :assets
def solid_ball args
centered_rect args.state.ball.x, args.state.ball.y, args.state.ball.size, args.state.ball.size
end
def solid_left_paddle args
centered_rect_vertically 0, args.state.left_paddle.y, args.state.paddle.w, args.state.paddle.h
end
def solid_right_paddle args
centered_rect_vertically 1280 - args.state.paddle.w, args.state.right_paddle.y, args.state.paddle.w, args.state.paddle.h
end
def centered_rect x, y, w, h
[x - w / 2, y - h / 2, w, h]
end
def centered_rect_vertically x, y, w, h
[x, y - h / 2, w, h]
end
end
Arcade - Snakemoji - main.rb
# ./samples/99_genre_arcade/snakemoji/app/main.rb
# coding: utf-8
################################
# So I was working on a snake game while
# learning DragonRuby, and at some point I had a thought
# what if I use "😀" as a function name, surely it wont work right...?
# RIGHT....?
# BUT IT DID, IT WORKED
# it all went downhill from then
# Created by Anton K. (ai Doge)
# https://gist.github.com/scorp200
#############LICENSE############
# Feel free to use this anywhere and however you want
# You can sell this to EA for $1,000,000 if you want, its completely free.
# Just rememeber you are helping this... thing... to spread...
# ALSO! I am not liable for any mental, physical or financial damage caused.
#############LICENSE############
class Array
#Helper function
def move! vector
self.x += vector.x
self.y += vector.y
return self
end
#Helper function to draw snake body
def draw! 🎮, 📺, color
translate 📺.solids, 🎮.⛓, [self.x * 🎮.⚖️ + 🎮.🛶 / 2, self.y * 🎮.⚖️ + 🎮.🛶 / 2, 🎮.⚖️ - 🎮.🛶, 🎮.⚖️ - 🎮.🛶, color]
end
#This is where it all started, I was trying to find good way to multiply a map by a number, * is already used so is **
#I kept trying different combinations of symbols, when suddenly...
def 😀 value
self.map {|d| d * value}
end
end
#Draw stuff with an offset
def translate output_collection, ⛓, what
what.x += ⛓.x
what.y += ⛓.y
output_collection << what
end
BLUE = [33, 150, 243]
RED = [244, 67, 54]
GOLD = [255, 193, 7]
LAST = 0
def tick args
defaults args.state
render args.state, args.outputs
input args.state, args.inputs
update args.state
end
def update 🎮
#Update every 10 frames
if 🎮.tick_count.mod_zero? 10
#Add new snake body piece at head's location
🎮.🐍 << [*🎮.🤖]
#Assign Next Direction to Direction
🎮.🚗 = *🎮.🚦
#Trim the snake a bit if its longer than current size
if 🎮.🐍.length > 🎮.🛒
🎮.🐍 = 🎮.🐍[-🎮.🛒..-1]
end
#Move the head in the Direction
🎮.🤖.move! 🎮.🚗
#If Head is outside the playing field, or inside snake's body restart game
if 🎮.🤖.x < 0 || 🎮.🤖.x >= 🎮.🗺.x || 🎮.🤖.y < 0 || 🎮.🤖.y >= 🎮.🗺.y || 🎮.🚗 != [0, 0] && 🎮.🐍.any? {|s| s == 🎮.🤖}
LAST = 🎮.💰
🎮.as_hash.clear
return
end
#If head lands on food add size and score
if 🎮.🤖 == 🎮.🍎
🎮.🛒 += 1
🎮.💰 += (🎮.🛒 * 0.8).floor.to_i + 5
spawn_🍎 🎮
puts 🎮.🍎
end
end
#Every second remove 1 point
if 🎮.💰 > 0 && 🎮.tick_count.mod_zero?(60)
🎮.💰 -= 1
end
end
def spawn_🍎 🎮
#Food
🎮.🍎 ||= [*🎮.🤖]
#Randomly spawns food inside the playing field, keep doing this if the food keeps landing on the snake's body
while 🎮.🐍.any? {|s| s == 🎮.🍎} || 🎮.🍎 == 🎮.🤖 do
🎮.🍎 = [rand(🎮.🗺.x), rand(🎮.🗺.y)]
end
end
def render 🎮, 📺
#Paint the background black
📺.solids << [0, 0, 1280, 720, 0, 0, 0, 255]
#Draw a border for the playing field
translate 📺.borders, 🎮.⛓, [0, 0, 🎮.🗺.x * 🎮.⚖️, 🎮.🗺.y * 🎮.⚖️, 255, 255, 255]
#Draw the snake's body
🎮.🐍.map do |🐍| 🐍.draw! 🎮, 📺, BLUE end
#Draw the head
🎮.🤖.draw! 🎮, 📺, BLUE
#Draw the food
🎮.🍎.draw! 🎮, 📺, RED
#Draw current score
translate 📺.labels, 🎮.⛓, [5, 715, "Score: #{🎮.💰}", GOLD]
#Draw your last score, if any
translate 📺.labels, 🎮.⛓, [[*🎮.🤖.😀(🎮.⚖️)].move!([0, 🎮.⚖️ * 2]), "Your Last score is #{LAST}", 0, 1, GOLD] unless LAST == 0 || 🎮.🚗 != [0, 0]
#Draw starting message, only if Direction is 0
translate 📺.labels, 🎮.⛓, [🎮.🤖.😀(🎮.⚖️), "Press any Arrow key to start", 0, 1, GOLD] unless 🎮.🚗 != [0, 0]
end
def input 🎮, 🕹
#Left and Right keyboard input, only change if X direction is 0
if 🕹.keyboard.key_held.left && 🎮.🚗.x == 0
🎮.🚦 = [-1, 0]
elsif 🕹.keyboard.key_held.right && 🎮.🚗.x == 0
🎮.🚦 = [1, 0]
end
#Up and Down keyboard input, only change if Y direction is 0
if 🕹.keyboard.key_held.up && 🎮.🚗.y == 0
🎮.🚦 = [0, 1]
elsif 🕹.keyboard.key_held.down && 🎮.🚗.y == 0
🎮.🚦 = [0, -1]
end
end
def defaults 🎮
#Playing field size
🎮.🗺 ||= [20, 20]
#Scale for drawing, screen height / Field height
🎮.⚖️ ||= 720 / 🎮.🗺.y
#Offset, offset all rendering to the center of the screen
🎮.⛓ ||= [(1280 - 720).fdiv(2), 0]
#Padding, make the snake body slightly smaller than the scale
🎮.🛶 ||= (🎮.⚖️ * 0.2).to_i
#Snake Size
🎮.🛒 ||= 3
#Snake head, the only part we are actually controlling
🎮.🤖 ||= [🎮.🗺.x / 2, 🎮.🗺.y / 2]
#Snake body map, follows the head
🎮.🐍 ||= []
#Direction the head moves to
🎮.🚗 ||= [0, 0]
#Next_Direction, during input check only change this variable and then when game updates asign this to Direction
🎮.🚦 ||= [*🎮.🚗]
#Your score
🎮.💰 ||= 0
#Spawns Food randomly
spawn_🍎(🎮) unless 🎮.🍎?
end
Arcade - Solar System - main.rb
# ./samples/99_genre_arcade/solar_system/app/main.rb
# Focused tutorial video: https://s3.amazonaws.com/s3.dragonruby.org/dragonruby-nddnug-workshop.mp4
# Workshop/Presentation which provides motivation for creating a game engine: https://www.youtube.com/watch?v=S3CFce1arC8
def defaults args
args.outputs.background_color = [0, 0, 0]
args.state.x ||= 640
args.state.y ||= 360
args.state.stars ||= 100.map do
[1280 * rand, 720 * rand, rand.fdiv(10), 255 * rand, 255 * rand, 255 * rand]
end
args.state.sun ||= args.state.new_entity(:sun) do |s|
s.s = 100
s.path = 'sprites/sun.png'
end
args.state.planets = [
[:mercury, 65, 5, 88],
[:venus, 100, 10, 225],
[:earth, 120, 10, 365],
[:mars, 140, 8, 687],
[:jupiter, 280, 30, 365 * 11.8],
[:saturn, 350, 20, 365 * 29.5],
[:uranus, 400, 15, 365 * 84],
[:neptune, 440, 15, 365 * 164.8],
[:pluto, 480, 5, 365 * 247.8],
].map do |name, distance, size, year_in_days|
args.state.new_entity(name) do |p|
p.path = "sprites/#{name}.png"
p.distance = distance * 0.7
p.s = size * 0.7
p.year_in_days = year_in_days
end
end
args.state.ship ||= args.state.new_entity(:ship) do |s|
s.x = 1280 * rand
s.y = 720 * rand
s.angle = 0
end
end
def to_sprite args, entity
x = 0
y = 0
if entity.year_in_days
day = args.state.tick_count
day_in_year = day % entity.year_in_days
entity.random_start_day ||= day_in_year * rand
percentage_of_year = day_in_year.fdiv(entity.year_in_days)
angle = 365 * percentage_of_year
x = angle.vector_x(entity.distance)
y = angle.vector_y(entity.distance)
end
[640 + x - entity.s.half, 360 + y - entity.s.half, entity.s, entity.s, entity.path]
end
def render args
args.outputs.solids << [0, 0, 1280, 720]
args.outputs.sprites << args.state.stars.map do |x, y, _, r, g, b|
[x, y, 10, 10, 'sprites/star.png', 0, 100, r, g, b]
end
args.outputs.sprites << to_sprite(args, args.state.sun)
args.outputs.sprites << args.state.planets.map { |p| to_sprite args, p }
args.outputs.sprites << [args.state.ship.x, args.state.ship.y, 20, 20, 'sprites/ship.png', args.state.ship.angle]
end
def calc args
args.state.stars = args.state.stars.map do |x, y, speed, r, g, b|
x += speed
y += speed
x = 0 if x > 1280
y = 0 if y > 720
[x, y, speed, r, g, b]
end
if args.state.tick_count == 0
args.outputs.sounds << 'sounds/bg.ogg'
end
end
def process_inputs args
if args.inputs.keyboard.left || args.inputs.controller_one.key_held.left
args.state.ship.angle += 1
elsif args.inputs.keyboard.right || args.inputs.controller_one.key_held.right
args.state.ship.angle -= 1
end
if args.inputs.keyboard.up || args.inputs.controller_one.key_held.a
args.state.ship.x += args.state.ship.angle.x_vector
args.state.ship.y += args.state.ship.angle.y_vector
end
end
def tick args
defaults args
render args
calc args
process_inputs args
end
def r
$gtk.reset
end
Arcade - Sound Golf - main.rb
# ./samples/99_genre_arcade/sound_golf/app/main.rb
=begin
APIs Listing that haven't been encountered in previous sample apps:
- sample: Chooses random element from array.
In this sample app, the target note is set by taking a sample from the collection
of available notes.
Reminders:
- args.grid.(left|right|top|bottom): Pixel value for the boundaries of the virtual
720 p screen (Dragon Ruby Game Toolkits's virtual resolution is always 1280x720).
- 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.
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- find_all: Finds all elements from a collection that meet a certain requirements (and excludes the ones that don't).
- first: Returns the first element of an array.
- inside_rect: Returns true or false depending on if the point is inside the rect.
- to_sym: Returns symbol corresponding to string. Will create a symbol if it does
not already exist.
=end
# This sample app allows users to test their musical skills by matching the piano sound that plays in each
# level to the correct note.
# Runs all the methods necessary for the game to function properly.
def tick args
defaults args
render args
calc args
input_mouse args
tick_instructions args, "Sample app shows how to play sounds. args.outputs.sounds << \"path_to_wav.wav\""
end
# Sets default values and creates empty collections
# Initialization happens in the first frame only
def defaults args
args.state.notes ||= []
args.state.click_feedbacks ||= []
args.state.current_level ||= 1
args.state.times_wrong ||= 0 # when game starts, user hasn't guessed wrong yet
end
# Uses a label to display current level, and shows the score
# Creates a button to play the sample note, and displays the available notes that could be a potential match
def render args
# grid.w_half positions the label in the horizontal center of the screen.
args.outputs.labels << [args.grid.w_half, args.grid.top.shift_down(40), "Hole #{args.state.current_level} of 9", 0, 1, 0, 0, 0]
render_score args # shows score on screen
args.state.play_again_button ||= { x: 560, y: args.grid.h * 3 / 4 - 40, w: 160, h: 60, label: 'again' } # array definition, text/title
args.state.play_note_button ||= { x: 560, y: args.grid.h * 3 / 4 - 40, w: 160, h: 60, label: 'play' }
if args.state.game_over # if game is over, a "play again" button is shown
# Calculations ensure that Play Again label is displayed in center of border
# Remove calculations from y parameters and see what happens to border and label placement
args.outputs.labels << [args.grid.w_half, args.grid.h * 3 / 4, "Play Again", 0, 1, 0, 0, 0] # outputs label
args.outputs.borders << args.state.play_again_button # outputs border
else # otherwise, if game is not over
# Calculations ensure that label appears in center of border
args.outputs.labels << [args.grid.w_half, args.grid.h * 3 / 4, "Play Note ##{args.state.current_level}", 0, 1, 0, 0, 0] # outputs label
args.outputs.borders << args.state.play_note_button # outputs border
end
return if args.state.game_over # return if game is over
args.outputs.labels << [args.grid.w_half, 400, "I think the note is a(n)...", 0, 1, 0, 0, 0] # outputs label
# Shows all of the available notes that can be potential matches.
available_notes.each_with_index do |note, i|
args.state.notes[i] ||= piano_button(args, note, i + 1) # calls piano_button method on each note (creates label and border)
args.outputs.labels << args.state.notes[i].label # outputs note on screen with a label and a border
args.outputs.borders << args.state.notes[i].border
end
# Shows whether or not the user is correct by filling the screen with either red or green
args.outputs.solids << args.state.click_feedbacks.map { |c| c.solid }
end
# Shows the score (number of times the user guesses wrong) onto the screen using labels.
def render_score args
if args.state.times_wrong == 0 # if the user has guessed wrong zero times, the score is par
args.outputs.labels << [args.grid.w_half, args.grid.top.shift_down(80), "Score: PAR", 0, 1, 0, 0, 0]
else # otherwise, number of times the user has guessed wrong is shown
args.outputs.labels << [args.grid.w_half, args.grid.top.shift_down(80), "Score: +#{args.state.times_wrong}", 0, 1, 0, 0, 0] # shows score using string interpolation
end
end
# Sets the target note for the level and performs calculations on click_feedbacks.
def calc args
args.state.target_note ||= available_notes.sample # chooses a note from available_notes collection as target note
args.state.click_feedbacks.each { |c| c.solid[-1] -= 5 } # remove this line and solid color will remain on screen indefinitely
# comment this line out and the solid color will keep flashing on screen instead of being removed from click_feedbacks collection
args.state.click_feedbacks.reject! { |c| c.solid[-1] <= 0 }
end
# Uses input from the user to play the target note, as well as the other notes that could be a potential match.
def input_mouse args
return unless args.inputs.mouse.click # return unless the mouse is clicked
# finds button that was clicked by user
button_clicked = args.outputs.borders.find_all do |b| # go through borders collection to find all borders that meet requirements
args.inputs.mouse.click.point.inside_rect? b # find button border that mouse was clicked inside of
end.find_all { |b| b.is_a? Hash }.first # reject, return first element
return unless button_clicked # return unless button_clicked as a value (a button was clicked)
queue_click_feedback args, # calls queue_click_feedback method on the button that was clicked
button_clicked.x,
button_clicked.y,
button_clicked.w,
button_clicked.h,
150, 100, 200 # sets color of button to shade of purple
if button_clicked[:label] == 'play' # if "play note" button is pressed
args.outputs.sounds << "sounds/#{args.state.target_note}.wav" # sound of target note is output
elsif button_clicked[:label] == 'again' # if "play game again" button is pressed
args.state.target_note = nil # no target note
args.state.current_level = 1 # starts at level 1 again
args.state.times_wrong = 0 # starts off with 0 wrong guesses
args.state.game_over = false # the game is not over (because it has just been restarted)
else # otherwise if neither of those buttons were pressed
args.outputs.sounds << "sounds/#{button_clicked[:label]}.wav" # sound of clicked note is played
if button_clicked[:label] == args.state.target_note # if clicked note is target note
args.state.target_note = nil # target note is emptied
if args.state.current_level < 9 # if game hasn't reached level 9
args.state.current_level += 1 # game goes to next level
else # otherwise, if game has reached level 9
args.state.game_over = true # the game is over
end
queue_click_feedback args, 0, 0, args.grid.w, args.grid.h, 100, 200, 100 # green shown if user guesses correctly
else # otherwise, if clicked note is not target note
args.state.times_wrong += 1 # increments times user guessed wrong
queue_click_feedback args, 0, 0, args.grid.w, args.grid.h, 200, 100, 100 # red shown is user guesses wrong
end
end
end
# Creates a collection of all of the available notes as symbols
def available_notes
[:C3, :D3, :E3, :F3, :G3, :A3, :B3, :C4]
end
# Creates buttons for each note, and sets a label (the note's name) and border for each note's button.
def piano_button args, note, position
args.state.new_entity(:button) do |b| # declares button as new entity
b.label = [460 + 40.mult(position), args.grid.h * 0.4, "#{note}", 0, 1, 0, 0, 0] # label definition
b.border = { x: 460 + 40.mult(position) - 20, y: args.grid.h * 0.4 - 32, w: 40, h: 40, label: note } # border definition, text/title; 20 subtracted so label is in center of border
end
end
# Color of click feedback changes depending on what button was clicked, and whether the guess is right or wrong
# If a button is clicked, the inside of button is purple (see input_mouse method)
# If correct note is clicked, screen turns green
# If incorrect note is clicked, screen turns red (again, see input_mouse method)
def queue_click_feedback args, x, y, w, h, *color
args.state.click_feedbacks << args.state.new_entity(:click_feedback) do |c| # declares feedback as new entity
c.solid = [x, y, w, h, *color, 255] # sets color
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Arcade - Twinstick - main.rb
# ./samples/99_genre_arcade/twinstick/app/main.rb
def tick args
args.state.player ||= {x: 600, y: 320, w: 80, h: 80, path: 'sprites/circle-white.png', vx: 0, vy: 0, health: 10, cooldown: 0, score: 0}
args.state.enemies ||= []
args.state.player_bullets ||= []
args.state.tick_count ||= -1
args.state.tick_count += 1
spawn_enemies args
kill_enemies args
move_enemies args
move_bullets args
move_player args
fire_player args
args.state.player[:r] = args.state.player[:g] = args.state.player[:b] = (args.state.player[:health] * 25.5).clamp(0, 255)
label_color = args.state.player[:health] <= 5 ? 255 : 0
args.outputs.labels << [
{
x: args.state.player.x + 40, y: args.state.player.y + 60, alignment_enum: 1, text: "#{args.state.player[:health]} HP",
r: label_color, g: label_color, b: label_color
}, {
x: args.state.player.x + 40, y: args.state.player.y + 40, alignment_enum: 1, text: "#{args.state.player[:score]} PTS",
r: label_color, g: label_color, b: label_color, size_enum: 2 - args.state.player[:score].to_s.length,
}
]
args.outputs.sprites << [args.state.player, args.state.enemies, args.state.player_bullets]
args.state.clear! if args.state.player[:health] < 0 # Reset the game if the player's health drops below zero
end
def spawn_enemies args
# Spawn enemies more frequently as the player's score increases.
if rand < (100+args.state.player[:score])/(10000 + args.state.player[:score]) || args.state.tick_count.zero?
theta = rand * Math::PI * 2
args.state.enemies << {
x: 600 + Math.cos(theta) * 800, y: 320 + Math.sin(theta) * 800, w: 80, h: 80, path: 'sprites/circle-white.png',
r: (256 * rand).floor, g: (256 * rand).floor, b: (256 * rand).floor
}
end
end
def kill_enemies args
args.state.enemies.reject! do |enemy|
# Check if enemy and player are within 80 pixels of each other (i.e. overlapping)
if 6400 > (enemy.x - args.state.player.x) ** 2 + (enemy.y - args.state.player.y) ** 2
# Enemy is touching player. Kill enemy, and reduce player HP by 1.
args.state.player[:health] -= 1
else
args.state.player_bullets.any? do |bullet|
# Check if enemy and bullet are within 50 pixels of each other (i.e. overlapping)
if 2500 > (enemy.x - bullet.x + 30) ** 2 + (enemy.y - bullet.y + 30) ** 2
# Increase player health by one for each enemy killed by a bullet after the first enemy, up to a maximum of 10 HP
args.state.player[:health] += 1 if args.state.player[:health] < 10 && bullet[:kills] > 0
# Keep track of how many enemies have been killed by this particular bullet
bullet[:kills] += 1
# Earn more points by killing multiple enemies with one shot.
args.state.player[:score] += bullet[:kills]
end
end
end
end
end
def move_enemies args
args.state.enemies.each do |enemy|
# Get the angle from the enemy to the player
theta = Math.atan2(enemy.y - args.state.player.y, enemy.x - args.state.player.x)
# Convert the angle to a vector pointing at the player
dx, dy = theta.to_degrees.vector 5
# Move the enemy towards thr player
enemy.x -= dx
enemy.y -= dy
end
end
def move_bullets args
args.state.player_bullets.each do |bullet|
# Move the bullets according to the bullet's velocity
bullet.x += bullet[:vx]
bullet.y += bullet[:vy]
end
args.state.player_bullets.reject! do |bullet|
# Despawn bullets that are outside the screen area
bullet.x < -20 || bullet.y < -20 || bullet.x > 1300 || bullet.y > 740
end
end
def move_player args
# Get the currently held direction.
dx, dy = move_directional_vector args
# Take the weighted average of the old velocities and the desired velocities.
# Since move_directional_vector returns values between -1 and 1,
# and we want to limit the speed to 7.5, we multiply dx and dy by 7.5*0.1 to get 0.75
args.state.player[:vx] = args.state.player[:vx] * 0.9 + dx * 0.75
args.state.player[:vy] = args.state.player[:vy] * 0.9 + dy * 0.75
# Move the player
args.state.player.x += args.state.player[:vx]
args.state.player.y += args.state.player[:vy]
# If the player is about to go out of bounds, put them back in bounds.
args.state.player.x = args.state.player.x.clamp(0, 1201)
args.state.player.y = args.state.player.y.clamp(0, 640)
end
def fire_player args
# Reduce the firing cooldown each tick
args.state.player[:cooldown] -= 1
# If the player is allowed to fire
if args.state.player[:cooldown] <= 0
dx, dy = shoot_directional_vector args # Get the bullet velocity
return if dx == 0 && dy == 0 # If the velocity is zero, the player doesn't want to fire. Therefore, we just return early.
# Add a new bullet to the list of player bullets.
args.state.player_bullets << {
x: args.state.player.x + 30 + 40 * dx,
y: args.state.player.y + 30 + 40 * dy,
w: 20, h: 20,
path: 'sprites/circle-white.png',
r: 0, g: 0, b: 0,
vx: 10 * dx + args.state.player[:vx] / 7.5, vy: 10 * dy + args.state.player[:vy] / 7.5, # Factor in a bit of the player's velocity
kills: 0
}
args.state.player[:cooldown] = 30 # Reset the cooldown
end
end
# Custom function for getting a directional vector just for movement using WASD
def move_directional_vector args
dx = 0
dx += 1 if args.inputs.keyboard.d
dx -= 1 if args.inputs.keyboard.a
dy = 0
dy += 1 if args.inputs.keyboard.w
dy -= 1 if args.inputs.keyboard.s
if dx != 0 && dy != 0
dx *= 0.7071
dy *= 0.7071
end
[dx, dy]
end
# Custom function for getting a directional vector just for shooting using the arrow keys
def shoot_directional_vector args
dx = 0
dx += 1 if args.inputs.keyboard.key_down.right || args.inputs.keyboard.key_held.right
dx -= 1 if args.inputs.keyboard.key_down.left || args.inputs.keyboard.key_held.left
dy = 0
dy += 1 if args.inputs.keyboard.key_down.up || args.inputs.keyboard.key_held.up
dy -= 1 if args.inputs.keyboard.key_down.down || args.inputs.keyboard.key_held.down
if dx != 0 && dy != 0
dx *= 0.7071
dy *= 0.7071
end
[dx, dy]
end
Crafting - Craft Game Starting Point - main.rb
# ./samples/99_genre_crafting/craft_game_starting_point/app/main.rb
# ==================================================
# A NOTE TO JAM CRAFT PARTICIPANTS:
# The comments and code in here are just as small piece of DragonRuby's capabilities.
# Be sure to check out the rest of the sample apps. Start with README.txt and go from there!
# ==================================================
# def tick args is the entry point into your game. This function is called at
# a fixed update time of 60hz (60 fps).
def tick args
# The defaults function intitializes the game.
defaults args
# After the game is initialized, render it.
render args
# After rendering the player should be able to respond to input.
input args
# After responding to input, the game performs any additional calculations.
calc args
end
def defaults args
# hide the mouse cursor for this game, we are going to render our own cursor
if args.state.tick_count == 0
args.gtk.hide_cursor
end
args.state.click_ripples ||= []
# everything is on a 1280x720 virtual canvas, so you can
# hardcode locations
# define the borders for where the inventory is located
# args.state is a data structure that accepts any arbitrary parameters
# so you can create an object graph without having to create any classes.
# Bottom left is 0, 0. Top right is 1280, 720.
# The inventory area is at the top of the screen
# the number 80 is the size of all the sprites, so that is what is being
# used to decide the with and height
args.state.sprite_size = 80
args.state.inventory_border.w = args.state.sprite_size * 10
args.state.inventory_border.h = args.state.sprite_size * 3
args.state.inventory_border.x = 10
args.state.inventory_border.y = 710 - args.state.inventory_border.h
# define the borders for where the crafting area is located
# the crafting area is below the inventory area
# the number 80 is the size of all the sprites, so that is what is being
# used to decide the with and height
args.state.craft_border.x = 10
args.state.craft_border.y = 220
args.state.craft_border.w = args.state.sprite_size * 3
args.state.craft_border.h = args.state.sprite_size * 3
# define the area where results are located
# the crafting result is to the right of the craft area
args.state.result_border.x = 10 + args.state.sprite_size * 3 + args.state.sprite_size
args.state.result_border.y = 220 + args.state.sprite_size
args.state.result_border.w = args.state.sprite_size
args.state.result_border.h = args.state.sprite_size
# initialize items for the first time if they are nil
# you start with 15 wood, 1 chest, and 5 plank
# Ruby has built in syntax for dictionaries (they look a lot like json objects).
# Ruby also has a special type called a Symbol denoted with a : followed by a word.
# Symbols are nice because they remove the need for magic strings.
if !args.state.items
args.state.items = [
{
id: :wood, # :wood is a Symbol, this is better than using "wood" for the id
quantity: 15,
path: 'sprites/wood.png',
location: :inventory,
ordinal_x: 0, ordinal_y: 0
},
{
id: :chest,
quantity: 1,
path: 'sprites/chest.png',
location: :inventory,
ordinal_x: 1, ordinal_y: 0
},
{
id: :plank,
quantity: 5,
path: 'sprites/plank.png',
location: :inventory,
ordinal_x: 2, ordinal_y: 0
},
]
# after initializing the oridinal positions, derive the pixel
# locations assuming that the width and height are 80
args.state.items.each { |item| set_inventory_position args, item }
end
# define all the oridinal positions of the inventory slots
if !args.state.inventory_area
args.state.inventory_area = [
{ ordinal_x: 0, ordinal_y: 0 },
{ ordinal_x: 1, ordinal_y: 0 },
{ ordinal_x: 2, ordinal_y: 0 },
{ ordinal_x: 3, ordinal_y: 0 },
{ ordinal_x: 4, ordinal_y: 0 },
{ ordinal_x: 5, ordinal_y: 0 },
{ ordinal_x: 6, ordinal_y: 0 },
{ ordinal_x: 7, ordinal_y: 0 },
{ ordinal_x: 8, ordinal_y: 0 },
{ ordinal_x: 9, ordinal_y: 0 },
{ ordinal_x: 0, ordinal_y: 1 },
{ ordinal_x: 1, ordinal_y: 1 },
{ ordinal_x: 2, ordinal_y: 1 },
{ ordinal_x: 3, ordinal_y: 1 },
{ ordinal_x: 4, ordinal_y: 1 },
{ ordinal_x: 5, ordinal_y: 1 },
{ ordinal_x: 6, ordinal_y: 1 },
{ ordinal_x: 7, ordinal_y: 1 },
{ ordinal_x: 8, ordinal_y: 1 },
{ ordinal_x: 9, ordinal_y: 1 },
{ ordinal_x: 0, ordinal_y: 2 },
{ ordinal_x: 1, ordinal_y: 2 },
{ ordinal_x: 2, ordinal_y: 2 },
{ ordinal_x: 3, ordinal_y: 2 },
{ ordinal_x: 4, ordinal_y: 2 },
{ ordinal_x: 5, ordinal_y: 2 },
{ ordinal_x: 6, ordinal_y: 2 },
{ ordinal_x: 7, ordinal_y: 2 },
{ ordinal_x: 8, ordinal_y: 2 },
{ ordinal_x: 9, ordinal_y: 2 },
]
# after initializing the oridinal positions, derive the pixel
# locations assuming that the width and height are 80
args.state.inventory_area.each { |i| set_inventory_position args, i }
# if you want to see the result you can use the Ruby function called "puts".
# Uncomment this line to see the value.
# puts args.state.inventory_area
# You can see all things written via puts in DragonRuby's Console, or under logs/log.txt.
# To bring up DragonRuby's Console, press the ~ key within the game.
end
# define all the oridinal positions of the craft slots
if !args.state.craft_area
args.state.craft_area = [
{ ordinal_x: 0, ordinal_y: 0 },
{ ordinal_x: 0, ordinal_y: 1 },
{ ordinal_x: 0, ordinal_y: 2 },
{ ordinal_x: 1, ordinal_y: 0 },
{ ordinal_x: 1, ordinal_y: 1 },
{ ordinal_x: 1, ordinal_y: 2 },
{ ordinal_x: 2, ordinal_y: 0 },
{ ordinal_x: 2, ordinal_y: 1 },
{ ordinal_x: 2, ordinal_y: 2 },
]
# after initializing the oridinal positions, derive the pixel
# locations assuming that the width and height are 80
args.state.craft_area.each { |c| set_craft_position args, c }
end
end
def render args
# for the results area, create a sprite that show its boundaries
args.outputs.primitives << { x: args.state.result_border.x,
y: args.state.result_border.y,
w: args.state.result_border.w,
h: args.state.result_border.h,
path: 'sprites/border-black.png' }
# for each inventory spot, create a sprite
# args.outputs.primitives is how DragonRuby performs a render.
# Adding a single hash or multiple hashes to this array will tell
# DragonRuby to render those primitives on that frame.
# The .map function on Array is used instead of any kind of looping.
# .map returns a new object for every object within an Array.
args.outputs.primitives << args.state.inventory_area.map do |a|
{ x: a.x, y: a.y, w: a.w, h: a.h, path: 'sprites/border-black.png' }
end
# for each craft spot, create a sprite
args.outputs.primitives << args.state.craft_area.map do |a|
{ x: a.x, y: a.y, w: a.w, h: a.h, path: 'sprites/border-black.png' }
end
# after the borders have been rendered, render the
# items within those slots (and allow for highlighting)
# if an item isn't currently being held
allow_inventory_highlighting = !args.state.held_item
# go through each item and render them
# use Array's find_all method to remove any items that are currently being held
args.state.items.find_all { |item| item[:location] != :held }.map do |item|
# if an item is currently being held, don't render it in it's spot within the
# inventory or craft area (this is handled via the find_all method).
# the item_prefab returns a hash containing all the visual components of an item.
# the main sprite, the black background, the quantity text, and a hover indication
# if the mouse is currently hovering over the item.
args.outputs.primitives << item_prefab(args, item, allow_inventory_highlighting, args.inputs.mouse)
end
# The last thing we want to render is the item currently being held.
args.outputs.primitives << item_prefab(args, args.state.held_item, allow_inventory_highlighting, args.inputs.mouse)
args.outputs.primitives << args.state.click_ripples
# render a mouse cursor since we have the OS cursor hidden
args.outputs.primitives << { x: args.inputs.mouse.x - 5, y: args.inputs.mouse.y - 5, w: 10, h: 10, path: 'sprites/circle-gray.png', a: 128 }
end
# Alrighty! This is where all the fun happens
def input args
# if the mouse is clicked and not item is currently being held
# args.state.held_item is nil when the game starts.
# If the player clicks, the property args.inputs.mouse.click will
# be a non nil value, we don't want to process any of the code here
# if the mouse hasn't been clicked
return if !args.inputs.mouse.click
# if a click occurred, add a ripple to the ripple queue
args.state.click_ripples << { x: args.inputs.mouse.x - 5, y: args.inputs.mouse.y - 5, w: 10, h: 10, path: 'sprites/circle-gray.png', a: 128 }
# if the mouse has been clicked, and no item is currently held...
if !args.state.held_item
# see if any of the items intersect the pointer using the inside_rect? method
# the find method will either return the first object that returns true
# for the match clause, or it'll return nil if nothing matches the match clause
found = args.state.items.find do |item|
# for each item in args.state.items, run the following boolean check
args.inputs.mouse.click.point.inside_rect?(item)
end
# if an item intersects the mouse pointer, then set the item's location to :held and
# set args.state.held_item to the item for later reference
if found
args.state.held_item = found
found[:location] = :held
end
# if the mouse is clicked and an item is currently beign held....
elsif args.state.held_item
# determine if a slot within the craft area was clicked
craft_area = args.state.craft_area.find { |a| args.inputs.mouse.click.point.inside_rect? a }
# also determine if a slot within the inventory area was clicked
inventory_area = args.state.inventory_area.find { |a| args.inputs.mouse.click.point.inside_rect? a }
# if the click was within a craft area
if craft_area
# check to see if an item is already there and ignore the click if an item is found
# item_at_craft_slot is a helper method that returns an item or nil for a given oridinal
# position
item_already_there = item_at_craft_slot args, craft_area[:ordinal_x], craft_area[:ordinal_y]
# if an item *doesn't* exist in the craft area
if !item_already_there
# if the quantity they are currently holding is greater than 1
if args.state.held_item[:quantity] > 1
# remove one item (creating a seperate item of the same type), and place it
# at the oridinal position and location of the craft area
# the .merge method on Hash creates a new Hash, but updates any values
# passed as arguments to merge
new_item = args.state.held_item.merge(quantity: 1,
location: :craft,
ordinal_x: craft_area[:ordinal_x],
ordinal_y: craft_area[:ordinal_y])
# after the item is crated, place it into the args.state.items collection
args.state.items << new_item
# then subtract one from the held item
args.state.held_item[:quantity] -= 1
# if the craft area is available and there is only one item being held
elsif args.state.held_item[:quantity] == 1
# instead of creating any new items just set the location of the held item
# to the oridinal position of the craft area, and then nil out the
# held item state so that a new item can be picked up
args.state.held_item[:location] = :craft
args.state.held_item[:ordinal_x] = craft_area[:ordinal_x]
args.state.held_item[:ordinal_y] = craft_area[:ordinal_y]
args.state.held_item = nil
end
end
# if the selected area is an inventory area (as opposed to within the craft area)
elsif inventory_area
# check to see if there is already an item in that inventory slot
# the item_at_inventory_slot helper method returns an item or nil
item_already_there = item_at_inventory_slot args, inventory_area[:ordinal_x], inventory_area[:ordinal_y]
# if there is already an item there, and the item types/id match
if item_already_there && item_already_there[:id] == args.state.held_item[:id]
# then merge the item quantities
held_quantity = args.state.held_item[:quantity]
item_already_there[:quantity] += held_quantity
# remove the item being held from the items collection (since it's quantity is now 0)
args.state.items.reject! { |i| i[:location] == :held }
# nil out the held_item so a new item can be picked up
args.state.held_item = nil
# if there currently isn't an item there, then put the held item in the slot
elsif !item_already_there
args.state.held_item[:location] = :inventory
args.state.held_item[:ordinal_x] = inventory_area[:ordinal_x]
args.state.held_item[:ordinal_y] = inventory_area[:ordinal_y]
# nil out the held_item so a new item can be picked up
args.state.held_item = nil
end
end
end
end
# the calc method is executed after input
def calc args
# make sure that the real position of the inventory
# items are updated every frame to ensure that they
# are placed correctly given their location and oridinal positions
# instead of using .map, here we use .each (since we are not returning a new item and just updating the items in place)
args.state.items.each do |item|
# based on the location of the item, invoke the correct pixel conversion method
if item[:location] == :inventory
set_inventory_position args, item
elsif item[:location] == :craft
set_craft_position args, item
elsif item[:location] == :held
# if the item is held, center the item around the mouse pointer
args.state.held_item.x = args.inputs.mouse.x - args.state.held_item.w.half
args.state.held_item.y = args.inputs.mouse.y - args.state.held_item.h.half
end
end
# for each hash/sprite in the click ripples queue,
# expand its size by 20 percent and decrease its alpha
# by 10.
args.state.click_ripples.each do |ripple|
delta_w = ripple.w * 1.2 - ripple.w
delta_h = ripple.h * 1.2 - ripple.h
ripple.x -= delta_w.half
ripple.y -= delta_h.half
ripple.w += delta_w
ripple.h += delta_h
ripple.a -= 10
end
# remove any items from the collection where the alpha value is less than equal to
# zero using the reject! method (reject with an exclamation point at the end changes the
# array value in place, while reject without the exclamation point returns a new array).
args.state.click_ripples.reject! { |ripple| ripple.a <= 0 }
end
# helper function for finding an item at a craft slot
def item_at_craft_slot args, ordinal_x, ordinal_y
args.state.items.find { |i| i[:location] == :craft && i[:ordinal_x] == ordinal_x && i[:ordinal_y] == ordinal_y }
end
# helper function for finding an item at an inventory slot
def item_at_inventory_slot args, ordinal_x, ordinal_y
args.state.items.find { |i| i[:location] == :inventory && i[:ordinal_x] == ordinal_x && i[:ordinal_y] == ordinal_y }
end
# helper function that creates a visual representation of an item
def item_prefab args, item, should_highlight, mouse
return nil unless item
overlay = nil
x = item.x
y = item.y
w = item.w
h = item.h
if should_highlight && mouse.point.inside_rect?(item)
overlay = { x: x, y: y, w: w, h: h, path: "sprites/square-blue.png", a: 130, }
end
[
# sprites are hashes with a path property, this is the main sprite
{ x: x, y: y, w: args.state.sprite_size, h: args.state.sprite_size, path: item[:path], },
# this represents the black area in the bottom right corner of the main sprite so that the
# quantity is visible
{ x: x + 55, y: y, w: 25, h: 25, path: "sprites/square-black.png", }, # sprites are hashes with a path property
# labels are hashes with a text property
{ x: x + 56, y: y + 22, text: "#{item[:quantity]}", r: 255, g: 255, b: 255, },
# this is the mouse overlay, if the overlay isn't applicable, then this value will be nil (nil values will not be rendered)
overlay
]
end
# helper function for deriving the position of an item within inventory
def set_inventory_position args, item
item.x = args.state.inventory_border.x + item[:ordinal_x] * 80
item.y = (args.state.inventory_border.y + args.state.inventory_border.h - 80) - item[:ordinal_y] * 80
item.w = 80
item.h = 80
end
# helper function for deriving the position of an item within the craft area
def set_craft_position args, item
item.x = args.state.craft_border.x + item[:ordinal_x] * 80
item.y = (args.state.craft_border.y + args.state.inventory_border.h - 80) - item[:ordinal_y] * 80
item.w = 80
item.h = 80
end
# Any lines outside of a function will be executed when the file is reloaded.
# So every time you save main.rb, the game will be reset.
# Comment out the line below if you don't want this to happen.
$gtk.reset
Crafting - Farming Game Starting Point - main.rb
# ./samples/99_genre_crafting/farming_game_starting_point/app/main.rb
def tick args
args.state.tile_size = 80
args.state.player_speed = 4
args.state.player ||= tile(args, 7, 3, 0, 128, 180)
generate_map args
#press j to plant a green onion
if args.inputs.keyboard.j
#change this part you can change what you want to plant
args.state.walls << tile(args, ((args.state.player.x+80)/args.state.tile_size), ((args.state.player.y)/args.state.tile_size), 255, 255, 255)
args.state.plants << tile(args, ((args.state.player.x+80)/args.state.tile_size), ((args.state.player.y+80)/args.state.tile_size), 0, 160, 0)
end
# Adds walls, background, and player to args.outputs.solids so they appear on screen
args.outputs.solids << [0,0,1280,720, 237,189,101]
args.outputs.sprites << [0, 0, 1280, 720, 'sprites/background.png']
args.outputs.solids << args.state.walls
args.outputs.solids << args.state.player
args.outputs.solids << args.state.plants
args.outputs.labels << [320, 640, "press J to plant", 3, 1, 255, 0, 0, 200]
move_player args, -1, 0 if args.inputs.keyboard.left # x position decreases by 1 if left key is pressed
move_player args, 1, 0 if args.inputs.keyboard.right # x position increases by 1 if right key is pressed
move_player args, 0, 1 if args.inputs.keyboard.up # y position increases by 1 if up is pressed
move_player args, 0, -1 if args.inputs.keyboard.down # y position decreases by 1 if down is pressed
end
# Sets position, size, and color of the tile
def tile args, x, y, *color
[x * args.state.tile_size, # sets definition for array using method parameters
y * args.state.tile_size, # multiplying by tile_size sets x and y to correct position using pixel values
args.state.tile_size,
args.state.tile_size,
*color]
end
# Creates map by adding tiles to the wall, as well as a goal (that the player needs to reach)
def generate_map args
return if args.state.area
# Creates the area of the map. There are 9 rows running horizontally across the screen
# and 16 columns running vertically on the screen. Any spot with a "1" is not
# open for the player to move into (and is green), and any spot with a "0" is available
# for the player to move in.
args.state.area = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ],
].reverse # reverses the order of the area collection
# By reversing the order, the way that the area appears above is how it appears
# on the screen in the game. If we did not reverse, the map would appear inverted.
#The wall starts off with no tiles.
args.state.walls = []
args.state.plants = []
# If v is 1, a green tile is added to args.state.walls.
# If v is 2, a black tile is created as the goal.
args.state.area.map_2d do |y, x, v|
if v == 1
args.state.walls << tile(args, x, y, 255, 160, 156) # green tile
end
end
end
# Allows the player to move their box around the screen
def move_player args, *vector
box = args.state.player.shift_rect(vector) # box is able to move at an angle
# If the player's box hits a wall, it is not able to move further in that direction
return if args.state.walls
.any_intersect_rect?(box)
# Player's box is able to move at angles (not just the four general directions) fast
args.state.player =
args.state.player
.shift_rect(vector.x * args.state.player_speed, # if we don't multiply by speed, then
vector.y * args.state.player_speed) # the box will move extremely slow
end
Crafting - Farming Game Starting Point - tests.rb
# ./samples/99_genre_crafting/farming_game_starting_point/app/tests.rb
# For advanced users:
# You can put some quick verification tests here, any method
# that starts with the `test_` will be run when you save this file.
# Here is an example test and game
# To run the test: ./dragonruby mygame --eval app/tests.rb --no-tick
class MySuperHappyFunGame
attr_gtk
def tick
outputs.solids << [100, 100, 300, 300]
end
end
def test_universe args, assert
game = MySuperHappyFunGame.new
game.args = args
game.tick
assert.true! args.outputs.solids.length == 1, "failure: a solid was not added after tick"
assert.false! 1 == 2, "failure: some how, 1 equals 2, the world is ending"
puts "test_universe completed successfully"
end
puts "running tests"
$gtk.reset 100
$gtk.log_level = :off
$gtk.tests.start
Dev Tools - Add Buttons To Console - main.rb
# ./samples/99_genre_dev_tools/add_buttons_to_console/app/main.rb
# You can customize the buttons that show up in the Console.
class GTK::Console::Menu
# STEP 1: Override the custom_buttons function.
def custom_buttons
[
(button id: :yay,
# row for button
row: 3,
# column for button
col: 10,
# text
text: "I AM CUSTOM",
# when clicked call the custom_button_clicked function
method: :custom_button_clicked),
(button id: :yay,
# row for button
row: 3,
# column for button
col: 9,
# text
text: "CUSTOM ALSO",
# when clicked call the custom_button_also_clicked function
method: :custom_button_also_clicked)
]
end
# STEP 2: Define the function that should be called.
def custom_button_clicked
log "* INFO: I AM CUSTOM was clicked!"
end
def custom_button_also_clicked
log "* INFO: Custom Button Clicked at #{Kernel.global_tick_count}!"
all_buttons_as_string = $gtk.console.menu.buttons.map do |b|
<<-S.strip
** id: #{b[:id]}
:PROPERTIES:
:id: :#{b[:id]}
:method: :#{b[:method]}
:text: #{b[:text]}
:END:
S
end.join("\n")
log <<-S
* INFO: Here are all the buttons:
#{all_buttons_as_string}
S
end
end
def tick args
args.outputs.labels << [args.grid.center.x, args.grid.center.y,
"Open the DragonRuby Console to see the custom menu items.",
0, 1]
end
Dev Tools - Animation Creator Starting Point - main.rb
# ./samples/99_genre_dev_tools/animation_creator_starting_point/app/main.rb
class OneBitLowrezPaint
attr_gtk
def tick
outputs.background_color = [0, 0, 0]
defaults
render_instructions
render_canvas
render_buttons_frame_selection
render_animation_frame_thumbnails
render_animation
input_mouse_click
input_keyboard
calc_auto_export
calc_buttons_frame_selection
calc_animation_frames
process_queue_create_sprite
process_queue_reset_sprite
process_queue_update_rt_animation_frame
end
def defaults
state.animation_frames_per_second = 12
queues.create_sprite ||= []
queues.reset_sprite ||= []
queues.update_rt_animation_frame ||= []
if !state.animation_frames
state.animation_frames ||= []
add_animation_frame_to_end
end
state.last_mouse_down ||= 0
state.last_mouse_up ||= 0
state.buttons_frame_selection.left = 10
state.buttons_frame_selection.top = grid.top - 10
state.buttons_frame_selection.size = 20
defaults_canvas_sprite
state.edit_mode ||= :drawing
end
def defaults_canvas_sprite
rt_canvas.size = 16
rt_canvas.zoom = 30
rt_canvas.width = rt_canvas.size * rt_canvas.zoom
rt_canvas.height = rt_canvas.size * rt_canvas.zoom
rt_canvas.sprite = { x: 0,
y: 0,
w: rt_canvas.width,
h: rt_canvas.height,
path: :rt_canvas }.center_inside_rect(x: 0, y: 0, w: 640, h: 720)
return unless state.tick_count == 1
outputs[:rt_canvas].width = rt_canvas.width
outputs[:rt_canvas].height = rt_canvas.height
outputs[:rt_canvas].sprites << (rt_canvas.size + 1).map_with_index do |x|
(rt_canvas.size + 1).map_with_index do |y|
path = 'sprites/square-white.png'
path = 'sprites/square-blue.png' if x == 7 || x == 8
{ x: x * rt_canvas.zoom,
y: y * rt_canvas.zoom,
w: rt_canvas.zoom,
h: rt_canvas.zoom,
path: path,
a: 50 }
end
end
end
def render_instructions
instructions = [
"* Hotkeys:",
"- d: hold to erase, release to draw.",
"- a: add frame.",
"- c: copy frame.",
"- v: paste frame.",
"- x: delete frame.",
"- b: go to previous frame.",
"- f: go to next frame.",
"- w: save to ./canvas directory.",
"- l: load from ./canvas."
]
instructions.each.with_index do |l, i|
outputs.labels << { x: 840, y: 500 - (i * 20), text: "#{l}",
r: 180, g: 180, b: 180, size_enum: 0 }
end
end
def render_canvas
return if state.tick_count.zero?
outputs.sprites << rt_canvas.sprite
end
def render_buttons_frame_selection
args.outputs.primitives << state.buttons_frame_selection.items.map_with_index do |b, i|
label = { x: b.x + state.buttons_frame_selection.size.half,
y: b.y,
text: "#{i + 1}", r: 180, g: 180, b: 180,
size_enum: -4, alignment_enum: 1 }.label!
selection_border = b.merge(r: 40, g: 40, b: 40).border!
if i == state.animation_frames_selected_index
selection_border = b.merge(r: 40, g: 230, b: 200).border!
end
[selection_border, label]
end
end
def render_animation_frame_thumbnails
return if state.tick_count.zero?
outputs[:current_animation_frame].width = rt_canvas.size
outputs[:current_animation_frame].height = rt_canvas.size
outputs[:current_animation_frame].solids << selected_animation_frame[:pixels].map_with_index do |f, i|
{ x: f.x,
y: f.y,
w: 1,
h: 1, r: 255, g: 255, b: 255 }
end
outputs.sprites << rt_canvas.sprite.merge(path: :current_animation_frame)
state.animation_frames.map_with_index do |animation_frame, animation_frame_index|
outputs.sprites << state.buttons_frame_selection[:items][animation_frame_index][:inner_rect]
.merge(path: animation_frame[:rt_name])
end
end
def render_animation
sprite_index = 0.frame_index count: state.animation_frames.length,
hold_for: 60 / state.animation_frames_per_second,
repeat: true
args.outputs.sprites << { x: 700 - 8,
y: 120,
w: 16,
h: 16,
path: (sprite_path sprite_index) }
args.outputs.sprites << { x: 700 - 16,
y: 230,
w: 32,
h: 32,
path: (sprite_path sprite_index) }
args.outputs.sprites << { x: 700 - 32,
y: 360,
w: 64,
h: 64,
path: (sprite_path sprite_index) }
args.outputs.sprites << { x: 700 - 64,
y: 520,
w: 128,
h: 128,
path: (sprite_path sprite_index) }
end
def input_mouse_click
if inputs.mouse.up
state.last_mouse_up = state.tick_count
elsif inputs.mouse.moved && user_is_editing?
edit_current_animation_frame inputs.mouse.point
end
return unless inputs.mouse.click
clicked_frame_button = state.buttons_frame_selection.items.find do |b|
inputs.mouse.point.inside_rect? b
end
if (clicked_frame_button)
state.animation_frames_selected_index = clicked_frame_button[:index]
end
if (inputs.mouse.point.inside_rect? rt_canvas.sprite)
state.last_mouse_down = state.tick_count
edit_current_animation_frame inputs.mouse.point
end
end
def input_keyboard
# w to save
if inputs.keyboard.key_down.w
t = Time.now
state.save_description = "Time: #{t} (#{t.to_i})"
gtk.serialize_state 'canvas/state.txt', state
gtk.serialize_state "tmp/canvas_backups/#{t.to_i}/state.txt", state
animation_frames.each_with_index do |animation_frame, i|
queues.update_rt_animation_frame << { index: i,
at: state.tick_count + i,
queue_sprite_creation: true }
queues.create_sprite << { index: i,
at: state.tick_count + animation_frames.length + i,
path_override: "tmp/canvas_backups/#{t.to_i}/sprite-#{i}.png" }
end
gtk.notify! "Canvas saved."
end
# l to load
if inputs.keyboard.key_down.l
args.state = gtk.deserialize_state 'canvas/state.txt'
animation_frames.each_with_index do |a, i|
queues.update_rt_animation_frame << { index: i,
at: state.tick_count + i,
queue_sprite_creation: true }
end
gtk.notify! "Canvas loaded."
end
# d to go into delete mode, release to paint
if inputs.keyboard.key_held.d
state.edit_mode = :erasing
gtk.notify! "Erasing." if inputs.keyboard.key_held.d == (state.tick_count - 1)
elsif inputs.keyboard.key_up.d
state.edit_mode = :drawing
gtk.notify! "Drawing."
end
# a to add a frame to the end
if inputs.keyboard.key_down.a
queues.create_sprite << { index: state.animation_frames_selected_index,
at: state.tick_count }
queues.create_sprite << { index: state.animation_frames_selected_index + 1,
at: state.tick_count }
add_animation_frame_to_end
gtk.notify! "Frame added to end."
end
# c or t to copy
if (inputs.keyboard.key_down.c || inputs.keyboard.key_down.t)
state.clipboard = [selected_animation_frame[:pixels]].flatten
gtk.notify! "Current frame copied."
end
# v or q to paste
if (inputs.keyboard.key_down.v || inputs.keyboard.key_down.q) && state.clipboard
selected_animation_frame[:pixels] = [state.clipboard].flatten
queues.update_rt_animation_frame << { index: state.animation_frames_selected_index,
at: state.tick_count,
queue_sprite_creation: true }
gtk.notify! "Pasted."
end
# f to go forward/next frame
if (inputs.keyboard.key_down.f)
if (state.animation_frames_selected_index == (state.animation_frames.length - 1))
state.animation_frames_selected_index = 0
else
state.animation_frames_selected_index += 1
end
gtk.notify! "Next frame."
end
# b to go back/previous frame
if (inputs.keyboard.key_down.b)
if (state.animation_frames_selected_index == 0)
state.animation_frames_selected_index = state.animation_frames.length - 1
else
state.animation_frames_selected_index -= 1
end
gtk.notify! "Previous frame."
end
# x to delete frame
if (inputs.keyboard.key_down.x) && animation_frames.length > 1
state.clipboard = selected_animation_frame[:pixels]
state.animation_frames = animation_frames.find_all { |v| v[:index] != state.animation_frames_selected_index }
if state.animation_frames_selected_index >= state.animation_frames.length
state.animation_frames_selected_index = state.animation_frames.length - 1
end
gtk.notify! "Frame deleted."
end
end
def calc_auto_export
return if user_is_editing?
return if state.last_mouse_up.elapsed_time != 30
# auto export current animation frame if there is no editing for 30 ticks
queues.create_sprite << { index: state.animation_frames_selected_index,
at: state.tick_count }
end
def calc_buttons_frame_selection
state.buttons_frame_selection.items = animation_frames.length.map_with_index do |i|
{ x: state.buttons_frame_selection.left + i * state.buttons_frame_selection.size,
y: state.buttons_frame_selection.top - state.buttons_frame_selection.size,
inner_rect: {
x: (state.buttons_frame_selection.left + 2) + i * state.buttons_frame_selection.size,
y: (state.buttons_frame_selection.top - state.buttons_frame_selection.size + 2),
w: 16,
h: 16,
},
w: state.buttons_frame_selection.size,
h: state.buttons_frame_selection.size,
index: i }
end
end
def calc_animation_frames
animation_frames.each_with_index do |animation_frame, i|
animation_frame[:index] = i
animation_frame[:rt_name] = "animation_frame_#{i}"
end
end
def process_queue_create_sprite
sprites_to_create = queues.create_sprite
.find_all { |h| h[:at].elapsed? }
queues.create_sprite = queues.create_sprite - sprites_to_create
sprites_to_create.each do |h|
export_animation_frame h[:index], h[:path_override]
end
end
def process_queue_reset_sprite
sprites_to_reset = queues.reset_sprite
.find_all { |h| h[:at].elapsed? }
queues.reset_sprite -= sprites_to_reset
sprites_to_reset.each { |h| gtk.reset_sprite (sprite_path h[:index]) }
end
def process_queue_update_rt_animation_frame
animation_frames_to_update = queues.update_rt_animation_frame
.find_all { |h| h[:at].elapsed? }
queues.update_rt_animation_frame -= animation_frames_to_update
animation_frames_to_update.each do |h|
update_animation_frame_render_target animation_frames[h[:index]]
if h[:queue_sprite_creation]
queues.create_sprite << { index: h[:index],
at: state.tick_count + 1 }
end
end
end
def update_animation_frame_render_target animation_frame
return if !animation_frame
outputs[animation_frame[:rt_name]].width = state.rt_canvas.size
outputs[animation_frame[:rt_name]].height = state.rt_canvas.size
outputs[animation_frame[:rt_name]].solids << animation_frame[:pixels].map do |f|
{ x: f.x,
y: f.y,
w: 1,
h: 1, r: 255, g: 255, b: 255 }
end
end
def animation_frames
state.animation_frames
end
def add_animation_frame_to_end
animation_frames << {
index: animation_frames.length,
pixels: [],
rt_name: "animation_frame_#{animation_frames.length}"
}
state.animation_frames_selected_index = (animation_frames.length - 1)
queues.update_rt_animation_frame << { index: state.animation_frames_selected_index,
at: state.tick_count,
queue_sprite_creation: true }
end
def sprite_path i
"canvas/sprite-#{i}.png"
end
def export_animation_frame i, path_override = nil
return if !state.animation_frames[i]
outputs.screenshots << state.buttons_frame_selection
.items[i][:inner_rect]
.merge(path: path_override || (sprite_path i))
outputs.screenshots << state.buttons_frame_selection
.items[i][:inner_rect]
.merge(path: "tmp/sprite_backups/#{Time.now.to_i}-sprite-#{i}.png")
queues.reset_sprite << { index: i, at: state.tick_count }
end
def selected_animation_frame
state.animation_frames[state.animation_frames_selected_index]
end
def edit_current_animation_frame point
draw_area_point = (to_draw_area point)
if state.edit_mode == :drawing && (!selected_animation_frame[:pixels].include? draw_area_point)
selected_animation_frame[:pixels] << draw_area_point
queues.update_rt_animation_frame << { index: state.animation_frames_selected_index,
at: state.tick_count,
queue_sprite_creation: !user_is_editing? }
elsif state.edit_mode == :erasing && (selected_animation_frame[:pixels].include? draw_area_point)
selected_animation_frame[:pixels] = selected_animation_frame[:pixels].reject { |p| p == draw_area_point }
queues.update_rt_animation_frame << { index: state.animation_frames_selected_index,
at: state.tick_count,
queue_sprite_creation: !user_is_editing? }
end
end
def user_is_editing?
state.last_mouse_down > state.last_mouse_up
end
def to_draw_area point
x, y = point
x -= rt_canvas.sprite.x
y -= rt_canvas.sprite.y
{ x: x.idiv(rt_canvas.zoom),
y: y.idiv(rt_canvas.zoom) }
end
def rt_canvas
state.rt_canvas ||= state.new_entity(:rt_canvas)
end
def queues
state.queues ||= state.new_entity(:queues)
end
end
$game = OneBitLowrezPaint.new
def tick args
$game.args = args
$game.tick
end
# $gtk.reset
Dev Tools - Tile Editor Starting Point - main.rb
# ./samples/99_genre_dev_tools/tile_editor_starting_point/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- to_s: Returns a string representation of an object.
For example, if we had
500.to_s
the string "500" would be returned.
Similar to to_i, which returns an integer representation of an object.
- Ceil: Returns an integer number greater than or equal to the original
with no decimal.
Reminders:
- ARRAY#inside_rect?: Returns true or false depending on if the point is inside a rect.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters are [X, Y, WIDTH, HEIGHT, IMAGE PATH]
For more information about sprites, go to mygame/documentation/05-sprites.md.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.lines: An array. The values generate a line.
The parameters are [X1, Y1, X2, Y2, RED, GREEN, BLUE]
For more information about lines, go to mygame/documentation/04-lines.md.
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
In this sample app, new_entity is used to create a new button that clears the grid.
(Remember, you can use state to define ANY property and it will be retained across frames.)
=end
# This sample app shows an empty grid that the user can paint in. There are different image tiles that
# the user can use to fill the grid, and the "Clear" button can be pressed to clear the grid boxes.
class TileEditor
attr_accessor :inputs, :state, :outputs, :grid, :args
# Runs all the methods necessary for the game to function properly.
def tick
defaults
render
check_click
draw_buttons
end
# Sets default values
# Initialization only happens in the first frame
# NOTE: The values of some of these variables may seem confusingly large at first.
# The gridSize is 1600 but it seems a lot smaller on the screen, for example.
# But keep in mind that by using the "W", "A", "S", and "D" keys, you can
# move the grid's view in all four directions for more grid spaces.
def defaults
state.tileCords ||= []
state.tileQuantity ||= 6
state.tileSize ||= 50
state.tileSelected ||= 1
state.tempX ||= 50
state.tempY ||= 500
state.speed ||= 4
state.centerX ||= 4000
state.centerY ||= 4000
state.originalCenter ||= [state.centerX, state.centerY]
state.gridSize ||= 1600
state.lineQuantity ||= 50
state.increment ||= state.gridSize / state.lineQuantity
state.gridX ||= []
state.gridY ||= []
state.filled_squares ||= []
state.grid_border ||= [390, 140, 500, 500]
get_grid unless state.tempX == 0 # calls get_grid in the first frame only
determineTileCords unless state.tempX == 0 # calls determineTileCords in first frame
state.tempX = 0 # sets tempX to 0; the two methods aren't called again
end
# Calculates the placement of lines or separators in the grid
def get_grid
curr_x = state.centerX - (state.gridSize / 2) # starts at left of grid
deltaX = state.gridSize / state.lineQuantity # finds distance to place vertical lines evenly through width of grid
(state.lineQuantity + 2).times do
state.gridX << curr_x # adds curr_x to gridX collection
curr_x += deltaX # increment curr_x by the distance between vertical lines
end
curr_y = state.centerY - (state.gridSize / 2) # starts at bottom of grid
deltaY = state.gridSize / state.lineQuantity # finds distance to place horizontal lines evenly through height of grid
(state.lineQuantity + 2).times do
state.gridY << curr_y # adds curr_y to gridY collection
curr_y += deltaY # increments curr_y to distance between horizontal lines
end
end
# Determines coordinate positions of patterned tiles (on the left side of the grid)
def determineTileCords
state.tempCounter ||= 1 # initializes tempCounter to 1
state.tileQuantity.times do # there are 6 different kinds of tiles
state.tileCords += [[state.tempX, state.tempY, state.tempCounter]] # adds tile definition to collection
state.tempX += 75 # increments tempX to put horizontal space between the patterned tiles
state.tempCounter += 1 # increments tempCounter
if state.tempX > 200 # if tempX exceeds 200 pixels
state.tempX = 50 # a new row of patterned tiles begins
state.tempY -= 75 # the new row is 75 pixels lower than the previous row
end
end
end
# Outputs objects (grid, tiles, etc) onto the screen
def render
outputs.sprites << state.tileCords.map do # outputs tileCords collection using images in sprites folder
|x, y, order|
[x, y, state.tileSize, state.tileSize, 'sprites/image' + order.to_s + ".png"]
end
outputs.solids << [0, 0, 1280, 720, 255, 255, 255] # outputs white background
add_grid # outputs grid
print_title # outputs title and current tile pattern
end
# Creates a grid by outputting vertical and horizontal grid lines onto the screen.
# Outputs sprites for the filled_squares collection onto the screen.
def add_grid
# Outputs the grid's border.
outputs.borders << state.grid_border
temp = 0
# Before looking at the code that outputs the vertical and horizontal lines in the
# grid, take note of the fact that:
# grid_border[1] refers to the border's bottom line (running horizontally),
# grid_border[2] refers to the border's top line (running (horizontally),
# grid_border[0] refers to the border's left line (running vertically),
# and grid_border[3] refers to the border's right line (running vertically).
# [2]
# ----------
# | |
# [0] | | [3]
# | |
# ----------
# [1]
# Calculates the positions and outputs the x grid lines in the color gray.
state.gridX.map do # perform an action on all elements of the gridX collection
|x|
temp += 1 # increment temp
# if x's value is greater than (or equal to) the x value of the border's left side
# and less than (or equal to) the x value of the border's right side
if x >= state.centerX - (state.grid_border[2] / 2) && x <= state.centerX + (state.grid_border[2] / 2)
delta = state.centerX - 640
# vertical lines have the same starting and ending x positions
# starting y and ending y positions lead from the bottom of the border to the top of the border
outputs.lines << [x - delta, state.grid_border[1], x - delta, state.grid_border[1] + state.grid_border[2], 150, 150, 150] # sets definition of vertical line and outputs it
end
end
temp = 0
# Calculates the positions and outputs the y grid lines in the color gray.
state.gridY.map do # perform an action on all elements of the gridY collection
|y|
temp += 1 # increment temp
# if y's value is greater than (or equal to) the y value of the border's bottom side
# and less than (or equal to) the y value of the border's top side
if y >= state.centerY - (state.grid_border[3] / 2) && y <= state.centerY + (state.grid_border[3] / 2)
delta = state.centerY - 393
# horizontal lines have the same starting and ending y positions
# starting x and ending x positions lead from the left side of the border to the right side of the border
outputs.lines << [state.grid_border[0], y - delta, state.grid_border[0] + state.grid_border[3], y - delta, 150, 150, 150] # sets definition of horizontal line and outputs it
end
end
# Sets values and outputs sprites for the filled_squares collection.
state.filled_squares.map do # perform an action on every element of the filled_squares collection
|x, y, w, h, sprite|
# if x's value is greater than (or equal to) the x value of 17 pixels to the left of the border's left side
# and less than (or equal to) the x value of the border's right side
# and y's value is greater than (or equal to) the y value of the border's bottom side
# and less than (or equal to) the y value of 25 pixels above the border's top side
# NOTE: The allowance of 17 pixels and 25 pixels is due to the fact that a grid box may be slightly cut off or
# not entirely visible in the grid's view (until it is moved using "W", "A", "S", "D")
if x >= state.centerX - (state.grid_border[2] / 2) - 17 && x <= state.centerX + (state.grid_border[2] / 2) &&
y >= state.centerY - (state.grid_border[3] / 2) && y <= state.centerY + (state.grid_border[3] / 2) + 25
# calculations done to place sprites in grid spaces that are meant to filled in
# mess around with the x and y values and see how the sprite placement changes
outputs.sprites << [x - state.centerX + 630, y - state.centerY + 360, w, h, sprite]
end
end
# outputs a white solid along the left side of the grid (change the color and you'll be able to see it against the white background)
# state.increment subtracted in x parameter because solid's position is denoted by bottom left corner
# state.increment subtracted in y parameter to avoid covering the title label
outputs.primitives << [state.grid_border[0] - state.increment,
state.grid_border[1] - state.increment, state.increment, state.grid_border[3] + (state.increment * 2),
255, 255, 255].solid
# outputs a white solid along the right side of the grid
# state.increment subtracted from y parameter to avoid covering title label
outputs.primitives << [state.grid_border[0] + state.grid_border[2],
state.grid_border[1] - state.increment, state.increment, state.grid_border[3] + (state.increment * 2),
255, 255, 255].solid
# outputs a white solid along the bottom of the grid
# state.increment subtracted from y parameter to avoid covering last row of grid boxes
outputs.primitives << [state.grid_border[0] - state.increment, state.grid_border[1] - state.increment,
state.grid_border[2] + (2 * state.increment), state.increment, 255, 255, 255].solid
# outputs a white solid along the top of the grid
outputs.primitives << [state.grid_border[0] - state.increment, state.grid_border[1] + state.grid_border[3],
state.grid_border[2] + (2 * state.increment), state.increment, 255, 255, 255].solid
end
# Outputs title and current tile pattern
def print_title
outputs.labels << [640, 700, 'Mouse to Place Tile, WASD to Move Around', 7, 1] # title label
outputs.lines << horizontal_separator(660, 0, 1280) # outputs horizontal separator
outputs.labels << [1050, 500, 'Current:', 3, 1] # outputs Current label
outputs.sprites << [1110, 474, state.tileSize / 2, state.tileSize / 2, 'sprites/image' + state.tileSelected.to_s + ".png"] # outputs sprite of current tile pattern using images in sprites folder; output is half the size of a tile
end
# Sets the starting position, ending position, and color for the horizontal separator.
def horizontal_separator y, x, x2
[x, y, x2, y, 150, 150, 150] # definition of separator; horizontal line means same starting/ending y
end
# Checks if the mouse is being clicked or dragged
def check_click
if inputs.keyboard.key_down.r # if the "r" key is pressed down
$dragon.reset
end
if inputs.mouse.down #is mouse up or down?
state.mouse_held = true
if inputs.mouse.position.x < state.grid_border[0] # if mouse's x position is inside the grid's borders
state.tileCords.map do # perform action on all elements of tileCords collection
|x, y, order|
# if mouse's x position is greater than (or equal to) the starting x position of a tile
# and the mouse's x position is also less than (or equal to) the ending x position of that tile,
# and the mouse's y position is greater than (or equal to) the starting y position of that tile,
# and the mouse's y position is also less than (or equal to) the ending y position of that tile,
# (BASICALLY, IF THE MOUSE'S POSITION IS WITHIN THE STARTING AND ENDING POSITIONS OF A TILE)
if inputs.mouse.position.x >= x && inputs.mouse.position.x <= x + state.tileSize &&
inputs.mouse.position.y >= y && inputs.mouse.position.y <= y + state.tileSize
state.tileSelected = order # that tile is selected
end
end
end
elsif inputs.mouse.up # otherwise, if the mouse is in the "up" state
state.mouse_held = false # mouse is not held down or dragged
state.mouse_dragging = false
end
if state.mouse_held && # mouse needs to be down
!inputs.mouse.click && # must not be first click
((inputs.mouse.previous_click.point.x - inputs.mouse.position.x).abs > 15 ||
(inputs.mouse.previous_click.point.y - inputs.mouse.position.y).abs > 15) # Need to move 15 pixels before "drag"
state.mouse_dragging = true
end
# if mouse is clicked inside grid's border, search_lines method is called with click input type
if ((inputs.mouse.click) && (inputs.mouse.click.point.inside_rect? state.grid_border))
search_lines(inputs.mouse.click.point, :click)
# if mouse is dragged inside grid's border, search_lines method is called with drag input type
elsif ((state.mouse_dragging) && (inputs.mouse.position.inside_rect? state.grid_border))
search_lines(inputs.mouse.position, :drag)
end
# Changes grid's position on screen by moving it up, down, left, or right.
# centerX is incremented by speed if the "d" key is pressed and if that sum is less than
# the original left side of the center plus half the grid, minus half the top border of grid.
# MOVES GRID RIGHT (increasing x)
state.centerX += state.speed if inputs.keyboard.key_held.d &&
(state.centerX + state.speed) < state.originalCenter[0] + (state.gridSize / 2) - (state.grid_border[2] / 2)
# centerX is decremented by speed if the "a" key is pressed and if that difference is greater than
# the original left side of the center minus half the grid, plus half the top border of grid.
# MOVES GRID LEFT (decreasing x)
state.centerX -= state.speed if inputs.keyboard.key_held.a &&
(state.centerX - state.speed) > state.originalCenter[0] - (state.gridSize / 2) + (state.grid_border[2] / 2)
# centerY is incremented by speed if the "w" key is pressed and if that sum is less than
# the original bottom of the center plus half the grid, minus half the right border of grid.
# MOVES GRID UP (increasing y)
state.centerY += state.speed if inputs.keyboard.key_held.w &&
(state.centerY + state.speed) < state.originalCenter[1] + (state.gridSize / 2) - (state.grid_border[3] / 2)
# centerY is decremented by speed if the "s" key is pressed and if the difference is greater than
# the original bottom of the center minus half the grid, plus half the right border of grid.
# MOVES GRID DOWN (decreasing y)
state.centerY -= state.speed if inputs.keyboard.key_held.s &&
(state.centerY - state.speed) > state.originalCenter[1] - (state.gridSize / 2) + (state.grid_border[3] / 2)
end
# Performs calculations on the gridX and gridY collections, and sets values.
# Sets the definition of a grid box, including the image that it is filled with.
def search_lines (point, input_type)
point.x += state.centerX - 630 # increments x and y
point.y += state.centerY - 360
findX = 0
findY = 0
increment = state.gridSize / state.lineQuantity # divides grid by number of separators
state.gridX.map do # perform an action on every element of collection
|x|
# findX increments x by 10 if point.x is less than that sum and findX is currently 0
findX = x + 10 if point.x < (x + 10) && findX == 0
end
state.gridY.map do
|y|
# findY is set to y if point.y is less than that value and findY is currently 0
findY = y if point.y < (y) && findY == 0
end
# position of a box is denoted by bottom left corner, which is why the increment is being subtracted
grid_box = [findX - (increment.ceil), findY - (increment.ceil), increment.ceil, increment.ceil,
"sprites/image" + state.tileSelected.to_s + ".png"] # sets sprite definition
if input_type == :click # if user clicks their mouse
if state.filled_squares.include? grid_box # if grid box is already filled in
state.filled_squares.delete grid_box # box is cleared and removed from filled_squares
else
state.filled_squares << grid_box # otherwise, box is filled in and added to filled_squares
end
elsif input_type == :drag # if user drags mouse
unless state.filled_squares.include? grid_box # unless grid box dragged over is already filled in
state.filled_squares << grid_box # box is filled in and added to filled_squares
end
end
end
# Creates a "Clear" button using labels and borders.
def draw_buttons
x, y, w, h = 390, 50, 240, 50
state.clear_button ||= state.new_entity(:button_with_fade)
# x and y positions are set to display "Clear" label in center of the button
# Try changing first two parameters to simply x, y and see what happens to the text placement
state.clear_button.label ||= [x + w.half, y + h.half + 10, "Clear", 0, 1]
state.clear_button.border ||= [x, y, w, h] # definition of button's border
# If the mouse is clicked inside the borders of the clear button
if inputs.mouse.click && inputs.mouse.click.point.inside_rect?(state.clear_button.border)
state.clear_button.clicked_at = inputs.mouse.click.created_at # value is frame of mouse click
state.filled_squares.clear # filled squares collection is emptied (squares are cleared)
inputs.mouse.previous_click = nil # no previous click
end
outputs.labels << state.clear_button.label # outputs clear button
outputs.borders << state.clear_button.border
# When the clear button is clicked, the color of the button changes
# and the transparency changes, as well. If you change the time from
# 0.25.seconds to 1.25.seconds or more, the change will last longer.
if state.clear_button.clicked_at
outputs.solids << [x, y, w, h, 0, 180, 80, 255 * state.clear_button.clicked_at.ease(0.25.seconds, :flip)]
end
end
end
$tile_editor = TileEditor.new
def tick args
$tile_editor.inputs = args.inputs
$tile_editor.grid = args.grid
$tile_editor.args = args
$tile_editor.outputs = args.outputs
$tile_editor.state = args.state
$tile_editor.tick
tick_instructions args, "Roll your own tile editor. CLICK to select a sprite. CLICK in grid to place sprite. WASD to move around."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Dungeon Crawl - Classics Jam - main.rb
# ./samples/99_genre_dungeon_crawl/classics_jam/app/main.rb
class Game
attr_gtk
def tick
defaults
render
input
calc
end
def defaults
player.x ||= 640
player.y ||= 360
player.w ||= 16
player.h ||= 16
player.attacked_at ||= -1
player.angle ||= 0
player.future_player ||= future_player_position 0, 0
player.projectiles ||= []
player.damage ||= 0
state.level ||= create_level level_one_template
end
def render
outputs.sprites << level.walls.map do |w|
w.merge(path: 'sprites/square/gray.png')
end
outputs.sprites << level.spawn_locations.map do |s|
s.merge(path: 'sprites/square/blue.png')
end
outputs.sprites << player.projectiles.map do |p|
p.merge(path: 'sprites/square/blue.png')
end
outputs.sprites << level.enemies.map do |e|
e.merge(path: 'sprites/square/red.png')
end
outputs.sprites << player.merge(path: 'sprites/circle/green.png', angle: player.angle)
outputs.labels << { x: 30, y: 30.from_top, text: "damage: #{player.damage || 0}" }
end
def input
player.angle = inputs.directional_angle || player.angle
if inputs.controller_one.key_down.a || inputs.keyboard.key_down.space
player.attacked_at = state.tick_count
end
end
def calc
calc_player
calc_projectiles
calc_enemies
calc_spawn_locations
end
def calc_player
if player.attacked_at == state.tick_count
player.projectiles << { at: state.tick_count,
x: player.x,
y: player.y,
angle: player.angle,
w: 4,
h: 4 }.center_inside_rect(player)
end
if player.attacked_at.elapsed_time > 5
future_player = future_player_position inputs.left_right * 2, inputs.up_down * 2
future_player_collision = future_collision player, future_player, level.walls
player.x = future_player_collision.x if !future_player_collision.dx_collision
player.y = future_player_collision.y if !future_player_collision.dy_collision
end
end
def calc_projectile_collisions entities
entities.each do |e|
e.damage ||= 0
player.projectiles.each do |p|
if !p.collided && (p.intersect_rect? e)
p.collided = true
e.damage += 1
end
end
end
end
def calc_projectiles
player.projectiles.map! do |p|
dx, dy = p.angle.vector 10
p.merge(x: p.x + dx, y: p.y + dy)
end
calc_projectile_collisions level.walls + level.enemies + level.spawn_locations
player.projectiles.reject! { |p| p.at.elapsed_time > 10000 }
player.projectiles.reject! { |p| p.collided }
level.enemies.reject! { |e| e.damage > e.hp }
level.spawn_locations.reject! { |s| s.damage > s.hp }
end
def calc_enemies
level.enemies.map! do |e|
dx = 0
dx = 1 if e.x < player.x
dx = -1 if e.x > player.x
dy = 0
dy = 1 if e.y < player.y
dy = -1 if e.y > player.y
future_e = future_entity_position dx, dy, e
future_e_collision = future_collision e, future_e, level.enemies + level.walls
e.next_x = e.x
e.next_y = e.y
e.next_x = future_e_collision.x if !future_e_collision.dx_collision
e.next_y = future_e_collision.y if !future_e_collision.dy_collision
e
end
level.enemies.map! do |e|
e.x = e.next_x
e.y = e.next_y
e
end
level.enemies.each do |e|
player.damage += 1 if e.intersect_rect? player
end
end
def calc_spawn_locations
level.spawn_locations.map! do |s|
s.merge(countdown: s.countdown - 1)
end
level.spawn_locations
.find_all { |s| s.countdown.neg? }
.each do |s|
s.countdown = s.rate
s.merge(countdown: s.rate)
new_enemy = create_enemy s
if !(level.enemies.find { |e| e.intersect_rect? new_enemy })
level.enemies << new_enemy
end
end
end
def create_enemy spawn_location
to_cell(spawn_location.ordinal_x, spawn_location.ordinal_y).merge hp: 2
end
def create_level level_template
{
walls: level_template.walls.map { |w| to_cell(w.ordinal_x, w.ordinal_y).merge(w) },
enemies: [],
spawn_locations: level_template.spawn_locations.map { |s| to_cell(s.ordinal_x, s.ordinal_y).merge(s) }
}
end
def level_one_template
{
walls: [{ ordinal_x: 25, ordinal_y: 20},
{ ordinal_x: 25, ordinal_y: 21},
{ ordinal_x: 25, ordinal_y: 22},
{ ordinal_x: 25, ordinal_y: 23}],
spawn_locations: [{ ordinal_x: 10, ordinal_y: 10, rate: 120, countdown: 0, hp: 5 }]
}
end
def player
state.player ||= {}
end
def level
state.level ||= {}
end
def future_collision entity, future_entity, others
dx_collision = others.find { |o| o != entity && (o.intersect_rect? future_entity.dx) }
dy_collision = others.find { |o| o != entity && (o.intersect_rect? future_entity.dy) }
{
dx_collision: dx_collision,
x: future_entity.dx.x,
dy_collision: dy_collision,
y: future_entity.dy.y
}
end
def future_entity_position dx, dy, entity
{
dx: entity.merge(x: entity.x + dx),
dy: entity.merge(y: entity.y + dy),
both: entity.merge(x: entity.x + dx, y: entity.y + dy)
}
end
def future_player_position dx, dy
future_entity_position dx, dy, player
end
def to_cell ordinal_x, ordinal_y
{ x: ordinal_x * 16, y: ordinal_y * 16, w: 16, h: 16 }
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
$gtk.reset
$game = nil
Fighting - Special Move Inputs - main.rb
# ./samples/99_genre_fighting/01_special_move_inputs/app/main.rb
def tick args
#tick_instructions args, "Use LEFT and RIGHT arrow keys to move and SPACE to jump."
defaults args
render args
input args
calc args
end
# sets default values and creates empty collections
# initialization only happens in the first frame
def defaults args
fiddle args
args.state.tick_count = args.state.tick_count
args.state.bridge_top = 128
args.state.player.x ||= 0 # initializes player's properties
args.state.player.y ||= args.state.bridge_top
args.state.player.w ||= 64
args.state.player.h ||= 64
args.state.player.dy ||= 0
args.state.player.dx ||= 0
args.state.player.r ||= 0
args.state.game_over_at ||= 0
args.state.animation_time ||=0
args.state.timeleft ||=0
args.state.timeright ||=0
args.state.lastpush ||=0
args.state.inputlist ||= ["j","k","l"]
end
# sets enemy, player, hammer values
def fiddle args
args.state.gravity = -0.5
args.state.player_jump_power = 10 # sets player values
args.state.player_jump_power_duration = 5
args.state.player_max_run_speed = 20
args.state.player_speed_slowdown_rate = 0.9
args.state.player_acceleration = 0.9
end
# outputs objects onto the screen
def render args
if (args.state.player.dx < 0.01) && (args.state.player.dx > -0.01)
args.state.player.dx = 0
end
#move list
(args.layout.rect_group row: 0, col_from_right: 8, drow: 0.3,
merge: { vertical_alignment_enum: 0, size_enum: -2 },
group: [
{ text: "move: WASD" },
{ text: "jump: Space" },
{ text: "attack forwards: J (while on ground" },
{ text: "attack upwards: K (while on groud)" },
{ text: "attack backwards: J (while on ground and holding A)" },
{ text: "attack downwards: K (while in air)" },
{ text: "dash attack: J, K in quick succession." },
{ text: "shield: hold J, K at the same time." },
{ text: "dash backwards: A, A in quick succession." },
]).into args.outputs.labels
# registered moves
args.outputs.labels << { x: 0.to_layout_col,
y: 0.to_layout_row,
text: "input history",
size_enum: -2,
vertical_alignment_enum: 0 }
(args.state.inputlist.take(5)).map do |s|
{ text: s, size_enum: -2, vertical_alignment_enum: 0 }
end.yield_self do |group|
(args.layout.rect_group row: 0.3, col: 0, drow: 0.3, group: group).into args.outputs.labels
end
#sprites
player = [args.state.player.x, args.state.player.y,
args.state.player.w, args.state.player.h,
"sprites/square/white.png",
args.state.player.r]
playershield = [args.state.player.x - 20, args.state.player.y - 10,
args.state.player.w + 20, args.state.player.h + 20,
"sprites/square/blue.png",
args.state.player.r,
0]
playerjab = [args.state.player.x + 32, args.state.player.y,
args.state.player.w, args.state.player.h,
"sprites/isometric/indigo.png",
args.state.player.r,
0]
playerupper = [args.state.player.x, args.state.player.y + 32,
args.state.player.w, args.state.player.h,
"sprites/isometric/indigo.png",
args.state.player.r+90,
0]
if ((args.state.tick_count - args.state.lastpush) <= 15)
if (args.state.inputlist[0] == "<<")
player = [args.state.player.x, args.state.player.y,
args.state.player.w, args.state.player.h,
"sprites/square/yellow.png", args.state.player.r]
end
if (args.state.inputlist[0] == "shield")
player = [args.state.player.x, args.state.player.y,
args.state.player.w, args.state.player.h,
"sprites/square/indigo.png", args.state.player.r]
playershield = [args.state.player.x - 10, args.state.player.y - 10,
args.state.player.w + 20, args.state.player.h + 20,
"sprites/square/blue.png", args.state.player.r, 50]
end
if (args.state.inputlist[0] == "back-attack")
playerjab = [args.state.player.x - 20, args.state.player.y,
args.state.player.w - 10, args.state.player.h,
"sprites/isometric/indigo.png", args.state.player.r, 255]
end
if (args.state.inputlist[0] == "forward-attack")
playerjab = [args.state.player.x + 32, args.state.player.y,
args.state.player.w, args.state.player.h,
"sprites/isometric/indigo.png", args.state.player.r, 255]
end
if (args.state.inputlist[0] == "up-attack")
playerupper = [args.state.player.x, args.state.player.y + 32,
args.state.player.w, args.state.player.h,
"sprites/isometric/indigo.png", args.state.player.r + 90, 255]
end
if (args.state.inputlist[0] == "dair")
playerupper = [args.state.player.x, args.state.player.y - 32,
args.state.player.w, args.state.player.h,
"sprites/isometric/indigo.png", args.state.player.r + 90, 255]
end
if (args.state.inputlist[0] == "dash-attack")
playerupper = [args.state.player.x, args.state.player.y + 32,
args.state.player.w, args.state.player.h,
"sprites/isometric/violet.png", args.state.player.r + 90, 255]
playerjab = [args.state.player.x + 32, args.state.player.y,
args.state.player.w, args.state.player.h,
"sprites/isometric/violet.png", args.state.player.r, 255]
end
end
args.outputs.sprites << playerjab
args.outputs.sprites << playerupper
args.outputs.sprites << player
args.outputs.sprites << playershield
args.outputs.solids << 20.map_with_index do |i| # uses 20 squares to form bridge
[i * 64, args.state.bridge_top - 64, 64, 64]
end
end
# Performs calculations to move objects on the screen
def calc args
# Since velocity is the change in position, the change in x increases by dx. Same with y and dy.
args.state.player.x += args.state.player.dx
args.state.player.y += args.state.player.dy
# Since acceleration is the change in velocity, the change in y (dy) increases every frame
args.state.player.dy += args.state.gravity
# player's y position is either current y position or y position of top of
# bridge, whichever has a greater value
# ensures that the player never goes below the bridge
args.state.player.y = args.state.player.y.greater(args.state.bridge_top)
# player's x position is either the current x position or 0, whichever has a greater value
# ensures that the player doesn't go too far left (out of the screen's scope)
args.state.player.x = args.state.player.x.greater(0)
# player is not falling if it is located on the top of the bridge
args.state.player.falling = false if args.state.player.y == args.state.bridge_top
#args.state.player.rect = [args.state.player.x, args.state.player.y, args.state.player.h, args.state.player.w] # sets definition for player
end
# Resets the player by changing its properties back to the values they had at initialization
def reset_player args
args.state.player.x = 0
args.state.player.y = args.state.bridge_top
args.state.player.dy = 0
args.state.player.dx = 0
args.state.enemy.hammers.clear # empties hammer collection
args.state.enemy.hammer_queue.clear # empties hammer_queue
args.state.game_over_at = args.state.tick_count # game_over_at set to current frame (or passage of time)
end
# Processes input from the user to move the player
def input args
if args.state.inputlist.length > 5
args.state.inputlist.pop
end
should_process_special_move = (args.inputs.keyboard.key_down.j) ||
(args.inputs.keyboard.key_down.k) ||
(args.inputs.keyboard.key_down.a) ||
(args.inputs.keyboard.key_down.d) ||
(args.inputs.controller_one.key_down.y) ||
(args.inputs.controller_one.key_down.x) ||
(args.inputs.controller_one.key_down.left) ||
(args.inputs.controller_one.key_down.right)
if (should_process_special_move)
if (args.inputs.keyboard.key_down.j && args.inputs.keyboard.key_down.k) ||
(args.inputs.controller_one.key_down.x && args.inputs.controller_one.key_down.y)
args.state.inputlist.unshift("shield")
elsif (args.inputs.keyboard.key_down.k || args.inputs.controller_one.key_down.y) &&
(args.state.inputlist[0] == "forward-attack") && ((args.state.tick_count - args.state.lastpush) <= 15)
args.state.inputlist.unshift("dash-attack")
args.state.player.dx = 20
elsif (args.inputs.keyboard.key_down.j && args.inputs.keyboard.a) ||
(args.inputs.controller_one.key_down.x && args.inputs.controller_one.key_down.left)
args.state.inputlist.unshift("back-attack")
elsif ( args.inputs.controller_one.key_down.x || args.inputs.keyboard.key_down.j)
args.state.inputlist.unshift("forward-attack")
elsif (args.inputs.keyboard.key_down.k || args.inputs.controller_one.key_down.y) &&
(args.state.player.y > 128)
args.state.inputlist.unshift("dair")
elsif (args.inputs.keyboard.key_down.k || args.inputs.controller_one.key_down.y)
args.state.inputlist.unshift("up-attack")
elsif (args.inputs.controller_one.key_down.left || args.inputs.keyboard.key_down.a) &&
(args.state.inputlist[0] == "<") &&
((args.state.tick_count - args.state.lastpush) <= 10)
args.state.inputlist.unshift("<<")
args.state.player.dx = -15
elsif (args.inputs.controller_one.key_down.left || args.inputs.keyboard.key_down.a)
args.state.inputlist.unshift("<")
args.state.timeleft = args.state.tick_count
elsif (args.inputs.controller_one.key_down.right || args.inputs.keyboard.key_down.d)
args.state.inputlist.unshift(">")
end
args.state.lastpush = args.state.tick_count
end
if args.inputs.keyboard.space || args.inputs.controller_one.r2 # if the user presses the space bar
args.state.player.jumped_at ||= args.state.tick_count # jumped_at is set to current frame
# if the time that has passed since the jump is less than the player's jump duration and
# the player is not falling
if args.state.player.jumped_at.elapsed_time < args.state.player_jump_power_duration && !args.state.player.falling
args.state.player.dy = args.state.player_jump_power # change in y is set to power of player's jump
end
end
# if the space bar is in the "up" state (or not being pressed down)
if args.inputs.keyboard.key_up.space || args.inputs.controller_one.key_up.r2
args.state.player.jumped_at = nil # jumped_at is empty
args.state.player.falling = true # the player is falling
end
if args.inputs.left # if left key is pressed
if args.state.player.dx < -5
args.state.player.dx = args.state.player.dx
else
args.state.player.dx = -5
end
elsif args.inputs.right # if right key is pressed
if args.state.player.dx > 5
args.state.player.dx = args.state.player.dx
else
args.state.player.dx = 5
end
else
args.state.player.dx *= args.state.player_speed_slowdown_rate # dx is scaled down
end
if ((args.state.player.dx).abs > 5) #&& ((args.state.tick_count - args.state.lastpush) <= 10)
args.state.player.dx *= 0.95
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.space ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Lowrez - Nokia 3310 - main.rb
# ./samples/99_genre_lowrez/nokia_3310/app/main.rb
require 'app/nokia.rb'
def tick args
# =======================================================================
# ==== HELLO WORLD ======================================================
# =======================================================================
# Steps to get started:
# 1. ~def tick args~ is the entry point for your game.
# 2. There are quite a few code samples below, remove the "##"
# before each line and save the file to see the changes.
# 3. 0, 0 is in bottom left and 83, 47 is in top right corner.
# 4. Be sure to come to the discord channel if you need
# more help: [[http://discord.dragonruby.org]].
# Commenting and uncommenting code:
# - Add a "#" infront of lines to comment out code
# - Remove the "#" infront of lines to comment out code
# Invoke the hello_world subroutine/method
hello_world args # <---- add a "#" to the beginning of the line to stop running this subroutine/method.
# =======================================================================
# ==== HOW TO RENDER A LABEL ============================================
# =======================================================================
# Uncomment the line below to invoke the how_to_render_a_label subroutine/method.
# Note: The method is defined in this file with the signature ~def how_to_render_a_label args~
# Scroll down to the method to see the details.
# Remove the "#" at the beginning of the line below
# how_to_render_a_label args # <---- remove the "#" at the beginning of this line to run the method
# =======================================================================
# ==== HOW TO RENDER A FILLED SQUARE (SOLID) ============================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_render_solids args
# =======================================================================
# ==== HOW TO RENDER AN UNFILLED SQUARE (BORDER) ========================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_render_borders args
# =======================================================================
# ==== HOW TO RENDER A LINE =============================================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_render_lines args
# =======================================================================
# == HOW TO RENDER A SPRITE =============================================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_render_sprites args
# =======================================================================
# ==== HOW TO MOVE A SPRITE BASED OFF OF USER INPUT =====================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_move_a_sprite args
# =======================================================================
# ==== HOW TO ANIMATE A SPRITE (SEPERATE PNGS) ==========================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_animate_a_sprite args
# =======================================================================
# ==== HOW TO ANIMATE A SPRITE (SPRITE SHEET) ===========================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_animate_a_sprite_sheet args
# =======================================================================
# ==== HOW TO DETERMINE COLLISION =============================================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_determine_collision args
# =======================================================================
# ==== HOW TO CREATE BUTTONS ==================================================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_create_buttons args
# ==== The line below renders a debug grid, mouse information, and current tick
# render_debug args
end
# =======================================================================
# ==== HELLO WORLD ======================================================
# =======================================================================
def hello_world args
args.nokia.solids << { x: 0, y: 64, w: 10, h: 10, r: 255 }
args.nokia.labels << {
x: 42,
y: 46,
text: "nokia 3310 jam 3",
size_enum: NOKIA_FONT_SM,
alignment_enum: 1,
r: 0,
g: 0,
b: 0,
a: 255,
font: NOKIA_FONT_PATH
}
args.nokia.sprites << {
x: 42 - 10,
y: 26 - 10,
w: 20,
h: 20,
path: 'sprites/monochrome-ship.png',
a: 255,
angle: args.state.tick_count % 360
}
end
# =======================================================================
# ==== HOW TO RENDER A LABEL ============================================
# =======================================================================
def how_to_render_a_label args
# NOTE: Text is aligned from the TOP LEFT corner
# Render an EXTRA LARGE/XL label (remove the "#" in front of each line below)
args.nokia.labels << { x: 0, y: 46, text: "Hello World",
size_enum: NOKIA_FONT_XL,
r: 0, g: 0, b: 0, a: 255,
font: NOKIA_FONT_PATH }
# Render a LARGE/LG label (remove the "#" in front of each line below)
args.nokia.labels << { x: 0, y: 29, text: "Hello World",
size_enum: NOKIA_FONT_LG,
r: 0, g: 0, b: 0, a: 255,
font: NOKIA_FONT_PATH }
# Render a MEDIUM/MD label (remove the "#" in front of each line below)
args.nokia.labels << { x: 0, y: 16, text: "Hello World",
size_enum: NOKIA_FONT_MD,
r: 0, g: 0, b: 0, a: 255,
font: NOKIA_FONT_PATH }
# Render a SMALL/SM label (remove the "#" in front of each line below)
args.nokia.labels << { x: 0, y: 7, text: "Hello World",
size_enum: NOKIA_FONT_SM,
r: 0, g: 0, b: 0, a: 255,
font: NOKIA_FONT_PATH }
# You are provided args.nokia.default_label which returns a Hash that you
# can ~merge~ properties with
# Example 1
args.nokia.labels << args.nokia
.default_label
.merge(text: "Default")
# Example 2
args.nokia.labels << args.nokia
.default_label
.merge(x: 31,
text: "Default")
end
# =============================================================================
# ==== HOW TO RENDER FILLED SQUARES (SOLIDS) ==================================
# =============================================================================
def how_to_render_solids args
# Render a square at 0, 0 with a width and height of 1
args.nokia.solids << { x: 0, y: 0, w: 1, h: 1 }
# Render a square at 1, 1 with a width and height of 2
args.nokia.solids << { x: 1, y: 1, w: 2, h: 2 }
# Render a square at 3, 3 with a width and height of 3
args.nokia.solids << { x: 3, y: 3, w: 3, h: 3 }
# Render a square at 6, 6 with a width and height of 4
args.nokia.solids << { x: 6, y: 6, w: 4, h: 4 }
end
# =============================================================================
# ==== HOW TO RENDER UNFILLED SQUARES (BORDERS) ===============================
# =============================================================================
def how_to_render_borders args
# Render a square at 0, 0 with a width and height of 3
args.nokia.borders << { x: 0, y: 0, w: 3, h: 3, a: 255 }
# Render a square at 3, 3 with a width and height of 3
args.nokia.borders << { x: 3, y: 3, w: 4, h: 4, a: 255 }
# Render a square at 5, 5 with a width and height of 4
args.nokia.borders << { x: 7, y: 7, w: 5, h: 5, a: 255 }
end
# =============================================================================
# ==== HOW TO RENDER A LINE ===================================================
# =============================================================================
def how_to_render_lines args
# Render a horizontal line at the bottom
args.nokia.lines << { x: 0, y: 0, x2: 83, y2: 0 }
# Render a vertical line at the left
args.nokia.lines << { x: 0, y: 0, x2: 0, y2: 47 }
# Render a diagonal line starting from the bottom left and going to the top right
args.nokia.lines << { x: 0, y: 0, x2: 83, y2: 47 }
end
# =============================================================================
# == HOW TO RENDER A SPRITE ===================================================
# =============================================================================
def how_to_render_sprites args
# Loop 10 times and create 10 sprites in 10 positions
# Render a sprite at the bottom left with a width and height of 5 and a path of 'sprites/monochrome-ship.png'
10.times do |i|
args.nokia.sprites << {
x: i * 8.4,
y: i * 4.8,
w: 5,
h: 5,
path: 'sprites/monochrome-ship.png'
}
end
# Given an array of positions create sprites
positions = [
{ x: 20, y: 32 },
{ x: 45, y: 15 },
{ x: 72, y: 23 },
]
positions.each do |position|
# use Ruby's ~Hash#merge~ function to create a sprite
args.nokia.sprites << position.merge(path: 'sprites/monochrome-ship.png',
w: 5,
h: 5)
end
end
# =============================================================================
# ==== HOW TO ANIMATE A SPRITE (SEPERATE PNGS) ==========================
# =============================================================================
def how_to_animate_a_sprite args
# STEP 1: Define when you want the animation to start. The animation in this case will start in 3 seconds
start_animation_on_tick = 180
# STEP 2: Get the frame_index given the start tick.
sprite_index = start_animation_on_tick.frame_index count: 7, # how many sprites?
hold_for: 8, # how long to hold each sprite?
repeat: true # should it repeat?
# STEP 3: frame_index will return nil if the frame hasn't arrived yet
if sprite_index
# if the sprite_index is populated, use it to determine the sprite path and render it
sprite_path = "sprites/explosion-#{sprite_index}.png"
args.nokia.sprites << { x: 42 - 16,
y: 47 - 32,
w: 32,
h: 32,
path: sprite_path }
else
# if the sprite_index is nil, render a countdown instead
countdown_in_seconds = ((start_animation_on_tick - args.state.tick_count) / 60).round(1)
args.nokia.labels << args.nokia
.default_label
.merge(x: 0,
y: 18,
text: "Count Down: #{countdown_in_seconds.to_sf}",
alignment_enum: 0)
end
# render the current tick and the resolved sprite index
args.nokia.labels << args.nokia
.default_label
.merge(x: 0,
y: 11,
text: "Tick: #{args.state.tick_count}")
args.nokia.labels << args.nokia
.default_label
.merge(x: 0,
y: 5,
text: "sprite_index: #{sprite_index}")
end
# =============================================================================
# ==== HOW TO ANIMATE A SPRITE (SPRITE SHEET) =================================
# =============================================================================
def how_to_animate_a_sprite_sheet args
# STEP 1: Define when you want the animation to start. The animation in this case will start in 3 seconds
start_animation_on_tick = 180
# STEP 2: Get the frame_index given the start tick.
sprite_index = start_animation_on_tick.frame_index count: 7, # how many sprites?
hold_for: 8, # how long to hold each sprite?
repeat: true # should it repeat?
# STEP 3: frame_index will return nil if the frame hasn't arrived yet
if sprite_index
# if the sprite_index is populated, use it to determine the source rectangle and render it
args.nokia.sprites << {
x: 42 - 16,
y: 47 - 32,
w: 32,
h: 32,
path: "sprites/explosion-sheet.png",
source_x: 32 * sprite_index,
source_y: 0,
source_w: 32,
source_h: 32
}
else
# if the sprite_index is nil, render a countdown instead
countdown_in_seconds = ((start_animation_on_tick - args.state.tick_count) / 60).round(1)
args.nokia.labels << args.nokia
.default_label
.merge(x: 0,
y: 18,
text: "Count Down: #{countdown_in_seconds.to_sf}",
alignment_enum: 0)
end
# render the current tick and the resolved sprite index
args.nokia.labels << args.nokia
.default_label
.merge(x: 0,
y: 11,
text: "tick: #{args.state.tick_count}")
args.nokia.labels << args.nokia
.default_label
.merge(x: 0,
y: 5,
text: "sprite_index: #{sprite_index}")
end
# =============================================================================
# ==== HOW TO STORE STATE, ACCEPT INPUT, AND RENDER SPRITE BASED OFF OF STATE =
# =============================================================================
def how_to_move_a_sprite args
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 46, text: "Use Arrow Keys",
alignment_enum: 1)
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 41, text: "Or WASD",
alignment_enum: 1)
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 36, text: "Or Click",
alignment_enum: 1)
# set the initial values for x and y using ||= ("or equal operator")
args.state.ship.x ||= 0
args.state.ship.y ||= 0
# if a mouse click occurs, update the ship's x and y to be the location of the click
if args.nokia.mouse_click
args.state.ship.x = args.nokia.mouse_click.x
args.state.ship.y = args.nokia.mouse_click.y
end
# if a or left arrow is pressed/held, decrement the ships x position
if args.nokia.keyboard.left
args.state.ship.x -= 1
end
# if d or right arrow is pressed/held, increment the ships x position
if args.nokia.keyboard.right
args.state.ship.x += 1
end
# if s or down arrow is pressed/held, decrement the ships y position
if args.nokia.keyboard.down
args.state.ship.y -= 1
end
# if w or up arrow is pressed/held, increment the ships y position
if args.nokia.keyboard.up
args.state.ship.y += 1
end
# render the sprite to the screen using the position stored in args.state.ship
args.nokia.sprites << {
x: args.state.ship.x,
y: args.state.ship.y,
w: 5,
h: 5,
path: 'sprites/monochrome-ship.png',
# parameters beyond this point are optional
angle: 0, # Note: rotation angle is denoted in degrees NOT radians
r: 255,
g: 255,
b: 255,
a: 255
}
end
# =======================================================================
# ==== HOW TO DETERMINE COLLISION =======================================
# =======================================================================
def how_to_determine_collision args
# Render the instructions
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 46, text: "Click Anywhere",
alignment_enum: 1)
# if a mouse click occurs:
# - set ship_one if it isn't set
# - set ship_two if it isn't set
# - otherwise reset ship one and ship two
if args.nokia.mouse_click
# is ship_one set?
if !args.state.ship_one
args.state.ship_one = { x: args.nokia.mouse_click.x - 5,
y: args.nokia.mouse_click.y - 5,
w: 10,
h: 10 }
# is ship_one set?
elsif !args.state.ship_two
args.state.ship_two = { x: args.nokia.mouse_click.x - 5,
y: args.nokia.mouse_click.y - 5,
w: 10,
h: 10 }
# should we reset?
else
args.state.ship_one = nil
args.state.ship_two = nil
end
end
# render ship one if it's set
if args.state.ship_one
# use Ruby's .merge method which is available on ~Hash~ to set the sprite and alpha
# render ship one
args.nokia.sprites << args.state.ship_one.merge(path: 'sprites/monochrome-ship.png')
end
if args.state.ship_two
# use Ruby's .merge method which is available on ~Hash~ to set the sprite and alpha
# render ship two
args.nokia.sprites << args.state.ship_two.merge(path: 'sprites/monochrome-ship.png')
end
# if both ship one and ship two are set, then determine collision
if args.state.ship_one && args.state.ship_two
# collision is determined using the intersect_rect? method
if args.state.ship_one.intersect_rect? args.state.ship_two
# if collision occurred, render the words collision!
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 5,
text: "Collision!",
alignment_enum: 1)
else
# if collision occurred, render the words no collision.
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 5,
text: "No Collision.",
alignment_enum: 1)
end
else
# if both ship one and ship two aren't set, then render --
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 6,
text: "--",
alignment_enum: 1)
end
end
# =============================================================================
# ==== HOW TO CREATE BUTTONS ==================================================
# =============================================================================
def how_to_create_buttons args
# Define a button style
args.state.button_style = { w: 82, h: 10, }
# Render instructions
args.state.button_message ||= "Press a Button!"
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 82,
text: args.state.button_message,
alignment_enum: 1)
# Creates button one using a border and a label
args.state.button_one_border = args.state.button_style.merge( x: 1, y: 32)
args.nokia.borders << args.state.button_one_border
args.nokia.labels << args.nokia
.default_label
.merge(x: args.state.button_one_border.x + 2,
y: args.state.button_one_border.y + NOKIA_FONT_SM_HEIGHT + 2,
text: "Button One")
# Creates button two using a border and a label
args.state.button_two_border = args.state.button_style.merge( x: 1, y: 20)
args.nokia.borders << args.state.button_two_border
args.nokia.labels << args.nokia
.default_label
.merge(x: args.state.button_two_border.x + 2,
y: args.state.button_two_border.y + NOKIA_FONT_SM_HEIGHT + 2,
text: "Button Two")
# Initialize the state variable that tracks which button was clicked to "" (empty stringI
args.state.last_button_clicked ||= "--"
# If a click occurs, check to see if either button one, or button two was clicked
# using the inside_rect? method of the mouse
# set args.state.last_button_clicked accordingly
if args.nokia.mouse_click
if args.nokia.mouse_click.inside_rect? args.state.button_one_border
args.state.last_button_clicked = "One Clicked!"
elsif args.nokia.mouse_click.inside_rect? args.state.button_two_border
args.state.last_button_clicked = "Two Clicked!"
else
args.state.last_button_clicked = "--"
end
end
# Render the current value of args.state.last_button_clicked
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 5,
text: args.state.last_button_clicked,
alignment_enum: 1)
end
def render_debug args
if !args.state.grid_rendered
(NOKIA_HEIGHT + 1).map_with_index do |i|
args.outputs.static_debug << {
x: NOKIA_X_OFFSET,
y: NOKIA_Y_OFFSET + (i * NOKIA_ZOOM),
x2: NOKIA_X_OFFSET + NOKIA_ZOOMED_WIDTH,
y2: NOKIA_Y_OFFSET + (i * NOKIA_ZOOM),
r: 128,
g: 128,
b: 128,
a: 80
}.line
end
(NOKIA_WIDTH + 1).map_with_index do |i|
args.outputs.static_debug << {
x: NOKIA_X_OFFSET + (i * NOKIA_ZOOM),
y: NOKIA_Y_OFFSET,
x2: NOKIA_X_OFFSET + (i * NOKIA_ZOOM),
y2: NOKIA_Y_OFFSET + NOKIA_ZOOMED_HEIGHT,
r: 128,
g: 128,
b: 128,
a: 80
}.line
end
end
args.state.grid_rendered = true
args.state.last_click ||= 0
args.state.last_up ||= 0
args.state.last_click = args.state.tick_count if args.nokia.mouse_down # you can also use args.nokia.click
args.state.last_up = args.state.tick_count if args.nokia.mouse_up
args.state.label_style = { size_enum: -1.5 }
args.state.watch_list = [
"args.state.tick_count is: #{args.state.tick_count}",
"args.nokia.mouse_position is: #{args.nokia.mouse_position.x}, #{args.nokia.mouse_position.y}",
"args.nokia.mouse_down tick: #{args.state.last_click || "never"}",
"args.nokia.mouse_up tick: #{args.state.last_up || "false"}",
]
args.outputs.debug << args.state
.watch_list
.map_with_index do |text, i|
{
x: 5,
y: 720 - (i * 18),
text: text,
size_enum: -1.5,
r: 255, g: 255, b: 255
}.label!
end
args.outputs.debug << {
x: 640,
y: 25,
text: "INFO: dev mode is currently enabled. Comment out the invocation of ~render_debug~ within the ~tick~ method to hide the debug layer.",
size_enum: -0.5,
alignment_enum: 1,
r: 255, g: 255, b: 255
}.label!
end
def snake_demo args
end
$gtk.reset
Lowrez - Nokia 3310 - nokia.rb
# ./samples/99_genre_lowrez/nokia_3310/app/nokia.rb
# Emulation of a 64x64 canvas. Don't change this file unless you know what you're doing :-)
# Head over to main.rb and study the code there.
NOKIA_WIDTH = 84
NOKIA_HEIGHT = 48
NOKIA_ZOOM = 12
NOKIA_ZOOMED_WIDTH = NOKIA_WIDTH * NOKIA_ZOOM
NOKIA_ZOOMED_HEIGHT = NOKIA_HEIGHT * NOKIA_ZOOM
NOKIA_X_OFFSET = (1280 - NOKIA_ZOOMED_WIDTH).half
NOKIA_Y_OFFSET = ( 720 - NOKIA_ZOOMED_HEIGHT).half
NOKIA_FONT_XL = -1
NOKIA_FONT_XL_HEIGHT = 20
NOKIA_FONT_LG = -3.5
NOKIA_FONT_LG_HEIGHT = 15
NOKIA_FONT_MD = -6
NOKIA_FONT_MD_HEIGHT = 10
NOKIA_FONT_SM = -8.5
NOKIA_FONT_SM_HEIGHT = 5
NOKIA_FONT_PATH = 'fonts/lowrez.ttf'
class NokiaOutputs
attr_accessor :width, :height
def initialize args
@args = args
end
def outputs_nokia
return @args.outputs if @args.state.tick_count <= 0
return @args.outputs[:nokia]
end
def solids
outputs_nokia.solids
end
def borders
outputs_nokia.borders
end
def sprites
outputs_nokia.sprites
end
def labels
outputs_nokia.labels
end
def default_label
{
x: 0,
y: 63,
text: "",
size_enum: NOKIA_FONT_SM,
alignment_enum: 0,
r: 0,
g: 0,
b: 0,
a: 255,
font: NOKIA_FONT_PATH
}
end
def lines
outputs_nokia.lines
end
def primitives
outputs_nokia.primitives
end
def click
return nil unless @args.inputs.mouse.click
mouse
end
def mouse_click
click
end
def mouse_down
@args.inputs.mouse.down
end
def mouse_up
@args.inputs.mouse.up
end
def mouse
[
((@args.inputs.mouse.x - NOKIA_X_OFFSET).idiv(NOKIA_ZOOM)),
((@args.inputs.mouse.y - NOKIA_Y_OFFSET).idiv(NOKIA_ZOOM))
]
end
def mouse_position
mouse
end
def keyboard
@args.inputs.keyboard
end
end
class GTK::Args
def init_nokia
return if @nokia
@nokia = NokiaOutputs.new self
end
def nokia
@nokia
end
end
module GTK
class Runtime
alias_method :__original_tick_core__, :tick_core unless Runtime.instance_methods.include?(:__original_tick_core__)
def tick_core
@args.init_nokia
__original_tick_core__
return if @args.state.tick_count <= 0
@args.render_target(:nokia)
.labels
.each do |l|
l.y += 1
if (l.a || 255) > 128
l.r = 67
l.g = 82
l.b = 61
l.a = 255
else
l.a = 0
end
end
@args.render_target(:nokia)
.sprites
.each do |s|
if (s.a || 255) > 128
s.a = 255
else
s.a = 0
end
end
@args.render_target(:nokia)
.solids
.each do |s|
if (s.a || 255) > 128
s.r = 67
s.g = 82
s.b = 61
s.a = 255
else
s.a = 0
end
end
@args.render_target(:nokia)
.borders
.each do |s|
if (s.a || 255) > 128
s.r = 67
s.g = 82
s.b = 61
s.a = 255
else
s.a = 0
end
end
@args.render_target(:nokia)
.lines
.each do |l|
l.y += 1
l.y2 += 1
l.y2 += 1 if l.y1 != l.y2
l.x2 += 1 if l.x1 != l.x2
if (l.a || 255) > 128
l.r = 67
l.g = 82
l.b = 61
l.a = 255
else
l.a = 0
end
end
@args.outputs.borders << {
x: NOKIA_X_OFFSET - 1,
y: NOKIA_Y_OFFSET - 1,
w: NOKIA_ZOOMED_WIDTH + 2,
h: NOKIA_ZOOMED_HEIGHT + 2,
r: 128, g: 128, b: 128
}
@args.outputs.background_color = [199, 240, 216]
@args.outputs.solids << [0, 0, NOKIA_X_OFFSET, 720]
@args.outputs.solids << [0, 0, 1280, NOKIA_Y_OFFSET]
@args.outputs.solids << [NOKIA_X_OFFSET + NOKIA_ZOOMED_WIDTH, 0, NOKIA_X_OFFSET, 720]
@args.outputs.solids << [0, NOKIA_Y_OFFSET.from_top, 1280, NOKIA_Y_OFFSET]
@args.outputs
.sprites << { x: NOKIA_X_OFFSET,
y: NOKIA_Y_OFFSET,
w: NOKIA_ZOOMED_WIDTH,
h: NOKIA_ZOOMED_HEIGHT,
source_x: 0,
source_y: 0,
source_w: NOKIA_WIDTH,
source_h: NOKIA_HEIGHT,
path: :nokia }
if !@args.state.overlay_rendered
(NOKIA_HEIGHT + 1).map_with_index do |i|
@args.outputs.static_lines << {
x: NOKIA_X_OFFSET,
y: NOKIA_Y_OFFSET + (i * NOKIA_ZOOM),
x2: NOKIA_X_OFFSET + NOKIA_ZOOMED_WIDTH,
y2: NOKIA_Y_OFFSET + (i * NOKIA_ZOOM),
r: 199,
g: 240,
b: 216,
a: 100
}.line!
end
(NOKIA_WIDTH + 1).map_with_index do |i|
@args.outputs.static_lines << {
x: NOKIA_X_OFFSET + (i * NOKIA_ZOOM),
y: NOKIA_Y_OFFSET,
x2: NOKIA_X_OFFSET + (i * NOKIA_ZOOM),
y2: NOKIA_Y_OFFSET + NOKIA_ZOOMED_HEIGHT,
r: 199,
g: 240,
b: 216,
a: 100
}.line!
end
@args.state.overlay_rendered = true
end
end
end
end
Lowrez - Resolution 64x64 - lowrez.rb
# ./samples/99_genre_lowrez/resolution_64x64/app/lowrez.rb
# Emulation of a 64x64 canvas. Don't change this file unless you know what you're doing :-)
# Head over to main.rb and study the code there.
LOWREZ_SIZE = 64
LOWREZ_ZOOM = 10
LOWREZ_ZOOMED_SIZE = LOWREZ_SIZE * LOWREZ_ZOOM
LOWREZ_X_OFFSET = (1280 - LOWREZ_ZOOMED_SIZE).half
LOWREZ_Y_OFFSET = ( 720 - LOWREZ_ZOOMED_SIZE).half
LOWREZ_FONT_XL = -1
LOWREZ_FONT_XL_HEIGHT = 20
LOWREZ_FONT_LG = -3.5
LOWREZ_FONT_LG_HEIGHT = 15
LOWREZ_FONT_MD = -6
LOWREZ_FONT_MD_HEIGHT = 10
LOWREZ_FONT_SM = -8.5
LOWREZ_FONT_SM_HEIGHT = 5
LOWREZ_FONT_PATH = 'fonts/lowrez.ttf'
class LowrezOutputs
attr_accessor :width, :height
def initialize args
@args = args
@background_color ||= [0, 0, 0]
@args.outputs.background_color = @background_color
end
def background_color
@background_color ||= [0, 0, 0]
end
def background_color= opts
@background_color = opts
@args.outputs.background_color = @background_color
outputs_lowrez.solids << [0, 0, LOWREZ_SIZE, LOWREZ_SIZE, @background_color]
end
def outputs_lowrez
return @args.outputs if @args.state.tick_count <= 0
return @args.outputs[:lowrez]
end
def solids
outputs_lowrez.solids
end
def borders
outputs_lowrez.borders
end
def sprites
outputs_lowrez.sprites
end
def labels
outputs_lowrez.labels
end
def default_label
{
x: 0,
y: 63,
text: "",
size_enum: LOWREZ_FONT_SM,
alignment_enum: 0,
r: 0,
g: 0,
b: 0,
a: 255,
font: LOWREZ_FONT_PATH
}
end
def lines
outputs_lowrez.lines
end
def primitives
outputs_lowrez.primitives
end
def click
return nil unless @args.inputs.mouse.click
mouse
end
def mouse_click
click
end
def mouse_down
@args.inputs.mouse.down
end
def mouse_up
@args.inputs.mouse.up
end
def mouse
[
((@args.inputs.mouse.x - LOWREZ_X_OFFSET).idiv(LOWREZ_ZOOM)),
((@args.inputs.mouse.y - LOWREZ_Y_OFFSET).idiv(LOWREZ_ZOOM))
]
end
def mouse_position
mouse
end
def keyboard
@args.inputs.keyboard
end
end
class GTK::Args
def init_lowrez
return if @lowrez
@lowrez = LowrezOutputs.new self
end
def lowrez
@lowrez
end
end
module GTK
class Runtime
alias_method :__original_tick_core__, :tick_core unless Runtime.instance_methods.include?(:__original_tick_core__)
def tick_core
@args.init_lowrez
__original_tick_core__
return if @args.state.tick_count <= 0
@args.render_target(:lowrez)
.labels
.each do |l|
l.y += 1
end
@args.render_target(:lowrez)
.lines
.each do |l|
l.y += 1
l.y2 += 1
l.y2 += 1 if l.y1 != l.y2
l.x2 += 1 if l.x1 != l.x2
end
@args.outputs
.sprites << { x: 320,
y: 40,
w: 640,
h: 640,
source_x: 0,
source_y: 0,
source_w: 64,
source_h: 64,
path: :lowrez }
end
end
end
Lowrez - Resolution 64x64 - main.rb
# ./samples/99_genre_lowrez/resolution_64x64/app/main.rb
require 'app/lowrez.rb'
def tick args
# How to set the background color
args.lowrez.background_color = [255, 255, 255]
# ==== HELLO WORLD ======================================================
# Steps to get started:
# 1. ~def tick args~ is the entry point for your game.
# 2. There are quite a few code samples below, remove the "##"
# before each line and save the file to see the changes.
# 3. 0, 0 is in bottom left and 63, 63 is in top right corner.
# 4. Be sure to come to the discord channel if you need
# more help: [[http://discord.dragonruby.org]].
# Commenting and uncommenting code:
# - Add a "#" infront of lines to comment out code
# - Remove the "#" infront of lines to comment out code
# Invoke the hello_world subroutine/method
hello_world args # <---- add a "#" to the beginning of the line to stop running this subroutine/method.
# =======================================================================
# ==== HOW TO RENDER A LABEL ============================================
# Uncomment the line below to invoke the how_to_render_a_label subroutine/method.
# Note: The method is defined in this file with the signature ~def how_to_render_a_label args~
# Scroll down to the method to see the details.
# Remove the "#" at the beginning of the line below
# how_to_render_a_label args # <---- remove the "#" at the begging of this line to run the method
# =======================================================================
# ==== HOW TO RENDER A FILLED SQUARE (SOLID) ============================
# Remove the "#" at the beginning of the line below
# how_to_render_solids args
# =======================================================================
# ==== HOW TO RENDER AN UNFILLED SQUARE (BORDER) ========================
# Remove the "#" at the beginning of the line below
# how_to_render_borders args
# =======================================================================
# ==== HOW TO RENDER A LINE =============================================
# Remove the "#" at the beginning of the line below
# how_to_render_lines args
# =======================================================================
# == HOW TO RENDER A SPRITE =============================================
# Remove the "#" at the beginning of the line below
# how_to_render_sprites args
# =======================================================================
# ==== HOW TO MOVE A SPRITE BASED OFF OF USER INPUT =====================
# Remove the "#" at the beginning of the line below
# how_to_move_a_sprite args
# =======================================================================
# ==== HOW TO ANIMATE A SPRITE (SEPERATE PNGS) ==========================
# Remove the "#" at the beginning of the line below
# how_to_animate_a_sprite args
# =======================================================================
# ==== HOW TO ANIMATE A SPRITE (SPRITE SHEET) ===========================
# Remove the "#" at the beginning of the line below
# how_to_animate_a_sprite_sheet args
# =======================================================================
# ==== HOW TO DETERMINE COLLISION =============================================
# Remove the "#" at the beginning of the line below
# how_to_determine_collision args
# =======================================================================
# ==== HOW TO CREATE BUTTONS ==================================================
# Remove the "#" at the beginning of the line below
# how_to_create_buttons args
# =======================================================================
# ==== The line below renders a debug grid, mouse information, and current tick
render_debug args
end
def hello_world args
args.lowrez.solids << { x: 0, y: 64, w: 10, h: 10, r: 255 }
args.lowrez.labels << {
x: 32,
y: 63,
text: "lowrezjam 2020",
size_enum: LOWREZ_FONT_SM,
alignment_enum: 1,
r: 0,
g: 0,
b: 0,
a: 255,
font: LOWREZ_FONT_PATH
}
args.lowrez.sprites << {
x: 32 - 10,
y: 32 - 10,
w: 20,
h: 20,
path: 'sprites/lowrez-ship-blue.png',
a: args.state.tick_count % 255,
angle: args.state.tick_count % 360
}
end
# =======================================================================
# ==== HOW TO RENDER A LABEL ============================================
# =======================================================================
def how_to_render_a_label args
# NOTE: Text is aligned from the TOP LEFT corner
# Render an EXTRA LARGE/XL label (remove the "#" in front of each line below)
args.lowrez.labels << { x: 0, y: 57, text: "Hello World",
size_enum: LOWREZ_FONT_XL,
r: 0, g: 0, b: 0, a: 255,
font: LOWREZ_FONT_PATH }
# Render a LARGE/LG label (remove the "#" in front of each line below)
args.lowrez.labels << { x: 0, y: 36, text: "Hello World",
size_enum: LOWREZ_FONT_LG,
r: 0, g: 0, b: 0, a: 255,
font: LOWREZ_FONT_PATH }
# Render a MEDIUM/MD label (remove the "#" in front of each line below)
args.lowrez.labels << { x: 0, y: 20, text: "Hello World",
size_enum: LOWREZ_FONT_MD,
r: 0, g: 0, b: 0, a: 255,
font: LOWREZ_FONT_PATH }
# Render a SMALL/SM label (remove the "#" in front of each line below)
args.lowrez.labels << { x: 0, y: 9, text: "Hello World",
size_enum: LOWREZ_FONT_SM,
r: 0, g: 0, b: 0, a: 255,
font: LOWREZ_FONT_PATH }
# You are provided args.lowrez.default_label which returns a Hash that you
# can ~merge~ properties with
# Example 1
args.lowrez.labels << args.lowrez
.default_label
.merge(text: "Default")
# Example 2
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 31,
text: "Default",
r: 128,
g: 128,
b: 128)
end
## # =============================================================================
## # ==== HOW TO RENDER FILLED SQUARES (SOLIDS) ==================================
## # =============================================================================
def how_to_render_solids args
# Render a red square at 0, 0 with a width and height of 1
args.lowrez.solids << { x: 0, y: 0, w: 1, h: 1, r: 255, g: 0, b: 0, a: 255 }
# Render a red square at 1, 1 with a width and height of 2
args.lowrez.solids << { x: 1, y: 1, w: 2, h: 2, r: 255, g: 0, b: 0, a: 255 }
# Render a red square at 3, 3 with a width and height of 3
args.lowrez.solids << { x: 3, y: 3, w: 3, h: 3, r: 255, g: 0, b: 0 }
# Render a red square at 6, 6 with a width and height of 4
args.lowrez.solids << { x: 6, y: 6, w: 4, h: 4, r: 255, g: 0, b: 0 }
end
## # =============================================================================
## # ==== HOW TO RENDER UNFILLED SQUARES (BORDERS) ===============================
## # =============================================================================
def how_to_render_borders args
# Render a red square at 0, 0 with a width and height of 3
args.lowrez.borders << { x: 0, y: 0, w: 3, h: 3, r: 255, g: 0, b: 0, a: 255 }
# Render a red square at 3, 3 with a width and height of 3
args.lowrez.borders << { x: 3, y: 3, w: 4, h: 4, r: 255, g: 0, b: 0, a: 255 }
# Render a red square at 5, 5 with a width and height of 4
args.lowrez.borders << { x: 7, y: 7, w: 5, h: 5, r: 255, g: 0, b: 0, a: 255 }
end
## # =============================================================================
## # ==== HOW TO RENDER A LINE ===================================================
## # =============================================================================
def how_to_render_lines args
# Render a horizontal line at the bottom
args.lowrez.lines << { x: 0, y: 0, x2: 63, y2: 0, r: 255 }
# Render a vertical line at the left
args.lowrez.lines << { x: 0, y: 0, x2: 0, y2: 63, r: 255 }
# Render a diagonal line starting from the bottom left and going to the top right
args.lowrez.lines << { x: 0, y: 0, x2: 63, y2: 63, r: 255 }
end
## # =============================================================================
## # == HOW TO RENDER A SPRITE ===================================================
## # =============================================================================
def how_to_render_sprites args
# Loop 10 times and create 10 sprites in 10 positions
# Render a sprite at the bottom left with a width and height of 5 and a path of 'sprites/lowrez-ship-blue.png'
10.times do |i|
args.lowrez.sprites << {
x: i * 5,
y: i * 5,
w: 5,
h: 5,
path: 'sprites/lowrez-ship-blue.png'
}
end
# Given an array of positions create sprites
positions = [
{ x: 10, y: 42 },
{ x: 15, y: 45 },
{ x: 22, y: 33 },
]
positions.each do |position|
# use Ruby's ~Hash#merge~ function to create a sprite
args.lowrez.sprites << position.merge(path: 'sprites/lowrez-ship-red.png',
w: 5,
h: 5)
end
end
## # =============================================================================
## # ==== HOW TO ANIMATE A SPRITE (SEPERATE PNGS) ==========================
## # =============================================================================
def how_to_animate_a_sprite args
# STEP 1: Define when you want the animation to start. The animation in this case will start in 3 seconds
start_animation_on_tick = 180
# STEP 2: Get the frame_index given the start tick.
sprite_index = start_animation_on_tick.frame_index count: 7, # how many sprites?
hold_for: 4, # how long to hold each sprite?
repeat: true # should it repeat?
# STEP 3: frame_index will return nil if the frame hasn't arrived yet
if sprite_index
# if the sprite_index is populated, use it to determine the sprite path and render it
sprite_path = "sprites/explosion-#{sprite_index}.png"
args.lowrez.sprites << { x: 0, y: 0, w: 64, h: 64, path: sprite_path }
else
# if the sprite_index is nil, render a countdown instead
countdown_in_seconds = ((start_animation_on_tick - args.state.tick_count) / 60).round(1)
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 32,
y: 32,
text: "Count Down: #{countdown_in_seconds}",
alignment_enum: 1)
end
# render the current tick and the resolved sprite index
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 0,
y: 11,
text: "Tick: #{args.state.tick_count}")
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 0,
y: 5,
text: "sprite_index: #{sprite_index}")
end
## # =============================================================================
## # ==== HOW TO ANIMATE A SPRITE (SPRITE SHEET) =================================
## # =============================================================================
def how_to_animate_a_sprite_sheet args
# STEP 1: Define when you want the animation to start. The animation in this case will start in 3 seconds
start_animation_on_tick = 180
# STEP 2: Get the frame_index given the start tick.
sprite_index = start_animation_on_tick.frame_index count: 7, # how many sprites?
hold_for: 4, # how long to hold each sprite?
repeat: true # should it repeat?
# STEP 3: frame_index will return nil if the frame hasn't arrived yet
if sprite_index
# if the sprite_index is populated, use it to determine the source rectangle and render it
args.lowrez.sprites << {
x: 0,
y: 0,
w: 64,
h: 64,
path: "sprites/explosion-sheet.png",
source_x: 32 * sprite_index,
source_y: 0,
source_w: 32,
source_h: 32
}
else
# if the sprite_index is nil, render a countdown instead
countdown_in_seconds = ((start_animation_on_tick - args.state.tick_count) / 60).round(1)
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 32,
y: 32,
text: "Count Down: #{countdown_in_seconds}",
alignment_enum: 1)
end
# render the current tick and the resolved sprite index
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 0,
y: 11,
text: "tick: #{args.state.tick_count}")
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 0,
y: 5,
text: "sprite_index: #{sprite_index}")
end
## # =============================================================================
## # ==== HOW TO STORE STATE, ACCEPT INPUT, AND RENDER SPRITE BASED OFF OF STATE =
## # =============================================================================
def how_to_move_a_sprite args
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 32,
y: 62, text: "Use Arrow Keys",
alignment_enum: 1)
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 32,
y: 56, text: "Use WASD",
alignment_enum: 1)
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 32,
y: 50, text: "Or Click",
alignment_enum: 1)
# set the initial values for x and y using ||= ("or equal operator")
args.state.ship.x ||= 0
args.state.ship.y ||= 0
# if a mouse click occurs, update the ship's x and y to be the location of the click
if args.lowrez.mouse_click
args.state.ship.x = args.lowrez.mouse_click.x
args.state.ship.y = args.lowrez.mouse_click.y
end
# if a or left arrow is pressed/held, decrement the ships x position
if args.lowrez.keyboard.left
args.state.ship.x -= 1
end
# if d or right arrow is pressed/held, increment the ships x position
if args.lowrez.keyboard.right
args.state.ship.x += 1
end
# if s or down arrow is pressed/held, decrement the ships y position
if args.lowrez.keyboard.down
args.state.ship.y -= 1
end
# if w or up arrow is pressed/held, increment the ships y position
if args.lowrez.keyboard.up
args.state.ship.y += 1
end
# render the sprite to the screen using the position stored in args.state.ship
args.lowrez.sprites << {
x: args.state.ship.x,
y: args.state.ship.y,
w: 5,
h: 5,
path: 'sprites/lowrez-ship-blue.png',
# parameters beyond this point are optional
angle: 0, # Note: rotation angle is denoted in degrees NOT radians
r: 255,
g: 255,
b: 255,
a: 255
}
end
# =======================================================================
# ==== HOW TO DETERMINE COLLISION =======================================
# =======================================================================
def how_to_determine_collision args
# Render the instructions
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 32,
y: 62, text: "Click Anywhere",
alignment_enum: 1)
# if a mouse click occurs:
# - set ship_one if it isn't set
# - set ship_two if it isn't set
# - otherwise reset ship one and ship two
if args.lowrez.mouse_click
# is ship_one set?
if !args.state.ship_one
args.state.ship_one = { x: args.lowrez.mouse_click.x - 10,
y: args.lowrez.mouse_click.y - 10,
w: 20,
h: 20 }
# is ship_one set?
elsif !args.state.ship_two
args.state.ship_two = { x: args.lowrez.mouse_click.x - 10,
y: args.lowrez.mouse_click.y - 10,
w: 20,
h: 20 }
# should we reset?
else
args.state.ship_one = nil
args.state.ship_two = nil
end
end
# render ship one if it's set
if args.state.ship_one
# use Ruby's .merge method which is available on ~Hash~ to set the sprite and alpha
# render ship one
args.lowrez.sprites << args.state.ship_one.merge(path: 'sprites/lowrez-ship-blue.png', a: 100)
end
if args.state.ship_two
# use Ruby's .merge method which is available on ~Hash~ to set the sprite and alpha
# render ship two
args.lowrez.sprites << args.state.ship_two.merge(path: 'sprites/lowrez-ship-red.png', a: 100)
end
# if both ship one and ship two are set, then determine collision
if args.state.ship_one && args.state.ship_two
# collision is determined using the intersect_rect? method
if args.state.ship_one.intersect_rect? args.state.ship_two
# if collision occurred, render the words collision!
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 31,
y: 5,
text: "Collision!",
alignment_enum: 1)
else
# if collision occurred, render the words no collision.
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 31,
y: 5,
text: "No Collision.",
alignment_enum: 1)
end
else
# if both ship one and ship two aren't set, then render --
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 31,
y: 6,
text: "--",
alignment_enum: 1)
end
end
## # =============================================================================
## # ==== HOW TO CREATE BUTTONS ==================================================
## # =============================================================================
def how_to_create_buttons args
# Define a button style
args.state.button_style = { w: 62, h: 10, r: 80, g: 80, b: 80 }
args.state.label_style = { r: 80, g: 80, b: 80 }
# Render instructions
args.state.button_message ||= "Press a Button!"
args.lowrez.labels << args.lowrez
.default_label
.merge(args.state.label_style)
.merge(x: 32,
y: 62,
text: args.state.button_message,
alignment_enum: 1)
# Creates button one using a border and a label
args.state.button_one_border = args.state.button_style.merge( x: 1, y: 32)
args.lowrez.borders << args.state.button_one_border
args.lowrez.labels << args.lowrez
.default_label
.merge(args.state.label_style)
.merge(x: args.state.button_one_border.x + 2,
y: args.state.button_one_border.y + LOWREZ_FONT_SM_HEIGHT + 2,
text: "Button One")
# Creates button two using a border and a label
args.state.button_two_border = args.state.button_style.merge( x: 1, y: 20)
args.lowrez.borders << args.state.button_two_border
args.lowrez.labels << args.lowrez
.default_label
.merge(args.state.label_style)
.merge(x: args.state.button_two_border.x + 2,
y: args.state.button_two_border.y + LOWREZ_FONT_SM_HEIGHT + 2,
text: "Button Two")
# Initialize the state variable that tracks which button was clicked to "" (empty stringI
args.state.last_button_clicked ||= "--"
# If a click occurs, check to see if either button one, or button two was clicked
# using the inside_rect? method of the mouse
# set args.state.last_button_clicked accordingly
if args.lowrez.mouse_click
if args.lowrez.mouse_click.inside_rect? args.state.button_one_border
args.state.last_button_clicked = "One Clicked!"
elsif args.lowrez.mouse_click.inside_rect? args.state.button_two_border
args.state.last_button_clicked = "Two Clicked!"
else
args.state.last_button_clicked = "--"
end
end
# Render the current value of args.state.last_button_clicked
args.lowrez.labels << args.lowrez
.default_label
.merge(args.state.label_style)
.merge(x: 32,
y: 5,
text: args.state.last_button_clicked,
alignment_enum: 1)
end
def render_debug args
if !args.state.grid_rendered
65.map_with_index do |i|
args.outputs.static_debug << {
x: LOWREZ_X_OFFSET,
y: LOWREZ_Y_OFFSET + (i * 10),
x2: LOWREZ_X_OFFSET + LOWREZ_ZOOMED_SIZE,
y2: LOWREZ_Y_OFFSET + (i * 10),
r: 128,
g: 128,
b: 128,
a: 80
}.line!
args.outputs.static_debug << {
x: LOWREZ_X_OFFSET + (i * 10),
y: LOWREZ_Y_OFFSET,
x2: LOWREZ_X_OFFSET + (i * 10),
y2: LOWREZ_Y_OFFSET + LOWREZ_ZOOMED_SIZE,
r: 128,
g: 128,
b: 128,
a: 80
}.line!
end
end
args.state.grid_rendered = true
args.state.last_click ||= 0
args.state.last_up ||= 0
args.state.last_click = args.state.tick_count if args.lowrez.mouse_down # you can also use args.lowrez.click
args.state.last_up = args.state.tick_count if args.lowrez.mouse_up
args.state.label_style = { size_enum: -1.5 }
args.state.watch_list = [
"args.state.tick_count is: #{args.state.tick_count}",
"args.lowrez.mouse_position is: #{args.lowrez.mouse_position.x}, #{args.lowrez.mouse_position.y}",
"args.lowrez.mouse_down tick: #{args.state.last_click || "never"}",
"args.lowrez.mouse_up tick: #{args.state.last_up || "false"}",
]
args.outputs.debug << args.state
.watch_list
.map_with_index do |text, i|
{
x: 5,
y: 720 - (i * 20),
text: text,
size_enum: -1.5
}.label!
end
args.outputs.debug << {
x: 640,
y: 25,
text: "INFO: dev mode is currently enabled. Comment out the invocation of ~render_debug~ within the ~tick~ method to hide the debug layer.",
size_enum: -0.5,
alignment_enum: 1
}.label!
end
$gtk.reset
Mario - Jumping - main.rb
# ./samples/99_genre_mario/01_jumping/app/main.rb
def tick args
defaults args
render args
input args
calc args
end
def defaults args
args.state.player.x ||= args.grid.w.half
args.state.player.y ||= 0
args.state.player.size ||= 100
args.state.player.dy ||= 0
args.state.player.action ||= :jumping
args.state.jump.power = 20
args.state.jump.increase_frames = 10
args.state.jump.increase_power = 1
args.state.gravity = -1
end
def render args
args.outputs.sprites << {
x: args.state.player.x -
args.state.player.size.half,
y: args.state.player.y,
w: args.state.player.size,
h: args.state.player.size,
path: 'sprites/square/red.png'
}
end
def input args
if args.inputs.keyboard.key_down.space
if args.state.player.action == :standing
args.state.player.action = :jumping
args.state.player.dy = args.state.jump.power
# record when the action took place
current_frame = args.state.tick_count
args.state.player.action_at = current_frame
end
end
# if the space bar is being held
if args.inputs.keyboard.key_held.space
# is the player jumping
is_jumping = args.state.player.action == :jumping
# when was the jump performed
time_of_jump = args.state.player.action_at
# how much time has passed since the jump
jump_elapsed_time = time_of_jump.elapsed_time
# how much time is allowed for increasing power
time_allowed = args.state.jump.increase_frames
# if the player is jumping
# and the elapsed time is less than
# the allowed time
if is_jumping && jump_elapsed_time < time_allowed
# increase the dy by the increase power
power_to_add = args.state.jump.increase_power
args.state.player.dy += power_to_add
end
end
end
def calc args
if args.state.player.action == :jumping
args.state.player.y += args.state.player.dy
args.state.player.dy += args.state.gravity
end
if args.state.player.y < 0
args.state.player.y = 0
args.state.player.action = :standing
end
end
Mario - Jumping And Collisions - main.rb
# ./samples/99_genre_mario/02_jumping_and_collisions/app/main.rb
class Game
attr_gtk
def tick
defaults
render
input
calc
end
def defaults
return if state.tick_count != 0
player.x = 64
player.y = 800
player.size = 50
player.dx = 0
player.dy = 0
player.action = :falling
player.max_speed = 20
player.jump_power = 15
player.jump_air_time = 15
player.jump_increase_power = 1
state.gravity = -1
state.drag = 0.001
state.tile_size = 64
state.tiles ||= [
{ ordinal_x: 0, ordinal_y: 0 },
{ ordinal_x: 1, ordinal_y: 0 },
{ ordinal_x: 2, ordinal_y: 0 },
{ ordinal_x: 3, ordinal_y: 0 },
{ ordinal_x: 4, ordinal_y: 0 },
{ ordinal_x: 5, ordinal_y: 0 },
{ ordinal_x: 6, ordinal_y: 0 },
{ ordinal_x: 7, ordinal_y: 0 },
{ ordinal_x: 8, ordinal_y: 0 },
{ ordinal_x: 9, ordinal_y: 0 },
{ ordinal_x: 10, ordinal_y: 0 },
{ ordinal_x: 11, ordinal_y: 0 },
{ ordinal_x: 12, ordinal_y: 0 },
{ ordinal_x: 9, ordinal_y: 3 },
{ ordinal_x: 10, ordinal_y: 3 },
{ ordinal_x: 11, ordinal_y: 3 },
]
tiles.each do |t|
t.rect = { x: t.ordinal_x * 64,
y: t.ordinal_y * 64,
w: 64,
h: 64 }
end
end
def render
render_player
render_tiles
# render_grid
end
def input
input_jump
input_move
end
def calc
calc_player_rect
calc_left
calc_right
calc_below
calc_above
calc_player_dy
calc_player_dx
calc_game_over
end
def render_player
outputs.sprites << {
x: player.x,
y: player.y,
w: player.size,
h: player.size,
path: 'sprites/square/red.png'
}
end
def render_tiles
outputs.sprites << state.tiles.map do |t|
t.merge path: 'sprites/square/white.png',
x: t.ordinal_x * 64,
y: t.ordinal_y * 64,
w: 64,
h: 64
end
end
def render_grid
if state.tick_count == 0
outputs[:grid].background_color = [0, 0, 0, 0]
outputs[:grid].borders << available_brick_locations
outputs[:grid].labels << available_brick_locations.map do |b|
[
b.merge(text: "#{b.ordinal_x},#{b.ordinal_y}",
x: b.x + 2,
y: b.y + 2,
size_enum: -3,
vertical_alignment_enum: 0,
blendmode_enum: 0),
b.merge(text: "#{b.x},#{b.y}",
x: b.x + 2,
y: b.y + 2 + 20,
size_enum: -3,
vertical_alignment_enum: 0,
blendmode_enum: 0)
]
end
end
outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :grid }
end
def input_jump
if inputs.keyboard.key_down.space
player_jump
end
if inputs.keyboard.key_held.space
player_jump_increase_air_time
end
end
def input_move
if player.dx.abs < 20
if inputs.keyboard.left
player.dx -= 2
elsif inputs.keyboard.right
player.dx += 2
end
end
end
def calc_game_over
if player.y < -64
player.x = 64
player.y = 800
player.dx = 0
player.dy = 0
end
end
def calc_player_rect
player.rect = player_current_rect
player.next_rect = player_next_rect
player.prev_rect = player_prev_rect
end
def calc_player_dx
player.dx = player_next_dx
player.x += player.dx
end
def calc_player_dy
player.y += player.dy
player.dy = player_next_dy
end
def calc_below
return unless player.dy < 0
tiles_below = tiles_find { |t| t.rect.top <= player.prev_rect.y }
collision = tiles_find_colliding tiles_below, (player.rect.merge y: player.next_rect.y)
if collision
player.y = collision.rect.y + state.tile_size
player.dy = 0
player.action = :standing
else
player.action = :falling
end
end
def calc_left
return unless player.dx < 0 && player_next_dx < 0
tiles_left = tiles_find { |t| t.rect.right <= player.prev_rect.left }
collision = tiles_find_colliding tiles_left, (player.rect.merge x: player.next_rect.x)
return unless collision
player.x = collision.rect.right
player.dx = 0
end
def calc_right
return unless player.dx > 0 && player_next_dx > 0
tiles_right = tiles_find { |t| t.rect.left >= player.prev_rect.right }
collision = tiles_find_colliding tiles_right, (player.rect.merge x: player.next_rect.x)
return unless collision
player.x = collision.rect.left - player.rect.w
player.dx = 0
end
def calc_above
return unless player.dy > 0
tiles_above = tiles_find { |t| t.rect.y >= player.prev_rect.y }
collision = tiles_find_colliding tiles_above, (player.rect.merge y: player.next_rect.y)
return unless collision
player.dy = 0
player.y = collision.rect.bottom - player.rect.h
end
def player_current_rect
{ x: player.x, y: player.y, w: player.size, h: player.size }
end
def available_brick_locations
(0..19).to_a
.product(0..11)
.map do |(ordinal_x, ordinal_y)|
{ ordinal_x: ordinal_x,
ordinal_y: ordinal_y,
x: ordinal_x * 64,
y: ordinal_y * 64,
w: 64,
h: 64 }
end
end
def player
state.player ||= args.state.new_entity :player
end
def player_next_dy
player.dy + state.gravity + state.drag ** 2 * -1
end
def player_next_dx
player.dx * 0.8
end
def player_next_rect
player.rect.merge x: player.x + player_next_dx,
y: player.y + player_next_dy
end
def player_prev_rect
player.rect.merge x: player.x - player.dx,
y: player.y - player.dy
end
def player_jump
return if player.action != :standing
player.action = :jumping
player.dy = state.player.jump_power
current_frame = state.tick_count
player.action_at = current_frame
end
def player_jump_increase_air_time
return if player.action != :jumping
return if player.action_at.elapsed_time >= player.jump_air_time
player.dy += player.jump_increase_power
end
def tiles
state.tiles
end
def tiles_find_colliding tiles, target
tiles.find { |t| t.rect.intersect_rect? target }
end
def tiles_find &block
tiles.find_all(&block)
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
$gtk.reset
Platformer - Clepto Frog - main.rb
# ./samples/99_genre_platformer/clepto_frog/app/main.rb
MAP_FILE_PATH = 'map.txt'
require 'app/map.rb'
class CleptoFrog
attr_gtk
def render_ending
state.game_over_at ||= state.tick_count
outputs.labels << [640, 700, "Clepto Frog", 4, 1]
if state.tick_count >= (state.game_over_at + 120)
outputs.labels << [640, 620, "\"I... I.... don't believe it.\" - New Guy",
4, 1, 0, 0, 0, 255 * (state.game_over_at + 120).ease(60)]
end
if state.tick_count >= (state.game_over_at + 240)
outputs.labels << [640, 580, "\"He actually stole all the mugs?\" - New Guy",
4, 1, 0, 0, 0, 255 * (state.game_over_at + 240).ease(60)]
end
if state.tick_count >= (state.game_over_at + 360)
outputs.labels << [640, 540, "\"Kind of feel bad STARTING HIM WITH NOTHING again.\" - New Guy",
4, 1, 0, 0, 0, 255 * (state.game_over_at + 360).ease(60)]
end
outputs.sprites << [640 - 50, 360 - 50, 100, 100,
"sprites/square-green.png"]
outputs.labels << [640, 300, "Current Time: #{"%.2f" % state.stuff_time}", 4, 1]
outputs.labels << [640, 270, "Best Time: #{"%.2f" % state.stuff_best_time}", 4, 1]
if state.tick_count >= (state.game_over_at + 550)
restart_game
end
end
def restart_game
state.world = nil
state.x = nil
state.y = nil
state.dx = nil
state.dy = nil
state.stuff_score = 0
state.stuff_time = 0
state.intro_tick_count = nil
defaults
state.game_start_at = state.tick_count
state.scene = :game
state.game_over_at = nil
end
def render_intro
outputs.labels << [640, 700, "Clepto Frog", 4, 1]
if state.tick_count == 120
state.scene = :game
state.game_start_at = state.tick_count
end
end
def tick
defaults
if state.scene == :intro && state.tick_count <= 120
render_intro
elsif state.scene == :ending
render_ending
else
render
end
calc
process_inputs
end
def defaults
state.scene ||= :intro
state.stuff_score ||= 0
state.stuff_time ||= 0
state.stuff_best_time ||= nil
state.camera_x ||= 0
state.camera_y ||= 0
state.target_camera_scale ||= 1
state.camera_scale ||= 1
state.tongue_length ||= 100
state.dev_action ||= :collision_mode
state.action ||= :aiming
state.tongue_angle ||= 90
state.tile_size = 64
state.gravity = -0.1
state.air = -0.01
state.player_width = 60
state.player_height = 60
state.collision_tolerance = 0.0
state.previous_tile_size ||= state.tile_size
state.x ||= 2400
state.y ||= 200
state.dy ||= 0
state.dx ||= 0
attempt_load_world_from_file
state.world_lookup ||= { }
state.world_collision_rects ||= []
state.mode ||= :creating
state.select_menu ||= [0, 720, 1280, 720]
state.sprite_quantity ||= 20
state.sprite_coords ||= []
state.banner_coords ||= [640, 680 + 720]
state.sprite_selected ||= 1
state.map_saved_at ||= 0
state.intro_tick_count ||= state.tick_count
if state.sprite_coords == []
count = 1
temp_x = 165
temp_y = 500 + 720
state.sprite_quantity.times do
state.sprite_coords += [[temp_x, temp_y, count]]
temp_x += 100
count += 1
if temp_x > 1280 - (165 + 50)
temp_x = 165
temp_y -= 75
end
end
end
end
def start_of_tongue x = nil, y = nil
x ||= state.x
y ||= state.y
[
x + state.player_width.half,
y + state.player_height.half
]
end
def stage_definition
outputs.sprites << [vx(0), vy(0), vw(10000), vw(5875), 'sprites/level-map.png']
end
def render
stage_definition
start_of_tongue_render = [vx(start_of_tongue.x), vy(start_of_tongue.y)]
end_of_tongue_render = [vx(end_of_tongue.x), vy(end_of_tongue.y)]
if state.anchor_point
anchor_point_render = [vx(state.anchor_point.x), vy(state.anchor_point.y)]
outputs.sprites << { x: start_of_tongue_render.x,
y: start_of_tongue_render.y,
w: vw(2),
h: args.geometry.distance(start_of_tongue_render, anchor_point_render),
path: 'sprites/square-pink.png',
angle_anchor_y: 0,
angle: state.tongue_angle - 90 }
else
outputs.sprites << { x: vx(start_of_tongue.x),
y: vy(start_of_tongue.y),
w: vw(2),
h: vh(state.tongue_length),
path: 'sprites/square-pink.png',
angle_anchor_y: 0,
angle: state.tongue_angle - 90 }
end
outputs.sprites << state.objects.map { |o| [vx(o.x), vy(o.y), vw(o.w), vh(o.h), o.path] }
if state.god_mode
# SHOW HIDE COLLISIONS
outputs.sprites << state.world.map do |rect|
x = vx(rect.x)
y = vy(rect.y)
if x > -80 && x < 1280 && y > -80 && y < 720
{
x: x,
y: y,
w: vw(rect.w || state.tile_size),
h: vh(rect.h || state.tile_size),
path: 'sprites/square-gray.png',
a: 128
}
end
end
end
render_player
outputs.sprites << [vx(2315), vy(45), vw(569), vh(402), 'sprites/square-blue.png', 0, 40]
# Label in top left of the screen
outputs.primitives << [20, 640, 180, 70, 255, 255, 255, 128].solid
outputs.primitives << [30, 700, "Stuff: #{state.stuff_score} of #{$mugs.count}", 1].label
outputs.primitives << [30, 670, "Time: #{"%.2f" % state.stuff_time}", 1].label
if state.god_mode
if state.map_saved_at > 0 && state.map_saved_at.elapsed_time < 120
outputs.primitives << [920, 670, 'Map has been exported!', 1, 0, 50, 100, 50].label
end
# Creates sprite following mouse to help indicate which sprite you have selected
outputs.primitives << [inputs.mouse.position.x - 32 * state.camera_scale,
inputs.mouse.position.y - 32 * state.camera_scale,
state.tile_size * state.camera_scale,
state.tile_size * state.camera_scale, 'sprites/square-indigo.png', 0, 100].sprite
end
render_mini_map
outputs.primitives << [0, 0, 1280, 720, 255, 255, 255, 255 * state.game_start_at.ease(60, :flip)].solid
end
def render_mini_map
x, y = 1170, 10
outputs.primitives << [x, y, 100, 58, 0, 0, 0, 200].solid
outputs.primitives << [x + args.state.x.fdiv(100) - 1, y + args.state.y.fdiv(100) - 1, 2, 2, 0, 255, 0].solid
t_start = start_of_tongue
t_end = end_of_tongue
outputs.primitives << [
x + t_start.x.fdiv(100), y + t_start.y.fdiv(100),
x + t_end.x.fdiv(100), y + t_end.y.fdiv(100),
255, 255, 255
].line
state.objects.each do |o|
outputs.primitives << [x + o.x.fdiv(100) - 1, y + o.y.fdiv(100) - 1, 2, 2, 200, 200, 0].solid
end
end
def calc_camera percentage_override = nil
percentage = percentage_override || (0.2 * state.camera_scale)
target_scale = state.target_camera_scale
distance_scale = target_scale - state.camera_scale
state.camera_scale += distance_scale * percentage
target_x = state.x * state.target_camera_scale
target_y = state.y * state.target_camera_scale
distance_x = target_x - (state.camera_x + 640)
distance_y = target_y - (state.camera_y + 360)
state.camera_x += distance_x * percentage if distance_x.abs > 1
state.camera_y += distance_y * percentage if distance_y.abs > 1
state.camera_x = 0 if state.camera_x < 0
state.camera_y = 0 if state.camera_y < 0
end
def vx x
(x * state.camera_scale) - state.camera_x
end
def vy y
(y * state.camera_scale) - state.camera_y
end
def vw w
w * state.camera_scale
end
def vh h
h * state.camera_scale
end
def calc
calc_camera
calc_world_lookup
calc_player
calc_on_floor
calc_score
end
def set_camera_scale v = nil
return if v < 0.1
state.target_camera_scale = v
end
def process_inputs_god_mode
return unless state.god_mode
if inputs.keyboard.key_down.equal_sign || (inputs.keyboard.equal_sign && state.tick_count.mod_zero?(10))
set_camera_scale state.camera_scale + 0.1
elsif inputs.keyboard.key_down.hyphen || (inputs.keyboard.hyphen && state.tick_count.mod_zero?(10))
set_camera_scale state.camera_scale - 0.1
elsif inputs.keyboard.eight || inputs.keyboard.zero
set_camera_scale 1
end
if inputs.mouse.click
state.id_seed += 1
id = state.id_seed
x = state.camera_x + (inputs.mouse.click.x.fdiv(state.camera_scale) - 32)
y = state.camera_y + (inputs.mouse.click.y.fdiv(state.camera_scale) - 32)
x = ((x + 2).idiv 4) * 4
y = ((y + 2).idiv 4) * 4
w = 64
h = 64
candidate_rect = { id: id, x: x, y: y, w: w, h: h }
scaled_candidate_rect = { x: x + 30, y: y + 30, w: w - 60, h: h - 60 }
to_remove = state.world.find { |r| r.intersect_rect? scaled_candidate_rect }
if to_remove && args.inputs.keyboard.x
state.world.reject! { |r| r.id == to_remove.id }
else
state.world << candidate_rect
end
export_map
state.world_lookup = {}
state.world_collision_rects = nil
calc_world_lookup
end
if input_up?
state.y += 10
state.dy = 0
elsif input_down?
state.y -= 10
state.dy = 0
end
if input_left?
state.x -= 10
state.dx = 0
elsif input_right?
state.x += 10
state.dx = 0
end
end
def process_inputs
if state.scene == :game
process_inputs_player_movement
process_inputs_god_mode
end
end
def input_up?
inputs.keyboard.w || inputs.keyboard.up || inputs.keyboard.k
end
def input_up_released?
inputs.keyboard.key_up.w ||
inputs.keyboard.key_up.up ||
inputs.keyboard.key_up.k
end
def input_down?
inputs.keyboard.s || inputs.keyboard.down || inputs.keyboard.j
end
def input_down_released?
inputs.keyboard.key_up.s ||
inputs.keyboard.key_up.down ||
inputs.keyboard.key_up.j
end
def input_left?
inputs.keyboard.a || inputs.keyboard.left || inputs.keyboard.h
end
def input_right?
inputs.keyboard.d || inputs.keyboard.right || inputs.keyboard.l
end
def set_object path, w, h
state.object = path
state.object_w = w
state.object_h = h
end
def collision_mode
state.dev_action = :collision_mode
end
def process_inputs_player_movement
if inputs.keyboard.key_down.g
state.god_mode = !state.god_mode
puts state.god_mode
end
if inputs.keyboard.key_down.u && state.dev_action == :collision_mode
state.world = state.world[0..-2]
state.world_lookup = {}
end
if inputs.keyboard.key_down.space && !state.anchor_point
state.tongue_length = 0
state.action = :shooting
outputs.sounds << 'sounds/shooting.wav'
elsif inputs.keyboard.key_down.space
state.action = :aiming
state.anchor_point = nil
state.tongue_length = 100
end
if state.anchor_point
if input_up?
if state.tongue_length >= 105
state.tongue_length -= 5
state.dy += 0.8
end
elsif input_down?
state.tongue_length += 5
state.dy -= 0.8
end
if input_left? && state.dx > 1
state.dx *= 0.98
elsif input_left? && state.dx < -1
state.dx *= 1.03
elsif input_left? && !state.on_floor
state.dx -= 3
elsif input_right? && state.dx > 1
state.dx *= 1.03
elsif input_right? && state.dx < -1
state.dx *= 0.98
elsif input_right? && !state.on_floor
state.dx += 3
end
else
if input_left?
state.tongue_angle += 1.5
state.tongue_angle = state.tongue_angle
elsif input_right?
state.tongue_angle -= 1.5
state.tongue_angle = state.tongue_angle
end
end
end
def attempt_load_world_from_file
return if state.world
# exported_world = gtk.read_file(MAP_FILE_PATH)
state.world = []
state.objects = []
if $collisions
state.id_seed ||= 0
$collisions.each do |x, y, w, h|
state.id_seed += 1
state.world << { id: state.id_seed, x: x, y: y, w: w, h: h }
end
end
if $mugs
$mugs.map do |x, y, w, h, path|
state.objects << [x, y, w, h, path]
end
end
end
def calc_world_lookup
if state.tile_size != state.previous_tile_size
state.previous_tile_size = state.tile_size
state.world_lookup = {}
end
return if state.world_lookup.keys.length > 0
return unless state.world.length > 0
# Searches through the world and finds the cordinates that exist
state.world_lookup = {}
state.world.each do |rect|
state.world_lookup[rect.id] = rect
end
# Assigns collision rects for every sprite drawn
state.world_collision_rects =
state.world_lookup
.keys
.map do |key|
rect = state.world_lookup[key]
s = state.tile_size
rect.w ||= s
rect.h ||= s
{
args: rect,
left_right: { x: rect.x, y: rect.y + 4, w: rect.w, h: rect.h - 6 },
top: { x: rect.x + 4, y: rect.y + 6, w: rect.w - 8, h: rect.h - 6 },
bottom: { x: rect.x + 1, y: rect.y - 1, w: rect.w - 2, h: rect.h - 8 },
}
end
end
def calc_pendulum
return if !state.anchor_point
target_x = state.anchor_point.x - start_of_tongue.x
target_y = state.anchor_point.y -
state.tongue_length - 5 - 20 - state.player_height
diff_y = state.y - target_y
if target_x > 0
state.dx += 0.6
elsif target_x < 0
state.dx -= 0.6
end
if diff_y > 0
state.dy -= 0.1
elsif diff_y < 0
state.dy += 0.1
end
state.dx *= 0.99
if state.dy.abs < 2
state.dy *= 0.8
else
state.dy *= 0.90
end
if state.tongue_length && state.y
state.dy += state.tongue_angle.vector_y state.tongue_length.fdiv(1000)
end
end
def calc_tongue_angle
return unless state.anchor_point
state.tongue_angle = args.geometry.angle_from state.anchor_point, start_of_tongue
state.tongue_length = args.geometry.distance(start_of_tongue, state.anchor_point)
state.tongue_length = state.tongue_length.greater(100)
end
def player_from_end_of_tongue
p = state.tongue_angle.vector(state.tongue_length)
derived_start = [state.anchor_point.x - p.x, state.anchor_point.y - p.y]
derived_start.x -= state.player_width.half
derived_start.y -= state.player_height.half
derived_start
end
def end_of_tongue
p = state.tongue_angle.vector(state.tongue_length)
{ x: start_of_tongue.x + p.x, y: start_of_tongue.y + p.y }
end
def calc_shooting
calc_shooting_increment
calc_shooting_increment
calc_shooting_increment
calc_shooting_increment
calc_shooting_increment
calc_shooting_increment
end
def calc_shooting_increment
return unless state.action == :shooting
state.tongue_length += 5
potential_anchor = end_of_tongue
if potential_anchor.x <= 0
state.anchor_point = potential_anchor
state.action = :anchored
outputs.sounds << 'sounds/attached.wav'
elsif potential_anchor.x >= 10000
state.anchor_point = potential_anchor
state.action = :anchored
outputs.sounds << 'sounds/attached.wav'
elsif potential_anchor.y <= 0
state.anchor_point = potential_anchor
state.action = :anchored
outputs.sounds << 'sounds/attached.wav'
elsif potential_anchor.y >= 5875
state.anchor_point = potential_anchor
state.action = :anchored
outputs.sounds << 'sounds/attached.wav'
else
anchor_rect = { x: potential_anchor.x - 5, y: potential_anchor.y - 5, w: 10, h: 10 }
collision = state.world_collision_rects.find_all do |v|
v[:args].intersect_rect?(anchor_rect)
end.first
if collision
state.anchor_point = potential_anchor
state.action = :anchored
outputs.sounds << 'sounds/attached.wav'
end
end
end
def calc_player
calc_shooting
if !state.god_mode
state.dy += state.gravity # Since acceleration is the change in velocity, the change in y (dy) increases every frame
state.dx += state.dx * state.air
end
calc_pendulum
calc_box_collision
calc_edge_collision
if !state.god_mode
state.y += state.dy
state.x += state.dx
end
calc_tongue_angle
end
def calc_box_collision
return unless state.world_lookup.keys.length > 0
collision_floor
collision_left
collision_right
collision_ceiling
end
def calc_edge_collision
# Ensures that player doesn't fall below the map
if next_y < 0 && state.dy < 0
state.y = 0
state.dy = state.dy.abs * 0.8
state.collision_on_y = true
# Ensures player doesn't go insanely high
elsif next_y > 5875 - state.tile_size && state.dy > 0
state.y = 5875 - state.tile_size
state.dy = state.dy.abs * 0.8 * -1
state.collision_on_y = true
end
# Ensures that player remains in the horizontal range its supposed to
if state.x >= 10000 - state.tile_size && state.dx > 0
state.x = 10000 - state.tile_size
state.dx = state.dx.abs * 0.8 * -1
state.collision_on_x = true
elsif state.x <= 0 && state.dx < 0
state.x = 0
state.dx = state.dx.abs * 0.8
state.collision_on_x = true
end
end
def next_y
state.y + state.dy
end
def next_x
if state.dx < 0
return (state.x + state.dx) - (state.tile_size - state.player_width)
else
return (state.x + state.dx) + (state.tile_size - state.player_width)
end
end
def collision_floor
return unless state.dy <= 0
player_rect = [state.x, next_y, state.tile_size, state.tile_size]
# Runs through all the sprites on the field and determines if the player hits the bottom of sprite (hence "-0.1" above)
floor_collisions = state.world_collision_rects
.find_all { |r| r[:top].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless floor_collisions
state.y = floor_collisions[:top].top
state.dy = state.dy.abs * 0.8
end
def collision_left
return unless state.dx < 0
player_rect = [next_x, state.y, state.tile_size, state.tile_size]
# Runs through all the sprites on the field and determines if the player hits the left side of sprite (hence "-0.1" above)
left_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless left_side_collisions
state.x = left_side_collisions[:left_right].right + 1
state.dx = state.dy.abs * 0.8
state.collision_on_x = true
end
def collision_right
return unless state.dx > 0
player_rect = [next_x, state.y, state.tile_size, state.tile_size]
# Runs through all the sprites on the field and determines if the player hits the right side of sprite (hence "-0.1" above)
right_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless right_side_collisions
state.x = right_side_collisions[:left_right].left - state.tile_size - 1
state.dx = state.dx.abs * 0.8 * -1
state.collision_on_x = true
end
def collision_ceiling
return unless state.dy > 0
player_rect = [state.x, next_y, state.player_width, state.player_height]
# Runs through all the sprites on the field and determines if the player hits the ceiling of sprite (hence "+0.1" above)
ceil_collisions = state.world_collision_rects
.find_all { |r| r[:bottom].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless ceil_collisions
state.y = ceil_collisions[:bottom].y - state.tile_size - 1
state.dy = state.dy.abs * 0.8 * -1
state.collision_on_y = true
end
def to_coord point
# Integer divides (idiv) point.x to turn into grid
# Then, you can just multiply each integer by state.tile_size
# later and huzzah. Grid coordinates
[point.x.idiv(state.tile_size), point.y.idiv(state.tile_size)]
end
def export_map
export_string = "$collisions = [\n"
export_string += state.world.map do |rect|
"[#{rect.x},#{rect.y},#{rect.w},#{rect.h}],"
end.join "\n"
export_string += "\n]\n\n"
export_string += "$mugs = [\n"
export_string += state.objects.map do |x, y, w, h, path|
"[#{x},#{y},#{w},#{h},'#{path}'],"
end.join "\n"
export_string += "\n]\n\n"
gtk.write_file(MAP_FILE_PATH, export_string)
state.map_saved_at = state.tick_count
end
def inputs_export_stage
end
def calc_score
return unless state.scene == :game
player = [state.x, state.y, state.player_width, state.player_height]
collected = state.objects.find_all { |s| s.intersect_rect? player }
state.stuff_score += collected.length
if collected.length > 0
outputs.sounds << 'sounds/collectable.wav'
end
state.objects = state.objects.reject { |s| collected.include? s }
state.stuff_time += 0.01
if state.objects.length == 0
if !state.stuff_best_time || state.stuff_time < state.stuff_best_time
state.stuff_best_time = state.stuff_time
end
state.game_over_at = nil
state.scene = :ending
end
end
def calc_on_floor
if state.action == :anchored
state.on_floor = false
state.on_floor_debounce = 30
else
state.on_floor_debounce ||= 30
if state.dy.round != 0
state.on_floor_debounce = 30
state.on_floor = false
else
state.on_floor_debounce -= 1
end
if state.on_floor_debounce <= 0
state.on_floor_debounce = 0
state.on_floor = true
end
end
end
def render_player
path = "sprites/square-green.png"
angle = 0
# outputs.labels << [vx(state.x), vy(state.y) - 30, "dy: #{state.dy.round}"]
if state.action == :idle
# outputs.labels << [vx(state.x), vy(state.y), "IDLE"]
path = "sprites/square-green.png"
elsif state.action == :aiming && !state.on_floor
# outputs.labels << [vx(state.x), vy(state.y), "AIMING AIR BORN"]
angle = state.tongue_angle - 90
path = "sprites/square-green.png"
elsif state.action == :aiming # ON THE GROUND
# outputs.labels << [vx(state.x), vy(state.y), "AIMING GROUND"]
path = "sprites/square-green.png"
elsif state.action == :shooting && !state.on_floor
# outputs.labels << [vx(state.x), vy(state.y), "SHOOTING AIR BORN"]
path = "sprites/square-green.png"
angle = state.tongue_angle - 90
elsif state.action == :shooting
# outputs.labels << [vx(state.x), vy(state.y), "SHOOTING ON GROUND"]
path = "sprites/square-green.png"
elsif state.action == :anchored
# outputs.labels << [vx(state.x), vy(state.y), "SWINGING"]
angle = state.tongue_angle - 90
path = "sprites/square-green.png"
end
outputs.sprites << [vx(state.x),
vy(state.y),
vw(state.player_width),
vh(state.player_height),
path,
angle]
end
def render_player_old
# Player
if state.action == :aiming
path = 'sprites\frg\idle\frog_idle.png'
if state.dx > 2
#directional right sprite was here but i needa redo it
path = 'sprites\frg\anchor\frog-anchor-0.png'
#directional left sprite was here but i needa redo it
elsif state.dx < -2
path = 'sprites\frg\anchor\frog-anchor-0.png'
end
outputs.sprites << [vx(state.x),
vy(state.y),
vw(state.player_width),
vh(state.player_height),
path,
(state.tongue_angle - 90)]
elsif state.action == :anchored || state.action == :shooting
outputs.sprites << [vx(state.x),
vy(state.y),
vw(state.player_width),
vw(state.player_height),
'sprites/animations_povfrog/frog_bwah_up.png',
(state.tongue_angle - 90)]
end
end
end
$game = CleptoFrog.new
def tick args
if args.state.scene == :game
tick_instructions args, "SPACE to SHOOT and RELEASE tongue. LEFT, RIGHT to SWING and BUILD momentum. MINIMAP in bottom right corner.", 360
end
$game.args = args
$game.tick
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.keyboard.directional_vector || args.inputs.keyboard.key_down.space
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(SPACE to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Platformer - Clepto Frog - map.rb
# ./samples/99_genre_platformer/clepto_frog/app/map.rb
$collisions = [
[326, 463, 64, 64],
[274, 462, 64, 64],
[326, 413, 64, 64],
[275, 412, 64, 64],
[124, 651, 64, 64],
[72, 651, 64, 64],
[124, 600, 64, 64],
[69, 599, 64, 64],
[501, 997, 64, 64],
[476, 995, 64, 64],
[3224, 2057, 64, 64],
[3224, 1994, 64, 64],
[3225, 1932, 64, 64],
[3225, 1870, 64, 64],
[3226, 1806, 64, 64],
[3224, 1744, 64, 64],
[3225, 1689, 64, 64],
[3226, 1660, 64, 64],
[3161, 1658, 64, 64],
[3097, 1660, 64, 64],
[3033, 1658, 64, 64],
[2969, 1658, 64, 64],
[2904, 1658, 64, 64],
[2839, 1657, 64, 64],
[2773, 1657, 64, 64],
[2709, 1658, 64, 64],
[2643, 1657, 64, 64],
[2577, 1657, 64, 64],
[2509, 1658, 64, 64],
[2440, 1658, 64, 64],
[2371, 1658, 64, 64],
[2301, 1659, 64, 64],
[2230, 1659, 64, 64],
[2159, 1659, 64, 64],
[2092, 1660, 64, 64],
[2025, 1661, 64, 64],
[1958, 1660, 64, 64],
[1888, 1659, 64, 64],
[1817, 1657, 64, 64],
[1745, 1656, 64, 64],
[1673, 1658, 64, 64],
[1605, 1660, 64, 64],
[1536, 1658, 64, 64],
[1465, 1660, 64, 64],
[1386, 1960, 64, 64],
[1384, 1908, 64, 64],
[1387, 1862, 64, 64],
[1326, 1863, 64, 64],
[1302, 1862, 64, 64],
[1119, 1906, 64, 64],
[1057, 1905, 64, 64],
[994, 1905, 64, 64],
[937, 1904, 64, 64],
[896, 1904, 64, 64],
[1001, 1845, 64, 64],
[1003, 1780, 64, 64],
[1003, 1718, 64, 64],
[692, 1958, 64, 64],
[691, 1900, 64, 64],
[774, 1861, 64, 64],
[712, 1861, 64, 64],
[691, 1863, 64, 64],
[325, 2133, 64, 64],
[275, 2134, 64, 64],
[326, 2082, 64, 64],
[275, 2082, 64, 64],
[124, 2321, 64, 64],
[71, 2320, 64, 64],
[123, 2267, 64, 64],
[71, 2268, 64, 64],
[2354, 1859, 64, 64],
[2292, 1859, 64, 64],
[2231, 1857, 64, 64],
[2198, 1858, 64, 64],
[2353, 1802, 64, 64],
[2296, 1798, 64, 64],
[2233, 1797, 64, 64],
[2200, 1797, 64, 64],
[2352, 1742, 64, 64],
[2288, 1741, 64, 64],
[2230, 1743, 64, 64],
[2196, 1743, 64, 64],
[1736, 460, 64, 64],
[1735, 400, 64, 64],
[1736, 339, 64, 64],
[1736, 275, 64, 64],
[1738, 210, 64, 64],
[1735, 145, 64, 64],
[1735, 87, 64, 64],
[1736, 51, 64, 64],
[539, 289, 64, 64],
[541, 228, 64, 64],
[626, 191, 64, 64],
[572, 192, 64, 64],
[540, 193, 64, 64],
[965, 233, 64, 64],
[904, 234, 64, 64],
[840, 234, 64, 64],
[779, 234, 64, 64],
[745, 236, 64, 64],
[851, 169, 64, 64],
[849, 108, 64, 64],
[852, 50, 64, 64],
[1237, 289, 64, 64],
[1236, 228, 64, 64],
[1238, 197, 64, 64],
[1181, 192, 64, 64],
[1152, 192, 64, 64],
[1443, 605, 64, 64],
[1419, 606, 64, 64],
[1069, 925, 64, 64],
[1068, 902, 64, 64],
[1024, 927, 64, 64],
[1017, 897, 64, 64],
[963, 926, 64, 64],
[958, 898, 64, 64],
[911, 928, 64, 64],
[911, 896, 64, 64],
[2132, 803, 64, 64],
[2081, 803, 64, 64],
[2131, 752, 64, 64],
[2077, 751, 64, 64],
[2615, 649, 64, 64],
[2564, 651, 64, 64],
[2533, 650, 64, 64],
[2027, 156, 64, 64],
[1968, 155, 64, 64],
[1907, 153, 64, 64],
[1873, 155, 64, 64],
[2025, 95, 64, 64],
[1953, 98, 64, 64],
[1894, 100, 64, 64],
[1870, 100, 64, 64],
[2029, 45, 64, 64],
[1971, 48, 64, 64],
[1915, 47, 64, 64],
[1873, 47, 64, 64],
[3956, 288, 64, 64],
[3954, 234, 64, 64],
[4042, 190, 64, 64],
[3990, 190, 64, 64],
[3958, 195, 64, 64],
[3422, 709, 64, 64],
[3425, 686, 64, 64],
[3368, 709, 64, 64],
[3364, 683, 64, 64],
[3312, 711, 64, 64],
[3307, 684, 64, 64],
[3266, 712, 64, 64],
[3269, 681, 64, 64],
[4384, 236, 64, 64],
[4320, 234, 64, 64],
[4257, 235, 64, 64],
[4192, 234, 64, 64],
[4162, 234, 64, 64],
[4269, 171, 64, 64],
[4267, 111, 64, 64],
[4266, 52, 64, 64],
[4580, 458, 64, 64],
[4582, 396, 64, 64],
[4582, 335, 64, 64],
[4581, 275, 64, 64],
[4581, 215, 64, 64],
[4581, 152, 64, 64],
[4582, 89, 64, 64],
[4583, 51, 64, 64],
[4810, 289, 64, 64],
[4810, 227, 64, 64],
[4895, 189, 64, 64],
[4844, 191, 64, 64],
[4809, 191, 64, 64],
[5235, 233, 64, 64],
[5176, 232, 64, 64],
[5118, 230, 64, 64],
[5060, 232, 64, 64],
[5015, 237, 64, 64],
[5123, 171, 64, 64],
[5123, 114, 64, 64],
[5121, 51, 64, 64],
[5523, 461, 64, 64],
[5123, 42, 64, 64],
[5525, 401, 64, 64],
[5525, 340, 64, 64],
[5526, 273, 64, 64],
[5527, 211, 64, 64],
[5525, 150, 64, 64],
[5527, 84, 64, 64],
[5524, 44, 64, 64],
[5861, 288, 64, 64],
[5861, 229, 64, 64],
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[2264, 2386, 64, 64],
[2200, 2386, 64, 64],
[2137, 2387, 64, 64],
[2071, 2385, 64, 64],
[2016, 2389, 64, 64],
[2517, 2341, 64, 64],
[2518, 2316, 64, 64],
[2456, 2316, 64, 64],
[2393, 2316, 64, 64],
[2328, 2317, 64, 64],
[2264, 2316, 64, 64],
[2207, 2318, 64, 64],
[2144, 2317, 64, 64],
[2081, 2316, 64, 64],
[2015, 2342, 64, 64],
[2016, 2315, 64, 64],
[869, 3709, 64, 64],
[819, 3710, 64, 64],
[869, 3658, 64, 64],
[820, 3658, 64, 64],
[0, 0, 64, 64],
[0, 1670, 64, 64],
[6691, 1653, 64, 64],
[1521, 3792, 64, 64],
[0, 5137, 64, 64],
[3898, 2400, 64, 64],
[3835, 2400, 64, 64],
[3771, 2400, 64, 64],
[3708, 2401, 64, 64],
[3646, 2401, 64, 64],
[3587, 2401, 64, 64],
[3530, 2401, 64, 64],
[3897, 2340, 64, 64],
[3897, 2295, 64, 64],
[3834, 2296, 64, 64],
[3773, 2295, 64, 64],
[3710, 2296, 64, 64],
[3656, 2295, 64, 64],
[3593, 2294, 64, 64],
[3527, 2339, 64, 64],
[3531, 2293, 64, 64],
[4152, 2903, 64, 64],
[4155, 2858, 64, 64],
[3942, 1306, 64, 64],
[3942, 1279, 64, 64],
[3879, 1306, 64, 64],
[3881, 1278, 64, 64],
[3819, 1305, 64, 64],
[3819, 1277, 64, 64],
[3756, 1306, 64, 64],
[3756, 1277, 64, 64],
[3694, 1306, 64, 64],
[3695, 1277, 64, 64],
[3631, 1306, 64, 64],
[3632, 1278, 64, 64],
[3565, 1306, 64, 64],
[3567, 1279, 64, 64],
[4432, 1165, 64, 64],
[4408, 1163, 64, 64],
[5123, 1003, 64, 64],
[5065, 1002, 64, 64],
[5042, 1002, 64, 64],
[6020, 1780, 64, 64],
[6020, 1756, 64, 64],
[5959, 1780, 64, 64],
[5959, 1752, 64, 64],
[5897, 1779, 64, 64],
[5899, 1752, 64, 64],
[5836, 1779, 64, 64],
[5836, 1751, 64, 64],
[5776, 1780, 64, 64],
[5776, 1754, 64, 64],
[5717, 1780, 64, 64],
[5716, 1752, 64, 64],
[5658, 1781, 64, 64],
[5658, 1755, 64, 64],
[5640, 1781, 64, 64],
[5640, 1754, 64, 64],
[5832, 2095, 64, 64],
[5782, 2093, 64, 64],
[5832, 2044, 64, 64],
[5777, 2043, 64, 64],
[4847, 2577, 64, 64],
[4795, 2577, 64, 64],
[4846, 2526, 64, 64],
[4794, 2526, 64, 64],
[8390, 923, 64, 64],
[8363, 922, 64, 64],
[7585, 1084, 64, 64],
[7582, 1058, 64, 64],
[7525, 1084, 64, 64],
[7524, 1056, 64, 64],
[7478, 1085, 64, 64],
[7476, 1055, 64, 64],
[7421, 1086, 64, 64],
[7421, 1052, 64, 64],
[7362, 1085, 64, 64],
[7361, 1053, 64, 64],
[7307, 1087, 64, 64],
[7307, 1054, 64, 64],
[7258, 1086, 64, 64],
[7255, 1058, 64, 64],
[7203, 1083, 64, 64],
[7203, 1055, 64, 64],
[7161, 1085, 64, 64],
[7158, 1057, 64, 64],
[7100, 1083, 64, 64],
[7099, 1058, 64, 64],
[7038, 1082, 64, 64],
[7038, 1058, 64, 64],
[6982, 1083, 64, 64],
[6984, 1057, 64, 64],
[0, 0, 64, 64],
[0, 1670, 64, 64],
[6691, 1653, 64, 64],
[1521, 3792, 64, 64],
[0, 5137, 64, 64],
[0, 0, 64, 64],
[0, 1670, 64, 64],
[6691, 1653, 64, 64],
[1521, 3792, 64, 64],
[0, 5137, 64, 64],
[0, 0, 64, 64],
[0, 1670, 64, 64],
[6691, 1653, 64, 64],
[1521, 3792, 64, 64],
[0, 5137, 64, 64],
[8346, 424, 64, 64],
[8407, 376, 64, 64],
[8375, 386, 64, 64],
[8407, 347, 64, 64],
[8388, 343, 64, 64],
[8320, 423, 64, 64],
[8319, 363, 64, 64],
[8368, 303, 64, 64],
[8359, 303, 64, 64],
[8318, 330, 64, 64],
[9369, 425, 64, 64],
[9340, 425, 64, 64],
[9431, 376, 64, 64],
[9414, 382, 64, 64],
[9387, 391, 64, 64],
[9431, 349, 64, 64],
[9412, 344, 64, 64],
[9392, 305, 64, 64],
[9339, 365, 64, 64],
[9341, 333, 64, 64],
[9384, 301, 64, 64],
[7673, 1896, 64, 64],
[7642, 1834, 64, 64],
[7646, 1901, 64, 64],
[4500, 4054, 64, 64],
[4476, 4055, 64, 64],
[4459, 3997, 64, 64],
[76, 5215, 64, 64],
[39, 5217, 64, 64],
[0, 0, 10000, 40],
[0, 1670, 3250, 60],
[6691, 1653, 3290, 60],
[1521, 3792, 7370, 60],
[0, 5137, 3290, 60]
]
$mugs = [
[85, 87, 39, 43, "sprites/square-orange.png"],
[958, 1967, 39, 43, "sprites/square-orange.png"],
[2537, 1734, 39, 43, "sprites/square-orange.png"],
[3755, 2464, 39, 43, "sprites/square-orange.png"],
[1548, 3273, 39, 43, "sprites/square-orange.png"],
[2050, 220, 39, 43, "sprites/square-orange.png"],
[854, 297, 39, 43, "sprites/square-orange.png"],
[343, 526, 39, 43, "sprites/square-orange.png"],
[3454, 772, 39, 43, "sprites/square-orange.png"],
[5041, 298, 39, 43, "sprites/square-orange.png"],
[6089, 300, 39, 43, "sprites/square-orange.png"],
[6518, 295, 39, 43, "sprites/square-orange.png"],
[7661, 47, 39, 43, "sprites/square-orange.png"],
[9392, 1125, 39, 43, "sprites/square-orange.png"],
[7298, 1152, 39, 43, "sprites/square-orange.png"],
[5816, 1843, 39, 43, "sprites/square-orange.png"],
[876, 3772, 39, 43, "sprites/square-orange.png"],
[1029, 4667, 39, 43, "sprites/square-orange.png"],
[823, 5324, 39, 43, "sprites/square-orange.png"],
[3251, 5220, 39, 43, "sprites/square-orange.png"],
[4747, 5282, 39, 43, "sprites/square-orange.png"],
[9325, 5178, 39, 43, "sprites/square-orange.png"],
[9635, 4298, 39, 43, "sprites/square-orange.png"],
[7837, 4127, 39, 43, "sprites/square-orange.png"],
[8651, 1971, 39, 43, "sprites/square-orange.png"],
[6892, 2031, 39, 43, "sprites/square-orange.png"],
[4626, 3882, 39, 43, "sprites/square-orange.png"],
[4024, 4554, 39, 43, "sprites/square-orange.png"],
[3925, 3337, 39, 43, "sprites/square-orange.png"],
[5064, 1064, 39, 43, "sprites/square-orange.png"]
]
Platformer - Gorillas Basic - credits.txt
# ./samples/99_genre_platformer/gorillas_basic/CREDITS.txt
code: Amir Rajan, https://twitter.com/amirrajan
graphics: Nick Culbertson, https://twitter.com/MobyPixel
Platformer - Gorillas Basic - main.rb
# ./samples/99_genre_platformer/gorillas_basic/app/main.rb
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
Platformer - Gorillas Basic - tests.rb
# ./samples/99_genre_platformer/gorillas_basic/app/tests.rb
$gtk.reset 100
$gtk.supress_framerate_warning = true
$gtk.require 'app/tests/building_generation_tests.rb'
$gtk.tests.start
Platformer - Gorillas Basic - Tests - building_generation_tests.rb
# ./samples/99_genre_platformer/gorillas_basic/app/tests/building_generation_tests.rb
def test_solids args, assert
game = YouSoBasicGorillas.new
game.outputs = args.outputs
game.grid = args.grid
game.state = args.state
game.inputs = args.inputs
game.tick
assert.true! args.state.stage_generated, "stage wasn't generated but it should have been"
game.tick
assert.true! args.outputs.static_solids.length > 0, "stage wasn't rendered"
number_of_building_components = (args.state.buildings.map { |b| 2 + b.solids[2].length }.inject do |sum, v| (sum || 0) + v end)
the_only_background = 1
static_solids = args.outputs.static_solids.length
assert.true! static_solids == the_only_background.+(number_of_building_components), "not all parts of the buildings and background were rendered"
end
Platformer - The Little Probe - main.rb
# ./samples/99_genre_platformer/the_little_probe/app/main.rb
class FallingCircle
attr_gtk
def tick
fiddle
defaults
render
input
calc
end
def fiddle
state.gravity = -0.02
circle.radius = 15
circle.elasticity = 0.4
camera.follow_speed = 0.4 * 0.4
end
def render
render_stage_editor
render_debug
render_game
end
def defaults
if state.tick_count == 0
outputs.sounds << "sounds/bg.ogg"
end
state.storyline ||= [
{ text: "<- -> to aim, hold space to charge", distance_gate: 0 },
{ text: "the little probe - by @amirrajan, made with DragonRuby Game Toolkit", distance_gate: 0 },
{ text: "mission control, this is sasha. landing on europa successful.", distance_gate: 0 },
{ text: "operation \"find earth 2.0\", initiated at 8-29-2036 14:00.", distance_gate: 0 },
{ text: "jupiter's sure is beautiful...", distance_gate: 4000 },
{ text: "hmm, it seems there's some kind of anomoly in the sky", distance_gate: 7000 },
{ text: "dancing lights, i'll call them whisps.", distance_gate: 8000 },
{ text: "#todo... look i ran out of time -_-", distance_gate: 9000 },
{ text: "there's never enough time", distance_gate: 9000 },
{ text: "the game jam was fun though ^_^", distance_gate: 10000 },
]
load_level force: args.state.tick_count == 0
state.line_mode ||= :terrain
state.sound_index ||= 1
circle.potential_lift ||= 0
circle.angle ||= 90
circle.check_point_at ||= -1000
circle.game_over_at ||= -1000
circle.x ||= -485
circle.y ||= 12226
circle.check_point_x ||= circle.x
circle.check_point_y ||= circle.y
circle.dy ||= 0
circle.dx ||= 0
circle.previous_dy ||= 0
circle.previous_dx ||= 0
circle.angle ||= 0
circle.after_images ||= []
circle.terrains_to_monitor ||= {}
circle.impact_history ||= []
camera.x ||= 0
camera.y ||= 0
camera.target_x ||= 0
camera.target_y ||= 0
state.snaps ||= { }
state.snap_number = 10
args.state.storyline_x ||= -1000
args.state.storyline_y ||= -1000
end
def render_game
outputs.background_color = [0, 0, 0]
outputs.sprites << [-circle.x + 1100,
-circle.y - 100,
2416 * 4,
3574 * 4,
'sprites/jupiter.png']
outputs.sprites << [-circle.x,
-circle.y,
2416 * 4,
3574 * 4,
'sprites/level.png']
outputs.sprites << state.whisp_queue
render_aiming_retical
render_circle
render_notification
end
def render_notification
toast_length = 500
if circle.game_over_at.elapsed_time < toast_length
label_text = "..."
elsif circle.check_point_at.elapsed_time > toast_length
args.state.current_storyline = nil
return
end
if circle.check_point_at &&
circle.check_point_at.elapsed_time == 1 &&
!args.state.current_storyline
if args.state.storyline.length > 0 && args.state.distance_traveled > args.state.storyline[0][:distance_gate]
args.state.current_storyline = args.state.storyline.shift[:text]
args.state.distance_traveled ||= 0
args.state.storyline_x = circle.x
args.state.storyline_y = circle.y
end
return unless args.state.current_storyline
end
label_text = args.state.current_storyline
return unless label_text
x = circle.x + camera.x
y = circle.y + camera.y - 40
w = 900
h = 30
outputs.primitives << [x - w.idiv(2), y - h, w, h, 255, 255, 255, 255].solid
outputs.primitives << [x - w.idiv(2), y - h, w, h, 0, 0, 0, 255].border
outputs.labels << [x, y - 4, label_text, 1, 1, 0, 0, 0, 255]
end
def render_aiming_retical
outputs.sprites << [state.camera.x + circle.x + circle.angle.vector_x(circle.potential_lift * 10) - 5,
state.camera.y + circle.y + circle.angle.vector_y(circle.potential_lift * 10) - 5,
10, 10, 'sprites/circle-orange.png']
outputs.sprites << [state.camera.x + circle.x + circle.angle.vector_x(circle.radius * 3) - 5,
state.camera.y + circle.y + circle.angle.vector_y(circle.radius * 3) - 5,
10, 10, 'sprites/circle-orange.png', 0, 128]
if rand > 0.9
outputs.sprites << [state.camera.x + circle.x + circle.angle.vector_x(circle.radius * 3) - 5,
state.camera.y + circle.y + circle.angle.vector_y(circle.radius * 3) - 5,
10, 10, 'sprites/circle-white.png', 0, 128]
end
end
def render_circle
outputs.sprites << circle.after_images.map do |ai|
ai.merge(x: ai.x + state.camera.x - circle.radius,
y: ai.y + state.camera.y - circle.radius,
w: circle.radius * 2,
h: circle.radius * 2,
path: 'sprites/circle-white.png')
end
outputs.sprites << [(circle.x - circle.radius) + state.camera.x,
(circle.y - circle.radius) + state.camera.y,
circle.radius * 2,
circle.radius * 2,
'sprites/probe.png']
end
def render_debug
return unless state.debug_mode
outputs.labels << [10, 30, state.line_mode, 0, 0, 0, 0, 0]
outputs.labels << [12, 32, state.line_mode, 0, 0, 255, 255, 255]
args.outputs.lines << trajectory(circle).line.to_hash.tap do |h|
h[:x] += state.camera.x
h[:y] += state.camera.y
h[:x2] += state.camera.x
h[:y2] += state.camera.y
end
outputs.primitives << state.terrain.find_all do |t|
circle.x.between?(t.x - 640, t.x2 + 640) || circle.y.between?(t.y - 360, t.y2 + 360)
end.map do |t|
[
t.line.associate(r: 0, g: 255, b: 0) do |h|
h.x += state.camera.x
h.y += state.camera.y
h.x2 += state.camera.x
h.y2 += state.camera.y
if circle.rect.intersect_rect? t[:rect]
h[:r] = 255
h[:g] = 0
end
h
end,
t[:rect].border.associate(r: 255, g: 0, b: 0) do |h|
h.x += state.camera.x
h.y += state.camera.y
h.b = 255 if line_near_rect? circle.rect, t
h
end
]
end
outputs.primitives << state.lava.find_all do |t|
circle.x.between?(t.x - 640, t.x2 + 640) || circle.y.between?(t.y - 360, t.y2 + 360)
end.map do |t|
[
t.line.associate(r: 0, g: 0, b: 255) do |h|
h.x += state.camera.x
h.y += state.camera.y
h.x2 += state.camera.x
h.y2 += state.camera.y
if circle.rect.intersect_rect? t[:rect]
h[:r] = 255
h[:b] = 0
end
h
end,
t[:rect].border.associate(r: 255, g: 0, b: 0) do |h|
h.x += state.camera.x
h.y += state.camera.y
h.b = 255 if line_near_rect? circle.rect, t
h
end
]
end
if state.god_mode
border = circle.rect.merge(x: circle.rect.x + state.camera.x,
y: circle.rect.y + state.camera.y,
g: 255)
else
border = circle.rect.merge(x: circle.rect.x + state.camera.x,
y: circle.rect.y + state.camera.y,
b: 255)
end
outputs.borders << border
overlapping ||= {}
circle.impact_history.each do |h|
label_mod = 300
x = (h[:body][:x].-(150).idiv(label_mod)) * label_mod + camera.x
y = (h[:body][:y].+(150).idiv(label_mod)) * label_mod + camera.y
10.times do
if overlapping[x] && overlapping[x][y]
y -= 52
else
break
end
end
overlapping[x] ||= {}
overlapping[x][y] ||= true
outputs.primitives << [x, y - 25, 300, 50, 0, 0, 0, 128].solid
outputs.labels << [x + 10, y + 24, "dy: %.2f" % h[:body][:new_dy], -2, 0, 255, 255, 255]
outputs.labels << [x + 10, y + 9, "dx: %.2f" % h[:body][:new_dx], -2, 0, 255, 255, 255]
outputs.labels << [x + 10, y - 5, " ?: #{h[:body][:new_reason]}", -2, 0, 255, 255, 255]
outputs.labels << [x + 100, y + 24, "angle: %.2f" % h[:impact][:angle], -2, 0, 255, 255, 255]
outputs.labels << [x + 100, y + 9, "m(l): %.2f" % h[:terrain][:slope], -2, 0, 255, 255, 255]
outputs.labels << [x + 100, y - 5, "m(c): %.2f" % h[:body][:slope], -2, 0, 255, 255, 255]
outputs.labels << [x + 200, y + 24, "ray: #{h[:impact][:ray]}", -2, 0, 255, 255, 255]
outputs.labels << [x + 200, y + 9, "nxt: #{h[:impact][:ray_next]}", -2, 0, 255, 255, 255]
outputs.labels << [x + 200, y - 5, "typ: #{h[:impact][:type]}", -2, 0, 255, 255, 255]
end
if circle.floor
outputs.labels << [circle.x + camera.x + 30, circle.y + camera.y + 100, "point: #{circle.floor_point.slice(:x, :y).values}", -2, 0]
outputs.labels << [circle.x + camera.x + 31, circle.y + camera.y + 101, "point: #{circle.floor_point.slice(:x, :y).values}", -2, 0, 255, 255, 255]
outputs.labels << [circle.x + camera.x + 30, circle.y + camera.y + 85, "circle: #{circle.as_hash.slice(:x, :y).values}", -2, 0]
outputs.labels << [circle.x + camera.x + 31, circle.y + camera.y + 86, "circle: #{circle.as_hash.slice(:x, :y).values}", -2, 0, 255, 255, 255]
outputs.labels << [circle.x + camera.x + 30, circle.y + camera.y + 70, "rel: #{circle.floor_relative_x} #{circle.floor_relative_y}", -2, 0]
outputs.labels << [circle.x + camera.x + 31, circle.y + camera.y + 71, "rel: #{circle.floor_relative_x} #{circle.floor_relative_y}", -2, 0, 255, 255, 255]
end
end
def render_stage_editor
return unless state.god_mode
return unless state.point_one
args.lines << [state.point_one, inputs.mouse.point, 0, 255, 255]
end
def trajectory body
[body.x + body.dx,
body.y + body.dy,
body.x + body.dx * 1000,
body.y + body.dy * 1000,
0, 255, 255]
end
def lengthen_line line, num
line = normalize_line(line)
slope = geometry.line_slope(line, replace_infinity: 10).abs
if slope < 2
[line.x - num, line.y, line.x2 + num, line.y2].line.to_hash
else
[line.x, line.y, line.x2, line.y2].line.to_hash
end
end
def normalize_line line
if line.x > line.x2
x = line.x2
y = line.y2
x2 = line.x
y2 = line.y
else
x = line.x
y = line.y
x2 = line.x2
y2 = line.y2
end
[x, y, x2, y2]
end
def rect_for_line line
if line.x > line.x2
x = line.x2
y = line.y2
x2 = line.x
y2 = line.y
else
x = line.x
y = line.y
x2 = line.x2
y2 = line.y2
end
w = x2 - x
h = y2 - y
if h < 0
y += h
h = h.abs
end
if w < circle.radius
x -= circle.radius
w = circle.radius * 2
end
if h < circle.radius
y -= circle.radius
h = circle.radius * 2
end
{ x: x, y: y, w: w, h: h }
end
def snap_to_grid x, y, snaps
snap_number = 10
x = x.to_i
y = y.to_i
x_floor = x.idiv(snap_number) * snap_number
x_mod = x % snap_number
x_ceil = (x.idiv(snap_number) + 1) * snap_number
y_floor = y.idiv(snap_number) * snap_number
y_mod = y % snap_number
y_ceil = (y.idiv(snap_number) + 1) * snap_number
if snaps[x_floor]
x_result = x_floor
elsif snaps[x_ceil]
x_result = x_ceil
elsif x_mod < snap_number.idiv(2)
x_result = x_floor
else
x_result = x_ceil
end
snaps[x_result] ||= {}
if snaps[x_result][y_floor]
y_result = y_floor
elsif snaps[x_result][y_ceil]
y_result = y_ceil
elsif y_mod < snap_number.idiv(2)
y_result = y_floor
else
y_result = y_ceil
end
snaps[x_result][y_result] = true
return [x_result, y_result]
end
def snap_line line
x, y, x2, y2 = line
end
def string_to_line s
x, y, x2, y2 = s.split(',').map(&:to_f)
if x > x2
x2, x = x, x2
y2, y = y, y2
end
x, y = snap_to_grid x, y, state.snaps
x2, y2 = snap_to_grid x2, y2, state.snaps
[x, y, x2, y2].line.to_hash
end
def load_lines file
return unless state.snaps
data = gtk.read_file(file) || ""
data.each_line
.reject { |l| l.strip.length == 0 }
.map { |l| string_to_line l }
.map { |h| h.merge(rect: rect_for_line(h)) }
end
def load_terrain
load_lines 'data/level.txt'
end
def load_lava
load_lines 'data/level_lava.txt'
end
def load_level force: false
if force
state.snaps = {}
state.terrain = load_terrain
state.lava = load_lava
else
state.terrain ||= load_terrain
state.lava ||= load_lava
end
end
def save_lines lines, file
s = lines.map do |l|
"#{l.x1},#{l.y1},#{l.x2},#{l.y2}"
end.join("\n")
gtk.write_file(file, s)
end
def save_level
save_lines(state.terrain, 'level.txt')
save_lines(state.lava, 'level_lava.txt')
load_level force: true
end
def line_near_rect? rect, terrain
geometry.intersect_rect?(rect, terrain[:rect])
end
def point_within_line? point, line
return false if !point
return false if !line
return true
end
def calc_impacts x, dx, y, dy, radius
results = { }
results[:x] = x
results[:y] = y
results[:dx] = x
results[:dy] = y
results[:point] = { x: x, y: y }
results[:rect] = { x: x - radius, y: y - radius, w: radius * 2, h: radius * 2 }
results[:trajectory] = trajectory(results)
results[:impacts] = terrain.find_all { |t| t && (line_near_rect? results[:rect], t) }.map do |t|
{
terrain: t,
point: geometry.line_intersect(results[:trajectory], t, replace_infinity: 1000),
type: :terrain
}
end.reject { |t| !point_within_line? t[:point], t[:terrain] }
results[:impacts] += lava.find_all { |t| line_near_rect? results[:rect], t }.map do |t|
{
terrain: t,
point: geometry.line_intersect(results[:trajectory], t, replace_infinity: 1000),
type: :lava
}
end.reject { |t| !t || (!point_within_line? t[:point], t[:terrain]) }
results
end
def calc_potential_impacts
impact_results = calc_impacts circle.x, circle.dx, circle.y, circle.dy, circle.radius
circle.rect = impact_results[:rect]
circle.trajectory = impact_results[:trajectory]
circle.impacts = impact_results[:impacts]
end
def calc_terrains_to_monitor
return unless circle.impacts
circle.impact = nil
circle.impacts.each do |i|
circle.terrains_to_monitor[i[:terrain]] ||= {
ray_start: geometry.ray_test(circle, i[:terrain]),
}
circle.terrains_to_monitor[i[:terrain]][:ray_current] = geometry.ray_test(circle, i[:terrain])
if circle.terrains_to_monitor[i[:terrain]][:ray_start] != circle.terrains_to_monitor[i[:terrain]][:ray_current]
if circle.x.between?(i[:terrain].x, i[:terrain].x2) || circle.y.between?(i[:terrain].y, i[:terrain].y2)
circle.impact = i
circle.ray_current = circle.terrains_to_monitor[i[:terrain]][:ray_current]
end
end
end
end
def impact_result body, impact
infinity_alias = 1000
r = {
body: {},
terrain: {},
impact: {}
}
r[:body][:line] = body.trajectory.dup
r[:body][:slope] = geometry.line_slope(body.trajectory, replace_infinity: infinity_alias)
r[:body][:slope_sign] = r[:body][:slope].sign
r[:body][:x] = body.x
r[:body][:y] = body.y
r[:body][:dy] = body.dy
r[:body][:dx] = body.dx
r[:terrain][:line] = impact[:terrain].dup
r[:terrain][:slope] = geometry.line_slope(impact[:terrain], replace_infinity: infinity_alias)
r[:terrain][:slope_sign] = r[:terrain][:slope].sign
r[:impact][:angle] = geometry.angle_between_lines(body.trajectory, impact[:terrain], replace_infinity: infinity_alias)
r[:impact][:point] = { x: impact[:point].x, y: impact[:point].y }
r[:impact][:same_slope_sign] = r[:body][:slope_sign] == r[:terrain][:slope_sign]
r[:impact][:ray] = body.ray_current
r[:body][:new_on_floor] = body.on_floor
r[:body][:new_floor] = r[:terrain][:line]
if r[:impact][:angle].abs < 90 && r[:terrain][:slope].abs < 3
play_sound
r[:body][:new_dy] = r[:body][:dy] * circle.elasticity * -1
r[:body][:new_dx] = r[:body][:dx] * circle.elasticity
r[:impact][:type] = :horizontal
r[:body][:new_reason] = "-"
elsif r[:impact][:angle].abs < 90 && r[:terrain][:slope].abs > 3
play_sound
r[:body][:new_dy] = r[:body][:dy] * 1.1
r[:body][:new_dx] = r[:body][:dx] * -circle.elasticity
r[:impact][:type] = :vertical
r[:body][:new_reason] = "|"
else
play_sound
r[:body][:new_dx] = r[:body][:dx] * -circle.elasticity
r[:body][:new_dy] = r[:body][:dy] * -circle.elasticity
r[:impact][:type] = :slanted
r[:body][:new_reason] = "/"
end
r[:impact][:energy] = r[:body][:new_dx].abs + r[:body][:new_dy].abs
if r[:impact][:energy] <= 0.3 && r[:terrain][:slope].abs < 4
r[:body][:new_dx] = 0
r[:body][:new_dy] = 0
r[:impact][:energy] = 0
r[:body][:new_on_floor] = true
r[:body][:new_floor] = r[:terrain][:line]
r[:body][:new_reason] = "0"
end
r[:impact][:ray_next] = geometry.ray_test({ x: r[:body][:x] - (r[:body][:dx] * 1.1) + r[:body][:new_dx],
y: r[:body][:y] - (r[:body][:dy] * 1.1) + r[:body][:new_dy] + state.gravity },
r[:terrain][:line])
if r[:impact][:ray_next] == r[:impact][:ray]
r[:body][:new_dx] *= -1
r[:body][:new_dy] *= -1
r[:body][:new_reason] = "clip"
end
r
end
def game_over!
circle.x = circle.check_point_x
circle.y = circle.check_point_y
circle.dx = 0
circle.dy = 0
circle.game_over_at = state.tick_count
end
def not_game_over!
impact_history_entry = impact_result circle, circle.impact
circle.impact_history << impact_history_entry
circle.x -= circle.dx * 1.1
circle.y -= circle.dy * 1.1
circle.dx = impact_history_entry[:body][:new_dx]
circle.dy = impact_history_entry[:body][:new_dy]
circle.on_floor = impact_history_entry[:body][:new_on_floor]
if circle.on_floor
circle.check_point_at = state.tick_count
circle.check_point_x = circle.x
circle.check_point_y = circle.y
end
circle.previous_floor = circle.floor || {}
circle.floor = impact_history_entry[:body][:new_floor] || {}
circle.floor_point = impact_history_entry[:impact][:point]
if circle.floor.slice(:x, :y, :x2, :y2) != circle.previous_floor.slice(:x, :y, :x2, :y2)
new_relative_x = if circle.dx > 0
:right
elsif circle.dx < 0
:left
else
nil
end
new_relative_y = if circle.dy > 0
:above
elsif circle.dy < 0
:below
else
nil
end
circle.floor_relative_x = new_relative_x
circle.floor_relative_y = new_relative_y
end
circle.impact = nil
circle.terrains_to_monitor.clear
end
def calc_physics
if args.state.god_mode
calc_potential_impacts
calc_terrains_to_monitor
return
end
if circle.y < -700
game_over
return
end
return if state.game_over
return if circle.on_floor
circle.previous_dy = circle.dy
circle.previous_dx = circle.dx
circle.x += circle.dx
circle.y += circle.dy
args.state.distance_traveled ||= 0
args.state.distance_traveled += circle.dx.abs + circle.dy.abs
circle.dy += state.gravity
calc_potential_impacts
calc_terrains_to_monitor
return unless circle.impact
if circle.impact && circle.impact[:type] == :lava
game_over!
else
not_game_over!
end
end
def input_god_mode
state.debug_mode = !state.debug_mode if inputs.keyboard.key_down.forward_slash
# toggle god mode
if inputs.keyboard.key_down.g
state.god_mode = !state.god_mode
state.potential_lift = 0
circle.floor = nil
circle.floor_point = nil
circle.floor_relative_x = nil
circle.floor_relative_y = nil
circle.impact = nil
circle.terrains_to_monitor.clear
return
end
return unless state.god_mode
circle.x = circle.x.to_i
circle.y = circle.y.to_i
# move god circle
if inputs.keyboard.left || inputs.keyboard.a
circle.x -= 20
elsif inputs.keyboard.right || inputs.keyboard.d || inputs.keyboard.f
circle.x += 20
end
if inputs.keyboard.up || inputs.keyboard.w
circle.y += 20
elsif inputs.keyboard.down || inputs.keyboard.s
circle.y -= 20
end
# delete terrain
if inputs.keyboard.key_down.x
calc_terrains_to_monitor
state.terrain = state.terrain.reject do |t|
t[:rect].intersect_rect? circle.rect
end
state.lava = state.lava.reject do |t|
t[:rect].intersect_rect? circle.rect
end
calc_potential_impacts
save_level
end
# change terrain type
if inputs.keyboard.key_down.l
if state.line_mode == :terrain
state.line_mode = :lava
else
state.line_mode = :terrain
end
end
if inputs.mouse.click && !state.point_one
state.point_one = inputs.mouse.click.point
elsif inputs.mouse.click && state.point_one
l = [*state.point_one, *inputs.mouse.click.point]
l = [l.x - state.camera.x,
l.y - state.camera.y,
l.x2 - state.camera.x,
l.y2 - state.camera.y].line.to_hash
l[:rect] = rect_for_line l
if state.line_mode == :terrain
state.terrain << l
else
state.lava << l
end
save_level
next_x = inputs.mouse.click.point.x - 640
next_y = inputs.mouse.click.point.y - 360
circle.x += next_x
circle.y += next_y
state.point_one = nil
elsif inputs.keyboard.one
state.point_one = [circle.x + camera.x, circle.y+ camera.y]
end
# cancel chain lines
if inputs.keyboard.key_down.nine || inputs.keyboard.key_down.escape || inputs.keyboard.key_up.six || inputs.keyboard.key_up.one
state.point_one = nil
end
end
def play_sound
return if state.sound_debounce > 0
state.sound_debounce = 5
outputs.sounds << "sounds/03#{"%02d" % state.sound_index}.wav"
state.sound_index += 1
if state.sound_index > 21
state.sound_index = 1
end
end
def input_game
if inputs.keyboard.down || inputs.keyboard.space
circle.potential_lift += 0.03
circle.potential_lift = circle.potential_lift.lesser(10)
elsif inputs.keyboard.key_up.down || inputs.keyboard.key_up.space
play_sound
circle.dy += circle.angle.vector_y circle.potential_lift
circle.dx += circle.angle.vector_x circle.potential_lift
if circle.on_floor
if circle.floor_relative_y == :above
circle.y += circle.potential_lift.abs * 2
elsif circle.floor_relative_y == :below
circle.y -= circle.potential_lift.abs * 2
end
end
circle.on_floor = false
circle.potential_lift = 0
circle.terrains_to_monitor.clear
circle.impact_history.clear
circle.impact = nil
calc_physics
end
# aim probe
if inputs.keyboard.right || inputs.keyboard.a
circle.angle -= 2
elsif inputs.keyboard.left || inputs.keyboard.d
circle.angle += 2
end
end
def input
input_god_mode
input_game
end
def calc_camera
state.camera.target_x = 640 - circle.x
state.camera.target_y = 360 - circle.y
xdiff = state.camera.target_x - state.camera.x
ydiff = state.camera.target_y - state.camera.y
state.camera.x += xdiff * camera.follow_speed
state.camera.y += ydiff * camera.follow_speed
end
def calc
state.sound_debounce ||= 0
state.sound_debounce -= 1
state.sound_debounce = 0 if state.sound_debounce < 0
if state.god_mode
circle.dy *= 0.1
circle.dx *= 0.1
end
calc_camera
state.whisp_queue ||= []
if state.tick_count.mod_zero?(4)
state.whisp_queue << {
x: -300,
y: 1400 * rand,
speed: 2.randomize(:ratio) + 3,
w: 20,
h: 20, path: 'sprites/whisp.png',
a: 0,
created_at: state.tick_count,
angle: 0,
r: 100,
g: 128 + 128 * rand,
b: 128 + 128 * rand
}
end
state.whisp_queue.each do |w|
w.x += w[:speed] * 2
w.x -= circle.dx * 0.3
w.y -= w[:speed]
w.y -= circle.dy * 0.3
w.angle += w[:speed]
w.a = w[:created_at].ease(30) * 255
end
state.whisp_queue = state.whisp_queue.reject { |w| w[:x] > 1280 }
if state.tick_count.mod_zero?(2) && (circle.dx != 0 || circle.dy != 0)
circle.after_images << {
x: circle.x,
y: circle.y,
w: circle.radius,
h: circle.radius,
a: 255,
created_at: state.tick_count
}
end
circle.after_images.each do |ai|
ai.a = ai[:created_at].ease(10, :flip) * 255
end
circle.after_images = circle.after_images.reject { |ai| ai[:created_at].elapsed_time > 10 }
calc_physics
end
def circle
state.circle
end
def camera
state.camera
end
def terrain
state.terrain
end
def lava
state.lava
end
end
# $gtk.reset
def tick args
args.outputs.background_color = [0, 0, 0]
if args.inputs.keyboard.r
args.gtk.reset
return
end
# uncomment the line below to slow down the game so you
# can see each tick as it passes
# args.gtk.slowmo! 30
$game ||= FallingCircle.new
$game.args = args
$game.tick
end
def reset
$game = nil
end
Platformer - The Little Probe - Data - level.txt
# ./samples/99_genre_platformer/the_little_probe/data/level.txt
640,8840,1180,8840
-60,10220,0,9960
-60,10220,0,10500
0,10500,0,10780
0,10780,40,10900
500,10920,760,10960
300,10560,820,10600
420,10320,700,10300
820,10600,1500,10600
1500,10600,1940,10600
1940,10600,2380,10580
2380,10580,2800,10620
2240,11080,2480,11020
2000,11120,2240,11080
1760,11180,2000,11120
1620,11180,1760,11180
1500,11220,1620,11180
1180,11280,1340,11220
1040,11240,1180,11280
840,11280,1040,11240
640,11280,840,11280
500,11220,640,11280
420,11140,500,11220
240,11100,420,11140
100,11120,240,11100
0,11180,100,11120
-160,11220,0,11180
-260,11240,-160,11220
1340,11220,1500,11220
960,13300,1280,13060
1280,13060,1540,12860
1540,12860,1820,12700
1820,12700,2080,12520
2080,12520,2240,12400
2240,12400,2240,12240
2240,12240,2400,12080
2400,12080,2560,11920
2560,11920,2640,11740
2640,11740,2740,11580
2740,11580,2800,11400
2800,11400,2800,11240
2740,11140,2800,11240
2700,11040,2740,11140
2700,11040,2740,10960
2740,10960,2740,10920
2700,10900,2740,10920
2380,10900,2700,10900
2040,10920,2380,10900
1720,10940,2040,10920
1380,11000,1720,10940
1180,10980,1380,11000
900,10980,1180,10980
760,10960,900,10980
240,10960,500,10920
40,10900,240,10960
0,9700,0,9960
-60,9500,0,9700
-60,9420,-60,9500
-60,9420,-60,9340
-60,9340,-60,9280
-60,9120,-60,9280
-60,8940,-60,9120
-60,8940,-60,8780
-60,8780,0,8700
0,8700,40,8680
40,8680,240,8700
240,8700,360,8780
360,8780,640,8840
1420,8400,1540,8480
1540,8480,1680,8500
1680,8500,1940,8460
1180,8840,1280,8880
1280,8880,1340,8860
1340,8860,1720,8860
1720,8860,1820,8920
1820,8920,1820,9140
1820,9140,1820,9280
1820,9460,1820,9280
1760,9480,1820,9460
1640,9480,1760,9480
1540,9500,1640,9480
1340,9500,1540,9500
1100,9500,1340,9500
1040,9540,1100,9500
960,9540,1040,9540
300,9420,360,9460
240,9440,300,9420
180,9600,240,9440
120,9660,180,9600
100,9820,120,9660
100,9820,120,9860
120,9860,140,9900
140,9900,140,10000
140,10440,180,10540
100,10080,140,10000
100,10080,140,10100
140,10100,140,10440
180,10540,300,10560
2140,9560,2140,9640
2140,9720,2140,9640
1880,9780,2140,9720
1720,9780,1880,9780
1620,9740,1720,9780
1500,9780,1620,9740
1380,9780,1500,9780
1340,9820,1380,9780
1200,9820,1340,9820
1100,9780,1200,9820
900,9780,1100,9780
820,9720,900,9780
540,9720,820,9720
360,9840,540,9720
360,9840,360,9960
360,9960,360,10080
360,10140,360,10080
360,10140,360,10240
360,10240,420,10320
700,10300,820,10280
820,10280,820,10280
820,10280,900,10320
900,10320,1040,10300
1040,10300,1200,10320
1200,10320,1380,10280
1380,10280,1500,10300
1500,10300,1760,10300
2800,10620,2840,10600
2840,10600,2900,10600
2900,10600,3000,10620
3000,10620,3080,10620
3080,10620,3140,10600
3140,10540,3140,10600
3140,10540,3140,10460
3140,10460,3140,10360
3140,10360,3140,10260
3140,10260,3140,10140
3140,10140,3140,10000
3140,10000,3140,9860
3140,9860,3160,9720
3160,9720,3160,9580
3160,9580,3160,9440
3160,9300,3160,9440
3160,9300,3160,9140
3160,9140,3160,8980
3160,8980,3160,8820
3160,8820,3160,8680
3160,8680,3160,8520
1760,10300,1880,10300
660,9500,960,9540
640,9460,660,9500
360,9460,640,9460
-480,10760,-440,10880
-480,11020,-440,10880
-480,11160,-260,11240
-480,11020,-480,11160
-600,11420,-380,11320
-380,11320,-200,11340
-200,11340,0,11340
0,11340,180,11340
960,13420,960,13300
960,13420,960,13520
960,13520,1000,13560
1000,13560,1040,13540
1040,13540,1200,13440
1200,13440,1380,13380
1380,13380,1620,13300
1620,13300,1820,13220
1820,13220,2000,13200
2000,13200,2240,13200
2240,13200,2440,13160
2440,13160,2640,13040
-480,10760,-440,10620
-440,10620,-360,10560
-380,10460,-360,10560
-380,10460,-360,10300
-380,10140,-360,10300
-380,10140,-380,10040
-380,9880,-380,10040
-380,9720,-380,9880
-380,9720,-380,9540
-380,9360,-380,9540
-380,9180,-380,9360
-380,9180,-380,9000
-380,8840,-380,9000
-380,8840,-380,8760
-380,8760,-380,8620
-380,8620,-380,8520
-380,8520,-360,8400
-360,8400,-100,8400
-100,8400,-60,8420
-60,8420,240,8440
240,8440,240,8380
240,8380,500,8440
500,8440,760,8460
760,8460,1000,8400
1000,8400,1180,8420
1180,8420,1420,8400
1940,8460,2140,8420
2140,8420,2200,8520
2200,8680,2200,8520
2140,8840,2200,8680
2140,8840,2140,9020
2140,9100,2140,9020
2140,9200,2140,9100
2140,9200,2200,9320
2200,9320,2200,9440
2140,9560,2200,9440
1880,10300,2200,10280
2200,10280,2480,10260
2480,10260,2700,10240
2700,10240,2840,10180
2840,10180,2900,10060
2900,9860,2900,10060
2900,9640,2900,9860
2900,9640,2900,9500
2900,9460,2900,9500
2740,9460,2900,9460
2700,9460,2740,9460
2700,9360,2700,9460
2700,9320,2700,9360
2600,9320,2700,9320
2600,9260,2600,9320
2600,9200,2600,9260
2480,9120,2600,9200
2440,9080,2480,9120
2380,9080,2440,9080
2320,9060,2380,9080
2320,8860,2320,9060
2320,8860,2380,8840
2380,8840,2480,8860
2480,8860,2600,8840
2600,8840,2740,8840
2740,8840,2840,8800
2840,8800,2900,8700
2900,8600,2900,8700
2900,8480,2900,8600
2900,8380,2900,8480
2900,8380,2900,8260
2900,8260,2900,8140
2900,8140,2900,8020
2900,8020,2900,7900
2900,7820,2900,7900
2900,7820,2900,7740
2900,7660,2900,7740
2900,7560,2900,7660
2900,7460,2900,7560
2900,7460,2900,7360
2900,7260,2900,7360
2840,7160,2900,7260
2800,7080,2840,7160
2700,7100,2800,7080
2560,7120,2700,7100
2400,7100,2560,7120
2320,7100,2400,7100
2140,7100,2320,7100
2040,7080,2140,7100
1940,7080,2040,7080
1820,7140,1940,7080
1680,7140,1820,7140
1540,7140,1680,7140
1420,7220,1540,7140
1280,7220,1380,7220
1140,7200,1280,7220
1000,7220,1140,7200
760,7280,900,7320
540,7220,760,7280
300,7180,540,7220
180,7120,180,7160
40,7140,180,7120
-60,7160,40,7140
-200,7120,-60,7160
180,7160,300,7180
-260,7060,-200,7120
-260,6980,-260,7060
-260,6880,-260,6980
-260,6880,-260,6820
-260,6820,-200,6760
-200,6760,-100,6740
-100,6740,-60,6740
-60,6740,40,6740
40,6740,300,6800
300,6800,420,6760
420,6760,500,6740
500,6740,540,6760
540,6760,540,6760
540,6760,640,6780
640,6660,640,6780
580,6580,640,6660
580,6440,580,6580
580,6440,640,6320
640,6320,640,6180
580,6080,640,6180
580,6080,640,5960
640,5960,640,5840
640,5840,640,5700
640,5700,660,5560
660,5560,660,5440
660,5440,660,5300
660,5140,660,5300
660,5140,660,5000
660,5000,660,4880
660,4880,820,4860
820,4860,1000,4840
1000,4840,1100,4860
1100,4860,1280,4860
1280,4860,1420,4840
1420,4840,1580,4860
1580,4860,1720,4820
1720,4820,1880,4860
1880,4860,2000,4840
2000,4840,2140,4840
2140,4840,2320,4860
2320,4860,2440,4880
2440,4880,2600,4880
2600,4880,2800,4880
2800,4880,2900,4880
2900,4880,2900,4820
2900,4740,2900,4820
2800,4700,2900,4740
2520,4680,2800,4700
2240,4660,2520,4680
1940,4620,2240,4660
1820,4580,1940,4620
1820,4500,1820,4580
1820,4500,1880,4420
1880,4420,2000,4420
2000,4420,2200,4420
2200,4420,2400,4440
2400,4440,2600,4440
2600,4440,2840,4440
2840,4440,2900,4400
2740,4260,2900,4280
2600,4240,2740,4260
2480,4280,2600,4240
2320,4240,2480,4280
2140,4220,2320,4240
1940,4220,2140,4220
1880,4160,1940,4220
1880,4160,1880,4080
1880,4080,2040,4040
2040,4040,2240,4060
2240,4060,2400,4040
2400,4040,2600,4060
2600,4060,2740,4020
2740,4020,2840,3940
2840,3780,2840,3940
2740,3660,2840,3780
2700,3680,2740,3660
2520,3700,2700,3680
2380,3700,2520,3700
2200,3720,2380,3700
2040,3720,2200,3720
1880,3700,2040,3720
1820,3680,1880,3700
1760,3600,1820,3680
1760,3600,1820,3480
1820,3480,1880,3440
1880,3440,1960,3460
1960,3460,2140,3460
2140,3460,2380,3460
2380,3460,2640,3440
2640,3440,2900,3380
2840,3280,2900,3380
2840,3280,2900,3200
2900,3200,2900,3140
2840,3020,2900,3140
2800,2960,2840,3020
2700,3000,2800,2960
2600,2980,2700,3000
2380,3000,2600,2980
2140,3000,2380,3000
1880,3000,2140,3000
1720,3040,1880,3000
1640,2960,1720,3040
1500,2940,1640,2960
1340,3000,1500,2940
1240,3000,1340,3000
1140,3020,1240,3000
1040,3000,1140,3020
960,2960,1040,3000
900,2960,960,2960
840,2840,900,2960
700,2820,840,2840
540,2820,700,2820
420,2820,540,2820
180,2800,420,2820
60,2780,180,2800
-60,2800,60,2780
-160,2760,-60,2800
-260,2740,-160,2760
-300,2640,-260,2740
-360,2560,-300,2640
-380,2460,-360,2560
-380,2460,-300,2380
-300,2300,-300,2380
-300,2300,-300,2220
-300,2100,-300,2220
-300,2100,-300,2040
-300,2040,-160,2040
-160,2040,-60,2040
-60,2040,60,2040
60,2040,180,2040
180,2040,360,2040
360,2040,540,2040
540,2040,700,2080
660,2160,700,2080
660,2160,700,2260
660,2380,700,2260
500,2340,660,2380
360,2340,500,2340
240,2340,360,2340
40,2320,240,2340
-60,2320,40,2320
-100,2380,-60,2320
-100,2380,-100,2460
-100,2460,-100,2540
-100,2540,0,2560
0,2560,140,2600
140,2600,300,2600
300,2600,460,2600
460,2600,640,2600
640,2600,760,2580
760,2580,820,2560
820,2560,820,2500
820,2500,820,2400
820,2400,840,2320
840,2320,840,2240
820,2120,840,2240
820,2020,820,2120
820,1900,820,2020
760,1840,820,1900
640,1840,760,1840
500,1840,640,1840
300,1860,420,1880
180,1840,300,1860
420,1880,500,1840
0,1840,180,1840
-60,1860,0,1840
-160,1840,-60,1860
-200,1800,-160,1840
-260,1760,-200,1800
-260,1680,-260,1760
-260,1620,-260,1680
-260,1540,-260,1620
-260,1540,-260,1460
-300,1420,-260,1460
-300,1420,-300,1340
-300,1340,-260,1260
-260,1260,-260,1160
-260,1060,-260,1160
-260,1060,-260,960
-260,880,-260,960
-260,880,-260,780
-260,780,-260,680
-300,580,-260,680
-300,580,-300,480
-300,480,-260,400
-300,320,-260,400
-300,320,-300,240
-300,240,-200,220
-200,220,-200,160
-200,160,-100,140
-100,140,0,120
0,120,60,120
60,120,180,120
180,120,300,120
300,120,420,140
420,140,580,180
580,180,760,180
760,180,900,180
960,180,1100,180
1100,180,1340,200
1340,200,1580,200
1580,200,1720,180
1720,180,2000,140
2000,140,2240,140
2240,140,2480,140
2520,140,2800,160
2800,160,3000,160
3000,160,3140,160
3140,260,3140,160
3140,260,3140,380
3080,500,3140,380
3080,620,3080,500
3080,620,3080,740
3080,740,3080,840
3080,960,3080,840
3080,1080,3080,960
3080,1080,3080,1200
3080,1200,3080,1340
3080,1340,3080,1460
3080,1580,3080,1460
3080,1700,3080,1580
3080,1700,3080,1760
3080,1760,3200,1760
3200,1760,3320,1760
3320,1760,3520,1760
3520,1760,3680,1740
3680,1740,3780,1700
3780,1700,3840,1620
3840,1620,3840,1520
3840,1520,3840,1420
3840,1320,3840,1420
3840,1120,3840,1320
3840,1120,3840,940
3840,940,3840,760
3780,600,3840,760
3780,600,3780,440
3780,320,3780,440
3780,320,3780,160
3780,60,3780,160
3780,60,4020,60
4020,60,4260,40
4260,40,4500,40
4500,40,4740,40
4740,40,4840,20
4840,20,4880,80
4880,80,5080,40
5080,40,5280,20
5280,20,5500,0
5500,0,5720,0
5720,0,5940,60
5940,60,6240,60
6240,60,6540,20
6540,20,6840,20
6840,20,7040,0
7040,0,7140,0
7140,0,7400,20
7400,20,7680,0
7680,0,7940,0
7940,0,8200,-20
8200,-20,8360,20
8360,20,8560,-40
8560,-40,8760,0
8760,0,8880,40
8880,120,8880,40
8840,220,8840,120
8620,240,8840,220
8420,260,8620,240
8200,280,8420,260
7940,280,8200,280
7760,240,7940,280
7560,220,7760,240
7360,280,7560,220
7140,260,7360,280
6940,240,7140,260
6720,220,6940,240
6480,220,6720,220
6360,300,6480,220
6240,300,6360,300
6200,500,6240,300
6200,500,6360,540
6360,540,6540,520
6540,520,6720,480
6720,480,6880,460
6880,460,7080,500
7080,500,7320,500
7320,500,7680,500
7680,620,7680,500
7520,640,7680,620
7360,640,7520,640
7200,640,7360,640
7040,660,7200,640
6880,720,7040,660
6720,700,6880,720
6540,700,6720,700
6420,760,6540,700
6280,740,6420,760
6240,760,6280,740
6200,920,6240,760
6200,920,6360,960
6360,960,6540,960
6540,960,6720,960
6720,960,6760,980
6760,980,6880,940
6880,940,7080,940
7080,940,7280,940
7280,940,7520,920
7520,920,7760,900
7760,900,7980,860
7980,860,8100,880
8100,880,8280,900
8280,900,8500,820
8500,820,8700,820
8700,820,8760,840
8760,960,8760,840
8700,1040,8760,960
8560,1060,8700,1040
8460,1080,8560,1060
8360,1040,8460,1080
8280,1080,8360,1040
8160,1120,8280,1080
8040,1120,8160,1120
7940,1100,8040,1120
7800,1120,7940,1100
7680,1120,7800,1120
7520,1100,7680,1120
7360,1100,7520,1100
7200,1120,7360,1100
7040,1180,7200,1120
6880,1160,7040,1180
6720,1160,6880,1160
6540,1160,6720,1160
6360,1160,6540,1160
6200,1160,6360,1160
6040,1220,6200,1160
6040,1220,6040,1400
6040,1400,6200,1440
6200,1440,6320,1440
6320,1440,6440,1440
6600,1440,6760,1440
6760,1440,6940,1420
6440,1440,6600,1440
6940,1420,7280,1400
7280,1400,7560,1400
7560,1400,7760,1400
7760,1400,7940,1360
7940,1360,8100,1380
8100,1380,8280,1340
8280,1340,8460,1320
8660,1300,8760,1360
8460,1320,8660,1300
8760,1360,8800,1500
8800,1660,8800,1500
8800,1660,8800,1820
8700,1840,8800,1820
8620,1860,8700,1840
8560,1800,8620,1860
8560,1800,8620,1680
8500,1640,8620,1680
8420,1680,8500,1640
8280,1680,8420,1680
8160,1680,8280,1680
7900,1680,8160,1680
7680,1680,7900,1680
7400,1660,7680,1680
7140,1680,7400,1660
6880,1640,7140,1680
6040,1820,6320,1780
5900,1840,6040,1820
6640,1700,6880,1640
6320,1780,6640,1700
5840,2040,5900,1840
5840,2040,5840,2220
5840,2220,5840,2320
5840,2460,5840,2320
5840,2560,5840,2460
5840,2560,5960,2620
5960,2620,6200,2620
6200,2620,6380,2600
6380,2600,6600,2580
6600,2580,6800,2600
6800,2600,7040,2580
7040,2580,7280,2580
7280,2580,7480,2560
7760,2540,7980,2520
7980,2520,8160,2500
7480,2560,7760,2540
8160,2500,8160,2420
8160,2420,8160,2320
8160,2180,8160,2320
7980,2160,8160,2180
7800,2180,7980,2160
7600,2200,7800,2180
7400,2200,7600,2200
6960,2200,7200,2200
7200,2200,7400,2200
6720,2200,6960,2200
6540,2180,6720,2200
6320,2200,6540,2180
6240,2160,6320,2200
6240,2160,6240,2040
6240,2040,6240,1940
6240,1940,6440,1940
6440,1940,6720,1940
6720,1940,6940,1920
7520,1920,7760,1920
6940,1920,7280,1920
7280,1920,7520,1920
7760,1920,8100,1900
8100,1900,8420,1900
8420,1900,8460,1940
8460,2120,8460,1940
8460,2280,8460,2120
8460,2280,8560,2420
8560,2420,8660,2380
8660,2380,8800,2340
8800,2340,8840,2400
8840,2520,8840,2400
8800,2620,8840,2520
8800,2740,8800,2620
8800,2860,8800,2740
8800,2940,8800,2860
8760,2980,8800,2940
8660,2980,8760,2980
8620,2960,8660,2980
8560,2880,8620,2960
8560,2880,8560,2780
8500,2740,8560,2780
8420,2760,8500,2740
8420,2840,8420,2760
8420,2840,8420,2940
8420,3040,8420,2940
8420,3160,8420,3040
8420,3280,8420,3380
8420,3280,8420,3160
8420,3380,8620,3460
8620,3460,8760,3460
8760,3460,8840,3400
8840,3400,8960,3400
8960,3400,9000,3500
9000,3700,9000,3500
9000,3900,9000,3700
9000,4080,9000,3900
9000,4280,9000,4080
9000,4500,9000,4280
9000,4620,9000,4500
9000,4780,9000,4620
9000,4780,9000,4960
9000,5120,9000,4960
9000,5120,9000,5300
8960,5460,9000,5300
8920,5620,8960,5460
8920,5620,8920,5800
8920,5800,8920,5960
8920,5960,8920,6120
8920,6120,8960,6300
8960,6300,8960,6480
8960,6660,8960,6480
8960,6860,8960,6660
8960,7040,8960,6860
8920,7420,8920,7220
8920,7420,8960,7620
8960,7620,8960,7800
8960,7800,8960,8000
8960,8000,8960,8180
8960,8180,8960,8380
8960,8580,8960,8380
8920,8800,8960,8580
8880,9000,8920,8800
8840,9180,8880,9000
8800,9220,8840,9180
8800,9220,8840,9340
8760,9380,8840,9340
8560,9340,8760,9380
8360,9360,8560,9340
8160,9360,8360,9360
8040,9340,8160,9360
7860,9360,8040,9340
7680,9360,7860,9360
7520,9360,7680,9360
7420,9260,7520,9360
7400,9080,7420,9260
7400,9080,7420,8860
7420,8860,7440,8720
7440,8720,7480,8660
7480,8660,7520,8540
7520,8540,7600,8460
7600,8460,7800,8480
7800,8480,8040,8480
8040,8480,8280,8480
8280,8480,8500,8460
8500,8460,8620,8440
8620,8440,8660,8340
8660,8340,8660,8220
8660,8220,8700,8080
8700,8080,8700,7920
8700,7920,8700,7760
8700,7760,8700,7620
8700,7480,8700,7620
8700,7480,8700,7320
8700,7160,8700,7320
8920,7220,8960,7040
8660,7040,8700,7160
8660,7040,8700,6880
8660,6700,8700,6880
8660,6700,8700,6580
8700,6460,8700,6580
8700,6460,8700,6320
8700,6160,8700,6320
8700,6160,8760,6020
8760,6020,8760,5860
8760,5860,8760,5700
8760,5700,8760,5540
8760,5540,8760,5360
8760,5360,8760,5180
8760,5000,8760,5180
8700,4820,8760,5000
8560,4740,8700,4820
8420,4700,8560,4740
8280,4700,8420,4700
8100,4700,8280,4700
7980,4700,8100,4700
7820,4740,7980,4700
7800,4920,7820,4740
7800,4920,7900,4960
7900,4960,8060,4980
8060,4980,8220,5000
8220,5000,8420,5040
8420,5040,8460,5120
8460,5180,8460,5120
8360,5200,8460,5180
8360,5280,8360,5200
8160,5300,8360,5280
8040,5260,8160,5300
7860,5220,8040,5260
7720,5160,7860,5220
7640,5120,7720,5160
7480,5120,7640,5120
7240,5120,7480,5120
7000,5120,7240,5120
6800,5160,7000,5120
6640,5220,6800,5160
6600,5360,6640,5220
6600,5460,6600,5360
6480,5520,6600,5460
6240,5540,6480,5520
5980,5540,6240,5540
5740,5540,5980,5540
5500,5520,5740,5540
5400,5520,5500,5520
5280,5540,5400,5520
5080,5540,5280,5540
4940,5540,5080,5540
4760,5540,4940,5540
4600,5540,4760,5540
4440,5560,4600,5540
4040,5580,4120,5520
4260,5540,4440,5560
4120,5520,4260,5540
4020,5720,4040,5580
4020,5840,4020,5720
4020,5840,4080,5940
4080,5940,4120,6040
4120,6040,4200,6080
4200,6080,4340,6080
4340,6080,4500,6060
4500,6060,4700,6060
4700,6060,4880,6060
4880,6060,5080,6060
5080,6060,5280,6080
5280,6080,5440,6100
5440,6100,5660,6100
5660,6100,5900,6080
5900,6080,6120,6080
6120,6080,6360,6080
6360,6080,6480,6100
6480,6100,6540,6060
6540,6060,6720,6060
6720,6060,6940,6060
6940,6060,7140,6060
7400,6060,7600,6060
7140,6060,7400,6060
7600,6060,7800,6060
7800,6060,7860,6080
7860,6080,8060,6080
8060,6080,8220,6080
8220,6080,8320,6140
8320,6140,8360,6300
8320,6460,8360,6300
8320,6620,8320,6460
8320,6800,8320,6620
8320,6960,8320,6800
8320,6960,8360,7120
8320,7280,8360,7120
8320,7440,8320,7280
8320,7600,8320,7440
8100,7580,8220,7600
8220,7600,8320,7600
7900,7560,8100,7580
7680,7560,7900,7560
7480,7580,7680,7560
7280,7580,7480,7580
7080,7580,7280,7580
7000,7600,7080,7580
6880,7600,7000,7600
6800,7580,6880,7600
6640,7580,6800,7580
6540,7580,6640,7580
6380,7600,6540,7580
6280,7620,6380,7600
6240,7700,6280,7620
6240,7700,6240,7800
6240,7840,6240,7800
6080,7840,6240,7840
5960,7820,6080,7840
5660,7840,5800,7840
5500,7800,5660,7840
5440,7700,5500,7800
5800,7840,5960,7820
5440,7540,5440,7700
5440,7440,5440,7540
5440,7320,5440,7440
5400,7320,5440,7320
5340,7400,5400,7320
5340,7400,5340,7500
5340,7600,5340,7500
5340,7600,5340,7720
5340,7720,5340,7860
5340,7860,5340,7960
5340,7960,5440,8020
5440,8020,5560,8020
5560,8020,5720,8040
5720,8040,5900,8060
5900,8060,6080,8060
6080,8060,6240,8060
6720,8040,6840,8060
6240,8060,6480,8040
6480,8040,6720,8040
6840,8060,6940,8060
6940,8060,7080,8120
7080,8120,7140,8180
7140,8460,7140,8320
7140,8620,7140,8460
7140,8620,7140,8740
7140,8860,7140,8740
7140,8960,7140,8860
7140,8960,7200,9080
7140,9200,7200,9080
7140,9200,7200,9320
7200,9320,7200,9460
7200,9760,7200,9900
7200,9620,7200,9460
7200,9620,7200,9760
7200,9900,7200,10060
7200,10220,7200,10060
7200,10360,7200,10220
7140,10400,7200,10360
6880,10400,7140,10400
6640,10360,6880,10400
6420,10360,6640,10360
6160,10380,6420,10360
5940,10340,6160,10380
5720,10320,5940,10340
5500,10340,5720,10320
5280,10300,5500,10340
5080,10300,5280,10300
4840,10280,5080,10300
4700,10280,4840,10280
4540,10280,4700,10280
4360,10280,4540,10280
4200,10300,4360,10280
4040,10380,4200,10300
4020,10500,4040,10380
3980,10640,4020,10500
3980,10640,3980,10760
3980,10760,4020,10920
4020,10920,4080,11000
4080,11000,4340,11020
4340,11020,4600,11060
4600,11060,4840,11040
4840,11040,4880,10960
4880,10740,4880,10960
4880,10740,4880,10600
4880,10600,5080,10560
5080,10560,5340,10620
5340,10620,5660,10620
5660,10620,6040,10600
6040,10600,6120,10620
6120,10620,6240,10720
6240,10720,6420,10740
6420,10740,6640,10760
6640,10760,6880,10780
7140,10780,7400,10780
6880,10780,7140,10780
7400,10780,7680,10780
7680,10780,8100,10760
8100,10760,8460,10740
8460,10740,8700,10760
8800,10840,8800,10980
8700,10760,8800,10840
8760,11200,8800,10980
8760,11200,8760,11380
8760,11380,8800,11560
8760,11680,8800,11560
8760,11760,8760,11680
8760,11760,8760,11920
8760,11920,8800,12080
8800,12200,8800,12080
8700,12240,8800,12200
8560,12220,8700,12240
8360,12220,8560,12220
8160,12240,8360,12220
7720,12220,7980,12220
7980,12220,8160,12240
7400,12200,7720,12220
7200,12180,7400,12200
7000,12160,7200,12180
6800,12160,7000,12160
6280,12140,6380,12180
6120,12180,6280,12140
6540,12180,6800,12160
6380,12180,6540,12180
5900,12200,6120,12180
5620,12180,5900,12200
5340,12120,5620,12180
5140,12100,5340,12120
4980,12120,5140,12100
4840,12120,4980,12120
4700,12200,4840,12120
4700,12380,4700,12200
4740,12480,4940,12520
4700,12380,4740,12480
4940,12520,5160,12560
5160,12560,5340,12600
5340,12600,5400,12600
5400,12600,5500,12600
5500,12600,5620,12600
5620,12600,5720,12560
5720,12560,5800,12440
5800,12440,5900,12380
5900,12380,6120,12420
6120,12420,6380,12440
6380,12440,6600,12460
6720,12460,6840,12520
6840,12520,6960,12520
6600,12460,6720,12460
6960,12520,7040,12500
7040,12500,7140,12440
7200,12440,7360,12500
7360,12500,7600,12560
7600,12560,7860,12600
7860,12600,8060,12500
8100,12500,8200,12340
8200,12340,8360,12360
8360,12360,8560,12400
8560,12400,8660,12420
8660,12420,8840,12400
8840,12400,9000,12360
9000,12360,9000,12360
2900,4400,2900,4280
900,7320,1000,7220
2640,13040,2900,12920
2900,12920,3160,12840
3480,12760,3780,12620
3780,12620,4020,12460
4300,12360,4440,12260
4020,12460,4300,12360
3160,12840,3480,12760
4440,12080,4440,12260
4440,12080,4440,11880
4440,11880,4440,11720
4440,11720,4600,11720
4600,11720,4760,11740
4760,11740,4980,11760
4980,11760,5160,11760
5160,11760,5340,11780
6000,11860,6120,11820
5340,11780,5620,11820
5620,11820,6000,11860
6120,11820,6360,11820
6360,11820,6640,11860
6940,11920,7240,11940
7240,11940,7520,11960
7520,11960,7860,11960
7860,11960,8100,11920
8100,11920,8420,11940
8420,11940,8460,11960
8460,11960,8500,11860
8460,11760,8500,11860
8320,11720,8460,11760
8160,11720,8320,11720
7940,11720,8160,11720
7720,11700,7940,11720
7520,11680,7720,11700
7320,11680,7520,11680
7200,11620,7320,11680
7200,11620,7200,11500
7200,11500,7280,11440
7280,11440,7420,11440
7420,11440,7600,11440
7600,11440,7980,11460
7980,11460,8160,11460
8160,11460,8360,11460
8360,11460,8460,11400
8420,11060,8500,11200
8280,11040,8420,11060
8100,11060,8280,11040
8460,11400,8500,11200
7800,11060,8100,11060
7520,11060,7800,11060
7240,11060,7520,11060
6940,11040,7240,11060
6640,11000,6940,11040
6420,10980,6640,11000
6360,11060,6420,10980
6360,11180,6360,11060
6200,11280,6360,11180
5960,11300,6200,11280
5720,11280,5960,11300
5500,11280,5720,11280
4940,11300,5200,11280
4660,11260,4940,11300
4440,11280,4660,11260
4260,11280,4440,11280
4220,11220,4260,11280
4080,11280,4220,11220
3980,11420,4080,11280
3980,11420,4040,11620
4040,11620,4040,11820
3980,11960,4040,11820
3840,12000,3980,11960
3720,11940,3840,12000
3680,11800,3720,11940
3680,11580,3680,11800
3680,11360,3680,11580
3680,11360,3680,11260
3680,11080,3680,11260
3680,11080,3680,10880
3680,10700,3680,10880
3680,10700,3680,10620
3680,10480,3680,10620
3680,10480,3680,10300
3680,10300,3680,10100
3680,10100,3680,9940
3680,9940,3720,9860
3720,9860,3920,9900
3920,9900,4220,9880
4980,9940,5340,9960
4220,9880,4540,9900
4540,9900,4980,9940
5340,9960,5620,9960
5620,9960,5900,9960
5900,9960,6160,10000
6160,10000,6480,10000
6480,10000,6720,10000
6720,10000,6880,9860
6880,9860,6880,9520
6880,9520,6940,9340
6940,9120,6940,9340
6940,9120,6940,8920
6940,8700,6940,8920
6880,8500,6940,8700
6880,8320,6880,8500
7140,8320,7140,8180
6760,8260,6880,8320
6540,8240,6760,8260
6420,8180,6540,8240
6280,8240,6420,8180
6160,8300,6280,8240
6120,8400,6160,8300
6080,8520,6120,8400
5840,8480,6080,8520
5620,8500,5840,8480
5500,8500,5620,8500
5340,8560,5500,8500
5160,8540,5340,8560
4620,8520,4880,8520
4360,8480,4620,8520
4880,8520,5160,8540
4140,8440,4360,8480
3920,8460,4140,8440
3720,8380,3920,8460
3680,8160,3720,8380
3680,8160,3720,7940
3720,7720,3720,7940
3680,7580,3720,7720
3680,7580,3720,7440
3720,7440,3720,7300
3720,7160,3720,7300
3720,7160,3720,7020
3720,7020,3780,6900
3780,6900,4080,6940
4080,6940,4340,6980
4340,6980,4600,6980
4600,6980,4880,6980
4880,6980,5160,6980
5160,6980,5400,7000
5400,7000,5560,7020
5560,7020,5660,7080
5660,7080,5660,7280
5660,7280,5660,7440
5660,7440,5740,7520
5740,7520,5740,7600
5740,7600,5900,7600
5900,7600,6040,7540
6040,7540,6040,7320
6040,7320,6120,7200
6120,7200,6120,7040
6120,7040,6240,7000
6240,7000,6480,7060
6480,7060,6800,7060
6800,7060,7080,7080
7080,7080,7320,7100
7940,7100,7980,6920
7860,6860,7980,6920
7640,6860,7860,6860
7400,6840,7640,6860
7320,7100,7560,7120
7560,7120,7760,7120
7760,7120,7940,7100
7200,6820,7400,6840
7040,6820,7200,6820
6600,6840,6840,6840
6380,6800,6600,6840
6120,6800,6380,6800
5900,6840,6120,6800
5620,6820,5900,6840
5400,6800,5620,6820
5140,6800,5400,6800
4880,6780,5140,6800
4600,6760,4880,6780
4340,6760,4600,6760
4080,6760,4340,6760
3840,6740,4080,6760
3680,6720,3840,6740
3680,6720,3680,6560
3680,6560,3720,6400
3720,6400,3720,6200
3720,6200,3780,6000
3720,5780,3780,6000
3720,5580,3720,5780
3720,5360,3720,5580
3720,5360,3840,5240
3840,5240,4200,5260
4200,5260,4600,5280
4600,5280,4880,5280
4880,5280,5140,5200
5140,5200,5220,5100
5220,5100,5280,4900
5280,4900,5340,4840
5340,4840,5720,4880
6120,4880,6480,4860
6880,4840,7200,4860
6480,4860,6880,4840
7200,4860,7320,4860
7320,4860,7360,4740
7360,4600,7440,4520
7360,4600,7360,4740
7440,4520,7640,4520
7640,4520,7800,4480
7800,4480,7800,4280
7800,4280,7800,4040
7800,4040,7800,3780
7800,3560,7800,3780
7800,3560,7860,3440
7860,3440,8060,3460
8060,3460,8160,3340
8160,3340,8160,3140
8160,3140,8160,2960
8000,2900,8160,2960
7860,2900,8000,2900
7640,2940,7860,2900
7400,2980,7640,2940
7100,2980,7400,2980
6840,3000,7100,2980
5620,2980,5840,2980
5840,2980,6500,3000
6500,3000,6840,3000
5560,2780,5620,2980
5560,2780,5560,2580
5560,2580,5560,2380
5560,2140,5560,2380
5560,2140,5560,1900
5560,1900,5620,1660
5620,1660,5660,1460
5660,1460,5660,1300
5500,1260,5660,1300
5340,1260,5500,1260
4600,1220,4840,1240
4440,1220,4600,1220
4440,1080,4440,1220
4440,1080,4600,1020
5080,1260,5340,1260
4840,1240,5080,1260
4600,1020,4940,1020
4940,1020,5220,1020
5220,1020,5560,960
5560,960,5660,860
5660,740,5660,860
5280,740,5660,740
4940,780,5280,740
4660,760,4940,780
4500,700,4660,760
4500,520,4500,700
4500,520,4700,460
4700,460,5080,440
5440,420,5740,420
5080,440,5440,420
5740,420,5840,360
5800,280,5840,360
5560,280,5800,280
4980,300,5280,320
4360,320,4660,300
4200,360,4360,320
5280,320,5560,280
4660,300,4980,300
4140,480,4200,360
4140,480,4140,640
4140,640,4200,780
4200,780,4200,980
4200,980,4220,1180
4220,1400,4220,1180
4220,1400,4260,1540
4260,1540,4500,1540
4500,1540,4700,1520
4700,1520,4980,1540
5280,1560,5400,1560
4980,1540,5280,1560
5400,1560,5400,1700
5400,1780,5400,1700
5340,1900,5400,1780
5340,2020,5340,1900
5340,2220,5340,2020
5340,2220,5340,2420
5340,2420,5340,2520
5080,2600,5220,2580
5220,2580,5340,2520
4900,2580,5080,2600
4700,2540,4900,2580
4500,2540,4700,2540
4220,2580,4340,2540
4200,2700,4220,2580
4340,2540,4500,2540
3980,2740,4200,2700
3840,2740,3980,2740
3780,2640,3840,2740
3780,2640,3780,2460
3780,2280,3780,2460
3620,2020,3780,2100
3780,2280,3780,2100
3360,2040,3620,2020
3080,2040,3360,2040
2840,2020,3080,2040
2740,1940,2840,2020
2740,1940,2800,1800
2800,1640,2800,1800
2800,1640,2800,1460
2800,1300,2800,1460
2700,1180,2800,1300
2480,1140,2700,1180
1580,1200,1720,1200
2240,1180,2480,1140
1960,1180,2240,1180
1720,1200,1960,1180
1500,1320,1580,1200
1500,1440,1500,1320
1500,1440,1760,1480
1760,1480,1940,1480
1940,1480,2140,1500
2140,1500,2320,1520
2400,1560,2400,1700
2280,1820,2380,1780
2320,1520,2400,1560
2380,1780,2400,1700
2080,1840,2280,1820
1720,1820,2080,1840
1420,1800,1720,1820
1280,1800,1420,1800
1240,1720,1280,1800
1240,1720,1240,1600
1240,1600,1280,1480
1280,1340,1280,1480
1180,1280,1280,1340
1000,1280,1180,1280
760,1280,1000,1280
360,1240,540,1260
180,1220,360,1240
540,1260,760,1280
180,1080,180,1220
180,1080,180,1000
180,1000,360,940
360,940,540,960
540,960,820,980
1100,980,1200,920
820,980,1100,980
6640,11860,6940,11920
5200,11280,5500,11280
4120,7330,4120,7230
4120,7230,4660,7250
4660,7250,4940,7250
4940,7250,5050,7340
5010,7400,5050,7340
4680,7380,5010,7400
4380,7370,4680,7380
4120,7330,4360,7370
4120,7670,4120,7760
4120,7670,4280,7650
4280,7650,4540,7660
4550,7660,4820,7680
4820,7680,4900,7730
4880,7800,4900,7730
4620,7820,4880,7800
4360,7790,4620,7820
4120,7760,4360,7790
6840,6840,7040,6820
5720,4880,6120,4880
1200,920,1340,810
1340,810,1520,790
1520,790,1770,800
2400,790,2600,750
2600,750,2640,520
2520,470,2640,520
2140,470,2520,470
1760,800,2090,800
2080,800,2400,790
1760,450,2140,470
1420,450,1760,450
1180,440,1420,450
900,480,1180,440
640,450,900,480
360,440,620,450
120,430,360,440
0,520,120,430
-20,780,0,520
-20,780,-20,1020
-20,1020,-20,1150
-20,1150,0,1300
0,1470,60,1530
0,1300,0,1470
60,1530,360,1530
360,1530,660,1520
660,1520,980,1520
980,1520,1040,1520
1040,1520,1070,1560
1070,1770,1070,1560
1070,1770,1100,2010
1070,2230,1100,2010
1070,2240,1180,2340
1180,2340,1580,2340
1580,2340,1940,2350
1940,2350,2440,2350
2440,2350,2560,2380
2560,2380,2600,2540
2810,2640,3140,2680
2600,2540,2810,2640
3140,2680,3230,2780
3230,2780,3260,2970
3230,3220,3260,2970
3200,3470,3230,3220
3200,3480,3210,3760
3210,3760,3210,4040
3200,4040,3230,4310
3210,4530,3230,4310
3210,4530,3230,4730
3230,4960,3230,4730
3230,4960,3260,5190
3170,5330,3260,5190
2920,5330,3170,5330
2660,5360,2920,5330
2420,5330,2660,5360
2200,5280,2400,5330
2020,5280,2200,5280
1840,5260,2020,5280
1660,5280,1840,5260
1500,5300,1660,5280
1360,5270,1500,5300
1200,5290,1340,5270
1070,5400,1200,5290
1040,5630,1070,5400
1000,5900,1040,5630
980,6170,1000,5900
980,6280,980,6170
980,6540,980,6280
980,6540,1040,6720
1040,6720,1360,6730
1360,6730,1760,6710
2110,6720,2420,6730
1760,6710,2110,6720
2420,6730,2640,6720
2640,6720,2970,6720
2970,6720,3160,6700
3160,6700,3240,6710
3240,6710,3260,6890
3260,7020,3260,6890
3230,7180,3260,7020
3230,7350,3230,7180
3210,7510,3230,7350
3210,7510,3210,7690
3210,7870,3210,7690
3210,7870,3210,7980
3200,8120,3210,7980
3200,8330,3200,8120
3160,8520,3200,8330
2460,11100,2480,11020
2200,11180,2460,11100
1260,11350,1600,11320
600,11430,930,11400
180,11340,620,11430
1600,11320,1910,11280
1910,11280,2200,11180
923.0029599285435,11398.99893503157,1264.002959928544,11351.99893503157
Platformer - The Little Probe - Data - level_lava.txt
# ./samples/99_genre_platformer/the_little_probe/data/level_lava.txt
100,10740,500,10780
500,10780,960,10760
960,10760,1340,10760
1380,10760,1820,10780
1820,10780,2240,10780
2280,10780,2740,10740
2740,10740,3000,10780
3000,10780,3140,11020
-520,8820,-480,9160
-520,8480,-520,8820
-520,8480,-480,8180
-480,8180,-200,8120
-200,8120,100,8220
100,8220,420,8240
420,8240,760,8260
760,8260,1140,8280
1140,8280,1500,8200
1500,8200,1880,8240
1880,8240,2240,8260
2240,8260,2320,8480
2320,8480,2380,8680
2240,8860,2380,8680
2240,9080,2240,8860
2240,9080,2320,9260
2320,9260,2480,9440
2480,9440,2600,9640
2480,9840,2600,9640
2400,10020,2480,9840
2240,10080,2400,10020
1960,10080,2240,10080
1720,10080,1960,10080
1460,10080,1720,10080
1180,10080,1420,10080
900,10080,1180,10080
640,10080,900,10080
640,10080,640,9900
60,10520,100,10740
40,10240,60,10520
40,10240,40,9960
40,9960,40,9680
40,9680,40,9360
40,9360,60,9080
60,9080,100,8860
100,8860,460,9040
460,9040,760,9220
760,9220,1140,9220
1140,9220,1720,9200
-660,11580,-600,11420
-660,11800,-660,11580
-660,12000,-660,11800
-660,12000,-600,12220
-600,12220,-600,12440
-600,12440,-600,12640
-600,11240,-260,11280
-260,11280,100,11240
9000,12360,9020,12400
9020,12620,9020,12400
9020,12840,9020,12620
9020,13060,9020,12840
9020,13060,9020,13240
9020,13240,9020,13420
9020,13420,9020,13600
9020,13600,9020,13780
8880,13900,9020,13780
8560,13800,8880,13900
8220,13780,8560,13800
7860,13760,8220,13780
7640,13780,7860,13760
7360,13800,7640,13780
7100,13800,7360,13800
6540,13760,6800,13780
6800,13780,7100,13800
6280,13760,6540,13760
5760,13760,6280,13760
5220,13780,5760,13760
4700,13760,5220,13780
4200,13740,4700,13760
3680,13720,4200,13740
3140,13700,3680,13720
2600,13680,3140,13700
2040,13940,2600,13680
1640,13940,2040,13940
1200,13960,1640,13940
840,14000,1200,13960
300,13960,840,14000
-200,13900,300,13960
-600,12840,-600,12640
-600,13140,-600,12840
-600,13140,-600,13420
-600,13700,-600,13420
-600,13700,-600,13820
-600,13820,-200,13900
-600,11240,-560,11000
-560,11000,-480,10840
-520,10660,-480,10840
-520,10660,-520,10480
-520,10480,-520,10300
-520,10260,-480,10080
-480,9880,-440,10060
-520,9680,-480,9880
-520,9680,-480,9400
-480,9400,-480,9160
1820,9880,2140,9800
1540,9880,1820,9880
1200,9920,1500,9880
900,9880,1200,9920
640,9900,840,9880
2380,8760,2800,8760
2800,8760,2840,8660
2840,8660,2840,8420
2840,8160,2840,8420
2800,7900,2840,8160
2800,7900,2800,7720
2800,7540,2800,7720
2800,7540,2800,7360
2700,7220,2800,7360
2400,7220,2700,7220
2080,7240,2400,7220
1760,7320,2080,7240
1380,7360,1720,7320
1040,7400,1340,7360
640,7400,1000,7420
300,7380,640,7400
0,7300,240,7380
-300,7180,-60,7300
-380,6860,-360,7180
-380,6880,-360,6700
-360,6700,-260,6540
-260,6540,0,6520
0,6520,240,6640
240,6640,460,6640
460,6640,500,6480
500,6260,500,6480
460,6060,500,6260
460,5860,460,6060
460,5860,500,5640
500,5640,540,5440
540,5440,580,5220
580,5220,580,5000
580,4960,580,4740
580,4740,960,4700
960,4700,1140,4760
1140,4760,1420,4740
1420,4740,1720,4700
1720,4700,2000,4740
2000,4740,2380,4760
2380,4760,2700,4800
1720,4600,1760,4300
1760,4300,2200,4340
2200,4340,2560,4340
2560,4340,2740,4340
2160,12580,2440,12400
1820,12840,2160,12580
1500,13080,1820,12840
1140,13340,1500,13080
1140,13340,1580,13220
2110,13080,2520,13000
2520,13000,2900,12800
1580,13220,2110,13080
2900,12800,3200,12680
3200,12680,3440,12640
3440,12640,3720,12460
3720,12460,4040,12320
4040,12320,4360,12200
4360,11940,4380,12180
4360,11700,4360,11940
4360,11700,4540,11500
4540,11500,4880,11540
6000,11660,6280,11640
5440,11600,5720,11610
5720,11610,6000,11660
6280,11640,6760,11720
6760,11720,7060,11780
7060,11780,7360,11810
7360,11810,7640,11840
7640,11840,8000,11830
8000,11830,8320,11850
8320,11850,8390,11800
8330,11760,8390,11800
8160,11760,8330,11760
7910,11750,8160,11760
7660,11740,7900,11750
7400,11730,7660,11740
7160,11680,7400,11730
7080,11570,7160,11680
7080,11570,7100,11350
7100,11350,7440,11280
7440,11280,7940,11280
7960,11280,8360,11280
5840,11540,6650,11170
4880,11540,5440,11600
3410,11830,3420,11300
3410,11260,3520,10920
3520,10590,3520,10920
3520,10590,3540,10260
3520,9900,3540,10240
3520,9900,3640,9590
3640,9570,4120,9590
4140,9590,4600,9680
4620,9680,5030,9730
5120,9750,5520,9800
5620,9820,6080,9800
6130,9810,6580,9820
6640,9820,6800,9700
6780,9400,6800,9700
6780,9400,6840,9140
6820,8860,6840,9120
6780,8600,6820,8830
6720,8350,6780,8570
6480,8340,6720,8320
6260,8400,6480,8340
6050,8580,6240,8400
5760,8630,6040,8590
5520,8690,5740,8630
5120,8690,5450,8700
4570,8670,5080,8690
4020,8610,4540,8670
3540,8480,4020,8610
3520,8230,3520,8480
3520,7930,3520,8230
3520,7930,3540,7630
3480,7320,3540,7610
3480,7280,3500,7010
3500,6980,3680,6850
3680,6850,4220,6840
4230,6840,4760,6850
4780,6850,5310,6860
5310,6860,5720,6940
5720,6940,5880,7250
5880,7250,5900,7520
100,11240,440,11300
440,11300,760,11330
1480,11280,1840,11230
2200,11130,2360,11090
1840,11230,2200,11130
Rpg Narrative - Choose Your Own Adventure - decision.rb
# ./samples/99_genre_rpg_narrative/choose_your_own_adventure/app/decision.rb
# Hey there! Welcome to Four Decisions. Here is how you
# create your decision tree. Remove =being and =end from the text to
# enable the game (just save the file). Change stuff and see what happens!
def game
{
starting_decision: :stormy_night,
decisions: {
stormy_night: {
description: 'It was a dark and stormy night. (storyline located in decision.rb)',
option_one: {
description: 'Go to sleep.',
decision: :nap
},
option_two: {
description: 'Watch a movie.',
decision: :movie
},
option_three: {
description: 'Go outside.',
decision: :go_outside
},
option_four: {
description: 'Get a snack.',
decision: :get_a_snack
}
},
nap: {
description: 'You took a nap. The end.',
option_one: {
description: 'Start over.',
decision: :stormy_night
}
}
}
}
end
Rpg Narrative - Choose Your Own Adventure - main.rb
# ./samples/99_genre_rpg_narrative/choose_your_own_adventure/app/main.rb
=begin
Reminders:
- Hashes: Collection of unique keys and their corresponding values. The values can be found
using their keys.
In this sample app, the decisions needed for the game are stored in a hash. In fact, the
decision.rb file contains hashes inside of other hashes!
Each option is a key in the first hash, but also contains a hash (description and
decision being its keys) as its value.
Go into the decision.rb file and take a look before diving into the code below.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.keyboard.key_down.KEY: Determines if a key is in the down state or pressed down.
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
- String interpolation: uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
=end
# This sample app provides users with a story and multiple decisions that they can choose to make.
# Users can make a decision using their keyboard, and the story will move forward based on user choices.
# The decisions available to users are stored in the decision.rb file.
# We must have access to it for the game to function properly.
GAME_FILE = 'app/decision.rb' # found in app folder
require GAME_FILE # require used to load another file, import class/method definitions
# Instructions are given using labels to users if they have not yet set up their story in the decision.rb file.
# Otherwise, the game is run.
def tick args
if !args.state.loaded && !respond_to?(:game) # if game is not loaded and not responding to game symbol's method
args.labels << [640, 370, 'Hey there! Welcome to Four Decisions.', 0, 1] # a welcome label is shown
args.labels << [640, 340, 'Go to the file called decision.rb and tell me your story.', 0, 1]
elsif respond_to?(:game) # otherwise, if responds to game
args.state.loaded = true
tick_game args # calls tick_game method, runs game
end
if args.state.tick_count.mod_zero? 60 # update every 60 frames
t = args.gtk.ffi_file.mtime GAME_FILE # mtime returns modification time for named file
if t != args.state.mtime
args.state.mtime = t
require GAME_FILE # require used to load file
args.state.game_definition = nil # game definition and decision are empty
args.state.decision_id = nil
end
end
end
# Runs methods needed for game to function properly
# Creates a rectangular border around the screen
def tick_game args
defaults args
args.borders << args.grid.rect
render_decision args
process_inputs args
end
# Sets default values and uses decision.rb file to define game and decision_id
# variable using the starting decision
def defaults args
args.state.game_definition ||= game
args.state.decision_id ||= args.state.game_definition[:starting_decision]
end
# Outputs the possible decision descriptions the user can choose onto the screen
# as well as what key to press on their keyboard to make their decision
def render_decision args
decision = current_decision args
# text is either the value of decision's description key or warning that no description exists
args.labels << [640, 360, decision[:description] || "No definition found for #{args.state.decision_id}. Please update decision.rb.", 0, 1] # uses string interpolation
# All decisions are stored in a hash
# The descriptions output onto the screen are the values for the description keys of the hash.
if decision[:option_one]
args.labels << [10, 360, decision[:option_one][:description], 0, 0] # option one's description label
args.labels << [10, 335, "(Press 'left' on the keyboard to select this decision)", -5, 0] # label of what key to press to select the decision
end
if decision[:option_two]
args.labels << [1270, 360, decision[:option_two][:description], 0, 2] # option two's description
args.labels << [1270, 335, "(Press 'right' on the keyboard to select this decision)", -5, 2]
end
if decision[:option_three]
args.labels << [640, 45, decision[:option_three][:description], 0, 1] # option three's description
args.labels << [640, 20, "(Press 'down' on the keyboard to select this decision)", -5, 1]
end
if decision[:option_four]
args.labels << [640, 700, decision[:option_four][:description], 0, 1] # option four's description
args.labels << [640, 675, "(Press 'up' on the keyboard to select this decision)", -5, 1]
end
end
# Uses keyboard input from the user to make a decision
# Assigns the decision as the value of the decision_id variable
def process_inputs args
decision = current_decision args # calls current_decision method
if args.keyboard.key_down.left! && decision[:option_one] # if left key pressed and option one exists
args.state.decision_id = decision[:option_one][:decision] # value of option one's decision hash key is set to decision_id
end
if args.keyboard.key_down.right! && decision[:option_two] # if right key pressed and option two exists
args.state.decision_id = decision[:option_two][:decision] # value of option two's decision hash key is set to decision_id
end
if args.keyboard.key_down.down! && decision[:option_three] # if down key pressed and option three exists
args.state.decision_id = decision[:option_three][:decision] # value of option three's decision hash key is set to decision_id
end
if args.keyboard.key_down.up! && decision[:option_four] # if up key pressed and option four exists
args.state.decision_id = decision[:option_four][:decision] # value of option four's decision hash key is set to decision_id
end
end
# Uses decision_id's value to keep track of current decision being made
def current_decision args
args.state.game_definition[:decisions][args.state.decision_id] || {} # either has value or is empty
end
# Resets the game.
$gtk.reset
Rpg Narrative - Return Of Serenity - lowrez_simulator.rb
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/lowrez_simulator.rb
###################################################################################
# YOU CAN PLAY AROUND WITH THE CODE BELOW, BUT USE CAUTION AS THIS IS WHAT EMULATES
# THE 64x64 CANVAS.
###################################################################################
TINY_RESOLUTION = 64
TINY_SCALE = 720.fdiv(TINY_RESOLUTION + 5)
CENTER_OFFSET = 10
EMULATED_FONT_SIZE = 20
EMULATED_FONT_X_ZERO = 0
EMULATED_FONT_Y_ZERO = 46
def tick args
sprites = []
labels = []
borders = []
solids = []
mouse = emulate_lowrez_mouse args
args.state.show_gridlines = false
lowrez_tick args, sprites, labels, borders, solids, mouse
render_gridlines_if_needed args
render_mouse_crosshairs args, mouse
emulate_lowrez_scene args, sprites, labels, borders, solids, mouse
end
def emulate_lowrez_mouse args
args.state.new_entity_strict(:lowrez_mouse) do |m|
m.x = args.mouse.x.idiv(TINY_SCALE) - CENTER_OFFSET.idiv(TINY_SCALE) - 1
m.y = args.mouse.y.idiv(TINY_SCALE)
if args.mouse.click
m.click = [
args.mouse.click.point.x.idiv(TINY_SCALE) - CENTER_OFFSET.idiv(TINY_SCALE) - 1,
args.mouse.click.point.y.idiv(TINY_SCALE)
]
m.down = m.click
else
m.click = nil
m.down = nil
end
if args.mouse.up
m.up = [
args.mouse.up.point.x.idiv(TINY_SCALE) - CENTER_OFFSET.idiv(TINY_SCALE) - 1,
args.mouse.up.point.y.idiv(TINY_SCALE)
]
else
m.up = nil
end
end
end
def render_mouse_crosshairs args, mouse
return unless args.state.show_gridlines
args.labels << [10, 25, "mouse: #{mouse.x} #{mouse.y}", 255, 255, 255]
end
def emulate_lowrez_scene args, sprites, labels, borders, solids, mouse
args.render_target(:lowrez).solids << [0, 0, 1280, 720]
args.render_target(:lowrez).sprites << sprites
args.render_target(:lowrez).borders << borders
args.render_target(:lowrez).solids << solids
args.outputs.primitives << labels.map do |l|
as_label = l.label
l.text.each_char.each_with_index.map do |char, i|
[CENTER_OFFSET + EMULATED_FONT_X_ZERO + (as_label.x * TINY_SCALE) + i * 5 * TINY_SCALE,
EMULATED_FONT_Y_ZERO + (as_label.y * TINY_SCALE), char,
EMULATED_FONT_SIZE, 0, as_label.r, as_label.g, as_label.b, as_label.a, 'fonts/dragonruby-gtk-4x4.ttf'].label
end
end
args.sprites << [CENTER_OFFSET, 0, 1280 * TINY_SCALE, 720 * TINY_SCALE, :lowrez]
end
def render_gridlines_if_needed args
if args.state.show_gridlines && args.static_lines.length == 0
args.static_lines << 65.times.map do |i|
[
[CENTER_OFFSET + i * TINY_SCALE + 1, 0,
CENTER_OFFSET + i * TINY_SCALE + 1, 720, 128, 128, 128],
[CENTER_OFFSET + i * TINY_SCALE, 0,
CENTER_OFFSET + i * TINY_SCALE, 720, 128, 128, 128],
[CENTER_OFFSET, 0 + i * TINY_SCALE,
CENTER_OFFSET + 720, 0 + i * TINY_SCALE, 128, 128, 128],
[CENTER_OFFSET, 1 + i * TINY_SCALE,
CENTER_OFFSET + 720, 1 + i * TINY_SCALE, 128, 128, 128]
]
end
elsif !args.state.show_gridlines
args.static_lines.clear
end
end
Rpg Narrative - Return Of Serenity - main.rb
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/main.rb
require 'app/require.rb'
def defaults args
args.outputs.background_color = [0, 0, 0]
args.state.last_story_line_text ||= ""
args.state.scene_history ||= []
args.state.storyline_history ||= []
args.state.word_delay ||= 8
if args.state.tick_count == 0
args.gtk.stop_music
args.outputs.sounds << 'sounds/static-loop.ogg'
end
if args.state.last_story_line_text
lines = args.state
.last_story_line_text
.gsub("-", "")
.gsub("~", "")
.wrapped_lines(50)
args.outputs.labels << lines.map_with_index { |l, i| [690, 200 - (i * 25), l, 1, 0, 255, 255, 255] }
elsif args.state.storyline_history[-1]
lines = args.state
.storyline_history[-1]
.gsub("-", "")
.gsub("~", "")
.wrapped_lines(50)
args.outputs.labels << lines.map_with_index { |l, i| [690, 200 - (i * 25), l, 1, 0, 255, 255, 255] }
end
return if args.state.current_scene
set_scene(args, day_one_beginning(args))
end
def inputs_move_player args
if args.state.scene_changed_at.elapsed_time > 5
if args.keyboard.down || args.keyboard.s || args.keyboard.j
args.state.player.y -= 0.25
elsif args.keyboard.up || args.keyboard.w || args.keyboard.k
args.state.player.y += 0.25
end
if args.keyboard.left || args.keyboard.a || args.keyboard.h
args.state.player.x -= 0.25
elsif args.keyboard.right || args.keyboard.d || args.keyboard.l
args.state.player.x += 0.25
end
args.state.player.y = 60 if args.state.player.y > 63
args.state.player.y = 0 if args.state.player.y < -3
args.state.player.x = 60 if args.state.player.x > 63
args.state.player.x = 0 if args.state.player.x < -3
end
end
def null_or_empty? ary
return true unless ary
return true if ary.length == 0
return false
end
def calc_storyline_hotspot args
hotspots = args.state.storylines.find_all do |hs|
args.state.player.inside_rect?(hs.shift_rect(-2, 0))
end
if !null_or_empty?(hotspots) && !args.state.inside_storyline_hotspot
_, _, _, _, storyline = hotspots.first
queue_storyline_text(args, storyline)
args.state.inside_storyline_hotspot = true
elsif null_or_empty?(hotspots)
args.state.inside_storyline_hotspot = false
args.state.storyline_queue_empty_at ||= args.state.tick_count
args.state.is_storyline_dialog_active = false
args.state.scene_storyline_queue.clear
end
end
def calc_scenes args
hotspots = args.state.scenes.find_all do |hs|
args.state.player.inside_rect?(hs.shift_rect(-2, 0))
end
if !null_or_empty?(hotspots) && !args.state.inside_scene_hotspot
_, _, _, _, scene_method_or_hash = hotspots.first
if scene_method_or_hash.is_a? Symbol
set_scene(args, send(scene_method_or_hash, args))
args.state.last_hotspot_scene = scene_method_or_hash
args.state.scene_history << scene_method_or_hash
else
set_scene(args, scene_method_or_hash)
end
args.state.inside_scene_hotspot = true
elsif null_or_empty?(hotspots)
args.state.inside_scene_hotspot = false
end
end
def null_or_whitespace? word
return true if !word
return true if word.strip.length == 0
return false
end
def calc_storyline_presentation args
return unless args.state.tick_count > args.state.next_storyline
return unless args.state.scene_storyline_queue
next_storyline = args.state.scene_storyline_queue.shift
if null_or_whitespace? next_storyline
args.state.storyline_queue_empty_at ||= args.state.tick_count
args.state.is_storyline_dialog_active = false
return
end
args.state.storyline_to_show = next_storyline
args.state.is_storyline_dialog_active = true
args.state.storyline_queue_empty_at = nil
if next_storyline.end_with?(".") || next_storyline.end_with?("!") || next_storyline.end_with?("?") || next_storyline.end_with?("\"")
args.state.next_storyline += 60
elsif next_storyline.end_with?(",")
args.state.next_storyline += 50
elsif next_storyline.end_with?(":")
args.state.next_storyline += 60
else
default_word_delay = 13 + args.state.word_delay - 8
if next_storyline.gsub("-", "").gsub("~", "").length <= 4
default_word_delay = 11 + args.state.word_delay - 8
end
number_of_syllabals = next_storyline.length - next_storyline.gsub("-", "").length
args.state.next_storyline += default_word_delay + number_of_syllabals * (args.state.word_delay + 1)
end
end
def inputs_reload_current_scene args
return
if args.inputs.keyboard.key_down.r!
reload_current_scene
end
end
def inputs_dismiss_current_storyline args
if args.inputs.keyboard.key_down.x!
args.state.scene_storyline_queue.clear
end
end
def inputs_restart_game args
if args.inputs.keyboard.exclamation_point
args.gtk.reset_state
end
end
def inputs_change_word_delay args
if args.inputs.keyboard.key_down.plus || args.inputs.keyboard.key_down.equal_sign
args.state.word_delay -= 2
if args.state.word_delay < 0
args.state.word_delay = 0
# queue_storyline_text args, "Text speed at MAXIMUM. Geez, how fast do you read?"
else
# queue_storyline_text args, "Text speed INCREASED."
end
end
if args.inputs.keyboard.key_down.hyphen || args.inputs.keyboard.key_down.underscore
args.state.word_delay += 2
# queue_storyline_text args, "Text speed DECREASED."
end
end
def multiple_lines args, x, y, texts, size = 0, minimum_alpha = nil
texts.each_with_index.map do |t, i|
[x, y - i * (25 + size * 2), t, size, 0, 255, 255, 255, adornments_alpha(args, 255, minimum_alpha)]
end
end
def lowrez_tick args, lowrez_sprites, lowrez_labels, lowrez_borders, lowrez_solids, lowrez_mouse
# args.state.show_gridlines = true
defaults args
render_current_scene args, lowrez_sprites, lowrez_labels, lowrez_solids
render_controller args, lowrez_borders
lowrez_solids << [0, 0, 64, 64, 0, 0, 0]
calc_storyline_presentation args
calc_scenes args
calc_storyline_hotspot args
inputs_move_player args
inputs_print_mouse_rect args, lowrez_mouse
inputs_reload_current_scene args
inputs_dismiss_current_storyline args
inputs_change_word_delay args
inputs_restart_game args
end
def render_controller args, lowrez_borders
args.state.up_button = [85, 40, 15, 15, 255, 255, 255]
args.state.down_button = [85, 20, 15, 15, 255, 255, 255]
args.state.left_button = [65, 20, 15, 15, 255, 255, 255]
args.state.right_button = [105, 20, 15, 15, 255, 255, 255]
lowrez_borders << args.state.up_button
lowrez_borders << args.state.down_button
lowrez_borders << args.state.left_button
lowrez_borders << args.state.right_button
end
def inputs_print_mouse_rect args, lowrez_mouse
if lowrez_mouse.up
args.state.mouse_held = false
elsif lowrez_mouse.click
mouse_rect = [lowrez_mouse.x, lowrez_mouse.y, 1, 1]
if args.state.up_button.intersect_rect? mouse_rect
args.state.player.y += 1
end
if args.state.down_button.intersect_rect? mouse_rect
args.state.player.y -= 1
end
if args.state.left_button.intersect_rect? mouse_rect
args.state.player.x -= 1
end
if args.state.right_button.intersect_rect? mouse_rect
args.state.player.x += 1
end
args.state.mouse_held = true
elsif args.state.mouse_held
mouse_rect = [lowrez_mouse.x, lowrez_mouse.y, 1, 1]
if args.state.up_button.intersect_rect? mouse_rect
args.state.player.y += 0.25
end
if args.state.down_button.intersect_rect? mouse_rect
args.state.player.y -= 0.25
end
if args.state.left_button.intersect_rect? mouse_rect
args.state.player.x -= 0.25
end
if args.state.right_button.intersect_rect? mouse_rect
args.state.player.x += 0.25
end
end
if lowrez_mouse.click
dx = lowrez_mouse.click.x - args.state.previous_mouse_click.x
dy = lowrez_mouse.click.y - args.state.previous_mouse_click.y
x, y, w, h = args.state.previous_mouse_click.x, args.state.previous_mouse_click.y, dx, dy
puts "x #{lowrez_mouse.click.x}, y: #{lowrez_mouse.click.y}"
if args.state.previous_mouse_click
if dx < 0 && dx < 0
x = x + w
w = w.abs
y = y + h
h = h.abs
end
w += 1
h += 1
args.state.previous_mouse_click = nil
else
args.state.previous_mouse_click = lowrez_mouse.click
square_x, square_y = lowrez_mouse.click
end
end
end
def try_centering! word
word ||= ""
just_word = word.gsub("-", "").gsub(",", "").gsub(".", "").gsub("'", "").gsub('""', "\"-\"")
return word if just_word.strip.length == 0
return word if just_word.include? "~"
return "~#{word}" if just_word.length <= 2
if just_word.length.mod_zero? 2
center_index = just_word.length.idiv(2) - 1
else
center_index = (just_word.length - 1).idiv(2)
end
return "#{word[0..center_index - 1]}~#{word[center_index]}#{word[center_index + 1..-1]}"
end
def queue_storyline args, scene
queue_storyline_text args, scene[:storyline]
end
def queue_storyline_text args, text
args.state.last_story_line_text = text
args.state.storyline_history << text if text
words = (text || "").split(" ")
words = words.map { |w| try_centering! w }
args.state.scene_storyline_queue = words
if args.state.scene_storyline_queue.length != 0
args.state.scene_storyline_queue.unshift "~$--"
args.state.storyline_to_show = "~."
else
args.state.storyline_to_show = ""
end
args.state.scene_storyline_queue << ""
args.state.next_storyline = args.state.tick_count
end
def set_scene args, scene
args.state.current_scene = scene
args.state.background = scene[:background] || 'sprites/todo.png'
args.state.scene_fade = scene[:fade] || 0
args.state.scenes = (scene[:scenes] || []).reject { |s| !s }
args.state.scene_render_override = scene[:render_override]
args.state.storylines = (scene[:storylines] || []).reject { |s| !s }
args.state.scene_changed_at = args.state.tick_count
if scene[:player]
args.state.player = scene[:player]
end
args.state.inside_scene_hotspot = false
args.state.inside_storyline_hotspot = false
queue_storyline args, scene
end
def replay_storyline_rect
[26, -1, 7, 4]
end
def labels_for_word word
left_side_of_word = ""
center_letter = ""
right_side_of_word = ""
if word[0] == "~"
left_side_of_word = ""
center_letter = word[1]
right_side_of_word = word[2..-1]
elsif word.length > 0
left_side_of_word, right_side_of_word = word.split("~")
center_letter = right_side_of_word[0]
right_side_of_word = right_side_of_word[1..-1]
end
right_side_of_word = right_side_of_word.gsub("-", "")
{
left: [29 - left_side_of_word.length * 4 - 1 * left_side_of_word.length, 2, left_side_of_word],
center: [29, 2, center_letter, 255, 0, 0],
right: [34, 2, right_side_of_word]
}
end
def render_scenes args, lowrez_sprites
lowrez_sprites << args.state.scenes.flat_map do |hs|
hotspot_square args, hs.x, hs.y, hs.w, hs.h
end
end
def render_storylines args, lowrez_sprites
lowrez_sprites << args.state.storylines.flat_map do |hs|
hotspot_square args, hs.x, hs.y, hs.w, hs.h
end
end
def adornments_alpha args, target_alpha = nil, minimum_alpha = nil
return (minimum_alpha || 80) unless args.state.storyline_queue_empty_at
target_alpha ||= 255
target_alpha * args.state.storyline_queue_empty_at.ease(60)
end
def hotspot_square args, x, y, w, h
if w >= 3 && h >= 3
[
[x + w.idiv(2) + 1, y, w.idiv(2), h, 'sprites/label-background.png', 0, adornments_alpha(args, 50), 23, 23, 23],
[x, y, w.idiv(2), h, 'sprites/label-background.png', 0, adornments_alpha(args, 100), 223, 223, 223],
[x + 1, y + 1, w - 2, h - 2, 'sprites/label-background.png', 0, adornments_alpha(args, 200), 40, 140, 40],
]
else
[
[x, y, w, h, 'sprites/label-background.png', 0, adornments_alpha(args, 200), 0, 140, 0],
]
end
end
def render_storyline_dialog args, lowrez_labels, lowrez_sprites
return unless args.state.is_storyline_dialog_active
return unless args.state.storyline_to_show
labels = labels_for_word args.state.storyline_to_show
if true # high rez version
scale = 8.88
offset = 45
size = 25
args.outputs.labels << [offset + labels[:left].x.-(1) * scale,
labels[:left].y * TINY_SCALE + 55,
labels[:left].text, size, 0, 0, 0, 0, 255,
'fonts/manaspc.ttf']
center_text = labels[:center].text
center_text = "|" if center_text == "$"
args.outputs.labels << [offset + labels[:center].x * scale,
labels[:center].y * TINY_SCALE + 55,
center_text, size, 0, 255, 0, 0, 255,
'fonts/manaspc.ttf']
args.outputs.labels << [offset + labels[:right].x * scale,
labels[:right].y * TINY_SCALE + 55,
labels[:right].text, size, 0, 0, 0, 0, 255,
'fonts/manaspc.ttf']
else
lowrez_labels << labels[:left]
lowrez_labels << labels[:center]
lowrez_labels << labels[:right]
end
args.state.is_storyline_dialog_active = true
render_player args, lowrez_sprites
lowrez_sprites << [0, 0, 64, 8, 'sprites/label-background.png']
end
def render_player args, lowrez_sprites
lowrez_sprites << player_md_down(args, *args.state.player)
end
def render_adornments args, lowrez_sprites
render_scenes args, lowrez_sprites
render_storylines args, lowrez_sprites
return if args.state.is_storyline_dialog_active
lowrez_sprites << player_md_down(args, *args.state.player)
end
def global_alpha_percentage args, max_alpha = 255
return 255 unless args.state.scene_changed_at
return 255 unless args.state.scene_fade
return 255 unless args.state.scene_fade > 0
return max_alpha * args.state.scene_changed_at.ease(args.state.scene_fade)
end
def render_current_scene args, lowrez_sprites, lowrez_labels, lowrez_solids
lowrez_sprites << [0, 0, 64, 64, args.state.background, 0, (global_alpha_percentage args)]
if args.state.scene_render_override
send args.state.scene_render_override, args, lowrez_sprites, lowrez_labels, lowrez_solids
end
storyline_to_show = args.state.storyline_to_show || ""
render_adornments args, lowrez_sprites
render_storyline_dialog args, lowrez_labels, lowrez_sprites
if args.state.background == 'sprites/tribute-game-over.png'
lowrez_sprites << [0, 0, 64, 11, 'sprites/label-background.png', 0, adornments_alpha(args, 200), 0, 0, 0]
lowrez_labels << [9, 6, 'Return of', 255, 255, 255]
lowrez_labels << [9, 1, ' Serenity', 255, 255, 255]
if !args.state.ended
args.gtk.stop_music
args.outputs.sounds << 'sounds/music-loop.ogg'
args.state.ended = true
end
end
end
def player_md_right args, x, y
[x, y, 4, 11, 'sprites/player-right.png', 0, (global_alpha_percentage args)]
end
def player_md_left args, x, y
[x, y, 4, 11, 'sprites/player-left.png', 0, (global_alpha_percentage args)]
end
def player_md_up args, x, y
[x, y, 4, 11, 'sprites/player-up.png', 0, (global_alpha_percentage args)]
end
def player_md_down args, x, y
[x, y, 4, 11, 'sprites/player-down.png', 0, (global_alpha_percentage args)]
end
def player_sm args, x, y
[x, y, 3, 7, 'sprites/player-zoomed-out.png', 0, (global_alpha_percentage args)]
end
def player_xs args, x, y
[x, y, 1, 4, 'sprites/player-zoomed-out.png', 0, (global_alpha_percentage args)]
end
Rpg Narrative - Return Of Serenity - require.rb
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/require.rb
require 'app/lowrez_simulator.rb'
require 'app/storyline_day_one.rb'
require 'app/storyline_blinking_light.rb'
require 'app/storyline_serenity_introduction.rb'
require 'app/storyline_speed_of_light.rb'
require 'app/storyline_serenity_alive.rb'
require 'app/storyline_serenity_bio.rb'
require 'app/storyline_anka.rb'
require 'app/storyline_final_message.rb'
require 'app/storyline_final_decision.rb'
require 'app/storyline.rb'
Rpg Narrative - Return Of Serenity - storyline.rb
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline.rb
def hotspot_top
[4, 61, 56, 3]
end
def hotspot_bottom
[4, 0, 56, 3]
end
def hotspot_top_right
[62, 35, 3, 25]
end
def hotspot_bottom_right
[62, 0, 3, 25]
end
def storyline_history_include? args, text
args.state.storyline_history.any? { |s| s.gsub("-", "").gsub(" ", "").include? text.gsub("-", "").gsub(" ", "") }
end
def blinking_light_side_of_home_render args, lowrez_sprites, lowrez_labels, lowrez_solids
lowrez_sprites << [48, 44, 5, 5, 'sprites/square.png', 0, 50 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [49, 45, 3, 3, 'sprites/square.png', 0, 100 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [50, 46, 1, 1, 'sprites/square.png', 0, 255 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
end
def blinking_light_mountain_pass_render args, lowrez_sprites, lowrez_labels, lowrez_solids
lowrez_sprites << [18, 47, 5, 5, 'sprites/square.png', 0, 50 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [19, 48, 3, 3, 'sprites/square.png', 0, 100 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [20, 49, 1, 1, 'sprites/square.png', 0, 255 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
end
def blinking_light_path_to_observatory_render args, lowrez_sprites, lowrez_labels, lowrez_solids
lowrez_sprites << [0, 26, 5, 5, 'sprites/square.png', 0, 50 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [1, 27, 3, 3, 'sprites/square.png', 0, 100 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [2, 28, 1, 1, 'sprites/square.png', 0, 255 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
end
def blinking_light_observatory_render args, lowrez_sprites, lowrez_labels, lowrez_solids
lowrez_sprites << [23, 59, 5, 5, 'sprites/square.png', 0, 50 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [24, 60, 3, 3, 'sprites/square.png', 0, 100 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [25, 61, 1, 1, 'sprites/square.png', 0, 255 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
end
def blinking_light_inside_observatory_render args, lowrez_sprites, lowrez_labels, lowrez_solids
lowrez_sprites << [30, 30, 5, 5, 'sprites/square.png', 0, 50 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [31, 31, 3, 3, 'sprites/square.png', 0, 100 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [32, 32, 1, 1, 'sprites/square.png', 0, 255 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
end
def decision_graph context_message, context_action, context_result_one, context_result_two, context_result_three = [], context_result_four = []
result_one_scene, result_one_label, result_one_text = context_result_one
result_two_scene, result_two_label, result_two_text = context_result_two
result_three_scene, result_three_label, result_three_text = context_result_three
result_four_scene, result_four_label, result_four_text = context_result_four
top_level_hash = {
background: 'sprites/decision.png',
fade: 60,
player: [20, 36],
storylines: [ ],
scenes: [ ]
}
confirmation_result_one_hash = {
background: 'sprites/decision.png',
scenes: [ ],
storylines: [ ]
}
confirmation_result_two_hash = {
background: 'sprites/decision.png',
scenes: [ ],
storylines: [ ]
}
confirmation_result_three_hash = {
background: 'sprites/decision.png',
scenes: [ ],
storylines: [ ]
}
confirmation_result_four_hash = {
background: 'sprites/decision.png',
scenes: [ ],
storylines: [ ]
}
top_level_hash[:storylines] << [ 5, 35, 4, 4, context_message]
top_level_hash[:storylines] << [20, 35, 4, 4, context_action]
confirmation_result_one_hash[:scenes] << [20, 35, 4, 4, top_level_hash]
confirmation_result_one_hash[:scenes] << [60, 50, 4, 4, result_one_scene]
confirmation_result_one_hash[:storylines] << [40, 50, 4, 4, "#{result_one_label}: \"#{result_one_text}\""]
confirmation_result_one_hash[:scenes] << [40, 40, 4, 4, confirmation_result_four_hash] if result_four_scene
confirmation_result_one_hash[:scenes] << [40, 30, 4, 4, confirmation_result_three_hash] if result_three_scene
confirmation_result_one_hash[:scenes] << [40, 20, 4, 4, confirmation_result_two_hash]
confirmation_result_two_hash[:scenes] << [20, 35, 4, 4, top_level_hash]
confirmation_result_two_hash[:scenes] << [40, 50, 4, 4, confirmation_result_one_hash]
confirmation_result_two_hash[:scenes] << [40, 40, 4, 4, confirmation_result_four_hash] if result_four_scene
confirmation_result_two_hash[:scenes] << [40, 30, 4, 4, confirmation_result_three_hash] if result_three_scene
confirmation_result_two_hash[:scenes] << [60, 20, 4, 4, result_two_scene]
confirmation_result_two_hash[:storylines] << [40, 20, 4, 4, "#{result_two_label}: \"#{result_two_text}\""]
confirmation_result_three_hash[:scenes] << [20, 35, 4, 4, top_level_hash]
confirmation_result_three_hash[:scenes] << [40, 50, 4, 4, confirmation_result_one_hash]
confirmation_result_three_hash[:scenes] << [40, 40, 4, 4, confirmation_result_four_hash]
confirmation_result_three_hash[:scenes] << [60, 30, 4, 4, result_three_scene]
confirmation_result_three_hash[:storylines] << [40, 30, 4, 4, "#{result_three_label}: \"#{result_three_text}\""]
confirmation_result_three_hash[:scenes] << [40, 20, 4, 4, confirmation_result_two_hash]
confirmation_result_four_hash[:scenes] << [20, 35, 4, 4, top_level_hash]
confirmation_result_four_hash[:scenes] << [40, 50, 4, 4, confirmation_result_one_hash]
confirmation_result_four_hash[:scenes] << [60, 40, 4, 4, result_four_scene]
confirmation_result_four_hash[:storylines] << [40, 40, 4, 4, "#{result_four_label}: \"#{result_four_text}\""]
confirmation_result_four_hash[:scenes] << [40, 30, 4, 4, confirmation_result_three_hash]
confirmation_result_four_hash[:scenes] << [40, 20, 4, 4, confirmation_result_two_hash]
top_level_hash[:scenes] << [40, 50, 4, 4, confirmation_result_one_hash]
top_level_hash[:scenes] << [40, 40, 4, 4, confirmation_result_four_hash] if result_four_scene
top_level_hash[:scenes] << [40, 30, 4, 4, confirmation_result_three_hash] if result_three_scene
top_level_hash[:scenes] << [40, 20, 4, 4, confirmation_result_two_hash]
top_level_hash
end
def ship_control_hotspot offset_x, offset_y, a, b, c, d
results = []
results << [ 6 + offset_x, 0 + offset_y, 4, 4, a] if a
results << [ 1 + offset_x, 5 + offset_y, 4, 4, b] if b
results << [ 6 + offset_x, 5 + offset_y, 4, 4, c] if c
results << [ 11 + offset_x, 5 + offset_y, 4, 4, d] if d
results
end
def reload_current_scene
if $gtk.args.state.last_hotspot_scene
set_scene $gtk.args, send($gtk.args.state.last_hotspot_scene, $gtk.args)
tick $gtk.args
elsif respond_to? :set_scene
set_scene $gtk.args, (replied_to_serenity_alive_firmly $gtk.args)
tick $gtk.args
end
$gtk.console.close
end
Rpg Narrative - Return Of Serenity - storyline_anka.rb
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_anka.rb
def anka_inside_room args
{
background: 'sprites/inside-home.png',
player: [34, 35],
storylines: [
[34, 34, 4, 4, "Ahhhh!!! Oh god, it was just- a nightmare."],
],
scenes: [
[32, -1, 8, 3, :anka_observatory]
]
}
end
def anka_observatory args
{
background: 'sprites/inside-observatory.png',
fade: 60,
player: [51, 12],
storylines: [
[50, 10, 4, 4, "Breathe, Hiro. Just see what's there... everything--- will- be okay."]
],
scenes: [
[30, 18, 5, 12, :anka_inside_mainframe]
],
render_override: :blinking_light_inside_observatory_render
}
end
def anka_inside_mainframe args
{
player: [32, 4],
background: 'sprites/mainframe.png',
fade: 60,
storylines: [
[22, 45, 17, 4, (anka_last_reply args)],
[45, 45, 4, 4, (anka_current_reply args)],
],
scenes: [
[*hotspot_top_right, :reply_to_anka]
]
}
end
def reply_to_anka args
decision_graph anka_current_reply(args),
"Matthew's-- wife is doing-- well. What's-- even-- better-- is that he's-- a dad, and he didn't-- even-- know it. Should- I- leave- out the part about-- the crew- being-- in hibernation-- for 20-- years? They- should- enter-- statis-- on a high- note... Right?",
[:replied_with_whole_truth, "Whole-- Truth--", anka_reply_whole_truth],
[:replied_with_half_truth, "Half-- Truth--", anka_reply_half_truth]
end
def anka_last_reply args
if args.state.scene_history.include? :replied_to_serenity_alive_firmly
return "Buffer--: #{serenity_alive_firm_reply.quote}"
else
return "Buffer--: #{serenity_alive_sugarcoated_reply.quote}"
end
end
def anka_reply_whole_truth
"Matthew's wife is doing-- very-- well. In fact, she was pregnant. Matthew-- is a dad. He has a son. But, I need- all-- of-- you-- to brace-- yourselves. You've-- been in statis-- for 20 years. A lot has changed. Most of Earth's-- population--- didn't-- survive. Tell- Matthew-- that I'm-- sorry he didn't-- get to see- his- son grow- up."
end
def anka_reply_half_truth
"Matthew's--- wife- is doing-- very-- well. In fact, she was pregnant. Matthew is a dad! It's a boy! Tell- Matthew-- congrats-- for me. Hope-- to see- all of you- soon."
end
def replied_with_whole_truth args
{
background: 'sprites/inside-observatory.png',
fade: 60,
player: [32, 21],
scenes: [[60, 0, 4, 32, :replied_to_anka_back_home]],
storylines: [
[30, 18, 5, 12, "Buffer-- has been set to: #{anka_reply_whole_truth.quote}"],
[30, 10, 5, 4, "I- hope- I- did the right- thing- by laying-- it all- out- there."],
]
}
end
def replied_with_half_truth args
{
background: 'sprites/inside-observatory.png',
fade: 60,
player: [32, 21],
scenes: [[60, 0, 4, 32, :replied_to_anka_back_home]],
storylines: [
[30, 18, 5, 12, "Buffer-- has been set to: #{anka_reply_half_truth.quote}"],
[30, 10, 5, 4, "I- hope- I- did the right- thing- by not giving-- them- the whole- truth."],
]
}
end
def anka_current_reply args
if args.state.scene_history.include? :replied_to_serenity_alive_firmly
return "Hello. This is, Aanka. Sasha-- is still- trying-- to gather-- her wits about-- her, given- the gravity--- of your- last- reply. Thank- you- for being-- honest, and thank- you- for the help- with the ship- diagnostics. I was able-- to retrieve-- all of the navigation--- information---- after-- the battery--- swap. We- are ready-- to head back to Earth. Before-- we go- back- into-- statis, Matthew--- wanted-- to know- how his- wife- is doing. Please- reply-- as soon- as you can. He's-- not going-- to get- into-- the statis-- chamber-- until-- he knows- his wife is okay."
else
return "Hello. This is, Aanka. Thank- you for the help- with the ship's-- diagnostics. I was able-- to retrieve-- all of the navigation--- information--- after-- the battery-- swap. I- know-- that- you didn't-- tell- the whole truth- about-- how far we are from- Earth. Don't-- worry. I understand-- why you did it. We- are ready-- to head back to Earth. Before-- we go- back- into-- statis, Matthew--- wanted-- to know- how his- wife- is doing. Please- reply-- as soon- as you can. He's-- not going-- to get- into-- the statis-- chamber-- until-- he knows- his wife is okay."
end
end
def replied_to_anka_back_home args
if args.state.scene_history.include? :replied_with_whole_truth
return {
fade: 60,
background: 'sprites/inside-home.png',
player: [34, 4],
storylines: [
[34, 4, 4, 4, "I- hope-- this pit in my stomach-- is gone-- by tomorrow---."],
],
scenes: [
[30, 38, 12, 13, :final_message_sad],
]
}
else
return {
fade: 60,
background: 'sprites/inside-home.png',
player: [34, 4],
storylines: [
[34, 4, 4, 4, "I- get the feeling-- I'm going-- to sleep real well tonight--."],
],
scenes: [
[30, 38, 12, 13, :final_message_happy],
]
}
end
end
Rpg Narrative - Return Of Serenity - storyline_blinking_light.rb
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_blinking_light.rb
def the_blinking_light args
{
fade: 60,
background: 'sprites/side-of-home.png',
player: [16, 13],
scenes: [
[52, 24, 11, 5, :blinking_light_mountain_pass],
],
render_override: :blinking_light_side_of_home_render
}
end
def blinking_light_mountain_pass args
{
background: 'sprites/mountain-pass-zoomed-out.png',
player: [4, 4],
scenes: [
[18, 47, 5, 5, :blinking_light_path_to_observatory]
],
render_override: :blinking_light_mountain_pass_render
}
end
def blinking_light_path_to_observatory args
{
background: 'sprites/path-to-observatory.png',
player: [60, 4],
scenes: [
[0, 26, 5, 5, :blinking_light_observatory]
],
render_override: :blinking_light_path_to_observatory_render
}
end
def blinking_light_observatory args
{
background: 'sprites/observatory.png',
player: [60, 2],
scenes: [
[28, 39, 4, 10, :blinking_light_inside_observatory]
],
render_override: :blinking_light_observatory_render
}
end
def blinking_light_inside_observatory args
{
background: 'sprites/inside-observatory.png',
player: [60, 2],
storylines: [
[50, 2, 4, 8, "That's weird. I thought- this- mainframe-- was broken--."]
],
scenes: [
[30, 18, 5, 12, :blinking_light_inside_mainframe]
],
render_override: :blinking_light_inside_observatory_render
}
end
def blinking_light_inside_mainframe args
{
background: 'sprites/mainframe.png',
fade: 60,
player: [30, 4],
scenes: [
[62, 32, 4, 32, :reply_to_introduction]
],
storylines: [
[43, 43, 8, 8, "\"Mission-- control--, your- main- comm-- channels-- seem-- to be down. My apologies-- for- using-- this low- level-- exploit--. What's-- going-- on down there? We are ready-- for reentry--.\" Message--- Timestamp---: 4- hours-- 23--- minutes-- ago--."],
[30, 30, 4, 4, "There's-- a low- level-- message-- here... NANI.T.F?"],
[14, 10, 24, 4, "Oh interesting---. This transistor--- needed-- to be activated--- for the- mainframe-- to work."],
[14, 20, 24, 4, "What the heck activated--- this thing- though?"]
]
}
end
Rpg Narrative - Return Of Serenity - storyline_day_one.rb
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_day_one.rb
def day_one_beginning args
{
background: 'sprites/side-of-home.png',
player: [16, 13],
scenes: [
[0, 0, 64, 2, :day_one_infront_of_home],
],
storylines: [
[35, 10, 6, 6, "Man. Hard to believe- that today- is the 20th--- anniversary-- of The Impact."]
]
}
end
def day_one_infront_of_home args
{
background: 'sprites/front-of-home.png',
player: [56, 23],
scenes: [
[43, 34, 10, 16, :day_one_home],
[62, 0, 3, 40, :day_one_beginning],
[0, 4, 3, 20, :day_one_ceremony]
],
storylines: [
[40, 20, 4, 4, "It looks like everyone- is already- at the rememberance-- ceremony."],
]
}
end
def day_one_home args
{
background: 'sprites/inside-home.png',
player: [34, 3],
scenes: [
[28, 0, 12, 2, :day_one_infront_of_home]
],
storylines: [
[
38, 4, 4, 4, "My mansion- in all its glory! Okay yea, it's just a shipping- container-. Apparently-, it's nothing- like the luxuries- of the 2040's. But it's- all we have- in- this day and age. And it'll suffice."
],
[
28, 7, 4, 7,
"Ahhh. My reading- couch. It's so comfortable--."
],
[
38, 21, 4, 4,
"I'm- lucky- to have a computer--. I'm- one of the few people- with- the skills to put this- thing to good use."
],
[
45, 37, 4, 8,
"This corner- of my home- is always- warmer-. It's cause of the ref~lected-- light- from the solar-- panels--, just on the other- side- of this wall. It's hard- to believe- there was o~nce-- an unlimited- amount- of electricity--."
],
[
32, 40, 8, 10,
"This isn't- a good time- to sleep. I- should probably- head to the ceremony-."
],
[
25, 21, 5, 12,
"Fifteen-- years- of computer-- science-- notes, neatly-- organized. Compiler--- Theory--, Linear--- Algebra---, Game-- Development---... Every-- subject-- imaginable--."
]
]
}
end
def day_one_ceremony args
{
background: 'sprites/tribute.png',
player: [57, 21],
scenes: [
[62, 0, 2, 40, :day_one_infront_of_home],
[0, 24, 2, 40, :day_one_infront_of_library]
],
storylines: [
[53, 12, 3, 8, "It's- been twenty- years since The Impact. Twenty- years, since Halley's-- Comet-- set Earth's- blue- sky on fire."],
[45, 12, 3, 8, "The space mission- sent to prevent- Earth's- total- destruction--, was a success. Only- 99.9%------ of the world's- population-- died-- that day. Hey, it's- better-- than 100%---- of humanity-- dying."],
[20, 12, 23, 4, "The monument--- reads:---- Here- stands- the tribute-- to Space- Mission-- Serenity--- and- its- crew. You- have- given-- humanity--- a second-- chance."],
[15, 12, 3, 8, "Rest- in- peace--- Matthew----, Sasha----, Aanka----"],
]
}
end
def day_one_infront_of_library args
{
background: 'sprites/outside-library.png',
player: [57, 21],
scenes: [
[62, 0, 2, 40, :day_one_ceremony],
[49, 39, 6, 9, :day_one_library]
],
storylines: [
[50, 20, 4, 8, "Shipping- containers-- as far- as the eye- can see. It's- rather- beautiful-- if you ask me. Even- though-- this- view- represents-- all- that's-- left- of humanity-."]
]
}
end
def day_one_library args
{
background: 'sprites/library.png',
player: [27, 4],
scenes: [
[0, 0, 64, 2, :end_day_one_infront_of_library]
],
storylines: [
[28, 22, 8, 4, "I grew- up- in this library. I've- read every- book- here. My favorites-- were- of course-- anything- computer-- related."],
[6, 32, 10, 6, "My favorite-- area--- of the library. The Science-- Section."]
]
}
end
def end_day_one_infront_of_library args
{
background: 'sprites/outside-library.png',
player: [51, 33],
scenes: [
[49, 39, 6, 9, :day_one_library],
[62, 0, 2, 40, :end_day_one_monument],
],
storylines: [
[50, 27, 4, 4, "It's getting late. Better get some sleep."]
]
}
end
def end_day_one_monument args
{
background: 'sprites/tribute.png',
player: [2, 36],
scenes: [
[62, 0, 2, 40, :end_day_one_infront_of_home],
],
storylines: [
[50, 27, 4, 4, "It's getting late. Better get some sleep."],
]
}
end
def end_day_one_infront_of_home args
{
background: 'sprites/front-of-home.png',
player: [1, 17],
scenes: [
[43, 34, 10, 16, :end_day_one_home],
],
storylines: [
[20, 10, 4, 4, "It's getting late. Better get some sleep."],
]
}
end
def end_day_one_home args
{
background: 'sprites/inside-home.png',
player: [34, 3],
scenes: [
[32, 40, 8, 10, :end_day_one_dream],
],
storylines: [
[38, 4, 4, 4, "It's getting late. Better get some sleep."],
]
}
end
def end_day_one_dream args
{
background: 'sprites/dream.png',
fade: 60,
player: [4, 4],
scenes: [
[62, 0, 2, 64, :explaining_the_special_power]
],
storylines: [
[10, 10, 4, 4, "Why- does this- moment-- always- haunt- my dreams?"],
[20, 10, 4, 4, "This kid- reads these computer--- science--- books- nonstop-. What's- wrong with him?"],
[30, 10, 4, 4, "There- is nothing-- wrong- with him. This behavior-- should be encouraged---! In fact-, I think- he's- special---. Have- you seen- him use- a computer---? It's-- almost-- as if he can- speak-- to it."]
]
}
end
def explaining_the_special_power args
{
fade: 60,
background: 'sprites/inside-home.png',
player: [32, 30],
scenes: [
[
38, 21, 4, 4, :explaining_the_special_power_inside_computer
],
]
}
end
def explaining_the_special_power_inside_computer args
{
background: 'sprites/pc.png',
fade: 60,
player: [34, 4],
scenes: [
[0, 62, 64, 3, :the_blinking_light]
],
storylines: [
[14, 20, 24, 4, "So... I have a special-- power--. I don't-- need a mouse-, keyboard--, or even-- a monitor--- to control-- a computer--."],
[14, 25, 24, 4, "I only-- pretend-- to use peripherals---, so as not- to freak- anyone--- out."],
[14, 30, 24, 4, "Inside-- this silicon--- Universe---, is the only-- place I- feel- at peace."],
[14, 35, 24, 4, "It's-- the only-- place where I don't-- feel alone."]
]
}
end
Rpg Narrative - Return Of Serenity - storyline_final_decision.rb
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_final_decision.rb
def final_decision_side_of_home args
{
fade: 120,
background: 'sprites/side-of-home.png',
player: [16, 13],
scenes: [
[52, 24, 11, 5, :final_decision_mountain_pass],
],
render_override: :blinking_light_side_of_home_render,
storylines: [
[28, 13, 8, 4, "Man. Hard to believe- that today- is the 21st--- anniversary-- of The Impact. Serenity--- will- be- home- soon."]
]
}
end
def final_decision_mountain_pass args
{
background: 'sprites/mountain-pass-zoomed-out.png',
player: [4, 4],
scenes: [
[18, 47, 5, 5, :final_decision_path_to_observatory]
],
render_override: :blinking_light_mountain_pass_render
}
end
def final_decision_path_to_observatory args
{
background: 'sprites/path-to-observatory.png',
player: [60, 4],
scenes: [
[0, 26, 5, 5, :final_decision_observatory]
],
render_override: :blinking_light_path_to_observatory_render
}
end
def final_decision_observatory args
{
background: 'sprites/observatory.png',
player: [60, 2],
scenes: [
[28, 39, 4, 10, :final_decision_inside_observatory]
],
render_override: :blinking_light_observatory_render
}
end
def final_decision_inside_observatory args
{
background: 'sprites/inside-observatory.png',
player: [60, 2],
storylines: [],
scenes: [
[30, 18, 5, 12, :final_decision_inside_mainframe]
],
render_override: :blinking_light_inside_observatory_render
}
end
def final_decision_inside_mainframe args
{
player: [32, 4],
background: 'sprites/mainframe.png',
storylines: [],
scenes: [
[*hotspot_top, :final_decision_ship_status],
]
}
end
def final_decision_ship_status args
{
background: 'sprites/serenity.png',
fade: 60,
player: [30, 10],
scenes: [
[*hotspot_top_right, :final_decision]
],
storylines: [
[30, 8, 4, 4, "????"],
*final_decision_ship_status_shared(args)
]
}
end
def final_decision args
decision_graph "Stasis-- Chambers--: UNDERPOWERED, Life- forms-- will be terminated---- unless-- equilibrium----- is reached.",
"I CAN'T DO THIS... But... If-- I-- don't--- bring-- the- chambers--- to- equilibrium-----, they all die...",
[:final_decision_game_over_noone, "Kill--- Everyone---", "DO--- NOTHING?"],
[:final_decision_game_over_matthew, "Kill--- Sasha---", "KILL--- SASHA?"],
[:final_decision_game_over_anka, "Kill--- Aanka---", "KILL--- AANKA?"],
[:final_decision_game_over_sasha, "Kill--- Matthew---", "KILL--- MATTHEW?"]
end
def final_decision_game_over_noone args
{
background: 'sprites/tribute-game-over.png',
player: [53, 14],
fade: 600
}
end
def final_decision_game_over_matthew args
{
background: 'sprites/tribute-game-over.png',
player: [53, 14],
fade: 600
}
end
def final_decision_game_over_anka args
{
background: 'sprites/tribute-game-over.png',
player: [53, 14],
fade: 600
}
end
def final_decision_game_over_sasha args
{
background: 'sprites/tribute-game-over.png',
player: [53, 14],
fade: 600
}
end
def final_decision_ship_status_shared args
[
*ship_control_hotspot(24, 22,
"Stasis-- Chambers--: UNDERPOWERED, Life- forms-- will be terminated---- unless-- equilibrium----- is reached. WHAT?! NO!",
"Matthew's--- Chamber--: UNDER-- THREAT-- OF-- TERMINATION. WHAT?! NO!",
"Aanka's--- Chamber--: UNDER-- THREAT-- OF-- TERMINATION. WHAT?! NO!",
"Sasha's--- Chamber--: UNDER-- THREAT-- OF-- TERMINATION. WHAT?! NO!"),
]
end
Rpg Narrative - Return Of Serenity - storyline_final_message.rb
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_final_message.rb
def final_message_sad args
{
fade: 60,
background: 'sprites/inside-home.png',
player: [34, 35],
storylines: [
[34, 34, 4, 4, "Another-- sleepless-- night..."],
],
scenes: [
[32, -1, 8, 3, :final_message_observatory]
]
}
end
def final_message_happy args
{
fade: 60,
background: 'sprites/inside-home.png',
player: [34, 35],
storylines: [
[34, 34, 4, 4, "Oh man, I slept like rock!"],
],
scenes: [
[32, -1, 8, 3, :final_message_observatory]
]
}
end
def final_message_side_of_home args
{
fade: 60,
background: 'sprites/side-of-home.png',
player: [16, 13],
scenes: [
[52, 24, 11, 5, :final_message_mountain_pass],
],
render_override: :blinking_light_side_of_home_render
}
end
def final_message_mountain_pass args
{
background: 'sprites/mountain-pass-zoomed-out.png',
player: [4, 4],
scenes: [
[18, 47, 5, 5, :final_message_path_to_observatory],
],
storylines: [
[18, 13, 5, 5, "Hnnnnnnnggg. My legs-- are still sore- from yesterday."]
],
render_override: :blinking_light_mountain_pass_render
}
end
def final_message_path_to_observatory args
{
background: 'sprites/path-to-observatory.png',
player: [60, 4],
scenes: [
[0, 26, 5, 5, :final_message_observatory]
],
storylines: [
[22, 20, 10, 10, "This spot--, on the mountain, right here, it's-- perfect. This- is where- I'll-- yeet-- the person-- who is playing-- this- prank- on me."]
],
render_override: :blinking_light_path_to_observatory_render
}
end
def final_message_observatory args
if args.state.scene_history.include? :replied_with_whole_truth
return {
background: 'sprites/inside-observatory.png',
fade: 60,
player: [51, 12],
storylines: [
[50, 10, 4, 4, "Here-- we- go..."]
],
scenes: [
[30, 18, 5, 12, :final_message_inside_mainframe]
],
render_override: :blinking_light_inside_observatory_render
}
else
return {
background: 'sprites/inside-observatory.png',
fade: 60,
player: [51, 12],
storylines: [
[50, 10, 4, 4, "I feel like I'm-- walking-- on sunshine!"]
],
scenes: [
[30, 18, 5, 12, :final_message_inside_mainframe]
],
render_override: :blinking_light_inside_observatory_render
}
end
end
def final_message_inside_mainframe args
{
player: [32, 4],
background: 'sprites/mainframe.png',
fade: 60,
scenes: [[45, 45, 4, 4, :final_message_check_ship_status]]
}
end
def final_message_check_ship_status args
{
background: 'sprites/mainframe.png',
storylines: [
[45, 45, 4, 4, (final_message_current args)],
],
scenes: [
[*hotspot_top, :final_message_ship_status],
]
}
end
def final_message_ship_status args
{
background: 'sprites/serenity.png',
fade: 60,
player: [30, 10],
scenes: [
[30, 50, 4, 4, :final_message_ship_status_reviewed]
],
storylines: [
[30, 8, 4, 4, "Let me make- sure- everything--- looks good. It'll-- give me peace- of mind."],
*final_message_ship_status_shared(args)
]
}
end
def final_message_ship_status_reviewed args
{
background: 'sprites/serenity.png',
fade: 60,
scenes: [
[*hotspot_bottom, :final_message_summary]
],
storylines: [
[0, 62, 62, 3, "Whew. Everyone-- is in their- chambers. The engines-- are roaring-- and Serenity-- is coming-- home."],
]
}
end
def final_message_ship_status_shared args
[
*ship_control_hotspot( 0, 50,
"Stasis-- Chambers--: Online, All chambers-- are powered. Battery--- Allocation---: 3--- of-- 3--.",
"Matthew's--- Chamber--: OCCUPIED----",
"Aanka's--- Chamber--: OCCUPIED----",
"Sasha's--- Chamber--: OCCUPIED----"),
*ship_control_hotspot(12, 35,
"Life- Support--: Not-- Needed---",
"O2--- Production---: OFF---",
"CO2--- Scrubbers---: OFF---",
"H2O--- Production---: OFF---"),
*ship_control_hotspot(24, 20,
"Navigation: Offline---",
"Sensor: OFF---",
"Heads- Up- Display: DAMAGED---",
"Arithmetic--- Unit: DAMAGED----"),
*ship_control_hotspot(36, 35,
"COMM: Underpowered----",
"Text: ON---",
"Audio: SEGFAULT---",
"Video: DAMAGED---"),
*ship_control_hotspot(48, 50,
"Engine: Online, Coordinates--- Set- for Earth. Battery--- Allocation---: 3--- of-- 3---",
"Engine I: ON---",
"Engine II: ON---",
"Engine III: ON---")
]
end
def final_message_last_reply args
if args.state.scene_history.include? :replied_with_whole_truth
return "Buffer--: #{anka_reply_whole_truth.quote}"
else
return "Buffer--: #{anka_reply_half_truth.quote}"
end
end
def final_message_current args
if args.state.scene_history.include? :replied_with_whole_truth
return "Hey... It's-- me Sasha. Aanka-- is trying-- her best to comfort-- Matthew. This- is the first- time- I've-- ever-- seen-- Matthew-- cry. We'll-- probably-- be in stasis-- by the time you get this message--. Thank- you- again-- for all your help. I look forward-- to meeting-- you in person."
else
return "Hey! It's-- me Sasha! LOL! Aanka-- and Matthew-- are dancing-- around-- like- goofballs--! They- are both- so adorable! Only-- this- tiny-- little-- genius-- can make-- a battle-- hardened-- general--- put- on a tiara-- and dance- around-- like a fairy-- princess-- XD------ Anyways, we are heading-- back into-- the chambers--. I hope our welcome-- home- parade-- has fireworks!"
end
end
def final_message_summary args
if args.state.scene_history.include? :replied_with_whole_truth
return {
background: 'sprites/inside-observatory.png',
fade: 60,
player: [31, 11],
scenes: [[60, 0, 4, 32, :final_decision_side_of_home]],
storylines: [
[30, 10, 5, 4, "I can't-- imagine-- what they are feeling-- right now. But at least- they- know everything---, and we can- concentrate-- on rebuilding--- this world-- right- off the bat. I can't-- wait to see the future-- they'll-- help- build."],
]
}
else
return {
background: 'sprites/inside-observatory.png',
fade: 60,
player: [31, 11],
scenes: [[60, 0, 4, 32, :final_decision_side_of_home]],
storylines: [
[30, 10, 5, 4, "They all sounded-- so happy. I know- they'll-- be in for a tough- dose- of reality--- when they- arrive. But- at least- they'll-- be around-- all- of us. We'll-- help them- cope."],
]
}
end
end
Rpg Narrative - Return Of Serenity - storyline_serenity_alive.rb
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_serenity_alive.rb
def serenity_alive_side_of_home args
{
fade: 60,
background: 'sprites/side-of-home.png',
player: [16, 13],
scenes: [
[52, 24, 11, 5, :serenity_alive_mountain_pass],
],
render_override: :blinking_light_side_of_home_render
}
end
def serenity_alive_mountain_pass args
{
background: 'sprites/mountain-pass-zoomed-out.png',
player: [4, 4],
scenes: [
[18, 47, 5, 5, :serenity_alive_path_to_observatory],
],
storylines: [
[18, 13, 5, 5, "Hnnnnnnnggg. My legs-- are still sore- from yesterday."]
],
render_override: :blinking_light_mountain_pass_render
}
end
def serenity_alive_path_to_observatory args
{
background: 'sprites/path-to-observatory.png',
player: [60, 4],
scenes: [
[0, 26, 5, 5, :serenity_alive_observatory]
],
storylines: [
[22, 20, 10, 10, "This spot--, on the mountain, right here, it's-- perfect. This- is where- I'll-- yeet-- the person-- who is playing-- this- prank- on me."]
],
render_override: :blinking_light_path_to_observatory_render
}
end
def serenity_alive_observatory args
{
background: 'sprites/observatory.png',
player: [60, 2],
scenes: [
[28, 39, 4, 10, :serenity_alive_inside_observatory]
],
render_override: :blinking_light_observatory_render
}
end
def serenity_alive_inside_observatory args
{
background: 'sprites/inside-observatory.png',
player: [60, 2],
storylines: [],
scenes: [
[30, 18, 5, 12, :serenity_alive_inside_mainframe]
],
render_override: :blinking_light_inside_observatory_render
}
end
def serenity_alive_inside_mainframe args
{
background: 'sprites/mainframe.png',
fade: 60,
player: [30, 4],
scenes: [
[*hotspot_top, :serenity_alive_ship_status],
],
storylines: [
[22, 45, 17, 4, (serenity_alive_last_reply args)],
[45, 45, 4, 4, (serenity_alive_current_message args)],
]
}
end
def serenity_alive_ship_status args
{
background: 'sprites/serenity.png',
fade: 60,
player: [30, 10],
scenes: [
[30, 50, 4, 4, :serenity_alive_ship_status_reviewed]
],
storylines: [
[30, 8, 4, 4, "Serenity? THE--- Mission-- Serenity?! How is that possible? They- are supposed-- to be dead."],
[30, 10, 4, 4, "I... can't-- believe-- it. I- can access-- Serenity's-- computer? I- guess my \"superpower----\" isn't limited-- by proximity-- to- a machine--."],
*serenity_alive_shared_ship_status(args)
]
}
end
def serenity_alive_ship_status_reviewed args
{
background: 'sprites/serenity.png',
fade: 60,
scenes: [
[*hotspot_bottom, :serenity_alive_time_to_reply]
],
storylines: [
[0, 62, 62, 3, "Okay. Reviewing-- everything--, it looks- like- I- can- take- the batteries--- from the Stasis--- Chambers--- and- Engine--- to keep- the crew-- alive-- and-- their-- location--- pinpointed---."],
]
}
end
def serenity_alive_time_to_reply args
decision_graph serenity_alive_current_message(args),
"Okay... time to deliver the bad news...",
[:replied_to_serenity_alive_firmly, "Firm-- Reply", serenity_alive_firm_reply],
[:replied_to_serenity_alive_kindly, "Sugar-- Coated---- Reply", serenity_alive_sugarcoated_reply]
end
def serenity_alive_shared_ship_status args
[
*ship_control_hotspot( 0, 50,
"Stasis-- Chambers--: Online, All chambers-- are powered. Battery--- Allocation---: 3--- of-- 3--, Hmmm. They don't-- need this to be powered-- right- now. Everyone-- is awake.",
nil,
nil,
nil),
*ship_control_hotspot(12, 35,
"Life- Support--: Offline, Unable--- to- Sustain-- Life. Battery--- Allocation---: 0--- of-- 3---, Okay. That is definitely---- not a good thing.",
nil,
nil,
nil),
*ship_control_hotspot(24, 20,
"Navigation: Offline, Unable--- to- Calculate--- Location. Battery--- Allocation---: 0--- of-- 3---, Whelp. No wonder-- Sasha-- can't-- get- any-- readings. Their- Navigation--- is completely--- offline.",
nil,
nil,
nil),
*ship_control_hotspot(36, 35,
"COMM: Underpowered----, Limited--- to- Text-- Based-- COMM. Battery--- Allocation---: 1--- of-- 3---, It's-- lucky- that- their- COMM---- system was able to survive-- twenty-- years--. Just- barely-- it seems.",
nil,
nil,
nil),
*ship_control_hotspot(48, 50,
"Engine: Online, Full- Control-- Available. Battery--- Allocation---: 3--- of-- 3---, Hmmm. No point of having an engine-- online--, if you don't- know- where you're-- going.",
nil,
nil,
nil)
]
end
def serenity_alive_firm_reply
"Serenity, you are at a distance-- farther-- than- Neptune. All- of the ship's-- systems-- are failing. Please- move the batteries---- from- the Stasis-- Chambers-- over- to- Life-- Support--. I also-- need- you to move-- the batteries---- from- the Engines--- to your Navigation---- System."
end
def serenity_alive_sugarcoated_reply
"So... you- are- a teeny--- tiny--- bit--- farther-- from Earth- than you think. And you have a teeny--- tiny--- problem-- with your ship. Please-- move the batteries--- from the Stasis--- Chambers--- over to Life--- Support---. I also need you to move the batteries--- from the Engines--- to your- Navigation--- System. Don't-- worry-- Sasha. I'll-- get y'all-- home."
end
def replied_to_serenity_alive_firmly args
{
background: 'sprites/inside-observatory.png',
fade: 60,
player: [32, 21],
scenes: [
[*hotspot_bottom_right, :serenity_alive_path_from_observatory]
],
storylines: [
[30, 18, 5, 12, "Buffer-- has been set to: #{serenity_alive_firm_reply.quote}"],
*serenity_alive_reply_completed_shared_hotspots(args),
]
}
end
def replied_to_serenity_alive_kindly args
{
background: 'sprites/inside-observatory.png',
fade: 60,
player: [32, 21],
scenes: [
[*hotspot_bottom_right, :serenity_alive_path_from_observatory]
],
storylines: [
[30, 18, 5, 12, "Buffer-- has been set to: #{serenity_alive_sugarcoated_reply.quote}"],
*serenity_alive_reply_completed_shared_hotspots(args),
]
}
end
def serenity_alive_path_from_observatory args
{
fade: 60,
background: 'sprites/path-to-observatory.png',
player: [4, 21],
scenes: [
[*hotspot_bottom_right, :serenity_bio_infront_of_home]
],
storylines: [
[22, 20, 10, 10, "I'm not sure what's-- worse. Waiting-- for Sasha's-- reply. Or jumping-- off- from- right- here."]
]
}
end
def serenity_alive_reply_completed_shared_hotspots args
[
[30, 10, 5, 4, "I guess it wasn't-- a joke- after-- all."],
[40, 10, 5, 4, "I barely-- remember--- the- history----- of the crew."],
[50, 10, 5, 4, "It probably--- wouldn't-- hurt- to- refresh-- my memory--."]
]
end
def serenity_alive_last_reply args
if args.state.scene_history.include? :replied_to_introduction_seriously
return "Buffer--: \"Hello, Who- is sending-- this message--?\""
else
return "Buffer--: \"New- phone. Who dis?\""
end
end
def serenity_alive_current_message args
if args.state.scene_history.include? :replied_to_introduction_seriously
"This- is Sasha. The Serenity--- crew-- is out of hibernation---- and ready-- for Earth reentry--. But, it seems like we are having-- trouble-- with our Navigation---- systems. Please advise.".quote
else
"LOL! Thanks for the laugh. I needed that. This- is Sasha. The Serenity--- crew-- is out of hibernation---- and ready-- for Earth reentry--. But, it seems like we are having-- trouble-- with our Navigation---- systems. Can you help me out- babe?".quote
end
end
Rpg Narrative - Return Of Serenity - storyline_serenity_bio.rb
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_serenity_bio.rb
def serenity_bio_infront_of_home args
{
fade: 60,
background: 'sprites/front-of-home.png',
player: [54, 23],
scenes: [
[44, 34, 8, 14, :serenity_bio_inside_home],
[0, 3, 3, 22, :serenity_bio_library]
]
}
end
def serenity_bio_inside_home args
{
background: 'sprites/inside-home.png',
player: [34, 4],
storylines: [
[34, 4, 4, 4, "I'm--- completely--- exhausted."],
],
scenes: [
[30, 38, 12, 13, :serenity_bio_restless_sleep],
[32, 0, 8, 3, :serenity_bio_infront_of_home],
]
}
end
def serenity_bio_restless_sleep args
{
fade: 60,
background: 'sprites/inside-home.png',
storylines: [
[32, 38, 10, 13, "I can't-- seem to sleep. I know nothing-- about the- crew-. Maybe- I- should- go read- up- on- them."],
],
scenes: [
[32, 0, 8, 3, :serenity_bio_infront_of_home],
]
}
end
def serenity_bio_library args
{
background: 'sprites/library.png',
fade: 60,
player: [30, 7],
scenes: [
[21, 35, 3, 18, :serenity_bio_book]
]
}
end
def serenity_bio_book args
{
background: 'sprites/book.png',
fade: 60,
player: [6, 52],
storylines: [
[ 4, 50, 56, 4, "The Title-- Reads: Never-- Forget-- Mission-- Serenity---"],
[ 4, 38, 8, 8, "Name: Matthew--- R. Sex: Male--- Age-- at-- Departure: 36-----"],
[14, 38, 46, 8, "Tribute-- Text: Matthew graduated-- Magna-- Cum-- Laude-- from MIT--- with-- a- PHD---- in Aero-- Nautical--- Engineering. He was immensely--- competitive, and had an insatiable---- thirst- for aerial-- battle. From the age of twenty, he remained-- undefeated--- in the Israeli-- Air- Force- \"Blue Flag\" combat-- exercises. By the age of 29--- he had already-- risen through- the ranks, and became-- the Lieutenant--- General--- of Lufwaffe. Matthew-- volenteered-- to- pilot-- Mission-- Serenity. To- this day, his wife- and son- are pillars-- of strength- for us. Rest- in Peace- Matthew, we are sorry-- that- news of the pregancy-- never-- reached- you. Please forgive us."],
[4, 26, 8, 8, "Name: Aanka--- P. Sex: Female--- Age-- at-- Departure: 9-----"],
[14, 26, 46, 8, "Tribute-- Text: Aanka--- gratuated--- Magna-- Cum- Laude-- from MIT, at- the- age- of eight, with a- PHD---- in Astro-- Physics. Her-- IQ--- was over 390, the highest-- ever- recorded--- IQ-- in- human-- history. She changed- the landscape-- of Physics-- with her efforts- in- unravelling--- the mysteries--- of- Dark- Matter--. Anka discovered-- the threat- of Halley's-- Comet-- collision--- with Earth. She spear headed-- the global-- effort-- for Misson-- Serenity. Her- multilingual--- address-- to- the world-- brought- us all hope."],
[4, 14, 8, 8, "Name: Sasha--- N. Sex: Female--- Age-- at-- Departure: 29-----"],
[14, 14, 46, 8, "Tribute-- Text: Sasha gratuated-- Magna-- Cum- Laude-- from MIT--- with-- a- PHD---- in Computer---- Science----. She-- was-- brilliant--, strong- willed--, and-- a-- stunningly--- beautiful--- woman---. Sasha---- is- the- creator--- of the world's--- first- Ruby--- Quantum-- Machine---. After-- much- critical--- acclaim--, the Quantum-- Computer-- was placed in MIT's---- Museam-- next- to- Richard--- G. and Thomas--- K.'s---- Lisp-- Machine---. Her- engineering--- skills-- were-- paramount--- for Mission--- Serenity's--- success. Humanity-- misses-- you-- dearly,-- Sasha--. Life-- shines-- a dimmer-- light-- now- that- your- angelic- voice-- can never- be heard- again."],
],
scenes: [
[*hotspot_bottom, :serenity_bio_finally_to_bed]
]
}
end
def serenity_bio_finally_to_bed args
{
fade: 60,
background: 'sprites/inside-home.png',
player: [35, 3],
storylines: [
[34, 4, 4, 4, "Maybe-- I'll-- be able-- to sleep- now..."],
],
scenes: [
[32, 38, 10, 13, :bad_dream],
]
}
end
def bad_dream args
{
fade: 120,
background: 'sprites/inside-home.png',
player: [34, 35],
storylines: [
[34, 34, 4, 4, "Man. I did not- sleep- well- at all..."],
],
scenes: [
[32, -1, 8, 3, :bad_dream_observatory]
]
}
end
def bad_dream_observatory args
{
background: 'sprites/inside-observatory.png',
fade: 120,
player: [51, 12],
storylines: [
[50, 10, 4, 4, "Breathe, Hiro. Just see what's there... everything--- will- be okay."]
],
scenes: [
[30, 18, 5, 12, :bad_dream_inside_mainframe]
],
render_override: :blinking_light_inside_observatory_render
}
end
def bad_dream_inside_mainframe args
{
player: [32, 4],
background: 'sprites/mainframe.png',
fade: 120,
storylines: [
[22, 45, 17, 4, (bad_dream_last_reply args)],
],
scenes: [
[45, 45, 4, 4, :bad_dream_everyone_dead],
]
}
end
def bad_dream_everyone_dead args
{
background: 'sprites/mainframe.png',
storylines: [
[22, 45, 17, 4, (bad_dream_last_reply args)],
[45, 45, 4, 4, "Hi-- Hiro. This is Sasha. By the time- you get this- message, chances-- are we will- already-- be- dead. The batteries--- got- damaged-- during-- removal. And- we don't-- have enough-- power-- for Life-- Support. The air-- is- already--- starting-- to taste- bad. It... would- have been- nice... to go- on a date--- with- you-- when-- I- got- back- to Earth. Anyways, good-- bye-- Hiro-- XOXOXO----"],
[22, 5, 17, 4, "Meh. Whatever, I didn't-- want to save them anyways. What- a pain- in my ass."],
],
scenes: [
[*hotspot_bottom, :anka_inside_room]
]
}
end
def bad_dream_last_reply args
if args.state.scene_history.include? :replied_to_serenity_alive_firmly
return "Buffer--: #{serenity_alive_firm_reply.quote}"
else
return "Buffer--: #{serenity_alive_sugarcoated_reply.quote}"
end
end
Rpg Narrative - Return Of Serenity - storyline_serenity_introduction.rb
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_serenity_introduction.rb
# decision_graph "Message from Sasha",
# "I should reply.",
# [:replied_to_introduction_seriously, "Reply Seriously", "Who is this?"],
# [:replied_to_introduction_humorously, "Reply Humorously", "New phone who dis?"]
def reply_to_introduction args
decision_graph "\"Mission-- control--, your- main- comm-- channels-- seem-- to be down. My apologies-- for- using-- this low- level-- exploit--. What's-- going-- on down there? We are ready-- for reentry--.\" Message--- Timestamp---: 4- hours-- 23--- minutes-- ago--.",
"Whoever-- pulled- off this exploit-- knows their stuff. I should reply--.",
[:replied_to_introduction_seriously, "Serious Reply", "Hello, Who- is sending-- this message--?"],
[:replied_to_introduction_humorously, "Humorous Reply", "New phone, who dis?"]
end
def replied_to_introduction_seriously args
{
background: 'sprites/inside-observatory.png',
fade: 60,
player: [32, 21],
scenes: [
*replied_to_introduction_shared_scenes(args)
],
storylines: [
[30, 18, 5, 12, "Buffer-- has been set to: \"Hello, Who- is sending-- this message--?\""],
*replied_to_introduction_shared_storylines(args)
]
}
end
def replied_to_introduction_humorously args
{
background: 'sprites/inside-observatory.png',
fade: 60,
player: [32, 21],
scenes: [
*replied_to_introduction_shared_scenes(args)
],
storylines: [
[30, 18, 5, 12, "Buffer-- has been set to: \"New- phone. Who dis?\""],
*replied_to_introduction_shared_storylines(args)
]
}
end
def replied_to_introduction_shared_storylines args
[
[30, 10, 5, 4, "It's-- going-- to take a while-- for this reply-- to make it's-- way back."],
[40, 10, 5, 4, "4- hours-- to send a message-- at light speed?! How far away-- is the sender--?"],
[50, 10, 5, 4, "I know- I've-- read about-- light- speed- travel-- before--. Maybe-- the library--- still has that- poster."]
]
end
def replied_to_introduction_shared_scenes args
[[60, 0, 4, 32, :replied_to_introduction_observatory]]
end
def replied_to_introduction_observatory args
{
background: 'sprites/observatory.png',
player: [28, 39],
scenes: [
[60, 0, 4, 32, :replied_to_introduction_path_to_observatory]
]
}
end
def replied_to_introduction_path_to_observatory args
{
background: 'sprites/path-to-observatory.png',
player: [0, 26],
scenes: [
[60, 0, 4, 20, :replied_to_introduction_mountain_pass]
],
}
end
def replied_to_introduction_mountain_pass args
{
background: 'sprites/mountain-pass-zoomed-out.png',
player: [21, 48],
scenes: [
[0, 0, 15, 4, :replied_to_introduction_side_of_home]
],
storylines: [
[15, 28, 5, 3, "At least I'm-- getting-- my- exercise-- in- for- today--."]
]
}
end
def replied_to_introduction_side_of_home args
{
background: 'sprites/side-of-home.png',
player: [58, 29],
scenes: [
[2, 0, 61, 2, :speed_of_light_front_of_home]
],
}
end
Rpg Narrative - Return Of Serenity - storyline_speed_of_light.rb
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_speed_of_light.rb
def speed_of_light_front_of_home args
{
background: 'sprites/front-of-home.png',
player: [54, 23],
scenes: [
[44, 34, 8, 14, :speed_of_light_inside_home],
[0, 3, 3, 22, :speed_of_light_outside_library]
]
}
end
def speed_of_light_inside_home args
{
background: 'sprites/inside-home.png',
player: [35, 4],
storylines: [
[30, 38, 12, 13, "Can't- sleep right now. I have to- find- out- why- it took- over-- 4- hours-- to receive-- that message."]
],
scenes: [
[32, 0, 8, 3, :speed_of_light_front_of_home],
]
}
end
def speed_of_light_outside_library args
{
background: 'sprites/outside-library.png',
player: [55, 19],
scenes: [
[49, 39, 6, 10, :speed_of_light_library],
[61, 11, 3, 20, :speed_of_light_front_of_home]
]
}
end
def speed_of_light_library args
{
background: 'sprites/library.png',
player: [30, 7],
scenes: [
[3, 50, 10, 3, :speed_of_light_celestial_bodies_diagram]
]
}
end
def speed_of_light_celestial_bodies_diagram args
{
background: 'sprites/planets.png',
fade: 60,
player: [30, 3],
scenes: [
[56 - 2, 10, 5, 5, :speed_of_light_distance_discovered]
],
storylines: [
[30, 2, 4, 4, "Here- it is! This is a diagram--- of the solar-- system--. It was printed-- over-- fifty-- years- ago. Geez-- that's-- old."],
[ 0 - 2, 10, 5, 5, "The label- reads: Sun. The length- of the Astronomical-------- Unit-- (AU), is the distance-- from the Sun- to the Earth. Which is about 150--- million--- kilometers----."],
[ 7 - 2, 10, 5, 5, "The label- reads: Mercury. Distance from Sun: 0.39AU------------ or- 3----- light-- minutes--."],
[14 - 2, 10, 5, 5, "The label- reads: Venus. Distance from Sun: 0.72AU------------ or- 6----- light-- minutes--."],
[21 - 2, 10, 5, 5, "The label- reads: Earth. Distance from Sun: 1.00AU------------ or- 8----- light-- minutes--."],
[28 - 2, 10, 5, 5, "The label- reads: Mars. Distance from Sun: 1.52AU------------ or- 12----- light-- minutes--."],
[35 - 2, 10, 5, 5, "The label- reads: Jupiter. Distance from Sun: 5.20AU------------ or- 45----- light-- minutes--."],
[42 - 2, 10, 5, 5, "The label- reads: Saturn. Distance from Sun: 9.53AU------------ or- 79----- light-- minutes--."],
[49 - 2, 10, 5, 5, "The label- reads: Uranus. Distance from Sun: 19.81AU------------ or- 159----- light-- minutes--."],
# [56 - 2, 15, 4, 4, "The label- reads: Neptune. Distance from Sun: 30.05AU------------ or- 4.1----- light-- hours--."],
[63 - 2, 10, 5, 5, "The label- reads: Pluto. Wait. WTF? Pluto-- isn't-- a planet."],
]
}
end
def speed_of_light_distance_discovered args
{
background: 'sprites/planets.png',
scenes: [
[13, 0, 44, 3, :speed_of_light_end_of_day]
],
storylines: [
[ 0 - 2, 10, 5, 5, "The label- reads: Sun. The length- of the Astronomical-------- Unit-- (AU), is the distance-- from the Sun- to the Earth. Which is about 150--- million--- kilometers----."],
[ 7 - 2, 10, 5, 5, "The label- reads: Mercury. Distance from Sun: 0.39AU------------ or- 3----- light-- minutes--."],
[14 - 2, 10, 5, 5, "The label- reads: Venus. Distance from Sun: 0.72AU------------ or- 6----- light-- minutes--."],
[21 - 2, 10, 5, 5, "The label- reads: Earth. Distance from Sun: 1.00AU------------ or- 8----- light-- minutes--."],
[28 - 2, 10, 5, 5, "The label- reads: Mars. Distance from Sun: 1.52AU------------ or- 12----- light-- minutes--."],
[35 - 2, 10, 5, 5, "The label- reads: Jupiter. Distance from Sun: 5.20AU------------ or- 45----- light-- minutes--."],
[42 - 2, 10, 5, 5, "The label- reads: Saturn. Distance from Sun: 9.53AU------------ or- 79----- light-- minutes--."],
[49 - 2, 10, 5, 5, "The label- reads: Uranus. Distance from Sun: 19.81AU------------ or- 159----- light-- minutes--."],
[56 - 2, 10, 5, 5, "The label- reads: Neptune. Distance from Sun: 30.05AU------------ or- 4.1----- light-- hours--. What?! The message--- I received-- was from a source-- farther-- than-- Neptune?!"],
[63 - 2, 10, 5, 5, "The label- reads: Pluto. Dista- Wait... Pluto-- isn't-- a planet. People-- thought- Pluto-- was a planet-- back- then?--"],
]
}
end
def speed_of_light_end_of_day args
{
fade: 60,
background: 'sprites/inside-home.png',
player: [35, 0],
storylines: [
[35, 10, 4, 4, "Wonder-- what the reply-- will be. Who- the hell is contacting--- me from beyond-- Neptune? This- has to be some- kind- of- joke."]
],
scenes: [
[31, 38, 10, 12, :serenity_alive_side_of_home]
]
}
end
Rpg Roguelike - Roguelike Starting Point - constants.rb
# ./samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/constants.rb
SHOW_LEGEND = true
SOURCE_TILE_SIZE = 16
DESTINATION_TILE_SIZE = 16
TILE_SHEET_SIZE = 256
TILE_R = 0
TILE_G = 0
TILE_B = 0
TILE_A = 255
Rpg Roguelike - Roguelike Starting Point - legend.rb
# ./samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/legend.rb
def tick_legend args
return unless SHOW_LEGEND
legend_padding = 16
legend_x = 1280 - TILE_SHEET_SIZE - legend_padding
legend_y = 720 - TILE_SHEET_SIZE - legend_padding
tile_sheet_sprite = [legend_x,
legend_y,
TILE_SHEET_SIZE,
TILE_SHEET_SIZE,
'sprites/simple-mood-16x16.png', 0,
TILE_A,
TILE_R,
TILE_G,
TILE_B]
if args.inputs.mouse.point.inside_rect? tile_sheet_sprite
mouse_row = args.inputs.mouse.point.y.idiv(SOURCE_TILE_SIZE)
tile_row = 15 - (mouse_row - legend_y.idiv(SOURCE_TILE_SIZE))
mouse_col = args.inputs.mouse.point.x.idiv(SOURCE_TILE_SIZE)
tile_col = (mouse_col - legend_x.idiv(SOURCE_TILE_SIZE))
args.outputs.primitives << [legend_x - legend_padding * 2,
mouse_row * SOURCE_TILE_SIZE, 256 + legend_padding * 2, 16, 128, 128, 128, 64].solid
args.outputs.primitives << [mouse_col * SOURCE_TILE_SIZE,
legend_y - legend_padding * 2, 16, 256 + legend_padding * 2, 128, 128, 128, 64].solid
sprite_key = sprite_lookup.find { |k, v| v == [tile_row, tile_col] }
if sprite_key
member_name, _ = sprite_key
member_name = member_name_as_code member_name
args.outputs.labels << [660, 70, "# CODE SAMPLE (place in the tick_game method located in main.rb)", -1, 0]
args.outputs.labels << [660, 50, "# GRID_X, GRID_Y, TILE_KEY", -1, 0]
args.outputs.labels << [660, 30, "args.outputs.sprites << tile_in_game( 5, 6, #{member_name} )", -1, 0]
else
args.outputs.labels << [660, 50, "Tile [#{tile_row}, #{tile_col}] not found. Add a key and value to app/sprite_lookup.rb:", -1, 0]
args.outputs.labels << [660, 30, "{ \"some_string\" => [#{tile_row}, #{tile_col}] } OR { some_symbol: [#{tile_row}, #{tile_col}] }.", -1, 0]
end
end
# render the sprite in the top right with a padding to the top and right so it's
# not flush against the edge
args.outputs.sprites << tile_sheet_sprite
# carefully place some ascii arrows to show the legend labels
args.outputs.labels << [895, 707, "ROW --->"]
args.outputs.labels << [943, 412, " ^"]
args.outputs.labels << [943, 412, " |"]
args.outputs.labels << [943, 394, "COL ---+"]
# use the tile sheet to print out row and column numbers
args.outputs.sprites << 16.map_with_index do |i|
sprite_key = i % 10
[
tile(1280 - TILE_SHEET_SIZE - legend_padding * 2 - SOURCE_TILE_SIZE,
720 - legend_padding * 2 - (SOURCE_TILE_SIZE * i),
sprite(sprite_key)),
tile(1280 - TILE_SHEET_SIZE - SOURCE_TILE_SIZE + (SOURCE_TILE_SIZE * i),
720 - TILE_SHEET_SIZE - legend_padding * 3, sprite(sprite_key))
]
end
end
Rpg Roguelike - Roguelike Starting Point - main.rb
# ./samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/main.rb
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
Rpg Roguelike - Roguelike Starting Point - sprite_lookup.rb
# ./samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/sprite_lookup.rb
def sprite_lookup
{
0 => [3, 0],
1 => [3, 1],
2 => [3, 2],
3 => [3, 3],
4 => [3, 4],
5 => [3, 5],
6 => [3, 6],
7 => [3, 7],
8 => [3, 8],
9 => [3, 9],
'@' => [4, 0],
A: [ 4, 1],
B: [ 4, 2],
C: [ 4, 3],
D: [ 4, 4],
E: [ 4, 5],
F: [ 4, 6],
G: [ 4, 7],
H: [ 4, 8],
I: [ 4, 9],
J: [ 4, 10],
K: [ 4, 11],
L: [ 4, 12],
M: [ 4, 13],
N: [ 4, 14],
O: [ 4, 15],
P: [ 5, 0],
Q: [ 5, 1],
R: [ 5, 2],
S: [ 5, 3],
T: [ 5, 4],
U: [ 5, 5],
V: [ 5, 6],
W: [ 5, 7],
X: [ 5, 8],
Y: [ 5, 9],
Z: [ 5, 10],
a: [ 6, 1],
b: [ 6, 2],
c: [ 6, 3],
d: [ 6, 4],
e: [ 6, 5],
f: [ 6, 6],
g: [ 6, 7],
h: [ 6, 8],
i: [ 6, 9],
j: [ 6, 10],
k: [ 6, 11],
l: [ 6, 12],
m: [ 6, 13],
n: [ 6, 14],
o: [ 6, 15],
p: [ 7, 0],
q: [ 7, 1],
r: [ 7, 2],
s: [ 7, 3],
t: [ 7, 4],
u: [ 7, 5],
v: [ 7, 6],
w: [ 7, 7],
x: [ 7, 8],
y: [ 7, 9],
z: [ 7, 10],
'|' => [ 7, 12]
}
end
def sprite key
$gtk.args.state.reserved.sprite_lookup[key]
end
def member_name_as_code raw_member_name
if raw_member_name.is_a? Symbol
":#{raw_member_name}"
elsif raw_member_name.is_a? String
"'#{raw_member_name}'"
elsif raw_member_name.is_a? Fixnum
"#{raw_member_name}"
else
"UNKNOWN: #{raw_member_name}"
end
end
def tile x, y, tile_row_column_or_key
tile_extended x, y, DESTINATION_TILE_SIZE, DESTINATION_TILE_SIZE, TILE_R, TILE_G, TILE_B, TILE_A, tile_row_column_or_key
end
def tile_extended x, y, w, h, r, g, b, a, tile_row_column_or_key
row_or_key, column = tile_row_column_or_key
if !column
row, column = sprite row_or_key
else
row, column = row_or_key, column
end
if !row
member_name = member_name_as_code tile_row_column_or_key
raise "Unabled to find a sprite for #{member_name}. Make sure the value exists in app/sprite_lookup.rb."
end
# Sprite provided by Rogue Yun
# http://www.bay12forums.com/smf/index.php?topic=144897.0
# License: Public Domain
{
x: x,
y: y,
w: w,
h: h,
tile_x: column * 16,
tile_y: (row * 16),
tile_w: 16,
tile_h: 16,
r: r,
g: g,
b: b,
a: a,
path: 'sprites/simple-mood-16x16.png'
}
end
$gtk.args.state.reserved.sprite_lookup = sprite_lookup
Rpg Roguelike - Roguelike Line Of Sight - main.rb
# ./samples/99_genre_rpg_roguelike/02_roguelike_line_of_sight/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- lambda: A way to define a block and its parameters with special syntax.
For example, the syntax of lambda looks like this:
my_lambda = -> { puts "This is my lambda" }
Reminders:
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.
- ARRAY#inside_rect?: Returns whether or not the point is inside a rect.
- product: Returns an array of all combinations of elements from all arrays.
- find: Finds all elements of a collection that meet requirements.
- abs: Returns the absolute value.
=end
# This sample app allows the player to move around in the dungeon, which becomes more or less visible
# depending on the player's location, and also has enemies.
class Game
attr_accessor :args, :state, :inputs, :outputs, :grid
# Calls all the methods needed for the game to run properly.
def tick
defaults
render_canvas
render_dungeon
render_player
render_enemies
print_cell_coordinates
calc_canvas
input_move
input_click_map
end
# Sets default values and initializes variables
def defaults
outputs.background_color = [0, 0, 0] # black background
# Initializes empty canvas, dungeon, and enemies collections.
state.canvas ||= []
state.dungeon ||= []
state.enemies ||= []
# If state.area doesn't have value, load_area_one and derive_dungeon_from_area methods are called
if !state.area
load_area_one
derive_dungeon_from_area
# Changing these values will change the position of player
state.x = 7
state.y = 5
# Creates new enemies, sets their values, and adds them to the enemies collection.
state.enemies << state.new_entity(:enemy) do |e| # declares each enemy as new entity
e.x = 13 # position
e.y = 5
e.previous_hp = 3
e.hp = 3
e.max_hp = 3
e.is_dead = false # the enemy is alive
end
update_line_of_sight # updates line of sight by adding newly visible cells
end
end
# Adds elements into the state.area collection
# The dungeon is derived using the coordinates of this collection
def load_area_one
state.area ||= []
state.area << [8, 6]
state.area << [7, 6]
state.area << [7, 7]
state.area << [8, 9]
state.area << [7, 8]
state.area << [7, 9]
state.area << [6, 4]
state.area << [7, 3]
state.area << [7, 4]
state.area << [6, 5]
state.area << [7, 5]
state.area << [8, 5]
state.area << [8, 4]
state.area << [1, 1]
state.area << [0, 1]
state.area << [0, 2]
state.area << [1, 2]
state.area << [2, 2]
state.area << [2, 1]
state.area << [2, 3]
state.area << [1, 3]
state.area << [1, 4]
state.area << [2, 4]
state.area << [2, 5]
state.area << [1, 5]
state.area << [2, 6]
state.area << [3, 6]
state.area << [4, 6]
state.area << [4, 7]
state.area << [4, 8]
state.area << [5, 8]
state.area << [5, 9]
state.area << [6, 9]
state.area << [7, 10]
state.area << [7, 11]
state.area << [7, 12]
state.area << [7, 12]
state.area << [7, 13]
state.area << [8, 13]
state.area << [9, 13]
state.area << [10, 13]
state.area << [11, 13]
state.area << [12, 13]
state.area << [12, 12]
state.area << [8, 12]
state.area << [9, 12]
state.area << [10, 12]
state.area << [11, 12]
state.area << [12, 11]
state.area << [13, 11]
state.area << [13, 10]
state.area << [13, 9]
state.area << [13, 8]
state.area << [13, 7]
state.area << [13, 6]
state.area << [12, 6]
state.area << [14, 6]
state.area << [14, 5]
state.area << [13, 5]
state.area << [12, 5]
state.area << [12, 4]
state.area << [13, 4]
state.area << [14, 4]
state.area << [1, 6]
state.area << [6, 6]
end
# Starts with an empty dungeon collection, and adds dungeon cells into it.
def derive_dungeon_from_area
state.dungeon = [] # starts as empty collection
state.area.each do |a| # for each element of the area collection
state.dungeon << state.new_entity(:dungeon_cell) do |d| # declares each dungeon cell as new entity
d.x = a.x # dungeon cell position using coordinates from area
d.y = a.y
d.is_visible = false # cell is not visible
d.alpha = 0 # not transparent at all
d.border = [left_margin + a.x * grid_size,
bottom_margin + a.y * grid_size,
grid_size,
grid_size,
*blue,
255] # sets border definition for dungeon cell
d # returns dungeon cell
end
end
end
def left_margin
40 # sets left margin
end
def bottom_margin
60 # sets bottom margin
end
def grid_size
40 # sets size of grid square
end
# Updates the line of sight by calling the thick_line_of_sight method and
# adding dungeon cells to the newly_visible collection
def update_line_of_sight
variations = [-1, 0, 1]
# creates collection of newly visible dungeon cells
newly_visible = variations.product(variations).flat_map do |rise, run| # combo of all elements
thick_line_of_sight state.x, state.y, rise, run, 15, # calls thick_line_of_sight method
lambda { |x, y| dungeon_cell_exists? x, y } # checks whether or not cell exists
end.uniq# removes duplicates
state.dungeon.each do |d| # perform action on each element of dungeons collection
d.is_visible = newly_visible.find { |v| v.x == d.x && v.y == d.y } # finds match inside newly_visible collection
end
end
#Returns a boolean value
def dungeon_cell_exists? x, y
# Finds cell coordinates inside dungeon collection to determine if dungeon cell exists
state.dungeon.find { |d| d.x == x && d.y == y }
end
# Calls line_of_sight method to add elements to result collection
def thick_line_of_sight start_x, start_y, rise, run, distance, cell_exists_lambda
result = []
result += line_of_sight start_x, start_y, rise, run, distance, cell_exists_lambda
result += line_of_sight start_x - 1, start_y, rise, run, distance, cell_exists_lambda # one left
result += line_of_sight start_x + 1, start_y, rise, run, distance, cell_exists_lambda # one right
result
end
# Adds points to the result collection to create the player's line of sight
def line_of_sight start_x, start_y, rise, run, distance, cell_exists_lambda
result = [] # starts as empty collection
points = points_on_line start_x, start_y, rise, run, distance # calls points_on_line method
points.each do |p| # for each point in collection
if cell_exists_lambda.call(p.x, p.y) # if the cell exists
result << p # add it to result collection
else # if cell does not exist
return result # return result collection as it is
end
end
result # return result collection
end
# Finds the coordinates of the points on the line by performing calculations
def points_on_line start_x, start_y, rise, run, distance
distance.times.map do |i| # perform an action
[start_x + run * i, start_y + rise * i] # definition of point
end
end
def render_canvas
return
outputs.borders << state.canvas.map do |c| # on each element of canvas collection
c.border # outputs border
end
end
# Outputs the dungeon cells.
def render_dungeon
outputs.solids << [0, 0, grid.w, grid.h] # outputs black background for grid
# Sets the alpha value (opacity) for each dungeon cell and calls the cell_border method.
outputs.borders << state.dungeon.map do |d| # for each element in dungeon collection
d.alpha += if d.is_visible # if cell is visible
255.fdiv(30) # increment opacity (transparency)
else # if cell is not visible
255.fdiv(600) * -1 # decrease opacity
end
d.alpha = d.alpha.cap_min_max(0, 255)
cell_border d.x, d.y, [*blue, d.alpha] # sets blue border using alpha value
end.reject_nil
end
# Sets definition of a cell border using the parameters
def cell_border x, y, color = nil
[left_margin + x * grid_size,
bottom_margin + y * grid_size,
grid_size,
grid_size,
*color]
end
# Sets the values for the player and outputs it as a label
def render_player
outputs.labels << [grid_x(state.x) + 20, # positions "@" text in center of grid square
grid_y(state.y) + 35,
"@", # player is represented by a white "@" character
1, 1, *white]
end
def grid_x x
left_margin + x * grid_size # positions horizontally on grid
end
def grid_y y
bottom_margin + y * grid_size # positions vertically on grid
end
# Outputs enemies onto the screen.
def render_enemies
state.enemies.map do |e| # for each enemy in the collection
alpha = 255 # set opacity (full transparency)
# Outputs an enemy using a label.
outputs.labels << [
left_margin + 20 + e.x * grid_size, # positions enemy's "r" text in center of grid square
bottom_margin + 35 + e.y * grid_size,
"r", # enemy's text
1, 1, *white, alpha]
# Creates a red border around an enemy.
outputs.borders << [grid_x(e.x), grid_y(e.y), grid_size, grid_size, *red]
end
end
#White labels are output for the cell coordinates of each element in the dungeon collection.
def print_cell_coordinates
return unless state.debug
state.dungeon.each do |d|
outputs.labels << [grid_x(d.x) + 2,
grid_y(d.y) - 2,
"#{d.x},#{d.y}",
-2, 0, *white]
end
end
# Adds new elements into the canvas collection and sets their values.
def calc_canvas
return if state.canvas.length > 0 # return if canvas collection has at least one element
15.times do |x| # 15 times perform an action
15.times do |y|
state.canvas << state.new_entity(:canvas) do |c| # declare canvas element as new entity
c.x = x # set position
c.y = y
c.border = [left_margin + x * grid_size,
bottom_margin + y * grid_size,
grid_size,
grid_size,
*white, 30] # sets border definition
end
end
end
end
# Updates x and y values of the player, and updates player's line of sight
def input_move
x, y, x_diff, y_diff = input_target_cell
return unless dungeon_cell_exists? x, y # player can't move there if a dungeon cell doesn't exist in that location
return if enemy_at x, y # player can't move there if there is an enemy in that location
state.x += x_diff # increments x by x_diff (so player moves left or right)
state.y += y_diff # same with y and y_diff ( so player moves up or down)
update_line_of_sight # updates visible cells
end
def enemy_at x, y
# Finds if coordinates exist in enemies collection and enemy is not dead
state.enemies.find { |e| e.x == x && e.y == y && !e.is_dead }
end
#M oves the user based on their keyboard input and sets values for target cell
def input_target_cell
if inputs.keyboard.key_down.up # if "up" key is in "down" state
[state.x, state.y + 1, 0, 1] # user moves up
elsif inputs.keyboard.key_down.down # if "down" key is pressed
[state.x, state.y - 1, 0, -1] # user moves down
elsif inputs.keyboard.key_down.left # if "left" key is pressed
[state.x - 1, state.y, -1, 0] # user moves left
elsif inputs.keyboard.key_down.right # if "right" key is pressed
[state.x + 1, state.y, 1, 0] # user moves right
else
nil # otherwise, empty
end
end
# Goes through the canvas collection to find if the mouse was clicked inside of the borders of an element.
def input_click_map
return unless inputs.mouse.click # return unless the mouse is clicked
canvas_entry = state.canvas.find do |c| # find element from canvas collection that meets requirements
inputs.mouse.click.inside_rect? c.border # find border that mouse was clicked inside of
end
puts canvas_entry # prints canvas_entry value
end
# Sets the definition of a label using the parameters.
def label text, x, y, color = nil
color ||= white # color is initialized to white
[x, y, text, 1, 1, *color] # sets label definition
end
def green
[60, 200, 100] # sets color saturation to shade of green
end
def blue
[50, 50, 210] # sets color saturation to shade of blue
end
def white
[255, 255, 255] # sets color saturation to white
end
def red
[230, 80, 80] # sets color saturation to shade of red
end
def orange
[255, 80, 60] # sets color saturation to shade of orange
end
def pink
[255, 0, 200] # sets color saturation to shade of pink
end
def gray
[75, 75, 75] # sets color saturation to shade of gray
end
# Recolors the border using the parameters.
def recolor_border border, r, g, b
border[4] = r
border[5] = g
border[6] = b
border
end
# Returns a boolean value.
def visible? cell
# finds cell's coordinates inside visible_cells collections to determine if cell is visible
state.visible_cells.find { |c| c.x == cell.x && c.y == cell.y}
end
# Exports dungeon by printing dungeon cell coordinates
def export_dungeon
state.dungeon.each do |d| # on each element of dungeon collection
puts "state.dungeon << [#{d.x}, #{d.y}]" # prints cell coordinates
end
end
def distance_to_cell cell
distance_to state.x, cell.x, state.y, cell.y # calls distance_to method
end
def distance_to from_x, x, from_y, y
(from_x - x).abs + (from_y - y).abs # finds distance between two cells using coordinates
end
end
$game = Game.new
def tick args
$game.args = args
$game.state = args.state
$game.inputs = args.inputs
$game.outputs = args.outputs
$game.grid = args.grid
$game.tick
end
Rpg Tactical - Hexagonal Grid - main.rb
# ./samples/99_genre_rpg_tactical/hexagonal_grid/app/main.rb
class HexagonTileGame
attr_gtk
def defaults
state.tile_scale = 1.3
state.tile_size = 80
state.tile_w = Math.sqrt(3) * state.tile_size.half
state.tile_h = state.tile_size * 3/4
state.tiles_x_count = 1280.idiv(state.tile_w) - 1
state.tiles_y_count = 720.idiv(state.tile_h) - 1
state.world_width_px = state.tiles_x_count * state.tile_w
state.world_height_px = state.tiles_y_count * state.tile_h
state.world_x_offset = (1280 - state.world_width_px).half
state.world_y_offset = (720 - state.world_height_px).half
state.tiles ||= state.tiles_x_count.map_with_ys(state.tiles_y_count) do |ordinal_x, ordinal_y|
{
ordinal_x: ordinal_x,
ordinal_y: ordinal_y,
offset_x: (ordinal_y.even?) ?
(state.world_x_offset + state.tile_w.half.half) :
(state.world_x_offset - state.tile_w.half.half),
offset_y: state.world_y_offset,
w: state.tile_w,
h: state.tile_h,
type: :blank,
path: "sprites/hexagon-gray.png",
a: 20
}.associate do |h|
h.merge(x: h[:offset_x] + h[:ordinal_x] * h[:w],
y: h[:offset_y] + h[:ordinal_y] * h[:h]).scale_rect(state.tile_scale)
end.associate do |h|
h.merge(center: {
x: h[:x] + h[:w].half,
y: h[:y] + h[:h].half
}, radius: [h[:w].half, h[:h].half].max)
end
end
end
def input
if inputs.click
tile = state.tiles.find { |t| inputs.click.point_inside_circle? t[:center], t[:radius] }
if tile
tile[:a] = 255
tile[:path] = "sprites/hexagon-black.png"
end
end
end
def tick
defaults
input
render
end
def render
outputs.sprites << state.tiles
end
end
$game = HexagonTileGame.new
def tick args
$game.args = args
$game.tick
end
$gtk.reset
Rpg Tactical - Isometric Grid - main.rb
# ./samples/99_genre_rpg_tactical/isometric_grid/app/main.rb
class Isometric
attr_accessor :grid, :inputs, :state, :outputs
def tick
defaults
render
calc
process_inputs
end
def defaults
state.quantity ||= 6 #Size of grid
state.tileSize ||= [262 / 2, 194 / 2] #width and heigth of orange tiles
state.tileGrid ||= [] #Holds ordering of tiles
state.currentSpriteLocation ||= -1 #Current Sprite hovering location
state.tileCords ||= [] #Physical, rendering cordinates
state.initCords ||= [640 - (state.quantity / 2 * state.tileSize[0]), 330] #Location of tile (0, 0)
state.sideSize ||= [state.tileSize[0] / 2, 242 / 2] #Purple & green cube face size
state.mode ||= :delete #Switches between :delete and :insert
state.spriteSelection ||= [['river', 0, 0, 262 / 2, 194 / 2],
['mountain', 0, 0, 262 / 2, 245 / 2],
['ocean', 0, 0, 262 / 2, 194 / 2]] #Storage for sprite information
#['name', deltaX, deltaY, sizeW, sizeH]
#^delta refers to distance from tile cords
#Orders tiles based on tile placement and fancy math. Very left: 0,0. Very bottom: quantity-1, 0, etc
if state.tileGrid == []
tempX = 0
tempY = 0
tempLeft = false
tempRight = false
count = 0
(state.quantity * state.quantity).times do
if tempY == 0
tempLeft = true
end
if tempX == (state.quantity - 1)
tempRight = true
end
state.tileGrid.push([tempX, tempY, true, tempLeft, tempRight, count])
#orderX, orderY, exists?, leftSide, rightSide, order
tempX += 1
if tempX == state.quantity
tempX = 0
tempY += 1
end
tempLeft = false
tempRight = false
count += 1
end
end
#Calculates physical cordinates for tiles
if state.tileCords == []
state.tileCords = state.tileGrid.map do
|val|
x = (state.initCords[0]) + ((val[0] + val[1]) * state.tileSize[0] / 2)
y = (state.initCords[1]) + (-1 * val[0] * state.tileSize[1] / 2) + (val[1] * state.tileSize[1] / 2)
[x, y, val[2], val[3], val[4], val[5], -1] #-1 represents sprite on top of tile. -1 for now
end
end
end
def render
renderBackground
renderLeft
renderRight
renderTiles
renderObjects
renderLabels
end
def renderBackground
outputs.solids << [0, 0, 1280, 720, 0, 0, 0] #Background color
end
def renderLeft
#Shows the pink left cube face
outputs.sprites << state.tileCords.map do
|val|
if val[2] == true && val[3] == true #Checks if the tile exists and right face needs to be rendered
[val[0], val[1] + (state.tileSize[1] / 2) - state.sideSize[1], state.sideSize[0],
state.sideSize[1], 'sprites/leftSide.png']
end
end
end
def renderRight
#Shows the green right cube face
outputs.sprites << state.tileCords.map do
|val|
if val[2] == true && val[4] == true #Checks if it exists & checks if right face needs to be rendered
[val[0] + state.tileSize[0] / 2, val[1] + (state.tileSize[1] / 2) - state.sideSize[1], state.sideSize[0],
state.sideSize[1], 'sprites/rightSide.png']
end
end
end
def renderTiles
#Shows the tile itself. Important that it's rendered after the two above!
outputs.sprites << state.tileCords.map do
|val|
if val[2] == true #Chcekcs if tile needs to be rendered
if val[5] == state.currentSpriteLocation
[val[0], val[1], state.tileSize[0], state.tileSize[1], 'sprites/selectedTile.png']
else
[val[0], val[1], state.tileSize[0], state.tileSize[1], 'sprites/tile.png']
end
end
end
end
def renderObjects
#Renders the sprites on top of the tiles. Order of rendering: top corner to right corner and cascade down until left corner
#to bottom corner.
a = (state.quantity * state.quantity) - state.quantity
iter = 0
loop do
if state.tileCords[a][2] == true && state.tileCords[a][6] != -1
outputs.sprites << [state.tileCords[a][0] + state.spriteSelection[state.tileCords[a][6]][1],
state.tileCords[a][1] + state.spriteSelection[state.tileCords[a][6]][2],
state.spriteSelection[state.tileCords[a][6]][3], state.spriteSelection[state.tileCords[a][6]][4],
'sprites/' + state.spriteSelection[state.tileCords[a][6]][0] + '.png']
end
iter += 1
a += 1
a -= state.quantity * 2 if iter == state.quantity
iter = 0 if iter == state.quantity
break if a < 0
end
end
def renderLabels
#Labels
outputs.labels << [50, 680, 'Click to delete!', 5, 0, 255, 255, 255, 255] if state.mode == :delete
outputs.labels << [50, 640, 'Press \'i\' for insert mode!', 5, 0, 255, 255, 255, 255] if state.mode == :delete
outputs.labels << [50, 680, 'Click to insert!', 5, 0, 255, 255, 255, 255] if state.mode == :insert
outputs.labels << [50, 640, 'Press \'d\' for delete mode!', 5, 0, 255, 255, 255, 255] if state.mode == :insert
end
def calc
calcCurrentHover
end
def calcCurrentHover
#This determines what tile the mouse is hovering (or last hovering) over
x = inputs.mouse.position.x
y = inputs.mouse.position.y
m = (state.tileSize[1] / state.tileSize[0]) #slope
state.tileCords.map do
|val|
#Conditions that makes runtime faster. Checks if the mouse click was between tile dimensions (rectangle collision)
next unless val[0] < x && x < val[0] + state.tileSize[0]
next unless val[1] < y && y < val[1] + state.tileSize[1]
next unless val[2] == true
tempBool = false
if x == val[0] + (state.tileSize[0] / 2)
#The height of a diamond is the height of the diamond, so if x equals that exact point, it must be inside the diamond
tempBool = true
elsif x < state.tileSize[0] / 2 + val[0]
#Uses y = (m) * (x - x1) + y1 to determine the y values for the two diamond lines on the left half of diamond
tempY1 = (m * (x - val[0])) + val[1] + (state.tileSize[1] / 2)
tempY2 = (-1 * m * (x - val[0])) + val[1] + (state.tileSize[1] / 2)
#Checks to see if the mouse click y value is between those temp y values
tempBool = true if y < tempY1 && y > tempY2
elsif x > state.tileSize[0] / 2 + val[0]
#Uses y = (m) * (x - x1) + y1 to determine the y values for the two diamond lines on the right half of diamond
tempY1 = (m * (x - val[0] - (state.tileSize[0] / 2))) + val[1]
tempY2 = (-1 * m * (x - val[0] - (state.tileSize[0] / 2))) + val[1] + state.tileSize[1]
#Checks to see if the mouse click y value is between those temp y values
tempBool = true if y > tempY1 && y < tempY2
end
if tempBool == true
state.currentSpriteLocation = val[5] #Current sprite location set to the order value
end
end
end
def process_inputs
#Makes development much faster and easier
if inputs.keyboard.key_up.r
$dragon.reset
end
checkTileSelected
switchModes
end
def checkTileSelected
if inputs.mouse.down
x = inputs.mouse.down.point.x
y = inputs.mouse.down.point.y
m = (state.tileSize[1] / state.tileSize[0]) #slope
state.tileCords.map do
|val|
#Conditions that makes runtime faster. Checks if the mouse click was between tile dimensions (rectangle collision)
next unless val[0] < x && x < val[0] + state.tileSize[0]
next unless val[1] < y && y < val[1] + state.tileSize[1]
next unless val[2] == true
tempBool = false
if x == val[0] + (state.tileSize[0] / 2)
#The height of a diamond is the height of the diamond, so if x equals that exact point, it must be inside the diamond
tempBool = true
elsif x < state.tileSize[0] / 2 + val[0]
#Uses y = (m) * (x - x1) + y1 to determine the y values for the two diamond lines on the left half of diamond
tempY1 = (m * (x - val[0])) + val[1] + (state.tileSize[1] / 2)
tempY2 = (-1 * m * (x - val[0])) + val[1] + (state.tileSize[1] / 2)
#Checks to see if the mouse click y value is between those temp y values
tempBool = true if y < tempY1 && y > tempY2
elsif x > state.tileSize[0] / 2 + val[0]
#Uses y = (m) * (x - x1) + y1 to determine the y values for the two diamond lines on the right half of diamond
tempY1 = (m * (x - val[0] - (state.tileSize[0] / 2))) + val[1]
tempY2 = (-1 * m * (x - val[0] - (state.tileSize[0] / 2))) + val[1] + state.tileSize[1]
#Checks to see if the mouse click y value is between those temp y values
tempBool = true if y > tempY1 && y < tempY2
end
if tempBool == true
if state.mode == :delete
val[2] = false
state.tileGrid[val[5]][2] = false #Unnecessary because never used again but eh, I like consistency
state.tileCords[val[5]][2] = false #Ensures that the tile isn't rendered
unless state.tileGrid[val[5]][0] == 0 #If tile is the left most tile in the row, right doesn't get rendered
state.tileGrid[val[5] - 1][4] = true #Why the order value is amazing
state.tileCords[val[5] - 1][4] = true
end
unless state.tileGrid[val[5]][1] == state.quantity - 1 #Same but left side
state.tileGrid[val[5] + state.quantity][3] = true
state.tileCords[val[5] + state.quantity][3] = true
end
elsif state.mode == :insert
#adds the current sprite value selected to tileCords. (changes from the -1 earlier)
val[6] = rand(state.spriteSelection.length)
end
end
end
end
end
def switchModes
#Switches between insert and delete modes
if inputs.keyboard.key_up.i && state.mode == :delete
state.mode = :insert
inputs.keyboard.clear
elsif inputs.keyboard.key_up.d && state.mode == :insert
state.mode = :delete
inputs.keyboard.clear
end
end
end
$isometric = Isometric.new
def tick args
$isometric.grid = args.grid
$isometric.inputs = args.inputs
$isometric.state = args.state
$isometric.outputs = args.outputs
$isometric.tick
end
Rpg Topdown - Topdown Casino - main.rb
# ./samples/99_genre_rpg_topdown/topdown_casino/app/main.rb
$gtk.reset
def coinflip
rand < 0.5
end
class Game
attr_accessor :args
def text_font
return nil #"rpg.ttf"
end
def text_color
[ 255, 255, 255, 255 ]
end
def set_gem_values
@args.state.gem0 = ((coinflip) ? 100 : 20)
@args.state.gem1 = ((coinflip) ? -10 : -50)
@args.state.gem2 = ((coinflip) ? -10 : -30)
if coinflip
tmp = @args.state.gem0
@args.state.gem0 = @args.state.gem1
@args.state.gem1 = tmp
end
if coinflip
tmp = @args.state.gem1
@args.state.gem1 = @args.state.gem2
@args.state.gem2 = tmp
end
if coinflip
tmp = @args.state.gem0
@args.state.gem0 = @args.state.gem2
@args.state.gem2 = tmp
end
end
def initialize args
@args = args
@args.state.animticks = 0
@args.state.score = 0
@args.state.gem_chosen = false
@args.state.round_finished = false
@args.state.gem0_x = 197
@args.state.gem0_y = 720-274
@args.state.gem1_x = 623
@args.state.gem1_y = 720-274
@args.state.gem2_x = 1049
@args.state.gem2_y = 720-274
@args.state.hero_sprite = "sprites/herodown100.png"
@args.state.hero_x = 608
@args.state.hero_y = 720-656
set_gem_values
end
def render_gem_value x, y, gem
if @args.state.gem_chosen
@args.outputs.labels << [ x, y + 96, gem.to_s, 1, 1, *text_color, text_font ]
end
end
def render
gemsprite = ((@args.state.animticks % 400) < 200) ? 'sprites/gem200.png' : 'sprites/gem400.png'
@args.outputs.background_color = [ 0, 0, 0, 255 ]
@args.outputs.sprites << [608, 720-150, 64, 64, 'sprites/oldman.png']
@args.outputs.sprites << [300, 720-150, 64, 64, 'sprites/fire.png']
@args.outputs.sprites << [900, 720-150, 64, 64, 'sprites/fire.png']
@args.outputs.sprites << [@args.state.gem0_x, @args.state.gem0_y, 32, 64, gemsprite]
@args.outputs.sprites << [@args.state.gem1_x, @args.state.gem1_y, 32, 64, gemsprite]
@args.outputs.sprites << [@args.state.gem2_x, @args.state.gem2_y, 32, 64, gemsprite]
@args.outputs.sprites << [@args.state.hero_x, @args.state.hero_y, 64, 64, @args.state.hero_sprite]
@args.outputs.labels << [ 630, 720-30, "IT'S A SECRET TO EVERYONE.", 1, 1, *text_color, text_font ]
@args.outputs.labels << [ 50, 720-85, @args.state.score.to_s, 1, 1, *text_color, text_font ]
render_gem_value @args.state.gem0_x, @args.state.gem0_y, @args.state.gem0
render_gem_value @args.state.gem1_x, @args.state.gem1_y, @args.state.gem1
render_gem_value @args.state.gem2_x, @args.state.gem2_y, @args.state.gem2
end
def calc
@args.state.animticks += 16
return unless @args.state.gem_chosen
@args.state.round_finished_debounce ||= 60 * 3
@args.state.round_finished_debounce -= 1
return if @args.state.round_finished_debounce > 0
@args.state.gem_chosen = false
@args.state.hero.sprite[0] = 'sprites/herodown100.png'
@args.state.hero.sprite[1] = 608
@args.state.hero.sprite[2] = 656
@args.state.round_finished_debounce = nil
set_gem_values
end
def walk xdir, ydir, anim
@args.state.hero_sprite = "sprites/#{anim}#{(((@args.state.animticks % 200) < 100) ? '100' : '200')}.png"
@args.state.hero_x += 5 * xdir
@args.state.hero_y += 5 * ydir
end
def check_gem_touching gem_x, gem_y, gem
return if @args.state.gem_chosen
herorect = [ @args.state.hero_x, @args.state.hero_y, 64, 64 ]
return if !herorect.intersect_rect?([gem_x, gem_y, 32, 64])
@args.state.gem_chosen = true
@args.state.score += gem
@args.outputs.sounds << ((gem < 0) ? 'sounds/lose.wav' : 'sounds/win.wav')
end
def input
if @args.inputs.keyboard.key_held.left
walk(-1.0, 0.0, 'heroleft')
elsif @args.inputs.keyboard.key_held.right
walk(1.0, 0.0, 'heroright')
elsif @args.inputs.keyboard.key_held.up
walk(0.0, 1.0, 'heroup')
elsif @args.inputs.keyboard.key_held.down
walk(0.0, -1.0, 'herodown')
end
check_gem_touching(@args.state.gem0_x, @args.state.gem0_y, @args.state.gem0)
check_gem_touching(@args.state.gem1_x, @args.state.gem1_y, @args.state.gem1)
check_gem_touching(@args.state.gem2_x, @args.state.gem2_y, @args.state.gem2)
end
def tick
input
calc
render
end
end
def tick args
args.state.game ||= Game.new args
args.state.game.args = args
args.state.game.tick
end
Rpg Topdown - Topdown Starting Point - main.rb
# ./samples/99_genre_rpg_topdown/topdown_starting_point/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- reverse: Returns a new string with the characters from original string in reverse order.
For example, the command
"dragonruby".reverse
would return the string
"yburnogard".
Reverse is not only limited to strings, but can be applied to arrays and other collections.
Reminders:
- ARRAY#intersect_rect?: Returns true or false depending on if two rectangles intersect.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
=end
# This code shows a maze and uses input from the keyboard to move the user around the screen.
# The objective is to reach the goal.
# Sets values of tile size and player's movement speed
# Also creates tile or box for player and generates map
def tick args
args.state.tile_size = 80
args.state.player_speed = 4
args.state.player ||= tile(args, 7, 3, 0, 128, 180)
generate_map args
# Adds walls, goal, and player to args.outputs.solids so they appear on screen
args.outputs.solids << args.state.walls
args.outputs.solids << args.state.goal
args.outputs.solids << args.state.player
# If player's box intersects with goal, a label is output onto the screen
if args.state.player.intersect_rect? args.state.goal
args.outputs.labels << [30, 720 - 30, "You're a wizard Harry!!"] # 30 pixels lower than top of screen
end
move_player args, -1, 0 if args.inputs.keyboard.left # x position decreases by 1 if left key is pressed
move_player args, 1, 0 if args.inputs.keyboard.right # x position increases by 1 if right key is pressed
move_player args, 0, 1 if args.inputs.keyboard.up # y position increases by 1 if up is pressed
move_player args, 0, -1 if args.inputs.keyboard.down # y position decreases by 1 if down is pressed
end
# Sets position, size, and color of the tile
def tile args, x, y, *color
[x * args.state.tile_size, # sets definition for array using method parameters
y * args.state.tile_size, # multiplying by tile_size sets x and y to correct position using pixel values
args.state.tile_size,
args.state.tile_size,
*color]
end
# Creates map by adding tiles to the wall, as well as a goal (that the player needs to reach)
def generate_map args
return if args.state.area
# Creates the area of the map. There are 9 rows running horizontally across the screen
# and 16 columns running vertically on the screen. Any spot with a "1" is not
# open for the player to move into (and is green), and any spot with a "0" is available
# for the player to move in.
args.state.area = [
[1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1,],
[1, 1, 1, 2, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1,], # the "2" represents the goal
[1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1,],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ],
].reverse # reverses the order of the area collection
# By reversing the order, the way that the area appears above is how it appears
# on the screen in the game. If we did not reverse, the map would appear inverted.
#The wall starts off with no tiles.
args.state.walls = []
# If v is 1, a green tile is added to args.state.walls.
# If v is 2, a black tile is created as the goal.
args.state.area.map_2d do |y, x, v|
if v == 1
args.state.walls << tile(args, x, y, 0, 255, 0) # green tile
elsif v == 2 # notice there is only one "2" above because there is only one single goal
args.state.goal = tile(args, x, y, 0, 0, 0) # black tile
end
end
end
# Allows the player to move their box around the screen
def move_player args, *vector
box = args.state.player.shift_rect(vector) # box is able to move at an angle
# If the player's box hits a wall, it is not able to move further in that direction
return if args.state.walls
.any_intersect_rect?(box)
# Player's box is able to move at angles (not just the four general directions) fast
args.state.player =
args.state.player
.shift_rect(vector.x * args.state.player_speed, # if we don't multiply by speed, then
vector.y * args.state.player_speed) # the box will move extremely slow
end
Teenytiny - Teenytiny Starting Point - main.rb
# ./samples/99_genre_teenytiny/teenytiny_starting_point/app/main.rb
# full documenation is at http://docs.dragonruby.org
# be sure to come to the discord if you hit any snags: http://discord.dragonruby.org
def tick args
# ====================================================
# initialize default variables
# ====================================================
# ruby has an operator called ||= which means "only initialize this if it's nil"
args.state.count_down ||= 20 * 60 # set the count down to 20 seconds
# set the initial position of the target
args.state.target ||= { x: args.grid.w.half,
y: args.grid.h.half,
w: 20,
h: 20 }
# set the initial position of the player
args.state.player ||= { x: 50,
y: 50,
w: 20,
h: 20 }
# set the player movement speed
args.state.player_speed ||= 5
# set the score
args.state.score ||= 0
args.state.teleports ||= 3
# set the instructions
args.state.instructions ||= "Get to the red goal! Use arrow keys to move. Spacebar to teleport (use them carefully)!"
# ====================================================
# render the game
# ====================================================
args.outputs.labels << { x: args.grid.w.half, y: args.grid.h - 10,
text: args.state.instructions,
alignment_enum: 1 }
# check if it's game over. if so, then render game over
# otherwise render the current time left
if game_over? args
args.outputs.labels << { x: args.grid.w.half,
y: args.grid.h - 40,
text: "game over! (press r to start over)",
alignment_enum: 1 }
else
args.outputs.labels << { x: args.grid.w.half,
y: args.grid.h - 40,
text: "time left: #{(args.state.count_down.idiv 60) + 1}",
alignment_enum: 1 }
end
# render the score
args.outputs.labels << { x: args.grid.w.half,
y: args.grid.h - 70,
text: "score: #{args.state.score}",
alignment_enum: 1 }
# render the player with teleport count
args.outputs.sprites << { x: args.state.player.x,
y: args.state.player.y,
w: args.state.player.w,
h: args.state.player.h,
path: 'sprites/square-green.png' }
args.outputs.labels << { x: args.state.player.x + 10,
y: args.state.player.y + 40,
text: "teleports: #{args.state.teleports}",
alignment_enum: 1, size_enum: -2 }
# render the target
args.outputs.sprites << { x: args.state.target.x,
y: args.state.target.y,
w: args.state.target.w,
h: args.state.target.h,
path: 'sprites/square-red.png' }
# ====================================================
# run simulation
# ====================================================
# count down calculation
args.state.count_down -= 1
args.state.count_down = -1 if args.state.count_down < -1
# ====================================================
# process player input
# ====================================================
# if it isn't game over let them move
if !game_over? args
dir_y = 0
dir_x = 0
# determine the change horizontally
if args.inputs.keyboard.up
dir_y += args.state.player_speed
elsif args.inputs.keyboard.down
dir_y -= args.state.player_speed
end
# determine the change vertically
if args.inputs.keyboard.left
dir_x -= args.state.player_speed
elsif args.inputs.keyboard.right
dir_x += args.state.player_speed
end
# determine if teleport can be used
if args.inputs.keyboard.key_down.space && args.state.teleports > 0
args.state.teleports -= 1
dir_x *= 20
dir_y *= 20
end
# apply change to player
args.state.player.x += dir_x
args.state.player.y += dir_y
else
# if r is pressed, reset the game
if args.inputs.keyboard.key_down.r
$gtk.reset
return
end
end
# ====================================================
# determine score
# ====================================================
# calculate new score if the player is at goal
if !game_over? args
# if the player is at the goal, then move the goal
if args.state.player.intersect_rect? args.state.target
# increment the goal
args.state.score += 1
# move the goal to a random location
args.state.target = { x: (rand args.grid.w), y: (rand args.grid.h), w: 20, h: 20 }
# make sure the goal is inside the view area
if args.state.target.x < 0
args.state.target.x += 20
elsif args.state.target.x > 1280
args.state.target.x -= 20
end
# make sure the goal is inside the view area
if args.state.target.y < 0
args.state.target.y += 20
elsif args.state.target.y > 720
args.state.target.y -= 20
end
end
end
end
def game_over? args
args.state.count_down < 0
end
$gtk.reset
Teenytiny - Teenytiny Starting Point - license.txt
# ./samples/99_genre_teenytiny/teenytiny_starting_point/license.txt
Copyright 2019 DragonRuby LLC
MIT License
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
OSS
Follows is a source code listing for all files that have been open sourced. This code can be found online at https://github.com/DragonRuby/dragonruby-game-toolkit-contrib/.
args.rb
# ./dragon/args.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# args.rb has been released under MIT (*only this file*).
module GTK
# This class is the one you'll interact with the most. It's
# constructed by the DragonRuby Runtime and is provided to you on
# each tick.
class Args
include ArgsDeprecated
include Serialize
attr_accessor :cvars
attr_accessor :inputs
attr_accessor :outputs
attr_accessor :audio
attr_accessor :grid
attr_accessor :recording
attr_accessor :geometry
attr_accessor :fn
attr_accessor :state
attr_accessor :temp_state
attr_accessor :runtime
alias_method :gtk, :runtime
attr_accessor :passes
attr_accessor :wizards
attr_accessor :layout
attr_accessor :easing
attr_accessor :string
def initialize runtime, recording
@inputs = Inputs.new
@outputs = Outputs.new args: self
@cvars = {}
@audio = {}
@passes = []
@state = OpenEntity.new
@temp_state = OpenEntity.new
@state.tick_count = -1
@runtime = runtime
@recording = recording
@grid = Grid.new runtime
@render_targets = {}
@pixel_arrays = {}
@all_tests = []
@geometry = GTK::Geometry
@fn = GTK::Fn
@wizards = Wizards.new
@layout = GTK::Layout.new @grid.w, @grid.h
@easing = GTK::Easing
@string = String
end
# The number of ticks since the start of the game.
#
# @return [Integer]
def tick_count
@state.tick_count
end
def tick_count= value
@state.tick_count = value
end
def serialize
{
state: state.as_hash,
temp_state: temp_state.as_hash,
inputs: inputs.serialize,
passes: passes.serialize,
outputs: outputs.serialize,
grid: grid.serialize
}
end
def destructure
[grid, inputs, state, outputs, runtime, passes]
end
def clear_pixel_arrays
pixel_arrays_clear
end
def pixel_arrays_clear
@pixel_arrays = {}
end
def pixel_arrays
@pixel_arrays
end
def pixel_array name
name = name.to_s
if !@pixel_arrays[name]
@pixel_arrays[name] = PixelArray.new
end
@pixel_arrays[name]
end
def clear_render_targets
render_targets_clear
end
def render_targets_clear
@render_targets = {}
end
def render_targets
@render_targets
end
def render_target name
name = name.to_s
if !@render_targets[name]
@render_targets[name] = Outputs.new(args: self, target: name, background_color_override: [255, 255, 255, 0])
@passes << @render_targets[name]
end
@render_targets[name]
end
def solids
@outputs.solids
end
def static_solids
@outputs.static_solids
end
def sprites
@outputs.sprites
end
def static_sprites
@outputs.static_sprites
end
def labels
@outputs.labels
end
def static_labels
@outputs.static_labels
end
def lines
@outputs.lines
end
def static_lines
@outputs.static_lines
end
def borders
@outputs.borders
end
def static_borders
@outputs.static_borders
end
def primitives
@outputs.primitives
end
def static_primitives
@outputs.static_primitives
end
def keyboard
@inputs.keyboard
end
def click
return nil unless @inputs.mouse.click
@inputs.mouse.click.point
end
def click_at
return nil unless @inputs.mouse.click
@inputs.mouse.click.created_at
end
def mouse
@inputs.mouse
end
# @see Inputs#controller_one
# @return (see Inputs#controller_one)
def controller_one
@inputs.controller_one
end
# @see Inputs#controller_two
# @return (see Inputs#controller_two)
def controller_two
@inputs.controller_two
end
def autocomplete_methods
[:inputs, :outputs, :gtk, :state, :geometry, :audio, :grid, :layout, :fn]
end
def method_missing name, *args, &block
if (args.length <= 1) && (@state.as_hash.key? name)
raise <<-S
* ERROR - :#{name} method missing on ~#{self.class.name}~.
The method
:#{name}
with args
#{args}
doesn't exist on #{inspect}.
** POSSIBLE SOLUTION - ~args.state.#{name}~ exists.
Did you forget ~.state~ before ~.#{name}~?
S
end
super
end
end
end
assert.rb
# ./dragon/assert.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# assert.rb has been released under MIT (*only this file*).
module GTK
=begin
This is a tiny assertion api for the unit testing portion of Game Toolkit.
@example
1. Create a file called tests.rb under mygame.
2. Any method that begins with the word test_ will be considered a test.
def test_this_works args, assert
assert.equal! 1, 1
end
3. To run a test, save the file while the game is running.
@example
To add an assertion open up this class and write:
class Assert
def custom_assertion actual, expected, message = nil
# this tells Game Toolkit that an assertion was performed (so that the test isn't marked inconclusive).
@assertion_performed = true
# perform your custom logic here and raise an exception to denote a failure.
raise "Some Error. #{message}."
end
end
=end
class Assert
attr :assertion_performed
=begin
Use this if you are throwing your own exceptions and you want to mark the tests as ran (so that it wont be marked as inconclusive).
=end
def ok!
@assertion_performed = true
end
=begin
Assert if a value is a truthy value. All assert methods take an optional final parameter that is the message to display to the user.
@example
def test_does_this_work args, assert
some_result = Person.new
assert.true! some_result
# OR
assert.true! some_result, "Person was not created."
end
=end
def true! value, message = nil
@assertion_performed = true
if !value
message = "#{value} was not truthy.\n#{message}"
raise "#{message}"
end
nil
end
=begin
Assert if a value is a falsey value.
@example
def test_does_this_work args, assert
some_result = nil
assert.false! some_result
end
=end
def false! value, message = nil
@assertion_performed = true
if value
message = "#{value} was not falsey.\n#{message}"
raise message
end
nil
end
=begin
Assert if two values are equal.
@example
def test_does_this_work args, assert
a = 1
b = 1
assert.equal! a, b
end
=end
def equal! actual, expected, message = nil
@assertion_performed = true
if actual != expected
actual_string = "#{actual}#{actual.nil? ? " (nil) " : " " }".strip
message = "actual:\n#{actual_string}\n\ndid not equal\n\nexpected:\n#{expected}\n#{message}"
raise message
end
nil
end
def not_equal! actual, expected, message = nil
@assertion_performed = true
if actual == expected
actual_string = "#{actual}#{actual.nil? ? " (nil) " : " " }".strip
message = "actual:\n#{actual_string}\n\nequaled\n\nexpected:\n#{expected}\n#{message}"
raise message
end
nil
end
=begin
Assert if a value is explicitly nil (not false).
@example
def test_does_this_work args, assert
a = nil
b = false
assert.nil! a # this will pass
assert.nil! b # this will throw an exception.
end
=end
def nil! value, message = nil
@assertion_performed = true
if !value.nil?
message = "#{value} was supposed to be nil, but wasn't.\n#{message}"
raise message
end
nil
end
end
end
attr_gtk.rb
# ./dragon/attr_gtk.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# attr_gtk.rb has been released under MIT (*only this file*).
# @private
module AttrGTK
attr_accessor :args
def keyboard
args.inputs.keyboard
end
def grid
args.grid
end
def state
args.state
end
def temp_state
args.temp_state
end
def inputs
args.inputs
end
def outputs
args.outputs
end
def gtk
args.gtk
end
def passes
args.passes
end
def pixel_arrays
args.pixel_arrays
end
def geometry
args.geometry
end
def layout
args.layout
end
def new_entity entity_type, init_hash = nil, &block
args.state.new_entity entity_type, init_hash, &block
end
def new_entity_strict entity_type, init_hash = nil, &block
args.state.new_entity_strict entity_type, init_hash, &block
end
end
attr_sprite.rb
# ./dragon/attr_sprite.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# attr_sprite.rb has been released under MIT (*only this file*).
# @private
module AttrRect
include GTK::Geometry
def left
(@x || self.x)
end
def right
(@x || self.x) + (@w || self.w)
end
def bottom
(@y || self.y)
end
def top
(@y || self.y) + (@h || self.h)
end
def x1
(@x || self.x)
end
def y1
(@y || self.y)
end
end
module AttrSprite
include AttrRect
attr_accessor :x, :y, :w, :h, :path, :angle, :a, :r, :g, :b, :tile_x,
:tile_y, :tile_w, :tile_h, :flip_horizontally,
:flip_vertically, :angle_anchor_x, :angle_anchor_y, :id,
:source_x, :source_y, :source_w, :source_h, :blendmode_enum
def primitive_marker
:sprite
end
def sprite
self
end
def x1= value
@x = value
end
def y1= value
@y = value
end
end
console.rb
# ./dragon/console.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# console.rb has been released under MIT (*only this file*).
# Contributors outside of DragonRuby who also hold Copyright:
# - Kevin Fischer: https://github.com/kfischer-okarin
module GTK
class Console
include ConsoleDeprecated
attr_accessor :show_reason, :log, :logo,
:animation_duration,
:max_log_lines, :max_history, :log,
:last_command_errored, :last_command, :shown_at,
:archived_log, :last_log_lines, :last_log_lines_count,
:suppress_left_arrow_behavior, :command_set_at,
:toast_ids, :bottom,
:font_style, :menu,
:background_color, :spam_color, :text_color, :warn_color,
:error_color, :header_color, :code_color, :comment_color,
:debug_color, :unfiltered_color
def initialize
@font_style = FontStyle.new(font: 'font.ttf', size_enum: -1.5, line_height: 1.1)
@menu = Menu.new self
@disabled = false
@log_offset = 0
@visible = false
@toast_ids = []
@archived_log = []
@log = [ 'Console ready.' ]
@max_log_lines = 1000 # I guess...?
@max_history = 1000 # I guess...?
@log_invocation_count = 0
@command_history = []
@command_history_index = -1
@nonhistory_input = ''
@logo = 'console-logo.png'
@history_fname = 'logs/console_history.txt'
@background_color = Color.new [0, 0, 0, 224]
@header_color = Color.new [100, 200, 220]
@code_color = Color.new [210, 168, 255]
@comment_color = Color.new [0, 200, 100]
@animation_duration = 1.seconds
@shown_at = -1
# these are the colors for text at various log levels.
@spam_color = Color.new [160, 160, 160]
@debug_color = Color.new [0, 255, 0]
@text_color = Color.new [255, 255, 255]
@warn_color = Color.new [255, 255, 0]
@error_color = Color.new [200, 50, 50]
@unfiltered_color = Color.new [0, 255, 255]
load_history
end
def console_text_width
@console_text_width ||= ($gtk.logical_width - 20).idiv(font_style.letter_size.x)
end
def save_history
$gtk.ffi_file.write_root @history_fname, (@command_history.reverse.join "\n")
end
def load_history
@command_history.clear
str = $gtk.ffi_file.read @history_fname
return if str.nil? # no history to load.
str.chomp!("\n") # Don't let endlines at the end cause extra blank line.
str.chomp!("\r")
str.each_line { |s|
s.chomp!("\n")
s.chomp!("\r")
if s.length > 0
@command_history.unshift s
break if @command_history.length >= @max_history
end
}
@command_history.uniq!
end
def disable
@disabled = true
end
def enable
@disabled = false
end
def add_sprite obj
@log_invocation_count += 1
obj[:id] ||= "id_#{obj[:path]}_#{Time.now.to_i}".to_sym
if @last_line_log_index &&
@last_sprite_line.is_a?(Hash) &&
@last_sprite_line[:id] == obj[:id]
@log[@last_line_log_index] = obj
return
end
@log << obj
@last_line_log_index = @log.length - 1
@last_sprite_line = obj
nil
end
def add_primitive obj
if obj.is_a? Hash
add_sprite obj
else
add_text obj
end
nil
end
def add_text obj, loglevel=-1
# loglevel is one of the values of LogLevel in logging.h, or -1 to say "we don't care, colorize it with your special string parsing magic"
loglevel = -1 if loglevel < 0
loglevel = 5 if loglevel > 5 # 5 == unfiltered (it's 0x7FFFFFFE in C, clamp it down)
loglevel = 2 if (loglevel == -1) && obj.start_with?('!c!') # oh well
colorstr = (loglevel != -1) ? "!c!#{loglevel}" : nil
@last_log_lines_count ||= 1
@log_invocation_count += 1
str = obj.to_s
log_lines = []
str.each_line do |s|
if colorstr.nil?
s.wrapped_lines(self.console_text_width).each do |l|
log_lines << l
end
else
s.wrapped_lines(self.console_text_width).each do |l|
log_lines << "#{colorstr}#{l}"
end
end
end
if log_lines == @last_log_lines && log_lines.length != 0
@last_log_lines_count += 1
new_log_line_with_count = @last_log_lines.last + " (#{@last_log_lines_count})"
if log_lines.length > 1
@log = @log[0..-(@log.length - log_lines.length)] + log_lines[0..-2] + [new_log_line_with_count]
else
@log = @log[0..-2] + [new_log_line_with_count]
end
return
end
log_lines.each do |l|
@log.shift if @log.length > @max_log_lines
@log << l
end
@last_log_lines_count = 1
@last_log_lines = log_lines
nil
end
def ready?
visible? && @toggled_at.elapsed?(@animation_duration, Kernel.global_tick_count)
end
def hidden?
!@visible
end
def visible?
@visible
end
def open reason = nil
show reason
end
def show reason = nil
@shown_at = Kernel.global_tick_count
@show_reason = reason
toggle if hidden?
end
# @gtk
def hide
if visible?
toggle
@archived_log += @log
if @archived_log.length > @max_log_lines
@archived_log = @archived_log.drop(@archived_log.length - @max_log_lines)
end
@log.clear
@show_reason = nil
clear_toast
end
end
def close
hide
end
def clear_toast
@toasted_at = nil
@toast_duration = 0
end
def toggle
@visible = !@visible
@toggled_at = Kernel.global_tick_count
end
def currently_toasting?
return false if hidden?
return false unless @show_reason == :toast
return false unless @toasted_at
return false if @toasted_at.elapsed?(5.seconds, Kernel.global_tick_count)
return true
end
def toast_extended id = nil, duration = nil, *messages
if !id.is_a?(Symbol)
raise <<-S
* ERROR:
args.gtk.console.toast has the following signature:
def toast id, *messages
end
The id property uniquely defines the message and must be
a symbol.
After that, you can provide all the objects you want to
look at.
Example:
args.gtk.console.toast :say_hello,
\"Hello world.\",
args.state.tick_count
Toast messages autohide after 5 seconds.
If you need to look at something for longer, use
args.gtk.console.perma_toast instead (which you can manually dismiss).
S
end
return if currently_toasting?
return if @toast_ids.include? id
@toasted_at = Kernel.global_tick_count
log_once_info :perma_toast_tip, "Use console.perma_toast to show the toast for longer."
dwim_duration = 5.seconds
add_text "* toast :#{id}"
puts "* TOAST: :#{id}"
messages.each do |message|
lines = message.to_s.wrapped_lines(self.console_text_width)
dwim_duration += lines.length.seconds
add_text "** #{message}"
puts "** #{message}"
end
show :toast
@toast_duration += duration || dwim_duration
@toast_ids << id
set_command "$gtk.console.hide"
end
def perma_toast id = nil, messages
toast_extended id, 600.seconds, *messages
end
def toast id = nil, *messages
toast_extended id, nil, *messages
end
def console_toggle_keys
[
:backtick!,
:tilde!,
:superscript_two!,
:section_sign!,
:ordinal_indicator!,
:circumflex!,
]
end
def console_toggle_key_down? args
args.inputs.keyboard.key_down.any? console_toggle_keys
end
def try_search_docs exception
string_e = "#{exception}"
@last_command_errored = true
if (string_e.include? "wrong number of arguments")
method_name = ((string_e.split ":")[0].gsub "'", "")
if !(method_name.include? " ")
results = (Kernel.__docs_search_results__ method_name)
if !results.include? "* DOCS: No results found."
puts (results.join "\n")
puts <<-S
* INFO: #{results.length} matches(s) found in DOCS for ~#{method_name}~ (see above).
You can search the documentation yourself using the following command in the Console:
#+begin_src ruby
docs_search \"#{method_name}\"
#+end_src
S
log_once_info :exported_search_results, "The search results above has been seen in logs/puts.txt and docs/search_results.txt."
end
end
end
rescue Exception => se
puts <<-S
* FATAL: ~GTK::Console#try_search_docs~
There was an exception searching for docs (~GTK::Console#try_search_docs~). You might want to let DragonRuby know about this.
** INNER EXCEPTION
#{se}
S
end
def eval_the_set_command
cmd = current_input_str.strip
if cmd.length != 0
@log_offset = 0
prompt.clear
@command_history.pop while @command_history.length >= @max_history
@command_history.unshift cmd
@command_history_index = -1
@nonhistory_input = ''
if cmd == 'quit' || cmd == ':wq' || cmd == ':q!' || cmd == ':q' || cmd == ':wqa'
$gtk.request_quit
elsif cmd.start_with? ':'
send ((cmd.gsub '-', '_').gsub ':', '')
else
puts "-> #{cmd}"
begin
@last_command = cmd
Kernel.eval("$results = (#{cmd})")
if $results.nil?
puts "=> nil"
elsif $results == :console_silent_eval
# do nothing since the console is silent
else
puts "=> #{$results}"
end
@last_command_errored = false
rescue Exception => e
try_search_docs e
# if an exception is thrown and the bactrace includes something helpful, then show it
if (e.backtrace || []).first && (e.backtrace.first.include? "(eval)")
puts "* EXCEPTION: #{e}"
else
puts "* EXCEPTION: #{e}\n#{e.__backtrace_to_org__}"
end
end
end
end
end
def inputs_scroll_up_full? args
return false if @disabled
args.inputs.keyboard.key_down.pageup ||
(args.inputs.keyboard.key_up.b && args.inputs.keyboard.key_up.control)
end
def scroll_to_bottom
@log_offset = 0
end
def scroll_up_full
@log_offset += lines_on_one_page
@log_offset = @log.size if @log_offset > @log.size
end
def inputs_scroll_up_half? args
return false if @disabled
args.inputs.keyboard.ctrl_u
end
def scroll_up_half
@log_offset += lines_on_one_page.idiv(2)
@log_offset = @log.size if @log_offset > @log.size
end
def inputs_scroll_down_full? args
return false if @disabled
args.inputs.keyboard.key_down.pagedown ||
(args.inputs.keyboard.key_up.f && args.inputs.keyboard.key_up.control)
end
def scroll_down_full
@log_offset -= lines_on_one_page
@log_offset = 0 if @log_offset < 0
end
def inputs_scroll_down_half? args
return false if @disabled
args.inputs.keyboard.ctrl_d
end
def inputs_clear_command? args
return false if @disabled
args.inputs.keyboard.escape || args.inputs.keyboard.ctrl_g
end
def scroll_down_half
@log_offset -= lines_on_one_page.idiv(2)
@log_offset = 0 if @log_offset < 0
end
def mouse_wheel_scroll args
@inertia ||= 0
if args.inputs.mouse.wheel
if args.inputs.mouse.wheel.y > 0
@inertia = 1
elsif args.inputs.mouse.wheel.y < 0
@inertia = -1
end
end
if args.inputs.mouse.click
@inertia = 0
end
return if @inertia == 0
@inertia = (@inertia * 0.7)
if @inertia > 0
@log_offset += 1
elsif @inertia < 0
@log_offset -= 1
end
if @inertia.abs < 0.01
@inertia = 0
end
if @log_offset > @log.size
@log_offset = @log.size
elsif @log_offset < 0
@log_offset = 0
end
end
def process_inputs args
if console_toggle_key_down? args
args.inputs.text.clear
toggle
args.inputs.keyboard.clear if !@visible
end
return unless visible?
args.inputs.text.each { |str| prompt << str }
args.inputs.text.clear
mouse_wheel_scroll args
@log_offset = 0 if @log_offset < 0
if args.inputs.keyboard.key_down.enter
if slide_progress > 0.5
# in the event of an exception, the console window pops up
# and is pre-filled with $gtk.reset.
# there is an annoying scenario where the exception could be thrown
# by pressing enter (while playing the game). if you press enter again
# quickly, then the game is reset which closes the console.
# so enter in the console is only evaluated if the slide_progress
# is atleast half way down the page.
eval_the_set_command
end
elsif args.inputs.keyboard.key_down.v
if args.inputs.keyboard.key_down.control || args.inputs.keyboard.key_down.meta
prompt << $gtk.ffi_misc.getclipboard
end
elsif args.inputs.keyboard.key_down.home
prompt.move_cursor_home
elsif args.inputs.keyboard.key_down.end
prompt.move_cursor_end
elsif args.inputs.keyboard.key_down.up
if @command_history_index == -1
@nonhistory_input = current_input_str
end
if @command_history_index < (@command_history.length - 1)
@command_history_index += 1
self.current_input_str = @command_history[@command_history_index].dup
end
elsif args.inputs.keyboard.key_down.down
if @command_history_index == 0
@command_history_index = -1
self.current_input_str = @nonhistory_input
@nonhistory_input = ''
elsif @command_history_index > 0
@command_history_index -= 1
self.current_input_str = @command_history[@command_history_index].dup
end
elsif args.inputs.keyboard.key_down.left
if args.inputs.keyboard.key_down.control
prompt.move_cursor_left_word
else
prompt.move_cursor_left
end
elsif args.inputs.keyboard.key_down.right
if args.inputs.keyboard.key_down.control
prompt.move_cursor_right_word
else
prompt.move_cursor_right
end
elsif inputs_scroll_up_full? args
scroll_up_full
elsif inputs_scroll_down_full? args
scroll_down_full
elsif inputs_scroll_up_half? args
scroll_up_half
elsif inputs_scroll_down_half? args
scroll_down_half
elsif inputs_clear_command? args
prompt.clear
@command_history_index = -1
@nonhistory_input = ''
elsif args.inputs.keyboard.key_down.backspace
prompt.backspace
elsif args.inputs.keyboard.key_down.delete
prompt.delete
elsif args.inputs.keyboard.key_down.tab
prompt.autocomplete
end
args.inputs.keyboard.key_down.clear
args.inputs.keyboard.key_up.clear
args.inputs.keyboard.key_held.clear
end
def write_primitive_and_return_offset(args, left, y, str, archived: false)
if str.is_a?(Hash)
padding = 10
args.outputs.reserved << [left + 10, y + 5, str[:w], str[:h], str[:path]].sprite
return str[:h] + padding
else
write_line args, left, y, str, archived: archived
return line_height_px
end
end
def write_line(args, left, y, str, archived: false)
color = color_for_log_entry(str)
color = color.mult_alpha(0.5) if archived
str = str[4..-1] if str.start_with?('!c!') # chop off loglevel color
args.outputs.reserved << font_style.label(x: left.shift_right(10), y: y, text: str, color: color)
end
def should_tick?
return false if !@toggled_at
return false if slide_progress == 0
return false if @disabled
return visible?
end
def render args
return if !@toggled_at
return if slide_progress == 0
@bottom = top - (h * slide_progress)
args.outputs.reserved << [left, @bottom, w, h, *@background_color.mult_alpha(slide_progress)].solid
args.outputs.reserved << [right.shift_left(110), @bottom.shift_up(630), 100, 100, @logo, 0, (80.0 * slide_progress).to_i].sprite
y = @bottom + 2 # just give us a little padding at the bottom.
prompt.render args, x: left.shift_right(10), y: y
y += line_height_px * 1.5
args.outputs.reserved << line(y: y, color: @text_color.mult_alpha(slide_progress))
y += line_height_px.to_f / 2.0
((@log.size - @log_offset) - 1).downto(0) do |idx|
offset_after_write = write_primitive_and_return_offset args, left, y, @log[idx]
y += offset_after_write
break if y > top
end
# past log separator
args.outputs.reserved << line(y: y + line_height_px.half, color: @text_color.mult_alpha(0.25 * slide_progress))
y += line_height_px
((@archived_log.size - @log_offset) - 1).downto(0) do |idx|
offset_after_write = write_primitive_and_return_offset args, left, y, @archived_log[idx], archived: true
y += offset_after_write
break if y > top
end
render_log_offset args
args.outputs.reserved << { x: 10.from_right, y: @bottom + 10,
text: "Press CTRL+g or ESCAPE to clear the prompt.",
vertical_alignment_enum: 0,
alignment_enum: 2, r: 80, g: 80, b: 80 }.label!
end
def render_log_offset args
return if @log_offset <= 0
args.outputs.reserved << font_style.label(
x: right.shift_left(5),
y: top.shift_down(5 + line_height_px),
text: "[#{@log_offset}/#{@log.size}]",
color: @text_color,
alignment_enum: 2
)
end
def include_error_marker? text
include_any_words?(text.gsub('OutputsDeprecated', ''), error_markers)
end
def error_markers
["exception:", "error:", "undefined method", "failed", "syntax", "deprecated"]
end
def include_subdued_markers? text
(text.start_with? "* INFO: ") && (include_any_words? text, subdued_markers)
end
def include_any_words? text, words
words.any? { |w| text.downcase.include?(w) && !text.downcase.include?(":#{w}") }
end
def subdued_markers
["reloaded", "exported the", "~require~"]
end
def calc args
if visible? &&
@show_reason == :toast &&
@toasted_at &&
@toasted_at.elapsed?(@toast_duration, Kernel.global_tick_count)
hide
end
if !$gtk.paused? && visible? && (show_reason == :exception || show_reason == :exception_on_load)
hide
end
if $gtk.files_reloaded.length > 0
clear_toast
@toast_ids.clear
end
end
def tick args
begin
return if @disabled
render args
process_inputs args
return unless should_tick?
calc args
prompt.tick
menu.tick args
rescue Exception => e
begin
puts "#{e}"
puts "* FATAL: The GTK::Console console threw an unhandled exception and has been reset. You should report this exception (along with reproduction steps) to DragonRuby."
rescue
end
@disabled = true
$stdout.puts e
$stdout.puts "* FATAL: The GTK::Console console threw an unhandled exception and has been reset. You should report this exception (along with reproduction steps) to DragonRuby."
end
end
def set_command_with_history_silent command, histories, show_reason = nil
set_command_extended command: command, histories: histories, show_reason: show_reason
end
def defaults_set_command_extended
{
command: "puts 'Hello World'",
histories: [],
show_reason: nil,
force: false
}
end
def set_command_extended opts
opts = defaults_set_command_extended.merge opts
@command_history.concat opts[:histories]
@command_history << opts[:command] if @command_history[-1] != opts[:command]
self.current_input_str = opts[:command] if @command_set_at != Kernel.global_tick_count || opts[:force]
@command_set_at = Kernel.global_tick_count
@command_history_index = -1
save_history
end
def set_command_with_history command, histories, show_reason = nil
set_command_with_history_silent command, histories, show_reason
show show_reason
end
# @gtk
def set_command command, show_reason = nil
set_command_silent command, show_reason
show show_reason
end
def set_command_silent command, show_reason = nil
set_command_with_history_silent command, [], show_reason
end
def set_system_command command, show_reason = nil
if $gtk.platform == "Mac OS X"
set_command_silent "$gtk.system \"open #{command}\""
else
set_command_silent "$gtk.system \"start #{command}\""
end
end
def system_command
if $gtk.platform == "Mac OS X"
"open"
else
"start"
end
end
private
def w
$gtk.logical_width
end
def h
$gtk.logical_height
end
# methods top; left; right
# Forward to grid
%i[top left right].each do |method|
define_method method do
$gtk.args.grid.send(method)
end
end
def line_height_px
font_style.line_height_px
end
def lines_on_one_page
(h - 4).idiv(line_height_px)
end
def line(y:, color:)
[left, y, right, y, *color].line
end
def include_row_marker? log_entry
log_entry[0] == "|"
end
def include_header_marker? log_entry
return false if (log_entry.strip.include? ".rb")
(log_entry.start_with? "* ") ||
(log_entry.start_with? "** ") ||
(log_entry.start_with? "*** ") ||
(log_entry.start_with? "**** ")
end
def code? log_entry
(just_symbol? log_entry) || (codeblock_marker? log_entry)
end
def just_symbol? log_entry
scrubbed = log_entry.gsub("*", "").strip
(scrubbed.start_with? ":") && (!scrubbed.include? " ") && (!scrubbed.include? "=>")
end
def code_comment? log_entry
return true if log_entry.strip.start_with?("# ")
return false
end
def codeblock_marker? log_entry
return true if log_entry.strip.start_with?("#+begin_src")
return true if log_entry.strip.start_with?("#+end_src")
return false
end
def color_for_plain_text log_entry
log_entry = log_entry[4..-1] if log_entry.start_with? "!c!"
if code? log_entry
@code_color
elsif code_comment? log_entry
@comment_color
elsif include_row_marker? log_entry
@text_color
elsif include_error_marker? log_entry
@error_color
elsif include_subdued_markers? log_entry
@text_color.mult_alpha(0.5)
elsif include_header_marker? log_entry
@header_color
elsif log_entry.start_with?("====")
@header_color
else
@text_color
end
end
def color_for_log_entry(log_entry)
if log_entry.start_with?('!c!') # loglevel color specified.
return case log_entry[3..3].to_i
when 0 # spam
@spam_color
when 1 # debug
@debug_color
#when 2 # info (caught by the `else` block.)
# @text_color
when 3 # warn
@warn_color
when 4 # error
@error_color
when 5 # unfiltered
@unfiltered_color
else
color_for_plain_text log_entry
end
end
return color_for_plain_text log_entry
end
def prompt
@prompt ||= Prompt.new(font_style: font_style, text_color: @text_color, console_text_width: console_text_width)
end
def current_input_str
prompt.current_input_str
end
def current_input_str=(str)
prompt.current_input_str = str
end
def clear
@archived_log.clear
@log.clear
@prompt.clear
:console_silent_eval
end
def slide_progress
return 0 if !@toggled_at
if visible?
@slide_progress = @toggled_at.global_ease(@animation_duration, :flip, :quint, :flip)
else
@slide_progress = @toggled_at.global_ease(@animation_duration, :flip, :quint)
end
@slide_progress
end
end
end
console_color.rb
# ./dragon/console_color.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# console_color.rb has been released under MIT (*only this file*).
# Contributors outside of DragonRuby who also hold Copyright:
# - Kevin Fischer: https://github.com/kfischer-okarin
module GTK
class Console
class Color
def initialize(color)
@color = color
@color << 255 if @color.size == 3
end
def mult_alpha(alpha_modifier)
Color.new [@color[0], @color[1], @color[2], (@color[3].to_f * alpha_modifier).to_i]
end
# Support splat operator
def to_a
@color
end
def to_s
"GTK::Console::Color #{to_h}"
end
def to_h
{ r: @color[0], g: @color[1], b: @color[2], a: @color[3] }
end
end
end
end
console_font_style.rb
# ./dragon/console_font_style.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# console_font_style.rb has been released under MIT (*only this file*).
# Contributors outside of DragonRuby who also hold Copyright:
# - Kevin Fischer: https://github.com/kfischer-okarin
module GTK
class Console
class FontStyle
attr_reader :font, :size_enum, :line_height
def initialize(font:, size_enum:, line_height:)
@font = font
@size_enum = size_enum
@line_height = line_height
end
def letter_size
@letter_size ||= $gtk.calcstringbox 'W', size_enum, font
end
def line_height_px
@line_height_px ||= letter_size.y * line_height
end
def label(x:, y:, text:, color:, alignment_enum: 0)
{
x: x,
y: y.shift_up(line_height_px), # !!! FIXME: remove .shift_up(line_height_px) when we fix coordinate origin on labels.
text: text,
font: font,
size_enum: size_enum,
alignment_enum: alignment_enum,
**color.to_h,
}.label!
end
end
end
end
console_menu.rb
# ./dragon/console_menu.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# console_menu.rb has been released under MIT (*only this file*).
module GTK
class Console
class Menu
attr_accessor :buttons
def initialize console
@console = console
end
def record_clicked
$recording.start 100
end
def replay_clicked
$replay.start 'replay.txt'
end
def reset_clicked
$gtk.reset
end
def scroll_up_clicked
@console.scroll_up_half
end
def scroll_down_clicked
@console.scroll_down_half
end
def show_menu_clicked
@menu_shown = :visible
end
def close_clicked
@menu_shown = :hidden
@console.hide
end
def hide_menu_clicked
@menu_shown = :hidden
end
def framerate_diagnostics_clicked
@console.scroll_to_bottom
$gtk.framerate_diagnostics
end
def itch_wizard_clicked
@console.scroll_to_bottom
$wizards.itch.restart
end
def docs_clicked
@console.scroll_to_bottom
log Kernel.docs_classes
end
def scroll_end_clicked
@console.scroll_to_bottom
end
def custom_buttons
[]
end
def tick args
return unless @console.visible?
@menu_shown ||= :hidden
if $gtk.production
@buttons = [
(button id: :record, row: 0, col: 9, text: "record gameplay", method: :record_clicked),
(button id: :replay, row: 0, col: 10, text: "start replay", method: :replay_clicked),
*custom_buttons
]
elsif @menu_shown == :hidden
@buttons = [
(button id: :show_menu, row: 0, col: 10, text: "show menu", method: :show_menu_clicked),
]
else
@buttons = [
(button id: :scroll_up, row: 0, col: 6, text: "scroll up", method: :scroll_up_clicked),
(button id: :scroll_down, row: 0, col: 7, text: "scroll down", method: :scroll_down_clicked),
(button id: :scroll_down, row: 0, col: 8, text: "scroll end", method: :scroll_end_clicked),
(button id: :close, row: 0, col: 9, text: "close console", method: :close_clicked),
(button id: :hide, row: 0, col: 10, text: "hide menu", method: :hide_menu_clicked),
(button id: :record, row: 1, col: 7, text: "record gameplay", method: :record_clicked),
(button id: :replay, row: 1, col: 8, text: "start replay", method: :replay_clicked),
(button id: :record, row: 1, col: 9, text: "framerate diagnostics", method: :framerate_diagnostics_clicked),
(button id: :reset, row: 1, col: 10, text: "reset game", method: :reset_clicked),
(button id: :reset, row: 2, col: 10, text: "docs", method: :docs_clicked),
(button id: :reset, row: 2, col: 9, text: "itch wizard", method: :itch_wizard_clicked),
*custom_buttons
]
end
# render
args.outputs.reserved << @buttons.map { |b| b[:primitives] }
# inputs
if args.inputs.mouse.click
clicked = @buttons.find { |b| args.inputs.mouse.inside_rect? b[:rect] }
if clicked
args.inputs.mouse.click = nil
send clicked[:method]
end
end
end
def rect_for_layout row, col
col_width = 100
row_height = 50
col_margin = 5
row_margin = 5
x = (col_margin + (col * col_width) + (col * col_margin))
y = (row_margin + (row * row_height) + (row * row_margin) + row_height).from_top
{ x: x, y: y, w: col_width, h: row_height }
end
def button args
id, row, col, text, method = args[:id], args[:row], args[:col], args[:text], args[:method]
font_height = @console.font_style.line_height_px.half
{
id: id,
rect: (rect_for_layout row, col),
text: text,
method: method
}.let do |entity|
primitives = []
primitives << entity[:rect].solid!(a: 164)
primitives << entity[:rect].border!(r: 255, g: 255, b: 255)
primitives << text.wrapped_lines(5)
.map_with_index do |l, i|
[
entity[:rect][:x] + entity[:rect][:w].half,
entity[:rect][:y] + entity[:rect][:h].half + font_height - (i * (font_height + 2)),
l, -3, 1, 255, 255, 255
]
end.labels
entity.merge(primitives: primitives)
end
end
def serialize
{
not_supported: "#{self}"
}
end
end
end
end
console_prompt.rb
# ./dragon/console_prompt.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# console_prompt.rb has been released under MIT (*only this file*).
# Contributors outside of DragonRuby who also hold Copyright:
# - Kevin Fischer: https://github.com/kfischer-okarin
module GTK
class Console
class Prompt
# ? Can be changed, it was just taken from my editor settings :>
WORD_LIMITER_CHARS = "`~!@#$%^&*-=+()[]{}\|;:'\",.<>/?_ \t\n\0".chars
attr_accessor :current_input_str, :font_style, :console_text_width, :last_input_str, :last_input_str_changed
def initialize(font_style:, text_color:, console_text_width:)
@prompt = '-> '
@current_input_str = ''
@font_style = font_style
@text_color = text_color
@cursor_color = Color.new [187, 21, 6]
@console_text_width = console_text_width
@cursor_position = 0
update_cursor_position_px
@last_autocomplete_prefix = nil
@next_candidate_index = 0
end
def update_cursor_position_px
@cursor_position_px = ($gtk.calcstringbox (@prompt + @current_input_str[0...@cursor_position]), @font_style.size_enum, @font_style.font).x
end
def current_input_str=(str)
@current_input_str = str
@cursor_position = str.length
update_cursor_position_px
end
def <<(str)
@current_input_str = @current_input_str[0...@cursor_position] + str + @current_input_str[@cursor_position..-1]
@cursor_position += str.length
update_cursor_position_px
@current_input_changed_at = Kernel.global_tick_count
reset_autocomplete
end
def backspace
return if current_input_str.length.zero? || @cursor_position.zero?
@current_input_str = @current_input_str[0...(@cursor_position - 1)] + @current_input_str[@cursor_position..-1]
@cursor_position -= 1
update_cursor_position_px
reset_autocomplete
end
def delete
return if current_input_str.length.zero? || @cursor_position == current_input_str.length
@cursor_position += 1
backspace
end
def move_cursor_left
@cursor_position -= 1 if @cursor_position > 0
update_cursor_position_px
end
def move_cursor_left_word
return if @cursor_position.zero?
new_pos = @cursor_position - 1
(is_word_boundary? @current_input_str[new_pos]) ?
(new_pos -= 1 until !(is_word_boundary? @current_input_str[new_pos - 1]) || new_pos.zero?):
(new_pos -= 1 until (is_word_boundary? @current_input_str[new_pos - 1]) || new_pos.zero?)
@cursor_position = new_pos
update_cursor_position_px
end
def move_cursor_right
@cursor_position += 1 if @cursor_position < current_input_str.length
update_cursor_position_px
end
def move_cursor_right_word
return if @cursor_position.equal? str_len
new_pos = @cursor_position + 1
(is_word_boundary? @current_input_str[new_pos]) ?
(new_pos += 1 until !(is_word_boundary? @current_input_str[new_pos]) || (new_pos.equal? str_len)):
(new_pos += 1 until (is_word_boundary? @current_input_str[new_pos]) || (new_pos.equal? str_len))
@cursor_position = new_pos
update_cursor_position_px
end
def move_cursor_home
@cursor_position = 0
update_cursor_position_px
end
def move_cursor_end
@cursor_position = str_len
update_cursor_position_px
end
def clear
@current_input_str = ''
@cursor_position = 0
update_cursor_position_px
reset_autocomplete
end
def autocomplete
if !@last_autocomplete_prefix
@last_autocomplete_prefix = calc_autocomplete_prefix
puts "* AUTOCOMPLETE CANDIDATES: #{current_input_str}.."
pretty_print_strings_as_table method_candidates(@last_autocomplete_prefix)
else
candidates = method_candidates(@last_autocomplete_prefix)
return if candidates.empty?
candidate = candidates[@next_candidate_index]
candidate = candidate[0..-2] + " = " if candidate.end_with? '='
@next_candidate_index += 1
@next_candidate_index = 0 if @next_candidate_index >= candidates.length
self.current_input_str = display_autocomplete_candidate(candidate)
update_cursor_position_px
end
rescue Exception => e
puts "* BUG: Tab autocompletion failed. Let us know about this.\n#{e}"
end
def pretty_print_strings_as_table items
if items.length == 0
puts <<-S.strip
+--------+
| (none) |
+--------+
S
else
# figure out the largest string
string_width = items.sort_by { |c| -c.to_s.length }.first
# add spacing to each side of the string which represents the cell width
cell_width = string_width.length + 2
# add spacing to each side of the cell to represent the column width
column_width = cell_width + 2
# determine the max number of columns that can fit on the screen
columns = @console_text_width.idiv column_width
columns = items.length if items.length < columns
# partition the original list of items into a string to be printed
items.each_slice(columns).each_with_index do |cells, i|
pretty_print_row_separator string_width, cell_width, column_width, columns
pretty_print_row cells, string_width, cell_width, column_width, columns
end
pretty_print_row_separator string_width, cell_width, column_width, columns
end
end
def pretty_print_row cells, string_width, cell_width, column_width, columns
# if the number of cells doesn't match the number of columns, then pad the array with empty values
cells += (columns - cells.length).map { "" }
# right align each cell value
formated_row = "|" + cells.map do |c|
"#{" " * (string_width.length - c.length) } #{c} |"
end.join
# remove separators between empty values
formated_row = formated_row.gsub(" | ", " ")
puts formated_row
end
def pretty_print_row_separator string_width, cell_width, column_width, columns
# this is a joint: +--------
column_joint = "+#{"-" * cell_width}"
# multiple joints create a row separator: +----+----+
puts (column_joint * columns) + "+"
end
def render(args, x:, y:)
args.outputs.reserved << font_style.label(x: x, y: y, text: "#{@prompt}#{current_input_str}", color: @text_color)
args.outputs.reserved << (@cursor_color.to_h.merge x: x + @cursor_position_px + 0.5,
y: y + 5,
x2: x + @cursor_position_px + 0.5,
y2: y + @font_style.letter_size.y + 4)
args.outputs.reserved << (@cursor_color.to_h.merge x: x + @cursor_position_px + 1,
y: y + 5,
x2: x + @cursor_position_px + 1,
y2: y + @font_style.letter_size.y + 4)
# debugging rectangle for string
# args.outputs.reserved << (@cursor_color.to_h.merge x: x,
# y: y + 5,
# w: @cursor_position_px,
# h: @font_style.letter_size.y).border
end
def tick
if (@current_input_changed_at) &&
(@current_input_changed_at < Kernel.global_tick_count) &&
(@last_input_str != @current_input_str)
@last_input_str_changed = true
@last_input_str = "#{@current_input_str}"
@current_input_changed_at = nil
else
@last_input_str_changed = false
end
end
private
def last_period_index
current_input_str.rindex('.')
end
def calc_autocomplete_prefix
if last_period_index
current_input_str[(last_period_index + 1)..-1]
else
current_input_str
end
end
def current_object
return Kernel unless last_period_index
Kernel.eval(current_input_str[0...last_period_index])
rescue NameError
nil
end
def method_candidates(prefix)
current_object.autocomplete_methods.map(&:to_s).select { |m| m.start_with? prefix }
end
def display_autocomplete_candidate(candidate)
if last_period_index
@current_input_str[0..last_period_index] + candidate.to_s
else
candidate.to_s
end
end
def reset_autocomplete
@last_autocomplete_prefix = nil
@next_candidate_index = 0
end
def is_word_boundary? char
# Alternative method
# (WORD_LIMITER_CHARS - [char]).length != WORD_LIMITER_CHARS.length
# Production code
WORD_LIMITER_CHARS.include? char
end
def str_len
@current_input_str.length
end
end
end
end
controller.rb
# ./dragon/controller.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# controller.rb has been released under MIT (*only this file*).
module GTK
# @gtk
class Controller
# Access to keys that have been pressed down.
#
# @return [Controller::Keys]
# @gtk
attr_reader :key_down
# Access to keys that have been released up.
#
# @return [Controller::Keys]
# @gtk
attr_reader :key_up
# Access to keys that have been held down.
#
# @return [Controller::Keys]
# @gtk
attr_reader :key_held
# @gtk
attr_accessor :left_analog_x_raw,
:left_analog_y_raw,
:left_analog_x_perc,
:left_analog_y_perc,
:right_analog_x_raw,
:right_analog_y_raw,
:right_analog_x_perc,
:right_analog_y_perc
def initialize
@key_down = Controller::Keys.new
@key_up = Controller::Keys.new
@key_held = Controller::Keys.new
@left_analog_x_raw = 0
@left_analog_y_raw = 0
@left_analog_x_perc = 0
@left_analog_y_perc = 0
@right_analog_x_raw = 0
@right_analog_y_raw = 0
@right_analog_x_perc = 0
@right_analog_y_perc = 0
end
def serialize
{
key_down: @key_down.serialize,
key_held: @key_held.serialize,
key_up: @key_up.serialize
}
end
# Clear all current key presses.
#
# @return [void]
def clear
@key_down.clear
@key_up.clear
@key_held.clear
end
def up
@key_up.up || @key_held.up
end
def down
@key_up.down || @key_held.down
end
def left
@key_up.left || @key_held.left
end
def right
@key_up.right || @key_held.right
end
# Activates a key into the down position.
#
# @param key [Symbol] The key to press down.
#
# @return [void]
def activate_down(key)
key_down.activate(key)
key_held.deactivate(key)
key_up.deactivate(key)
end
# Activates a key into the held down position.
#
# @param key [Symbol] The key to hold down.
#
# @return [void]
def activate_held(key)
key_down.deactivate(key)
key_held.activate(key) unless key_held.send(key)
key_up.deactivate(key)
end
# Activates a key release into the up position.
#
# @param key [Symbol] The key release up.
#
# @return [void]
def activate_up(key)
key_down.deactivate(key)
key_held.deactivate(key)
key_up.activate(key)
end
include DirectionalInputHelperMethods
end
end
controller/config.rb
# ./dragon/controller/config.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# controller/config.rb has been released under MIT (*only this file*).
# !!! FIXME: add console command to forget custom binding(s)
# !!! FIXME: add console command to forget replace existing binding(s)
# !!! FIXME: add console command go into play_around mode to make sure controller isn't wonky.
module GTK
class Controller
class Config
def initialize runtime
@runtime = runtime
@raw_joysticks = {} # things that aren't game controllers to try to configure.
@target = nil
@animation_duration = (1.5).seconds
@toggled_at = 0
@fading = 0
@current_part = 0
@part_alpha = 0
@part_alpha_increment = 10
@joystick_state = {}
@playing_around = false
@used_bindings = {}
@bindings = []
@parts = [
[ 919, 282, 'A button', 'a' ],
[ 960, 323, 'B button', 'b' ],
[ 878, 323, 'X button', 'x' ],
[ 919, 365, 'Y button', 'y' ],
[ 433, 246, 'left stick left', '-leftx' ],
[ 497, 246, 'left stick right', '+leftx' ],
[ 466, 283, 'left stick up', '-lefty' ],
[ 466, 218, 'left stick down', '+lefty' ],
[ 466, 246, 'left stick button', 'leftstick' ],
[ 741, 246, 'right stick left', '-rightx' ],
[ 802, 246, 'right stick right', '+rightx' ],
[ 773, 283, 'right stick up', '-righty' ],
[ 773, 218, 'right stick down', '+righty' ],
[ 772, 246, 'right stick button', 'rightstick' ],
[ 263, 465, 'left shoulder button', 'leftshoulder' ],
[ 263, 503, 'left trigger', 'lefttrigger' ],
[ 977, 465, 'right shoulder button', 'rightshoulder' ],
[ 977, 503, 'right trigger', 'righttrigger' ],
[ 318, 365, 'D-pad up', 'dpup' ],
[ 360, 322, 'D-pad right', 'dpright' ],
[ 318, 280, 'D-pad down', 'dpdown' ],
[ 275, 322, 'D-pad left', 'dpleft' ],
[ 570, 402, 'select/back button', 'back'],
[ 619, 448, 'guide/home button', 'guide' ],
[ 669, 402, 'start button', 'start' ],
]
end
def rawjoystick_connected jid, joystickname, guid
return if jid < 0
@raw_joysticks[jid] = { name: joystickname, guid: guid }
end
def rawjoystick_disconnected jid
return if jid < 0
if @raw_joysticks[jid] != nil
@raw_joysticks.delete(jid)
@runtime.ffi_misc.close_raw_joystick(jid)
# Fade out the config screen if we were literally configuring this controller right now.
if !@target.nil? && @target[0] == jid
@target[0] = nil
@toggled_at = Kernel.global_tick_count
@fading = -1
end
end
end
def build_binding_string
bindingstr = ''
skip = false
for i in 0..@parts.length-1
if skip ; skip = false ; next ; end
binding = @bindings[i]
next if binding.nil?
part = @parts[i][3]
# clean up string:
# if axis uses -a0 for negative and +a0 for positive, just make it "leftx:a0" instead of "-leftx:-a0,+leftx:+a0"
# if axis uses +a0 for negative and -a0 for positive, just make it "leftx:a0~" instead of "-leftx:+a0,+leftx:-a0"
if part == '-leftx' || part == '-lefty' || part == '-rightx' || part == '-righty'
nextbinding = @bindings[i+1]
if binding.start_with?('-a') && nextbinding.start_with?('+a') && binding[2..-1] == nextbinding[2..-1]
skip = true
part = part[1..-1]
binding = binding[1..-1]
elsif binding.start_with?('+a') && nextbinding.start_with?('-a') && binding[2..-1] == nextbinding[2..-1]
skip = true
part = part[1..-1]
binding = "#{binding[1..-1]}~"
end
end
bindingstr += "#{!bindingstr.empty? ? ',' : ''}#{part}:#{binding}"
end
details = @target[1]
# !!! FIXME: no String.delete in mRuby?!?! Maybe so when upgrading.
#name = details[:name].delete(',')
# !!! FIXME: ...no regexp either... :/
#name = details[:name].gsub(/,/, ' ') # !!! FIXME: will SDL let you escape these instead?
unescaped = details[:name]
name = ''
for i in 0..unescaped.length-1
ch = unescaped[i]
name += (ch == ',') ? ' ' : ch
end
return "#{details[:guid]},#{name},platform:#{@runtime.platform},#{bindingstr}"
end
def move_to_different_part part
if !@joystick_state[:axes].nil?
@joystick_state[:axes].each { |i| i[:farthestval] = i[:startingval] if !i.nil? }
end
@current_part = part
end
def previous_part
if @current_part > 0
# remove the binding that we previous had here so it can be reused.
bindstr = @bindings[@current_part - 1]
@bindings[@current_part - 1] = nil
@used_bindings[bindstr] = nil
move_to_different_part @current_part - 1
end
end
def next_part
if @current_part < (@parts.length - 1)
move_to_different_part @current_part + 1
else
@playing_around = true
end
end
def set_binding bindstr
return false if !@used_bindings[bindstr].nil?
@used_bindings[bindstr] = @current_part
@bindings[@current_part] = bindstr
return true
end
# Called when a lowlevel joystick moves an axis.
def rawjoystick_axis jid, axis, value
return if @target.nil? || jid != @target[0] || @fading != 0 # skip if not currently considering this joystick.
@joystick_state[:axes] ||= []
@joystick_state[:axes][axis] ||= {
moving: false,
startingval: 0,
currentval: 0,
farthestval: 0
}
# this is the logic from SDL's controllermap.c, more or less, since this is hard to get right from scratch.
state = @joystick_state[:axes][axis]
state[:currentval] = value
if !state[:moving]
state[:moving] = true
state[:startingval] = value
state[:farthestval] = value
end
current_distance = (value - state[:startingval]).abs
farthest_distance = (state[:farthestval] - state[:startingval]).abs
if current_distance > farthest_distance
state[:farthestval] = value
farthest_distance = (state[:farthestval] - state[:startingval]).abs
end
# If we've gone out far enough and started to come back, let's bind this axis
if (farthest_distance >= 16000) && (current_distance <= 10000)
next_part if set_binding("#{(state[:farthestval] < 0) ? '-' : '+'}a#{axis}")
end
end
# Called when a lowlevel joystick moves a hat.
def rawjoystick_hat jid, hat, value
return if @target.nil? || jid != @target[0] || @fading != 0 # skip if not currently considering this joystick.
@joystick_state[:hats] ||= []
@joystick_state[:hats][hat] = value
return if value == 0 # 0 == centered, skip it
next_part if set_binding("h#{hat}.#{value}")
end
# Called when a lowlevel joystick moves a button.
def rawjoystick_button jid, button, pressed
return if @target.nil? || jid != @target[0] || @fading != 0 # skip if not currently considering this joystick.
@joystick_state[:buttons] ||= []
@joystick_state[:buttons][button] = pressed
return if !pressed
next_part if set_binding("b#{button}")
end
def calc_fading
if @fading == 0
return 255
elsif @fading > 0 # fading in
percent = @toggled_at.global_ease(@animation_duration, :flip, :quint, :flip)
if percent >= 1.0
percent = 1.0
@fading = 0
end
else # fading out
percent = @toggled_at.global_ease(@animation_duration, :flip, :quint)
if percent <= 0.0
percent = 0.0
@fading = 0
end
end
return (percent * 255.0).to_i
end
def render_basics args, msg, fade=255
joystickname = @target[1][:name]
args.outputs.primitives << [0, 0, $gtk.logical_width, $gtk.logical_height, 255, 255, 255, fade].solid
args.outputs.primitives << [0, 0, $gtk.logical_width, $gtk.logical_height, 'dragonruby-controller.png', 0, fade, 255, 255, 255].sprite
args.outputs.primitives << [$gtk.logical_width / 2, 700, joystickname, 2, 1, 0, 0, 0, fade].label
args.outputs.primitives << [$gtk.logical_height / 2, 650, msg, 0, 1, 0, 0, 0, 255].label if !msg.empty?
end
def render_part_highlight args, part, alpha=255
partsize = 41
args.outputs.primitives << [part[0], part[1], partsize, partsize, 255, 0, 0, alpha].border
args.outputs.primitives << [part[0]-1, part[1]-1, partsize+2, partsize+2, 255, 0, 0, alpha].border
args.outputs.primitives << [part[0]-2, part[1]-2, partsize+4, partsize+4, 255, 0, 0, alpha].border
end
def choose_target
if @target.nil?
while !@raw_joysticks.empty?
t = @raw_joysticks.shift # see if there's a joystick waiting on us.
next if t[0] < 0 # just in case.
next if t[1][:guid].nil? # did we already handle this guid? Dump it.
@target = t
break
end
return false if @target.nil? # nothing to configure at the moment.
@toggled_at = Kernel.global_tick_count
@fading = 1
@current_part = 0
@part_alpha = 0
@part_alpha_increment = 10
@joystick_state = {}
@used_bindings = {}
@playing_around = false
@bindings = []
end
return true
end
def render_part_highlight_from_bindstr args, bindstr, alpha=255
partidx = @used_bindings[bindstr]
return if partidx.nil?
render_part_highlight args, @parts[partidx], alpha
end
def play_around args
return false if !@playing_around
if args.inputs.keyboard.key_down.escape
@current_part = 0
@part_alpha = 0
@part_alpha_increment = 10
@used_bindings = {}
@playing_around = false
@bindings = []
elsif args.inputs.keyboard.key_down.space
jid = @target[0]
bindingstr = build_binding_string
#puts("new controller binding: '#{bindingstr}'")
@runtime.ffi_misc.add_controller_config bindingstr
@runtime.ffi_misc.convert_rawjoystick_to_controller jid
@target[0] = -1 # Conversion closes the raw joystick.
# Handle any other pending joysticks that have the same GUID (so if you plug in four of the same model, we're already done!)
guid = @target[1][:guid]
@raw_joysticks.each { |jid, details|
if details[:guid] == guid
@runtime.ffi_misc.convert_rawjoystick_to_controller jid
details[:guid] = nil
end
}
# Done with this guy.
@playing_around = false
@toggled_at = Kernel.global_tick_count
@fading = -1
return false
end
render_basics args, 'Now play around with the controller, and make sure it feels right!'
args.outputs.primitives << [$gtk.logical_width / 2, 90, '[ESCAPE]: Reconfigure, [SPACE]: Save this configuration', 0, 1, 0, 0, 0, 255].label
axes = @joystick_state[:axes]
if !axes.nil?
for i in 0..axes.length-1
next if axes[i].nil?
value = axes[i][:currentval]
next if value.nil? || (value.abs < 16000)
render_part_highlight_from_bindstr args, "#{value < 0 ? '-' : '+'}a#{i}"
end
end
hats = @joystick_state[:hats]
if !hats.nil?
for i in 0..hats.length-1
value = hats[i]
next if value.nil? || (value == 0)
render_part_highlight_from_bindstr args, "h#{i}.#{value}"
end
end
buttons = @joystick_state[:buttons]
if !buttons.nil?
for i in 0..buttons.length-1
value = buttons[i]
next if value.nil? || !value
render_part_highlight_from_bindstr args, "b#{i}"
end
end
return true
end
def should_tick?
return true if @play_around
return true if @target
return false
end
def tick args
return true if play_around args
return false if !choose_target
jid = @target[0]
if @fading == 0
# Cancel config?
if args.inputs.keyboard.key_down.escape
# !!! FIXME: prompt to ignore this joystick forever or just this run
@toggled_at = Kernel.global_tick_count
@fading = -1
end
end
if @fading == 0
if args.inputs.keyboard.key_down.backspace
previous_part
elsif args.inputs.keyboard.key_down.space
next_part
end
end
fade = calc_fading
if (@fading < 0) && (fade == 0)
@runtime.ffi_misc.close_raw_joystick(jid) if jid >= 0
@target = nil # done with this controller
return false
end
render_basics args, (@fading >= 0) ? "We don't recognize this controller, so tell us about it!" : '', fade
return true if fade < 255 # all done for now
part = @parts[@current_part]
args.outputs.primitives << [$gtk.logical_width / 2, 575, "Please press the #{part[2]}.", 0, 1, 0, 0, 0, 255].label
render_part_highlight args, part, @part_alpha
args.outputs.primitives << [$gtk.logical_width / 2, 90, '[ESCAPE]: Ignore controller, [BACKSPACE]: Go back one button, [SPACE]: Skip this button', 0, 1, 0, 0, 0, 255].label
@part_alpha += @part_alpha_increment
if (@part_alpha_increment > 0) && (@part_alpha >= 255)
@part_alpha = 255
@part_alpha_increment = -10
elsif (@part_alpha_increment < 0) && (@part_alpha <= 0)
@part_alpha = 0
@part_alpha_increment = 10
end
return true
end
end
end
end
controller/keys.rb
# ./dragon/controller/keys.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# controller/keys.rb has been released under MIT (*only this file*).
module GTK
class Controller
class Keys
include Serialize
LABELS = [
:up, :down, :left, :right,
:a, :b, :x, :y,
:l1, :r1,
:l2, :r2,
:l3, :r3,
:start, :select, :home,
:directional_up, :directional_down, :directional_left, :directional_right
].freeze
LABELS.each do |label|
attr label
end
def back
@select
end
def back= value
@select = value
end
def guide
@home
end
def guide= value
@home = value
end
# Activate a key.
#
# @return [void]
def activate key
instance_variable_set("@#{key}", Kernel.tick_count + 1)
end
# Deactivate a key.
#
# @return [void]
def deactivate key
instance_variable_set("@#{key}", nil)
end
# Clear all key inputs.
#
# @return [void]
def clear
LABELS.each { |label| deactivate(label) }
end
def truthy_keys
LABELS.select { |label| send(label) }
end
end
end
end
directional_input_helper_methods.rb
# ./dragon/directional_input_helper_methods.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# directional_input_helper_methods.rb has been released under MIT (*only this file*).
module GTK
# This is a module that contains normalization of behavior related to `up`|`down`|`left`|`right` on keyboards and controllers.
module DirectionalInputHelperMethods
def self.included klass
key_state_methods = [:key_held, :key_down]
directional_methods = [:up, :down, :left, :right]
method_results = (directional_methods + key_state_methods).map {|m| [m, klass.instance_methods.include?(m)] }
error_message = <<-S
* ERROR
The GTK::DirectionalKeys module should only be included in objects that respond to the following api hierarchy:
- (#{ directional_methods.join("|") })
- key_held.(#{ directional_methods.join("|") })
- key_down.(#{ directional_methods.join("|") })
#{klass} does not respond to all of these methods (here is the diagnostics):
#{method_results.map {|m, r| "- #{m}: #{r}"}.join("\n")}
Please implement the methods that returned false inthe list above.
S
unless method_results.map {|m, result| result}.all?
raise error_message
end
end
# Returns a signal indicating left (`-1`), right (`1`), or neither ('0').
#
# @return [Integer]
def left_right
return -1 if self.left
return 1 if self.right
return 0
end
# Returns a signal indicating up (`1`), down (`-1`), or neither ('0').
#
# @return [Integer]
def up_down
return 1 if self.up
return -1 if self.down
return 0
end
# Returns a normal vector (in the form of an Array with two values). If no directionals are held/down, the function returns nil.
#
# The possible results are:
#
# - ~nil~ which denotes that no directional input exists.
# - ~[ 0, 1]~ which denotes that only up is being held/pressed.
# - ~[ 0, -1]~ which denotes that only down is being held/pressed.
# - ~[-0.707, 0.707]~ which denotes that right and up are being pressed/held.
# - ~[-0.707, -0.707]~ which denotes that left and down are being pressed/held.
#
# @gtk
def directional_vector
lr, ud = [self.left_right, self.up_down]
if lr == 0 && ud == 0
return nil
elsif lr.abs == ud.abs
return [45.vector_x * lr.sign, 45.vector_y * ud.sign, ud.sign]
else
return [lr, ud]
end
end
def directional_angle
return nil unless directional_vector
Math.atan2(up_down, left_right).to_degrees
end
def method_missing m, *args
# combine the key with ctrl_
if m.to_s.start_with?("ctrl_")
other_key = m.to_s.split("_").last
define_singleton_method(m) do
return self.key_up.send(other_key.to_sym) && self.key_up.control
end
return send(m)
else
# see if the key is either held or down
define_singleton_method(m) do
self.key_down.send(m) || self.key_held.send(m)
end
return send(m)
end
end
end
end
easing.rb
# ./dragon/easing.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# easing.rb has been released under MIT (*only this file*).
module GTK
module Easing
def self.ease start_tick, current_tick, duration, *definitions
ease_extended start_tick,
current_tick,
start_tick + duration,
initial_value(*definitions),
final_value(*definitions),
*definitions
end
def self.ease_extended start_tick, current_tick, end_tick, default_before, default_after, *definitions
definitions.flatten!
definitions = [:identity] if definitions.length == 0
duration = end_tick - start_tick
elapsed = current_tick - start_tick
y = elapsed.percentage_of(duration).cap_min_max(0, 1)
definitions.map do |definition|
y = Easing.exec_definition(definition, start_tick, duration, y)
end
y
end
def self.ease_spline start_tick, current_tick, duration, spline
ease_spline_extended start_tick, current_tick, start_tick + duration, spline
end
def self.ease_spline_extended start_tick, current_tick, end_tick, spline
return spline[-1][-1] if current_tick >= end_tick
duration = end_tick - start_tick
t = (current_tick - start_tick).fdiv duration
time_allocation_per_curve = 1.fdiv(spline.length)
curve_index, curve_t = t.fdiv(time_allocation_per_curve).let do |spline_t|
[spline_t.to_i, spline_t - spline_t.to_i]
end
Geometry.cubic_bezier curve_t, *spline[curve_index]
end
def self.initial_value *definitions
definitions.flatten!
return Easing.exec_definition (definitions.at(-1) || :identity), 0, 10, 0
end
def self.final_value *definitions
definitions.flatten!
return Easing.exec_definition (definitions.at(-1) || :identity), 0, 10, 1.0
end
def self.exec_definition definition, start_tick, duration, x
if definition.is_a? Symbol
return Easing.send(definition, x).cap_min_max(0, 1)
elsif definition.is_a? Proc
return definition.call(x, start_tick, duration).cap_min_max(0, 1)
end
raise <<-S
* ERROR:
I don't know how to execute easing function with definition #{definition}.
S
end
def self.identity x
x
end
def self.flip x
1 - x
end
def self.quad x
x * x
end
def self.cube x
x * x * x
end
def self.quart x
x * x * x * x * x
end
def self.quint x
x * x * x * x * x * x
end
end
end
Easing = GTK::Easing
entity.rb
# ./dragon/entity.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# entity.rb has been released under MIT (*only this file*).
module GTK
class Entity
def self.id!
@id ||= 0
@id += 1
@id
end
def self.__reset_id__!
@id = 0
end
def self.strict_entities
@strict_entities ||= {}
@strict_entities
end
def self.parse_serialization_data data
r = Entity.parse_serialization_data data
return r if r.is_a? OpenEntity
return r if r.is_a? StrictEntity
raise <<-S
* ERROR:
The save data looks to be corrupt.
S
end
def self.parse_serialization_data value
if value.is_a?(Hash) && value[:entity_id] && value[:entity_strict]
o = new_entity_strict value[:entity_name], value
o.load_entity_data! value
return o
elsif value.is_a?(Hash) && value[:entity_id]
o = OpenEntity.new
o.load_entity_data! value
return o
elsif value.is_a? Array
return value.map { |entry| Entity.parse_serialization_data entry }
else
return value
end
end
def self.new_entity entity_type, init_hash = nil, block = nil
n = OpenEntity.new(entity_type)
n.entity_type = entity_type
n.created_at = Kernel.tick_count
n.global_created_at = Kernel.global_tick_count
if init_hash
init_hash.each do |k, v|
n.as_hash[k] = v
end
end
block.call(n) if block
n
end
def self.new_entity_strict entity_type, init_hash = nil, block = nil
if !Entity.strict_entities[entity_type]
init_hash ||= { }
n = new_entity entity_type, init_hash, block
klass = Class.new(StrictEntity)
klass.class_eval do
init_hash.each do |k, v|
attr_accessor k
end
n.as_hash.each do |k, v|
attr_accessor k if !init_hash[k]
end
end
Entity.strict_entities[entity_type] = klass
end
klass = Entity.strict_entities[entity_type]
(klass.new entity_type, init_hash, block)
end
end
end
geometry.rb
# ./dragon/geometry.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# geometry.rb has been released under MIT (*only this file*).
module GTK
module Geometry
def self.rotate_point point, angle, around = nil
s = Math.sin angle.to_radians
c = Math.cos angle.to_radians
px = point.x
py = point.y
cx = 0
cy = 0
if around
cx = around.x
cy = around.y
end
point.merge(x: ((px - cx) * c - (py - cy) * s) + cx,
y: ((px - cx) * s + (py - cy) * c) + cy)
end
# Returns f(t) for a cubic Bezier curve.
def self.cubic_bezier t, a, b, c, d
s = 1 - t
s0 = 1
s1 = s
s2 = s * s
s3 = s * s * s
t0 = 1
t1 = t
t2 = t * t
t3 = t * t * t
1 * s3 * t0 * a +
3 * s2 * t1 * b +
3 * s1 * t2 * c +
1 * s0 * t3 * d
end
# Returns true if a primitive's rectangle is entirely inside another primitive's rectangle.
# @gtk
def inside_rect? outer, tolerance = 0.0
Geometry.inside_rect? self, outer, tolerance
end
# Returns true if a primitive's rectangle overlaps another primitive's rectangle.
# @gtk
def intersect_rect? other, tolerance = 0.1
Geometry.intersect_rect? self, other, tolerance
end
def intersects_rect? *args
Geometry.intersects_rect?(*args)
end
def scale_rect_extended percentage_x: percentage_x,
percentage_y: percentage_y,
anchor_x: anchor_x,
anchor_y: anchor_y
Geometry.scale_rect_extended self,
percentage_x: percentage_x,
percentage_y: percentage_y,
anchor_x: anchor_x,
anchor_y: anchor_y
end
# Scales a primitive rect by a percentage.
# @gtk
def scale_rect percentage, *anchors
Geometry.scale_rect self, percentage, *anchors
end
# Returns the angle from one primitive to another primitive.
# @gtk
def angle_to other_point
Geometry.angle_to self, other_point
end
# Returns the angle to one primitive from another primitive.
# @gtk
def angle_from other_point
Geometry.angle_from self, other_point
end
# Returns true if a primitive is within a circle specified by the circle's center and radius.
# @gtk
def point_inside_circle? circle_center_point, radius
Geometry.point_inside_circle? self, circle_center_point, radius
end
def self.center_inside_rect rect, other_rect
offset_x = (other_rect.w - rect.w).half
offset_y = (other_rect.h - rect.h).half
new_rect = rect.shift_rect(0, 0)
new_rect.x = other_rect.x + offset_x
new_rect.y = other_rect.y + offset_y
new_rect
rescue Exception => e
raise e, <<-S
* ERROR:
center_inside_rect for self #{self} and other_rect #{other_rect}.\n#{e}.
S
end
def center_inside_rect other_rect
Geometry.center_inside_rect self, other_rect
end
def self.center_inside_rect_x rect, other_rect
offset_x = (other_rect.w - rect.w).half
new_rect = rect.shift_rect(0, 0)
new_rect.x = other_rect.x + offset_x
new_rect.y = other_rect.y
new_rect
rescue Exception => e
raise e, <<-S
* ERROR:
center_inside_rect_x for self #{self} and other_rect #{other_rect}.\n#{e}.
S
end
def center_inside_rect_x other_rect
Geometry.center_inside_rect_x self, other_rect
end
def self.center_inside_rect_y rect, other_rect
offset_y = (other_rect.h - rect.h).half
new_rect = rect.shift_rect(0, 0)
new_rect.x = other_rect.x
new_rect.y = other_rect.y + offset_y
new_rect
rescue Exception => e
raise e, <<-S
* ERROR:
center_inside_rect_y for self #{self} and other_rect #{other_rect}.\n#{e}.
S
end
def center_inside_rect_y other_rect
Geometry.center_inside_rect_y self, other_rect
end
# Returns a primitive that is anchored/repositioned based off its rectangle.
# @gtk
def anchor_rect anchor_x, anchor_y
current_w = self.w
current_h = self.h
delta_x = -1 * (anchor_x * current_w)
delta_y = -1 * (anchor_y * current_h)
self.shift_rect(delta_x, delta_y)
end
def angle_given_point other_point
raise ":angle_given_point has been deprecated use :angle_from instead."
end
# @gtk
def self.shift_line line, x, y
if line.is_a?(Array) || line.is_a?(Hash)
new_line = line.dup
new_line.x += x
new_line.x2 += x
new_line.y += y
new_line.y2 += y
new_line
else
raise "shift_line for #{line} is not supported."
end
end
def self.intersects_rect? *args
raise <<-S
intersects_rect? (with an \"s\") has been deprecated.
Use intersect_rect? instead (remove the \"s\").
* NOTE:
Ruby's naming convention is to *never* include the \"s\" for
interrogative method names (methods that end with a ?). It
doesn't sound grammatically correct, but that has been the
rule for a long time (and why intersects_rect? has been deprecated).
S
end
# @gtk
def self.line_y_intercept line, replace_infinity: nil
line.y - line_slope(line, replace_infinity: replace_infinity) * line.x
rescue Exception => e
raise <<-S
* ERROR: ~Geometry::line_y_intercept~
The following exception was thrown for line: #{line}
#{e}
Consider passing in ~replace_infinity: VALUE~ to handle for vertical lines.
S
end
# @gtk
def self.angle_between_lines line_one, line_two, replace_infinity: nil
m_line_one = line_slope line_one, replace_infinity: replace_infinity
m_line_two = line_slope line_two, replace_infinity: replace_infinity
Math.atan((m_line_one - m_line_two) / (1 + m_line_two * m_line_one)).to_degrees
end
# @gtk
def self.line_slope line, replace_infinity: nil
return replace_infinity if line.x2 == line.x
(line.y2 - line.y).fdiv(line.x2 - line.x)
.replace_infinity(replace_infinity)
end
def self.line_rise_run line
rise = (line.y2 - line.y).to_f
run = (line.x2 - line.x).to_f
if rise.abs > run.abs && rise != 0
rise = rise.fdiv rise.abs
run = run.fdiv rise.abs
elsif run.abs > rise.abs && run != 0
rise = rise.fdiv run.abs
run = run.fdiv run.abs
else
rise = rise / rise.abs if rise != 0
run = run / run.abs if run != 0
end
return { x: run , y: rise }
end
# @gtk
def self.ray_test point, line
slope = (line.y2 - line.y).fdiv(line.x2 - line.x)
if line.x > line.x2
point_two, point_one = [point_one, point_two]
end
r = ((line.x2 - line.x) * (point.y - line.y) -
(point.x - line.x) * (line.y2 - line.y))
if r == 0
return :on
elsif r < 0
return :right if slope >= 0
return :left
elsif r > 0
return :left if slope >= 0
return :right
end
end
# @gtk
def self.line_rect line
if line.x > line.x2
x = line.x2
y = line.y2
x2 = line.x
y2 = line.y
else
x = line.x
y = line.y
x2 = line.x2
y2 = line.y2
end
w = x2 - x
h = y2 - y
{ x: x, y: y, w: w, h: h }
end
# @gtk
def self.line_intersect line_one, line_two, replace_infinity: nil
m1 = line_slope(line_one, replace_infinity: replace_infinity)
m2 = line_slope(line_two, replace_infinity: replace_infinity)
b1 = line_y_intercept(line_one, replace_infinity: replace_infinity)
b2 = line_y_intercept(line_two, replace_infinity: replace_infinity)
x = (b1 - b2) / (m2 - m1)
y = (-b2.fdiv(m2) + b1.fdiv(m1)).fdiv(1.fdiv(m1) - 1.fdiv(m2))
[x, y]
rescue Exception => e
raise <<-S
* ERROR: ~Geometry::line_intersect~
The following exception was thrown for line_one: #{line_one}, line_two: #{line_two}
#{e}
Consider passing in ~replace_infinity: VALUE~ to handle for vertical lines.
S
end
def self.contract_intersect_rect?
[:left, :right, :top, :bottom]
end
# @gtk
def self.intersect_rect? rect_one, rect_two, tolerance = 0.1
return false if ((rect_one.x + rect_one.w) - tolerance) < (rect_two.x + tolerance)
return false if (rect_one.x + tolerance) > ((rect_two.x + rect_two.w) - tolerance)
return false if ((rect_one.y + rect_one.h) - tolerance) < (rect_two.y + tolerance)
return false if (rect_one.y + tolerance) > ((rect_two.y + rect_two.h) - tolerance)
return true
rescue Exception => e
context_help_rect_one = (rect_one.__help_contract_implementation contract_intersect_rect?)[:not_implemented_methods]
context_help_rect_two = (rect_two.__help_contract_implementation contract_intersect_rect?)[:not_implemented_methods]
context_help = ""
if context_help_rect_one && context_help_rect_one.length > 0
context_help += <<-S
rect_one needs to implement the following methods: #{context_help_rect_one}
You may want to try include the ~AttrRect~ module which will give you these methods.
S
end
if context_help_rect_two && context_help_rect_two.length > 0
context_help += <<-S
* FAILURE REASON:
rect_two needs to implement the following methods: #{context_help_rect_two}
NOTE: You may want to try include the ~GTK::Geometry~ module which will give you these methods.
S
end
raise e, <<-S
* ERROR:
:intersect_rect? failed for
- rect_one: #{rect_one}
- rect_two: #{rect_two}
#{context_help}
\n#{e}
S
end
# @gtk
def self.to_square size, x, y, anchor_x = 0.5, anchor_y = nil
anchor_y ||= anchor_x
x = x.shift_left(size * anchor_x)
y = y.shift_down(size * anchor_y)
[x, y, size, size]
rescue Exception => e
raise e, ":to_square failed for size: #{size} x: #{x} y: #{y} anchor_x: #{anchor_x} anchor_y: #{anchor_y}.\n#{e}"
end
# @gtk
def self.distance point_one, point_two
Math.sqrt((point_two.x - point_one.x)**2 + (point_two.y - point_one.y)**2)
rescue Exception => e
raise e, ":distance failed for point_one: #{point_one} point_two #{point_two}.\n#{e}"
end
# @gtk
def self.angle_from start_point, end_point
d_y = end_point.y - start_point.y
d_x = end_point.x - start_point.x
Math::PI.+(Math.atan2(d_y, d_x)).to_degrees
rescue Exception => e
raise e, ":angle_from failed for start_point: #{start_point} end_point: #{end_point}.\n#{e}"
end
# @gtk
def self.angle_to start_point, end_point
angle_from end_point, start_point
rescue Exception => e
raise e, ":angle_to failed for start_point: #{start_point} end_point: #{end_point}.\n#{e}"
end
# @gtk
def self.point_inside_circle? point, circle_center_point, radius
(point.x - circle_center_point.x) ** 2 + (point.y - circle_center_point.y) ** 2 < radius ** 2
rescue Exception => e
raise e, ":point_inside_circle? failed for point: #{point} circle_center_point: #{circle_center_point} radius: #{radius}.\n#{e}"
end
# @gtk
def self.inside_rect? inner_rect, outer_rect, tolerance = 0.0
return nil if !inner_rect
return nil if !outer_rect
inner_rect.x + tolerance >= outer_rect.x - tolerance &&
(inner_rect.x + inner_rect.w) - tolerance <= (outer_rect.x + outer_rect.w) + tolerance &&
inner_rect.y + tolerance >= outer_rect.y - tolerance &&
(inner_rect.y + inner_rect.h) - tolerance <= (outer_rect.y + outer_rect.h) + tolerance
rescue Exception => e
raise e, ":inside_rect? failed for inner_rect: #{inner_rect} outer_rect: #{outer_rect}.\n#{e}"
end
# @gtk
def self.scale_rect_extended rect,
percentage_x: percentage_x,
percentage_y: percentage_y,
anchor_x: anchor_x,
anchor_y: anchor_y
anchor_x ||= 0.0
anchor_y ||= 0.0
percentage_x ||= 1.0
percentage_y ||= 1.0
new_w = rect.w * percentage_x
new_h = rect.h * percentage_y
new_x = rect.x + (rect.w - new_w) * anchor_x
new_y = rect.y + (rect.h - new_h) * anchor_y
if rect.is_a? Array
return [
new_x,
new_y,
new_w,
new_h,
*rect[4..-1]
]
elsif rect.is_a? Hash
return rect.merge(x: new_x, y: new_y, w: new_w, h: new_h)
else
rect.x = new_x
rect.y = new_y
rect.w = new_w
rect.h = new_h
return rect
end
rescue Exception => e
raise e, ":scale_rect_extended failed for rect: #{rect} percentage_x: #{percentage_x} percentage_y: #{percentage_y} anchors_x: #{anchor_x} anchor_y: #{anchor_y}.\n#{e}"
end
# @gtk
def self.scale_rect rect, percentage, *anchors
anchor_x, anchor_y = *anchors.flatten
anchor_x ||= 0
anchor_y ||= anchor_x
Geometry.scale_rect_extended rect,
percentage_x: percentage,
percentage_y: percentage,
anchor_x: anchor_x,
anchor_y: anchor_y
rescue Exception => e
raise e, ":scale_rect failed for rect: #{rect} percentage: #{percentage} anchors [#{anchor_x} (x), #{anchor_y} (y)].\n#{e}"
end
def self.rect_to_line rect
l = rect.to_hash.line
l.merge(x2: l.x + l.w - 1,
y2: l.y + l.h)
end
def self.rect_center_point rect
{ x: rect.x + rect.w.half, y: rect.y + rect.h.half }
end
def rect_center_point
Geometry.rect_center_point self
end
end # module Geometry
end # module GTK
grid.rb
# ./dragon/grid.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# grid.rb has been released under MIT (*only this file*).
module GTK
class Grid
include Serialize
SCREEN_Y_DIRECTION = -1.0
# The coordinate system currently in use.
#
# @return [Symbol] `:bottom_left` or `:center`
attr_accessor :name
# Returns the "x" coordinate indicating the bottom of the screen.
#
# @return [Float]
attr_accessor :bottom
# Returns the "x" coordinate indicating the top of the screen.
#
# @return [Float]
attr_accessor :top
# Returns the "y" coordinate indicating the left of the screen.
#
# @return [Float]
attr_accessor :left
# Returns the "y" coordinate indicating the right of the screen.
#
# @return [Float]
attr_accessor :right
# Returns the "x" coordinate indicating the center of the screen.
#
# @return [Float]
attr_accessor :center_x
# Returns the "y" coordinate indicating the center of the screen.
#
# @return [Float]
attr_accessor :center_y
# Returns the bottom left and top right coordinates in a single list.
#
# @return [[Float, Float, Float, Float]]
attr_accessor :rect
# Returns the "x" coordinate of the origin.
#
# @return [Float]
attr_accessor :origin_x
# Returns the "y" coordinate of the origin.
#
# @return [Float]
attr_accessor :origin_y
attr_accessor :left_margin, :bottom_margin
def initialize runtime
@runtime = runtime
@ffi_draw = runtime.ffi_draw
origin_bottom_left!
end
# Returns `x` plus the origin "x".
#
# @return [Float]
def transform_x x
@origin_x + x
end
# Returns `x` minus the origin "x".
#
# @return [Float]
def untransform_x x
x - @origin_x
end
# Returns `y` plus the origin "y".
#
# @return [Float]
def transform_y y
@origin_y + y * SCREEN_Y_DIRECTION
end
# Returns `y` minus the origin "y".
#
# @return [Float]
def untransform_y y
@origin_y + y * SCREEN_Y_DIRECTION
end
def ffi_draw
@ffi_draw
end
def ffi_draw= value
@ffi_draw = value
end
# Sets the rendering coordinate system to have its origin in the bottom left.
#
# @return [void]
# @gtk
def origin_bottom_left!
return if @name == :bottom_left
@name = :bottom_left
@origin_x = 0.0
@origin_y = @runtime.logical_height
@left = 0.0
@right = @runtime.logical_width
@top = @runtime.logical_height
@bottom = 0.0
@left_margin = 0.0
@bottom_margin = 0.0
@center_x = @runtime.logical_width.half
@center_y = @runtime.logical_height.half
@rect = [@left, @bottom, @runtime.logical_width, @runtime.logical_height].rect
@center = [@center_x, @center_y].point
@ffi_draw.set_grid @origin_x, @origin_y, SCREEN_Y_DIRECTION
end
# Sets the rendering coordinate system to have its origin in the center.
#
# @return [void]
# @gtk
def origin_center!
return if @name == :center
@name = :center
@origin_x = @runtime.logical_width.half
@origin_y = @runtime.logical_height.half
@left = -@runtime.logical_width.half
@right = @runtime.logical_width.half
@top = @runtime.logical_height.half
@bottom = -@runtime.logical_height.half
@center_x = 0.0
@center_y = 0.0
@rect = [@left, @bottom, @runtime.logical_width, @runtime.logical_height].rect
@center = [@center_x, @center_y].point
@ffi_draw.set_grid @origin_x, @origin_y, SCREEN_Y_DIRECTION
end
# The logical width used for rendering.
#
# @return [Float]
def w
@runtime.logical_width
end
# Half the logical width used for rendering.
#
# @return [Float]
def w_half
w.half
end
# The logical height used for rendering.
#
# @return [Float]
def h
@runtime.logical_height
end
# Half the logical height used for rendering.
#
# @return [Float]
def h_half
h.half
end
# Returns the coordinates indicating the center of the screen.
#
# @return [[Float, Float]]
def center
@center
end
# Returns the coordinates indicating the bottom right of the screen.
#
# @return [[Float, Float]]
def bottom_right
[@right, @bottom].point
end
def x
0
end
def y
0
end
end
end
inputs.rb
# ./dragon/inputs.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# inputs.rb has been released under MIT (*only this file*).
module GTK
# Represents all the keys available on the keyboard.
# @gtk
class KeyboardKeys
include Serialize
# @gtk
attr_accessor :exclamation_point,
:zero, :one, :two, :three, :four,
:five, :six, :seven, :eight, :nine,
:backspace, :delete, :escape, :enter, :tab,
:open_round_brace, :close_round_brace,
:open_curly_brace, :close_curly_brace,
:open_square_brace, :close_square_brace,
:colon, :semicolon, :equal_sign,
:hyphen, :space, :dollar_sign,
:double_quotation_mark,
:single_quotation_mark,
:backtick,
:tilde, :period, :comma, :pipe,
:underscore,
:a, :b, :c, :d, :e, :f, :g, :h,
:i, :j, :k, :l, :m, :n, :o, :p,
:q, :r, :s, :t, :u, :v, :w, :x,
:y, :z,
:shift, :control, :alt, :meta,
:shift_left, :shift_right,
:control_left, :control_right,
:alt_left, :alt_right,
:meta_left, :meta_right,
:home, :end,
:left, :right, :up, :down, :pageup, :pagedown,
:char, :plus, :at, :forward_slash, :back_slash, :asterisk,
:less_than, :greater_than, :carat, :ampersand, :superscript_two,
:circumflex,
:question_mark, :section_sign, :ordinal_indicator,
:raw_key
def self.sdl_to_key raw_key, modifier
return nil unless (raw_key >= 0 && raw_key <= 255) ||
raw_key == 1073741903 ||
raw_key == 1073741904 ||
raw_key == 1073741905 ||
raw_key == 1073741906 ||
raw_key == 1073741899 ||
raw_key == 1073741902 ||
raw_key == 1073741898 ||
raw_key == 1073741901 ||
(raw_key >= 1073742048 && raw_key <= 1073742055) # Modifier Keys
char = KeyboardKeys.char_with_shift raw_key, modifier
names = KeyboardKeys.char_to_method char, raw_key
names << :alt if (modifier & (256|512)) != 0 # alt key
names << :meta if (modifier & (1024|2048)) != 0 # meta key (command/apple/windows key)
names << :control if (modifier & (64|128)) != 0 # ctrl key
names << :shift if (modifier & (1|2)) != 0 # shift key
names
end
def self.utf_8_char raw_key
return "²" if raw_key == 178
return "§" if raw_key == 167
return "º" if raw_key == 186
return raw_key.chr
end
def self.char_with_shift raw_key, modifier
return nil unless raw_key >= 0 && raw_key <= 255
if modifier != 1 && modifier != 2 && modifier != 3
return utf_8_char raw_key
else
@shift_keys ||= {
'`' => '~', '-' => '_', "'" => '"', "1" => '!',
"2" => '@', "3" => '#', "4" => '$', "5" => '%',
"6" => '^', "7" => '&', "8" => '*', "9" => '(',
"0" => ')', ";" => ":", "=" => "+", "[" => "{",
"]" => "}", '\\'=> "|", '/' => "?", '.' => ">",
',' => "<", 'a' => 'A', 'b' => 'B', 'c' => 'C',
'd' => 'D', 'e' => 'E', 'f' => 'F', 'g' => 'G',
'h' => 'H', 'i' => 'I', 'j' => 'J', 'k' => 'K',
'l' => 'L', 'm' => 'M', 'n' => 'N', 'o' => 'O',
'p' => 'P', 'q' => 'Q', 'r' => 'R', 's' => 'S',
't' => 'T', 'u' => 'U', 'v' => 'V', 'w' => 'W',
'x' => 'X', 'y' => 'Y', 'z' => 'Z'
}
@shift_keys[raw_key.chr.to_s] || raw_key.chr.to_s
end
end
def self.char_to_method_hash
@char_to_method ||= {
'A' => [:a],
'B' => [:b],
'C' => [:c],
'D' => [:d],
'E' => [:e],
'F' => [:f],
'G' => [:g],
'H' => [:h],
'I' => [:i],
'J' => [:j],
'K' => [:k],
'L' => [:l],
'M' => [:m],
'N' => [:n],
'O' => [:o],
'P' => [:p],
'Q' => [:q],
'R' => [:r],
'S' => [:s],
'T' => [:t],
'U' => [:u],
'V' => [:v],
'W' => [:w],
'X' => [:x],
'Y' => [:y],
'Z' => [:z],
"!" => [:exclamation_point],
"0" => [:zero],
"1" => [:one],
"2" => [:two],
"3" => [:three],
"4" => [:four],
"5" => [:five],
"6" => [:six],
"7" => [:seven],
"8" => [:eight],
"9" => [:nine],
"\b" => [:backspace],
"\e" => [:escape],
"\r" => [:enter],
"\t" => [:tab],
"(" => [:open_round_brace],
")" => [:close_round_brace],
"{" => [:open_curly_brace],
"}" => [:close_curly_brace],
"[" => [:open_square_brace],
"]" => [:close_square_brace],
":" => [:colon],
";" => [:semicolon],
"=" => [:equal_sign],
"-" => [:hyphen],
" " => [:space],
"$" => [:dollar_sign],
"\"" => [:double_quotation_mark],
"'" => [:single_quotation_mark],
"`" => [:backtick],
"~" => [:tilde],
"." => [:period],
"," => [:comma],
"|" => [:pipe],
"_" => [:underscore],
"#" => [:hash],
"+" => [:plus],
"@" => [:at],
"/" => [:forward_slash],
"\\" => [:back_slash],
"*" => [:asterisk],
"<" => [:less_than],
">" => [:greater_than],
"^" => [:circumflex],
"&" => [:ampersand],
"²" => [:superscript_two],
"§" => [:section_sign],
"?" => [:question_mark],
'%' => [:percent_sign],
"º" => [:ordinal_indicator],
1073741898 => [:home],
1073741901 => [:end],
1073741903 => [:right],
1073741904 => [:left],
1073741905 => [:down],
1073741906 => [:up],
1073741899 => [:pageup],
1073741902 => [:pagedown],
127 => [:delete],
1073742049 => [:shift_left, :shift],
1073742053 => [:shift_right, :shift],
1073742048 => [:control_left, :control],
1073742052 => [:control_right, :control],
1073742050 => [:alt_left, :alt],
1073742054 => [:alt_right, :alt],
1073742051 => [:meta_left, :meta],
1073742055 => [:meta_right, :meta]
}
end
def self.method_to_key_hash
return @method_to_key_hash if @method_to_key_hash
@method_to_key_hash = {}
string_representation_overrides ||= {
backspace: '\b'
}
char_to_method_hash.each do |k, v|
v.each do |vi|
t = { char_or_raw_key: k }
if k.is_a? Numeric
t[:raw_key] = k
t[:string_representation] = "raw_key == #{k}"
else
t[:char] = k
t[:string_representation] = "\"#{k.strip}\""
end
@method_to_key_hash[vi] = t
end
end
@method_to_key_hash
end
def self.char_to_method char, int = nil
methods = char_to_method_hash[char] || char_to_method_hash[int]
methods ? methods.dup : [char.to_sym || int]
end
def clear
set truthy_keys, false
@scrubbed_ivars = nil
end
# @gtk
def left_right
return -1 if self.left
return 1 if self.right
return 0
end
# @gtk
def up_down
return 1 if self.up
return -1 if self.down
return 0
end
# @gtk
def truthy_keys
get(all).find_all { |_, v| v }
.map { |k, _| k.to_sym }
end
# @gtk
def all? keys
values = get(keys.map { |k| k.without_ending_bang })
all_true = values.all? do |k, v|
v
end
if all_true
keys.each do |k|
clear_key k if k.end_with_bang?
end
end
all_true
end
# @gtk
def any? keys
values = get(keys.map { |k| k.without_ending_bang })
any_true = values.any? do |k, v|
v
end
if any_true
keys.each do |k|
clear_key k if k.end_with_bang?
end
end
any_true
end
# @gtk
def clear_key key
@scrubbed_ivars = nil
self.instance_variable_set("@#{key.without_ending_bang}", false)
end
# @gtk
def all
@scrubbed_ivars ||= self.instance_variables
.reject { |i| i == :@all || i == :@scrubbed_ivars }
.map { |i| i.to_s.gsub("@", "") }
get(@scrubbed_ivars).map { |k, _| k }
end
# @gtk
def get collection
return [] if collection.length == 0
collection.map do |m|
if m.end_with_bang?
clear_after_return = true
end
value = self.instance_variable_get("@#{m.without_ending_bang}".to_sym)
clear_key m if clear_after_return
[m.without_ending_bang, value]
end
end
# @gtk
def set collection, value = true
return if collection.length == 0
@scrubbed_ivars = nil
value = Kernel.tick_count if value
collection.each do |m|
m_to_s = m.to_s
self.instance_variable_set("@#{m_to_s}".to_sym, value) if m_to_s.strip.length > 0
rescue Exception => e
raise e, <<-S
* ERROR:
Attempted to set the a key on the DragonRuby GTK's Keyboard data
structure, but the property isn't available for raw_key #{raw_key} #{m}.
You should contact DragonRuby and tell them to associate the raw_key #{raw_key}
with a friendly property name (we are open to suggestions if you have any).
[GTK::KeyboardKeys#set, GTK::KeyboardKeys#char_to_method]
S
end
end
def method_missing m, *args
if KeyboardKeys.method_to_key_hash[m.without_ending_bang]
begin
define_singleton_method(m) do
r = self.instance_variable_get("@#{m.without_ending_bang}".to_sym)
clear_key m
return r
end
return self.send m
rescue Exception => e
log_important "#{e}"
end
end
did_you_mean = KeyboardKeys.method_to_key_hash.find_all do |k, v|
k.to_s[0..1] == m.to_s[0..1]
end.map {|k, v| ":#{k} (#{v[:string_representation]})" }
did_you_mean_string = ""
did_you_mean_string = ". Did you mean #{did_you_mean.join ", "}?"
raise <<-S
* ERROR:
#{KeyboardKeys.method_to_key_hash.map { |k, v| "** :#{k} #{v.string_representation}" }.join("\n")}
There is no key on the keyboard called :#{m}#{did_you_mean_string}.
Full list of available keys =:points_up:=.
S
end
def serialize
hash = super
hash.delete(:scrubbed_ivars)
hash[:truthy_keys] = self.truthy_keys
hash
end
end
end
module GTK
# @gtk
class Keyboard
# @return [KeyboardKeys]
# @gtk
attr_accessor :key_up
# @return [KeyboardKeys]
# @gtk
attr_accessor :key_held
# @return [KeyboardKeys]
# @gtk
attr_accessor :key_down
# @return [Boolean]
# @gtk
attr_accessor :has_focus
def initialize
@key_up = KeyboardKeys.new
@key_held = KeyboardKeys.new
@key_down = KeyboardKeys.new
@has_focus = false
end
def p
@key_down.p || @key_held.p
end
# The left arrow or "a" was pressed.
#
# @return [Boolean]
def left
@key_up.left || @key_held.left || a
end
# The right arrow or "d" was pressed.
#
# @return [Boolean]
def right
@key_up.right || @key_held.right || d
end
# The up arrow or "w" was pressed.
#
# @return [Boolean]
def up
@key_up.up || @key_held.up || w
end
# The down arrow or "s" was pressed.
#
# @return [Boolean]
def down
@key_up.down || @key_held.down || s
end
# Clear all current key presses.
#
# @return [void]
def clear
@key_up.clear
@key_held.clear
@key_down.clear
end
def serialize
{
key_up: @key_up.serialize,
key_held: @key_held.serialize,
key_down: @key_down.serialize,
has_focus: @has_focus
}
end
alias_method :inspect, :serialize
# @return [String]
def to_s
serialize.to_s
end
def key
{
down: @key_down.truthy_keys,
held: @key_held.truthy_keys,
down_or_held: (@key_down.truthy_keys + @key_held.truthy_keys).uniq,
up: @key_up.truthy_keys,
}
end
alias_method :keys, :key
include DirectionalInputHelperMethods
end
end
module GTK
class MousePoint
include GTK::Geometry
# @gtk
attr_accessor :x, :y, :point, :created_at, :global_created_at
def initialize x, y
@x = x
@y = y
@point = [x, y]
@created_at = Kernel.tick_count
@global_created_at = Kernel.global_tick_count
end
def w; 0; end
def h; 0; end
def left; x; end
def right; x; end
def top; y; end
def bottom; y; end
def created_at_elapsed
@created_at.elapsed_time
end
def to_hash
serialize
end
def serialize
{
x: @x,
y: @y,
created_at: @created_at,
global_created_at: @global_created_at
}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
# Provides access to the mouse.
#
# @gtk
class Mouse
# @gtk
attr_accessor :moved,
:moved_at,
:global_moved_at,
:up, :has_focus,
:button_bits, :button_left,
:button_middle, :button_right,
:button_x1, :button_x2,
:wheel
attr_accessor :click
attr_accessor :previous_click
attr_accessor :x
attr_accessor :y
def initialize
@x = 0
@y = 0
@has_focus = false
@button_bits = 0
@button_left = false
@button_middle = false
@button_right = false
@button_x1 = false
@button_x2 = false
clear
end
def point
[@x, @y].point
end
def inside_rect? rect
point.inside_rect? rect
end
def inside_circle? center, radius
point.point_inside_circle? center, radius
end
def intersect_rect? other_rect
{ x: point.x, y: point.y, w: 0, h: 0 }.intersect_rect? other_rect
end
alias_method :position, :point
def clear
if @click
@previous_click = MousePoint.new @click.point.x, @click.point.y
@previous_click.created_at = @click.created_at
@previous_click.global_created_at = @click.global_created_at
end
@click = nil
@up = nil
@moved = nil
@wheel = nil
end
def up
@up
end
def down
@click
end
def serialize
result = {}
if @click
result[:click] = @click.to_hash
result[:down] = @click.to_hash
end
result[:up] = @up.to_hash if @up
result[:x] = @x
result[:y] = @y
result[:moved] = @moved
result[:moved_at] = @moved_at
result[:has_focus] = @has_focus
result
end
def to_s
serialize.to_s
end
alias_method :inspect, :to_s
end
# Provides access to multitouch input
#
# @gtk
class FingerTouch
# @gtk
attr_accessor :moved,
:moved_at,
:global_moved_at,
:down_at,
:global_down_at,
:touch_order,
:first_tick_down,
:x, :y
def initialize
@moved = false
@moved_at = 0
@global_moved_at = 0
@down_at = 0
@global_down_at = 0
@touch_order = 0
@first_tick_down = true
@x = 0
@y = 0
end
def point
[@x, @y].point
end
def inside_rect? rect
point.inside_rect? rect
end
def inside_circle? center, radius
point.point_inside_circle? center, radius
end
alias_method :position, :point
def serialize
result = {}
result[:x] = @x
result[:y] = @y
result[:touch_order] = @touch_order
result[:moved] = @moved
result[:moved_at] = @moved_at
result[:global_moved_at] = @global_moved_at
result[:down_at] = @down_at
result[:global_down_at] = @global_down_at
result
end
def to_s
serialize.to_s
end
alias_method :inspect, :to_s
end
end
module GTK
# @gtk
class Inputs
# A list of all controllers.
#
# @return [Controller[]]
# @gtk
attr_reader :controllers
# @return [Keyboard]
# @gtk
attr_reader :keyboard
# @return [Mouse]
# @gtk
attr_reader :mouse
# @return [HTTPRequest[]]
# @gtk
attr_accessor :http_requests
# @return {FingerTouch}
# @gtk
attr_reader :touch
attr_accessor :finger_one, :finger_two
# @gtk
attr_accessor :text, :history
def initialize
@controllers = [Controller.new, Controller.new]
@keyboard = Keyboard.new
@mouse = Mouse.new
@touch = {}
@finger_one = nil
@finger_two = nil
@text = []
@http_requests = []
end
def up
keyboard.up ||
(controller_one && controller_one.up)
end
def down
keyboard.down ||
(controller_one && controller_one.down)
end
def left
keyboard.left ||
(controller_one && controller_one.left)
end
def right
keyboard.right ||
(controller_one && controller_one.right)
end
def directional_vector
keyboard.directional_vector ||
(controller_one && controller_one.directional_vector)
end
def directional_angle
keyboard.directional_angle || (controller_one && controller_one.directional_angle)
end
# Returns a signal indicating right (`1`), left (`-1`), or neither ('0').
#
# @return [Integer]
def left_right
return -1 if self.left
return 1 if self.right
return 0
end
# Returns a signal indicating up (`1`), down (`-1`), or neither ('0').
#
# @return [Integer]
def up_down
return 1 if self.up
return -1 if self.down
return 0
end
# Returns the coordinates of the last click.
#
# @return [Float, Float]
def click
return nil unless @mouse.click
return @mouse.click.point
end
# The first controller.
#
# @return [Controller]
def controller_one
@controllers[0]
end
# The second controller.
#
# @return [Controller]
def controller_two
@controllers[1]
end
# Clears all inputs.
#
# @return [void]
def clear
@mouse.clear
@keyboard.clear
@controllers.each(&:clear)
@touch.clear
@http_requests.clear
@finger_one = nil
@finger_two = nil
end
# @return [Hash]
def serialize
{
controller_one: controller_one.serialize,
controller_two: controller_two.serialize,
keyboard: keyboard.serialize,
mouse: mouse.serialize,
text: text.serialize
}
end
end
end
ios_wizard.rb
# ./dragon/ios_wizard.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# ios_wizard.rb has been released under MIT (*only this file*).
# Contributors outside of DragonRuby who also hold Copyright: Michał Dudziński
class IOSWizard < Wizard
def initialize
@doctor_executed_at = 0
end
def relative_path
(File.dirname $gtk.binary_path)
end
def steps
@steps ||= []
end
def prerequisite_steps
[
:check_for_xcode,
:check_for_brew,
:check_for_certs,
]
end
def app_metadata_retrieval_steps
[
:determine_team_identifier,
:determine_app_name,
:determine_app_id,
]
end
def steps_development_build
[
*prerequisite_steps,
:check_for_device,
:check_for_dev_profile,
*app_metadata_retrieval_steps,
:determine_devcert,
:clear_tmp_directory,
:stage_app,
:development_write_info_plist,
:write_entitlements_plist,
:compile_icons,
:clear_payload_directory,
:create_payload_directory_dev,
:create_payload,
:code_sign_payload,
:create_ipa,
:deploy
]
end
def steps_production_build
[
*prerequisite_steps,
:check_for_distribution_profile,
:determine_app_version,
*app_metadata_retrieval_steps,
:determine_prodcert,
:clear_tmp_directory,
:stage_app,
:production_write_info_plist,
:write_entitlements_plist,
:compile_icons,
:clear_payload_directory,
:create_payload_directory_prod,
:create_payload,
:code_sign_payload,
:create_ipa,
:print_publish_help
]
end
def get_reserved_sprite png
sprite_path = ".dragonruby/sprites/wizards/ios/#{png}"
if !$gtk.ivar :rcb_release_mode
sprite_path = "deploy_template/#{sprite_path}"
$gtk.reset_sprite sprite_path
end
if !$gtk.read_file sprite_path
log_error "png #{png} not found."
end
sprite_path
end
def start opts = nil
@opts = opts || {}
if !(@opts.is_a? Hash) || !($gtk.args.fn.eq_any? @opts[:env], :dev, :prod)
raise WizardException.new(
"* $wizards.ios.start needs to be provided an environment option.",
"** For development builds type: $wizards.ios.start env: :dev",
"** For production builds type: $wizards.ios.start env: :prod"
)
end
@production_build = (@opts[:env] == :prod)
@steps = steps_development_build
@steps = steps_production_build if @production_build
@certificate_name = nil
@app_version = opts[:version]
@app_version = "1.0" if @opts[:env] == :dev && !@app_version
init_wizard_status
log_info "Starting iOS Wizard so we can deploy to your device."
@start_at = Kernel.global_tick_count
steps.each do |m|
log_info "Running step ~:#{m}~."
result = (send m) || :success if @wizard_status[m][:result] != :success
@wizard_status[m][:result] = result
log_info "Running step ~:#{m}~ complete."
end
nil
rescue Exception => e
if e.is_a? WizardException
$console.log.clear
$console.archived_log.clear
log "=" * $console.console_text_width
e.console_primitives.each do |p|
$console.add_primitive p
end
log "=" * $console.console_text_width
else
log_error e.to_s
log e.__backtrace_to_org__
end
init_wizard_status
$console.set_command "$wizards.ios.start env: :#{@opts[:env]}"
end
def always_fail
return false if $gtk.ivar :rcb_release_mode
return true
end
def check_for_xcode
if !cli_app_exist?(xcodebuild_cli_app)
raise WizardException.new(
"* You need Xcode to use $wizards.ios.start.",
{ w: 75, h: 75, path: get_reserved_sprite("xcode.png") },
"** 1. Go to http://developer.apple.com and register.",
"** 2. Download Xcode 11.3+ from http://developer.apple.com/downloads.",
" NOTE: DO NOT install Xcode from the App Store. Use the link above.",
{ w: 700, h: 359, path: get_reserved_sprite("xcode-downloads.png") },
"** 3. After installing. Open up Xcode to accept the EULA."
)
end
end
def check_for_brew
if !cli_app_exist?('brew')
raise WizardException.new(
"* You need to install Brew.",
{ w: 700, h: 388, path: get_reserved_sprite("brew.png") },
"** 1. Go to http://brew.sh.",
"** 2. Copy the command that starts with `/bin/bash -c` on the site.",
"** 3. Open Terminal and run the command you copied from the website.",
{ w: 700, h: 99, path: get_reserved_sprite("terminal.png") },
)
end
end
def init_wizard_status
@wizard_status = {}
steps.each do |m|
@wizard_status[m] = { result: :not_started }
end
previous_step = nil
next_step = nil
steps.each_cons(2) do |current_step, next_step|
@wizard_status[current_step][:next_step] = next_step
end
steps.reverse.each_cons(2) do |current_step, previous_step|
@wizard_status[current_step][:previous_step] = previous_step
end
end
def restart
init_wizard_status
start
end
def check_for_distribution_profile
@provisioning_profile_path = "profiles/distribution.mobileprovision"
if !($gtk.read_file @provisioning_profile_path)
$gtk.system "mkdir -p #{relative_path}/profiles"
$gtk.system "open #{relative_path}/profiles"
$gtk.system "echo Download the mobile provisioning profile and place it here with the name distribution.mobileprovision > #{relative_path}/profiles/README.txt"
raise WizardException.new(
"* I didn't find a mobile provision.",
"** 1. Go to http://developer.apple.com and click \"Certificates, IDs & Profiles\".",
"** 2. Add an App Identifier.",
"** 3. Select the App IDs option from the list.",
{ w: 700, h: 75, path: get_reserved_sprite("identifiers.png") },
"** 4. Add your Device next. You can use idevice_id -l to get the UUID of your device.",
{ w: 365, h: 69, path: get_reserved_sprite("device-link.png") },
"** 5. Create a Profile. Associate your certs, id, and device.",
{ w: 300, h: 122, path: get_reserved_sprite("profiles.png") },
"** 6. Download the mobile provision and save it to 'profiles/development.mobileprovision'.",
{ w: 200, h: 124, path: get_reserved_sprite("profiles-folder.png") },
)
end
end
def check_for_dev_profile
@provisioning_profile_path = "profiles/development.mobileprovision"
if !($gtk.read_file @provisioning_profile_path)
$gtk.system "mkdir -p #{relative_path}/profiles"
$gtk.system "open #{relative_path}/profiles"
$gtk.system "echo Download the mobile provisioning profile and place it here with the name development.mobileprovision > #{relative_path}/profiles/README.txt"
raise WizardException.new(
"* I didn't find a mobile provision.",
"** 1. Go to http://developer.apple.com and click \"Certificates, IDs & Profiles\".",
"** 2. Add an App Identifier.",
"** 3. Select the App IDs option from the list.",
{ w: 700, h: 75, path: get_reserved_sprite("identifiers.png") },
"** 4. Add your Device next. You can use idevice_id -l to get the UUID of your device.",
{ w: 365, h: 69, path: get_reserved_sprite("device-link.png") },
"** 5. Create a Profile. Associate your certs, id, and device.",
{ w: 300, h: 122, path: get_reserved_sprite("profiles.png") },
"** 6. Download the mobile provision and save it to 'profiles/development.mobileprovision'.",
{ w: 200, h: 124, path: get_reserved_sprite("profiles-folder.png") },
)
end
end
def provisioning_profile_path environment
return "profiles/distribution.mobileprovision" if environment == :prod
return "profiles/development.mobileprovision"
end
def ios_metadata_template
<<-S
# ios_metadata.txt is used by the Pro version of DragonRuby Game Toolkit to create iOS apps.
# Information about the Pro version can be found at: http://dragonruby.org/toolkit/game#purchase
# teamid needs to be set to your assigned Team Id which can be found at https://developer.apple.com/account/#/membership/
teamid=
# appid needs to be set to your application identifier which can be found at https://developer.apple.com/account/resources/identifiers/list
appid=
# appname is the name you want to show up underneath the app icon on the device. Keep it under 10 characters.
appname=
# devcert is the certificate to use for development/deploying to your local device
devcert=
# prodcert is the certificate to use for distribution to the app store
prodcert=
S
end
def ios_metadata
contents = $gtk.read_file 'metadata/ios_metadata.txt'
if !contents
$gtk.write_file 'metadata/ios_metadata.txt', ios_metadata_template
contents = $gtk.read_file 'metadata/ios_metadata.txt'
end
kvps = contents.each_line
.reject { |l| l.strip.length == 0 || (l.strip.start_with? "#") }
.map do |l|
key, value = l.split("=")
[key.strip.to_sym, value.strip]
end.flatten
Hash[*kvps]
end
def game_metadata
contents = $gtk.read_file 'metadata/game_metadata.txt'
kvps = contents.each_line
.reject { |l| l.strip.length == 0 || (l.strip.start_with? "#") }
.map do |l|
key, value = l.split("=")
[key.strip.to_sym, value.strip]
end.flatten
Hash[*kvps]
end
def raise_ios_metadata_required
raise WizardException.new(
"* mygame/metadata/ios_metadata.txt needs to be filled out.",
"You need to update metadata/ios_metadata.txt with a valid teamid, appname, appid, devcert, and prodcert.",
"Instructions for where the values should come from are within metadata/ios_metadata.txt."
)
end
def determine_team_identifier
@team_id = (ios_metadata.teamid || "")
raise_ios_metadata_required if @team_id.strip.length == 0
log_info "Team Identifer is: #{@team_id}"
end
def determine_app_name
@app_name = (ios_metadata.appname || "")
raise_ios_metadata_required if @app_name.strip.length == 0
log_info "App name is: #{@app_name}."
end
def provisioning_profile_xml environment
xml = $gtk.read_file (provisioning_profile_path environment)
scrubbed = xml.each_line.map do |l|
if l.strip.start_with? "<"
if l.start_with? ''
''
elsif l.include? "Apple Inc."
nil
elsif l.include? ''
nil
else
l
end
else
nil
end
end.reject { |l| !l }.join
$gtk.parse_xml scrubbed
end
def determine_app_id
@app_id = ios_metadata.appid
raise_ios_metadata_required if @app_id.strip.length == 0
log_info "App Identifier is set to: #{@app_id}"
end
def determine_devcert
@certificate_name = ios_metadata.devcert
raise_ios_metadata_required if @certificate_name.strip.length == 0
log_info "Dev Certificate is set to: #{@certificate_name}"
end
def determine_prodcert
@certificate_name = ios_metadata.prodcert
raise_ios_metadata_required if @certificate_name.strip.length == 0
log_info "Production (Distribution) Certificate is set to: #{@certificate_name}"
end
def set_app_name name
@app_name = name
start
end
def set_dev_profile path
if !$gtk.read_file path
log_error "I couldn't find a development profile at #{path}."
ask_for_dev_profile
else
@provisioning_profile_path = path
start
end
end
def clear_tmp_directory
sh "rm -rf #{tmp_directory}"
end
def set_app_id id
log_info = "App Id set to: #{id}"
@app_id = id
start
end
def check_for_device
log_info "Looking for device."
if !cli_app_exist?(idevice_id_cli_app)
raise WizardException.new(
"* It doesn't look like you have the libimobiledevice iOS protocol library installed.",
"** 1. Open Terminal.",
{ w: 700, h: 99, path: get_reserved_sprite("terminal.png") },
"** 2. Run: `brew install libimobiledevice`.",
{ w: 500, h: 93, path: get_reserved_sprite("brew-install-libimobiledevice.png") },
)
end
if connected_devices.length == 0
raise WizardException.new("* I couldn't find any connected devices. Connect your iOS device to your Mac and try again.")
end
@device_id = connected_devices.first
log_info "I will be using device with UUID #{@device_id}"
end
def check_for_certs
log_info "Attempting to find certificates on your computer."
if @production_build
@certificate_name = ios_metadata[:prodcert]
else
@certificate_name = ios_metadata[:devcert]
end
log_info "I will be using certificate: '#{@certificate_name}'."
end
def idevice_id_cli_app
"idevice_id"
end
def security_cli_app
"/usr/bin/security"
end
def xcodebuild_cli_app
"xcodebuild"
end
def connected_devices
sh("idevice_id -l").strip.each_line.map do |l|
l.strip
end.reject { |l| l.length == 0 }
end
def cli_app_exist? app
`which #{app}`.strip.length != 0
end
def write_entitlements_plist
if @production_build
entitlement_plist_string = <<-XML
application-identifier
:app_id
beta-reports-active
XML
else
entitlement_plist_string = <<-XML
application-identifier
:app_id
get-task-allow
XML
end
log_info "Creating Entitlements.plist"
$gtk.write_file_root "tmp/ios/Entitlements.plist", entitlement_plist_string.gsub(":app_id", "#{@team_id}.#{@app_id}").strip
$gtk.write_file_root "tmp/ios/Entitlements.txt", entitlement_plist_string.gsub(":app_id", "#{@team_id}.#{@app_id}").strip
sh "/usr/bin/plutil -convert binary1 \"#{tmp_directory}/Entitlements.plist\""
sh "/usr/bin/plutil -convert xml1 \"#{tmp_directory}/Entitlements.plist\""
@entitlement_plist_written = true
end
def code_sign_payload
log_info "Signing app with #{@certificate_name}."
sh "CODESIGN_ALLOCATE=\"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/codesign_allocate\" /usr/bin/codesign -f -s \"#{@certificate_name}\" --entitlements #{tmp_directory}/Entitlements.plist \"#{tmp_directory}/ipa_root/Payload/#{@app_name}.app\""
sh "CODESIGN_ALLOCATE=\"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/codesign_allocate\" /usr/bin/codesign -f -s \"#{@certificate_name}\" --entitlements #{tmp_directory}/Entitlements.plist \"#{tmp_directory}/ipa_root/Payload/#{@app_name}.app/Runtime\""
@code_sign_completed = true
end
def write_info_plist_distribution
log_info "Adding Info.plist."
<<-XML
BuildMachineOSBuild
20D91
CFBundleDevelopmentRegion
en
CFBundleName
:app_name
CFBundleDisplayName
A Dark Room
CFBundleIdentifier
:app_id
CFBundleExecutable
:app_name
CFBundleInfoDictionaryVersion
:app_version
CFBundlePackageType
APPL
CFBundleShortVersionString
:app_version
CFBundleSignature
????
CFBundleVersion
:app_version
CFBundleIcons
CFBundlePrimaryIcon
CFBundleIconName
AppIcon
CFBundleIconFiles
AppIcon60x60
CFBundleIcons~ipad
CFBundlePrimaryIcon
CFBundleIconName
AppIcon
CFBundleIconFiles
AppIcon60x60
AppIcon76x76
AppIcon83.5x83.5
UILaunchStoryboardName
SimpleSplash
UIRequiresFullScreen
ITSAppUsesNonExemptEncryption
UIRequiredDeviceCapabilities
arm64
MinimumOSVersion
10.3
CFBundleSupportedPlatforms
iPhoneOS
CFBundleIconFiles
AppIcon20x20
AppIcon29x29
AppIcon40x40
AppIcon60x60
UIDeviceFamily
1
2
UISupportedInterfaceOrientations
UIInterfaceOrientationPortrait
UIStatusBarStyle
UIStatusBarStyleDefault
UIBackgroundModes
DTXcode
0124
DTXcodeBuild
12D4e
DTSDKName
iphoneos14.4
DTSDKBuild
18D46
DTPlatformName
iphoneos
DTCompiler
com.apple.compilers.llvm.clang.1_0
DTPlatformVersion
14.4
DTPlatformBuild
18D46
XML
end
def development_write_info_plist
log_info "Adding Info.plist."
info_plist_string = <<-XML
NSAppTransportSecurity
NSAllowsArbitraryLoads
NSExceptionDomains
google.com
NSExceptionAllowsInsecureHTTPLoads
NSIncludesSubdomains
BuildMachineOSBuild
20D91
CFBundleDevelopmentRegion
en
CFBundleDisplayName
:app_name
CFBundleExecutable
Runtime
CFBundleIconFiles
AppIcon60x60
CFBundleIcons
CFBundlePrimaryIcon
CFBundleIconFiles
AppIcon60x60
CFBundleIconName
AppIcon
CFBundleIcons~ipad
CFBundlePrimaryIcon
CFBundleIconFiles
AppIcon60x60
AppIcon76x76
AppIcon83.5x83.5
CFBundleIconName
AppIcon
CFBundleIdentifier
:app_id
CFBundleInfoDictionaryVersion
:app_version
CFBundleName
:app_name
CFBundlePackageType
APPL
CFBundleShortVersionString
:app_version
CFBundleSignature
????
CFBundleSupportedPlatforms
iPhoneOS
CFBundleVersion
:app_version
DTCompiler
com.apple.compilers.llvm.clang.1_0
DTPlatformBuild
18D46
DTPlatformName
iphoneos
DTPlatformVersion
14.4
DTSDKBuild
18D46
DTSDKName
iphoneos14.4
DTXcode
0124
DTXcodeBuild
12D4e
MinimumOSVersion
14.4
UIAppFonts
UIBackgroundModes
UIDeviceFamily
1
2
UILaunchImages
UILaunchImageMinimumOSVersion
7.0
UILaunchImageName
Default-568h@2x
UILaunchImageOrientation
Portrait
UILaunchImageSize
{320, 568}
UILaunchImageMinimumOSVersion
7.0
UILaunchImageName
Default-667h@2x
UILaunchImageOrientation
Portrait
UILaunchImageSize
{375, 667}
UILaunchImageMinimumOSVersion
7.0
UILaunchImageName
Default-736h@3x
UILaunchImageOrientation
Portrait
UILaunchImageSize
{414, 736}
UILaunchStoryboardName
SimpleSplash
UIRequiredDeviceCapabilities
arm64
UIRequiresFullScreen
UIStatusBarStyle
UIStatusBarStyleDefault
UISupportedInterfaceOrientations
UIInterfaceOrientationLandscapeRight
XML
# UIInterfaceOrientationPortrait
# UIInterfaceOrientationLandscapeRight
info_plist_string.gsub!(":app_name", @app_name)
info_plist_string.gsub!(":app_id", @app_id)
$gtk.write_file_root "tmp/ios/#{@app_name}.app/Info.plist", info_plist_string.strip
$gtk.write_file_root "tmp/ios/Info.txt", info_plist_string.strip
@info_plist_written = true
end
def production_write_info_plist
log_info "Adding Info.plist."
info_plist_string = <<-XML
BuildMachineOSBuild
20D91
CFBundleDevelopmentRegion
en
CFBundleDisplayName
:app_name
CFBundleExecutable
Runtime
CFBundleIconFiles
AppIcon60x60
CFBundleIcons
CFBundlePrimaryIcon
CFBundleIconFiles
AppIcon60x60
CFBundleIconName
AppIcon
CFBundleIcons~ipad
CFBundlePrimaryIcon
CFBundleIconFiles
AppIcon60x60
AppIcon76x76
AppIcon83.5x83.5
CFBundleIconName
AppIcon
CFBundleIdentifier
:app_id
CFBundleInfoDictionaryVersion
:app_version
CFBundleName
:app_name
CFBundlePackageType
APPL
CFBundleShortVersionString
:app_version
CFBundleSignature
????
CFBundleSupportedPlatforms
iPhoneOS
CFBundleVersion
:app_version
DTCompiler
com.apple.compilers.llvm.clang.1_0
DTPlatformBuild
18D46
DTPlatformName
iphoneos
DTPlatformVersion
14.4
DTSDKBuild
18D46
DTSDKName
iphoneos14.4
DTXcode
0124
DTXcodeBuild
12D4e
MinimumOSVersion
14.4
UIAppFonts
UIBackgroundModes
UIDeviceFamily
1
2
UILaunchImages
UILaunchImageMinimumOSVersion
7.0
UILaunchImageName
Default-568h@2x
UILaunchImageOrientation
Portrait
UILaunchImageSize
{320, 568}
UILaunchImageMinimumOSVersion
7.0
UILaunchImageName
Default-667h@2x
UILaunchImageOrientation
Portrait
UILaunchImageSize
{375, 667}
UILaunchImageMinimumOSVersion
7.0
UILaunchImageName
Default-736h@3x
UILaunchImageOrientation
Portrait
UILaunchImageSize
{414, 736}
UILaunchStoryboardName
SimpleSplash
UIRequiredDeviceCapabilities
arm64
UIRequiresFullScreen
UIStatusBarStyle
UIStatusBarStyleDefault
UISupportedInterfaceOrientations
UIInterfaceOrientationLandscapeRight
XML
# UIInterfaceOrientationPortrait
# UIInterfaceOrientationLandscapeRight
info_plist_string.gsub!(":app_name", @app_name)
info_plist_string.gsub!(":app_id", @app_id)
info_plist_string.gsub!(":app_version", @app_version)
$gtk.write_file_root "tmp/ios/#{@app_name}.app/Info.plist", info_plist_string.strip
$gtk.write_file_root "tmp/ios/Info.txt", info_plist_string.strip
@info_plist_written = true
end
def device_orientation_xml
return "UIInterfaceOrientationLandscapeRight" if $gtk.logical_width > $gtk.logical_height
return "UIInterfaceOrientationPortrait"
end
def tmp_directory
"#{relative_path}/tmp/ios"
end
def app_path
"#{tmp_directory}/#{@app_name}.app"
end
def root_folder
"#{relative_path}/#{$gtk.cli_arguments[:dragonruby]}"
end
def embed_mobileprovision
sh %Q[cp #{@provisioning_profile_path} "#{app_path}/embedded.mobileprovision"]
sh %Q[/usr/bin/plutil -convert binary1 "#{app_path}/Info.plist"]
end
def clear_payload_directory
sh %Q[rm "#{@app_name}".ipa]
sh %Q[rm -rf "#{app_path}/app"]
sh %Q[rm -rf "#{app_path}/sounds"]
sh %Q[rm -rf "#{app_path}/sprites"]
sh %Q[rm -rf "#{app_path}/data"]
sh %Q[rm -rf "#{app_path}/fonts"]
end
def stage_app
log_info "Staging."
sh "mkdir -p #{tmp_directory}"
sh "cp -R #{relative_path}/dragonruby-ios.app \"#{tmp_directory}/#{@app_name}.app\""
sh %Q[cp -r "#{root_folder}/app/" "#{app_path}/app/"]
sh %Q[cp -r "#{root_folder}/sounds/" "#{app_path}/sounds/"]
sh %Q[cp -r "#{root_folder}/sprites/" "#{app_path}/sprites/"]
sh %Q[cp -r "#{root_folder}/data/" "#{app_path}/data/"]
sh %Q[cp -r "#{root_folder}/fonts/" "#{app_path}/fonts/"]
end
def create_payload
sh %Q[mkdir -p #{tmp_directory}/ipa_root/Payload]
sh %Q[cp -r "#{app_path}" "#{tmp_directory}/ipa_root/Payload"]
sh %Q[chmod -R 755 "#{tmp_directory}/ipa_root/Payload"]
end
def create_payload_directory_dev
# write dev machine's ip address for hotloading
$gtk.write_file "app/server_ip_address.txt", $gtk.ffi_misc.get_local_ip_address.strip
embed_mobileprovision
clear_payload_directory
stage_app
end
def create_payload_directory_prod
# production builds does not hotload ip address
sh %Q[rm "#{root_folder}/app/server_ip_address.txt"]
embed_mobileprovision
stage_app
# production build marker
sh %Q[mkdir -p "#{app_path}/metadata/"]
sh %Q[touch metadata/DRAGONRUBY_PRODUCTION_BUILD]
end
def create_ipa
do_zip
sh "cp \"#{tmp_directory}/ipa_root/archive.zip\" \"#{tmp_directory}/#{@app_name}.ipa\""
end
def do_zip
$gtk.write_file_root "tmp/ios/do_zip.sh", <<-SCRIPT
pushd #{tmp_directory}/ipa_root/
zip -q -r archive.zip Payload
popd
SCRIPT
sh "sh #{tmp_directory}/do_zip.sh"
end
def sh cmd
log_info cmd.strip
result = `#{cmd}`
if result.strip.length > 0
log_info result.strip.each_line.map(&:strip).join("\n")
end
result
end
def deploy
sh "XCODE_DIR=\"/Applications/Xcode.app/Contents/Developer\" \"#{relative_path}/dragonruby-deploy-ios\" -d \"#{@device_id}\" \"#{tmp_directory}/#{@app_name}.ipa\""
log_info "Check your device!!"
end
def print_publish_help
has_transporter = (sh "ls /Applications/Transporter.app").include? "Contents"
if !has_transporter
$gtk.openurl "https://apps.apple.com/us/app/transporter/id1450874784?mt=12"
$console.set_command "$wizards.ios.start env: :#{@opts[:env]}, version: \"#{@opts[:version]}\""
raise WizardException.new(
"* To upload your app, Download Transporter from the App Store https://apps.apple.com/us/app/transporter/id1450874784?mt=12."
)
else
sh "mkdir ./tmp/ios/intermediary_artifacts"
sh "mv \"#{tmp_directory}/#{@app_name}.app\" #{tmp_directory}/intermediary_artifacts/"
sh "mv \"#{tmp_directory}/do_zip.sh\" #{tmp_directory}/intermediary_artifacts"
sh "mv \"#{tmp_directory}/Entitlements.plist\" #{tmp_directory}/intermediary_artifacts"
sh "mv \"#{tmp_directory}/ipa_root\" #{tmp_directory}/intermediary_artifacts/"
sh "open /Applications/Transporter.app"
sh "open ./tmp/ios/"
end
end
def compile_icons
cmd = <<-S
"/Applications/Xcode.app/Contents/Developer/usr/bin/actool" --output-format human-readable-text \
--notices --warnings --platform iphoneos \
--minimum-deployment-target 10.3 \
--target-device iphone \
--target-device ipad --app-icon 'AppIcon' \
--output-partial-info-plist '#{app_path}/AssetCatalog-Info.plist' \
--compress-pngs --compile "#{app_path}" \
"#{app_path}/Assets.xcassets"
S
sh cmd
end
def stage_native_libs
sh "cp -r \"#{root_folder}/native/\" \"#{app_path}/native/\""
sh "CODESIGN_ALLOCATE=\"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/codesign_allocate\" /usr/bin/codesign -f -s \"#{@certificate_name}\" --entitlements #{tmp_directory}/Entitlements.plist \"#{tmp_directory}/#{@app_name}.app/native/ios-device/ext.dylib\""
end
def set_version version
@app_version = version
start env: @opts[:env], version: version
end
def app_version
log_info "Attempting to retrieve App Version from metadata/ios_metadata.txt."
ios_version_number = (ios_metadata.version || "").strip
if ios_version_number.length == 0
log_info "Not found. Attempting to retrieve App Version from metadata/game_metadata.txt."
ios_version_number = (game_metadata.version || "").strip
end
ios_version_number
end
def determine_app_version
@app_version = app_version
return if @app_version
end
end
itch_wizard.rb
# ./dragon/itch_wizard.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# itch_wizard.rb has been released under MIT (*only this file*).
class ItchWizard < Wizard
def steps
[
:check_metadata,
:deploy,
]
end
def write_blank_metadata
$gtk.write_file metadata_file_path, <<-S.strip
#devid=myname
#devtitle=My Name
#gameid=mygame
#gametitle=My Game
#version=0.1
#icon=metadata/icon.png
S
end
def check_metadata
metadata_text = $gtk.read_file metadata_file_path
if !metadata_text
write_blank_metadata
end
if metadata_text.strip.each_line.to_a.length < 6
write_blank_metadata
end
log "* INFO: Contents of #{metadata_file_path}:"
log "#+begin_src txt"
metadata_text.each_line { |l| log " #{l}" }
log "#+end_src"
metadata = get_metadata
if metadata[:dev_id].start_with?("#") || !@dev_id
log "* PROMPT: Please provide your username for Itch."
$console.set_command "$wizards.itch.set_dev_id \"#{metadata[:dev_id]}\""
return :need_dev_id
end
if metadata[:dev_title].start_with?("#") || !@dev_title
log "* PROMPT: Please provide developer's/company's name that you want displayed."
$console.set_command "$wizards.itch.set_dev_title \"#{metadata[:dev_title]}\""
return :need_dev_title
end
if metadata[:game_id].start_with?("#") || !@game_id
log "* PROMPT: Please provide the id for you game. This is the id you specified when you set up a new game page on Itch."
$console.set_command "$wizards.itch.set_game_id \"#{metadata[:game_id]}\""
return :need_game_id
end
if metadata[:game_title].start_with?("#") || !@game_title
log "* PROMPT: Please provide the display name for your game. (This can include spaces)"
$console.set_command "$wizards.itch.set_game_title \"#{metadata[:game_title]}\""
return :need_game_title
end
if metadata[:version].start_with?("#") || !@version
log "* PROMPT: Please provide the version for your game."
$console.set_command "$wizards.itch.set_version \"#{metadata[:version]}\""
return :need_version
end
if metadata[:icon].start_with?("#") || !@icon
log "* PROMPT: Please provide icon path for your game."
$console.set_command "$wizards.itch.set_icon \"#{metadata[:icon]}\""
return :need_icon
end
puts "here!! success!!!"
return :success
end
def set_dev_id value
@dev_id = value
start
end
def set_dev_title value
@dev_title = value
start
end
def set_game_id value
@game_id = value
start
end
def set_game_title value
@game_title = value
start
end
def set_version value
@version = value
start
end
def set_icon value
@icon = value
write_metadata
start
end
def write_metadata
text = ""
if @dev_id
text += "devid=#{@dev_id}\n"
else
text += "#devid=myname\n"
end
if @dev_title
text += "devtitle=#{@dev_title}\n"
else
text += "#devtitle=My Name\n"
end
if @game_id
text += "gameid=#{@game_id}\n"
else
text += "#gameid=gameid\n"
end
if @game_title
text += "gametitle=#{@game_title}\n"
else
text += "#gametitle=Game Name\n"
end
if @version
text += "version=#{@version}\n"
else
text += "#version=0.1\n"
end
if @icon
text += "icon=#{@icon}\n"
else
text += "#icon=metadata/icon.png\n"
end
$gtk.write_file metadata_file_path, text
end
def relative_path
(File.dirname $gtk.binary_path)
end
def package_command
"#{File.join $gtk.get_base_dir, 'dragonruby-publish'}"
end
def deploy
log_info "* Running dragonruby-publish: #{package_command}"
$gtk.openurl "http://itch.io/dashboard" if $gtk.platform == "Mac OS X"
if $gtk.platform? :mac
$gtk.exec "rm -rf ./builds"
end
results = $gtk.exec "#{package_command} --only-package"
puts File.expand_path("./builds")
log "#+begin_src"
log results
log "#+end_src"
if $gtk.platform? :mac
$gtk.exec "open ./builds/"
elsif $gtk.platform? :windows
$gtk.exec "powershell \"ii .\""
end
$gtk.openurl "https://itch.io/dashboard"
:success
end
def start
log "================"
log "* INFO: Starting Itch Wizard."
@start_at = Kernel.global_tick_count
steps.each do |m|
begin
log_info "Running Itch Wizard Step: ~$wizards.itch.#{m}~"
result = (send m) || :success
@wizard_status[m][:result] = result
if result != :success
log_info "Exiting wizard. :#{result}"
break
end
rescue Exception => e
if e.is_a? WizardException
$console.log.clear
$console.archived_log.clear
log "=" * $console.console_text_width
e.console_primitives.each do |p|
$console.add_primitive p
end
log "=" * $console.console_text_width
$console.set_command (e.console_command || "$wizards.itch.start")
else
log_error "Step #{m} failed."
log_error e.to_s
$console.set_command "$wizards.itch.start"
end
break
end
end
end
def reset
@dev_id = nil
@dev_title = nil
@game_id = nil
@game_title = nil
@version = nil
@icon = nil
init_wizard_status
end
def restart
reset
start
end
def initialize
reset
end
def init_wizard_status
@wizard_status = {}
steps.each do |m|
@wizard_status[m] = { result: :not_started }
end
previous_step = nil
next_step = nil
steps.each_cons(2) do |current_step, next_step|
@wizard_status[current_step][:next_step] = next_step
end
steps.reverse.each_cons(2) do |current_step, previous_step|
@wizard_status[current_step][:previous_step] = previous_step
end
end
end
layout.rb
# ./dragon/layout.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# layout.rb has been released under MIT (*only this file*).
module GTK
class Margin
attr :left, :right, :top, :bottom
def initialize
@left = 0
@right = 0
@top = 0
@bottom = 0
end
def serialize
{
left: @left,
right: @right,
top: @top,
bottom: @bottom,
}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
class SafeArea
attr :w, :h, :margin
def initialize
@w = 0
@h = 0
@margin = Margin.new
end
def serialize
{
w: @w,
h: @h,
margin: @margin.serialize
}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
class GridArea
attr :w, :h, :margin, :gutter, :col_count, :row_count, :cell_w, :cell_h, :outer_gutter
def initialize
@w = 0
@h = 0
@gutter = 0
@outer_gutter = 0
@col_count = 0
@row_count = 0
@margin = Margin.new
end
def serialize
{
w: @w,
h: @h,
gutter: @gutter,
outer_gutter: @outer_gutter,
col_count: @col_count,
row_count: @row_count,
margin: @margin.serialize
}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
class ControlArea
attr :cell_size, :w, :h, :margin
def initialize
@margin = Margin.new
end
def serialize
{
cell_size: @cell_size,
w: @w,
h: @h,
margin: @margin.serialize,
}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
class Device
attr :w, :h, :safe_area, :grid_area, :control_area, :name, :aspect
def initialize
@name = ""
@w = 0
@h = 0
@safe_area = SafeArea.new
@grid_area = GridArea.new
@control_area = ControlArea.new
@aspect = AspectRatio.new
end
def assert! result, message
return if result
raise message
end
def check_math!
assert! (@control_area.w + @control_area.margin.left + @control_area.margin.right) == @w, "Math for Width didn't pan out."
assert! (@control_area.h + @control_area.margin.top + @control_area.margin.bottom) == @h, "Math for Height didn't pan out."
end
def serialize
{
name: @name,
w: @w,
h: @h,
aspect: @aspect.serialize,
safe_area: @safe_area.serialize,
grid_area: @grid_area.serialize,
control_area: @control_area.serialize
}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
class AspectRatio
attr :w, :h, :u
def initialize
@w = 0
@h = 0
@u = 0
end
def serialize
{
w: @w,
h: @h,
u: @u
}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
class Layout
attr :w, :h, :rect_cache
def initialize w, h
@w = w
@h = h
@rect_cache = {}
init_device @w, @h
end
def u_for_16x9 w, h
u = (w.fdiv 16).floor
u = (h.fdiv 9).floor if (u * 9) > h
{
u: u,
w: u * 16,
h: u * 9
}
end
def font_relative_size_enum size_enum
base_line_logical = 22
base_line_actual = font_size_med
target_logical = size_enum
target_logical = 1 if target_logical <= 0
(base_line_actual / base_line_logical) * target_logical
end
def font_px_to_pt px
(px / 1.33333).floor
end
def font_pt_to_px pt
pt * 1.333333
end
def font_size_cell
(cell_height / 1.33333)
end
def font_size_xl
font_size_cell
end
def font_size_lg
font_size_cell * 0.8
end
def font_size_med
font_size_cell * 0.7
end
def font_size_sm
font_size_cell * 0.6
end
def font_size_xs
font_size_cell * 0.5
end
def font_size
font_size_cell * 0.7
end
def logical_rect
@logical_rect ||= { x: 0,
y: 0,
w: @w,
h: @h }
end
def safe_rect
@safe_rect ||= { x: 0,
y: 0,
w: @w,
h: @h }
end
def control_rect
@control_rect ||= { x: device.control_area.margin.left,
y: device.control_area.margin.top,
w: device.control_area.w,
h: device.control_area.h }
end
def row_count
device.grid_area.row_count
end
def row_max_index
row_count - 1
end
def col_count
device.grid_area.col_count
end
def col_max_index
col_count - 1
end
def gutter_height
device.grid_area.gutter
end
def gutter_width
device.grid_area.gutter
end
def outer_gutter
device.grid_area.outer_gutter
end
def cell_height
device.control_area.cell_size
end
def cell_width
device.control_area.cell_size
end
def rect_defaults
{
row: nil,
col: nil,
h: 1,
w: 1,
dx: 0,
dx_ratio: 1,
dy: 0,
dy_ratio: 1,
dh_ratio: 1,
dw_ratio: 1,
merge: nil,
rect: :control_rect
}
end
def row n
(rect row: n, col: 0, w: 0, h: 0).x
end
def row_from_bottom n
(rect row: row_count - n, col: 0, w: 0, h: 0).x
end
def col n
(rect row: 0, col: n, w: 0, h: 0).y
end
def col_from_right n
(rect row: 0, col: col_max_index - n, w: 0, h: 0).y
end
def w n
(rect row: 0, col: 0, w: n, h: 1).w
end
def h n
(rect row: 0, col: 0, w: 1, h: n).h
end
def rect_group opts
group = opts.group
r = opts.row || 0
r = row_max_index - opts.row_from_bottom if opts.row_from_bottom
c = opts.col || 0
c = col_max_index - opts.col_from_right if opts.col_from_right
drow = opts.drow || 0
dcol = opts.dcol || 0
w = opts.w || 0
h = opts.h || 0
merge = opts[:merge]
running_row = r
running_col = c
running_col = calc_col_offset(opts.col_offset) if opts.col_offset
running_row = calc_row_offset(opts.row_offset) if opts.row_offset
group.map do |i|
group_layout_opts = i.layout || {}
group_layout_opts = group_layout_opts.merge row: running_row,
col: running_col,
merge: merge,
w: w, h: h
result = (rect group_layout_opts).merge i
if (i.is_a? Hash) && (i.primitive_marker == :label)
if i.alignment_enum == 1
result.x += result.w.half
elsif i.alignment_enum == 2
result.x += result.w
end
end
running_row += drow
running_col += dcol
result
end
end
def calc_row_offset opts = {}
count = opts[:count] || opts[:length] || 0
h = opts.h || 1
(row_count - (count * h)) / 2.0
end
def calc_col_offset opts = {}
count = opts[:count] || opts[:length] || 0
w = opts.w || 1
(col_count - (count * w)) / 2.0
end
def point opts = {}
opts.w = 1
opts.h = 1
opts.row ||= 0
opts.col ||= 0
r = rect opts
r.x += r.w * opts.col_anchor if opts.col_anchor
r.y += r.h * opts.row_anchor if opts.row_anchor
r
end
def rect *all_opts
if all_opts.length == 1
opts = all_opts.first
else
opts = {}
all_opts.each do |o|
opts.merge! o
end
end
opts.row = row_max_index - opts.row_from_bottom if opts.row_from_bottom
opts.col = col_max_index - opts.col_from_right if opts.col_from_right
opts = rect_defaults.merge opts
opts.row ||= 0
opts.col ||= 0
result = send opts[:rect]
if opts[:row] && opts[:col] && opts[:w] && opts[:h]
col = rect_col opts[:col], opts[:w]
row = rect_row opts[:row], opts[:h]
result = control_rect.merge x: col.x,
y: row.y,
w: col.w,
h: row.h,
center_x: col.center_x,
center_y: row.center_y
elsif opts[:row] && !opts[:col]
result = rect_row opts[:row], opts[:h]
elsif !opts[:row] && opts[:col]
result = rect_col opts[:col], opts[:w]
else
raise "LayoutTheory::rect unable to process opts #{opts}."
end
if opts[:max_height] && opts[:max_height] >= 0
if result[:h] > opts[:max_height]
delta = (result[:h] - opts[:max_height]) * 2
result[:y] += delta
result[:h] = opts[:max_height]
end
end
if opts[:max_width] && opts[:max_width] >= 0
if result[:w] > opts[:max_width]
delta = (result[:w] - opts[:max_width]) * 2
result[:x] += delta
result[:w] = opts[:max_width]
end
end
result[:x] += opts[:dx]
result[:y] += opts[:dy]
if opts[:include_row_gutter]
result[:x] -= device.grid_area.gutter
result[:w] += device.grid_area.gutter * 2
end
if opts[:include_col_gutter]
result[:y] -= device.grid_area.gutter
result[:h] += device.grid_area.gutter * 2
end
result[:x] += opts[:dx] if opts[:dx]
result[:x] *= opts[:dx_ratio] if opts[:dx_ratio]
result[:y] += opts[:dy] if opts[:dy]
result[:y] *= opts[:dy_ratio] if opts[:dy_ratio]
result[:w] += opts[:dw] if opts[:dw]
result[:w] *= opts[:dw_ratio] if opts[:dw_ratio]
result[:h] += opts[:dh] if opts[:dh]
result[:h] *= opts[:dh_ratio] if opts[:dh_ratio]
result.merge! opts[:merge] if opts[:merge]
result[:row] = opts[:row]
result[:col] = opts[:col]
result[:h] = result[:h].clamp 0
result[:w] = result[:w].clamp 0
if $gtk.args.grid.name == :center
result[:x] -= 640
result[:y] -= 360
end
result
end
def rect_center reference, target
delta_x = (reference.w - target.w).fdiv 2
delta_y = (reference.h - target.h).fdiv 2
[target.x - delta_x, target.y - delta_y, target.w, target.h]
end
def rect_row index, h
@rect_cache[:row] ||= {}
@rect_cache[:row][index] ||= {}
return @rect_cache[:row][index][h] if @rect_cache[:row][index][h]
row_h = (device.grid_area.gutter * (h - 1)) +
(device.control_area.cell_size * h)
row_h = row_h.to_i
row_h -= 1 if row_h.odd?
row_y = (control_rect.y) +
(device.grid_area.gutter * index) +
(device.control_area.cell_size * index)
row_y = row_y.to_i
row_y += 1 if row_y.odd? && (index + 1) > @device.grid_area.row_count.half
row_y += 1 if row_y.odd? && (index + 1) <= @device.grid_area.row_count.half
row_y = device.h - row_y - row_h
result = control_rect.merge y: row_y, h: row_h, center_y: (row_y + row_h.half)
@rect_cache[:row][index][h] = result
@rect_cache[:row][index][h]
end
def rect_col index, w
@rect_cache[:col] ||= {}
@rect_cache[:col][index] ||= {}
return @rect_cache[:col][index][w] if @rect_cache[:col][index][w]
col_x = (control_rect.x) +
(device.grid_area.gutter * index) +
(device.control_area.cell_size * index)
col_x = col_x.to_i
col_x -= 1 if col_x.odd? && (index + 1) < @device.grid_area.col_count.half
col_x += 1 if col_x.odd? && (index + 1) >= @device.grid_area.col_count.half
col_w = (device.grid_area.gutter * (w - 1)) +
(device.control_area.cell_size * w)
col_w = col_w.to_i
col_w -= 1 if col_w.odd?
result = control_rect.merge x: col_x, w: col_w, center_x: (col_x + col_w.half)
@rect_cache[:col][index][w] = result
@rect_cache[:col][index][w]
end
def device
@device
end
def init_device w, h
@device = Device.new
@device.w = w
@device.h = h
@device.name = "Device"
@device.aspect.w = (u_for_16x9 w, h)[:w]
@device.aspect.h = (u_for_16x9 w, h)[:h]
@device.aspect.u = (u_for_16x9 w, h)[:u]
@device.safe_area.w = @device.aspect.u * 16
@device.safe_area.h = @device.aspect.u * 9
@device.safe_area.margin.left = ((@device.w - @device.safe_area.w).fdiv 2).floor
@device.safe_area.margin.right = ((@device.w - @device.safe_area.w).fdiv 2).floor
@device.safe_area.margin.top = ((@device.h - @device.safe_area.h).fdiv 2).floor
@device.safe_area.margin.bottom = ((@device.h - @device.safe_area.h).fdiv 2).floor
@device.grid_area.outer_gutter = @device.w / 80
@device.grid_area.gutter = @device.w / 160
@device.grid_area.w = @device.safe_area.w - (@device.grid_area.outer_gutter * 2)
@device.grid_area.h = @device.safe_area.h - (@device.grid_area.outer_gutter * 2)
@device.grid_area.margin.left = ((@device.w - @device.grid_area.w).fdiv 2).floor
@device.grid_area.margin.right = ((@device.w - @device.grid_area.w).fdiv 2).floor
@device.grid_area.margin.top = ((@device.h - @device.grid_area.h).fdiv 2).floor
@device.grid_area.margin.bottom = ((@device.h - @device.grid_area.h).fdiv 2).floor
@device.grid_area.col_count = 24
@device.grid_area.row_count = 12
@device.grid_area.cell_w = ((@device.aspect.w - (@device.grid_area.outer_gutter * 2)) - ((@device.grid_area.col_count - 1) * @device.grid_area.gutter)).fdiv @device.grid_area.col_count
@device.grid_area.cell_h = ((@device.aspect.h - (@device.grid_area.outer_gutter * 2)) - ((@device.grid_area.row_count - 1) * @device.grid_area.gutter)).fdiv @device.grid_area.row_count
@device.control_area.cell_size = @device.grid_area.cell_w
@device.control_area.cell_size = @device.grid_area.cell_h if @device.grid_area.cell_h < @device.grid_area.cell_w && @device.grid_area.cell_h > 0
@device.control_area.cell_size = @device.control_area.cell_size.floor
@device.control_area.w = (@device.control_area.cell_size * @device.grid_area.col_count) + (@device.grid_area.gutter * (@device.grid_area.col_count - 1))
@device.control_area.h = (@device.control_area.cell_size * @device.grid_area.row_count) + (@device.grid_area.gutter * (@device.grid_area.row_count - 1))
@device.control_area.margin.left = (@device.w - @device.control_area.w).fdiv 2
@device.control_area.margin.right = (@device.w - @device.control_area.w).fdiv 2
@device.control_area.margin.top = (@device.h - @device.control_area.h).fdiv 2
@device.control_area.margin.bottom = (@device.h - @device.control_area.h).fdiv 2
@device
end
def debug_primitives opts = {}
@primitives ||= col_count.map_with_index do |col|
row_count.map_with_index do |row|
cell = rect row: row, col: col
center = Geometry.rect_center_point cell
[
cell.merge(opts).border,
cell.merge(opts)
.label!(x: center.x,
y: center.y,
text: "#{row},#{col}",
size_enum: -3,
vertical_alignment_enum: 1,
alignment_enum: 1)
]
end
end
@primitives
end
def serialize
{
device: @device.serialize,
}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
def reset
@primitives = nil
@rect_cache ||= {}
@rect_cache.clear
end
end
end
log.rb
# ./dragon/log.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# log.rb has been released under MIT (*only this file*).
XTERM_COLOR = {
black: "\u001b[30m",
red: "\u001b[31m",
green: "\u001b[32m",
yellow: "\u001b[33m",
blue: "\u001b[34m",
magenta: "\u001b[35m",
cyan: "\u001b[36m",
white: "\u001b[37m",
bright_black: "\u001b[30;1m",
bright_red: "\u001b[31;1m",
bright_green: "\u001b[32;1m",
bright_yellow: "\u001b[33;1m",
bright_blue: "\u001b[34;1m",
bright_magenta: "\u001b[35;1m",
bright_cyan: "\u001b[36;1m",
bright_white: "\u001b[37;1m",
reset: "\u001b[0m",
}
module GTK
class Log
def self.write_to_log_and_puts *args
return if $gtk.production
$gtk.append_file_root 'logs/log.txt', args.join("\n") + "\n"
args.each { |obj| $gtk.log obj, self }
end
def self.write_to_log_and_print *args
return if $gtk.production
$gtk.append_file_root 'logs/log.txt', args.join("\n")
Object.print(*args)
end
def self.puts_important *args
return if $gtk.production
$gtk.append_file_root 'logs/log.txt', args.join("\n")
$gtk.notify! "Important notification occurred."
args.each { |obj| $gtk.log obj }
end
def self.puts *args
message_id, message = args
message ||= message_id
write_to_log_and_puts message
end
def self.multiline? *args
return true if args.length > 1
return !args[0].to_s.multiline?
end
def self.join_lines args
return "" if args.length == 0
return args if args.is_a? String
return args[0] if args.length == 1
return args.to_s.join("\n")
end
def self.headline name
@asterisk_count ||= 1
@asterisk_count = @asterisk_count.greater(1)
result_from_yield = join_lines yield
result_from_yield = result_from_yield.each_line.map { |l| " #{l}" }.join
r ="#{"*" * @asterisk_count} #{name}\n#{result_from_yield}"
@asterisk_count -= 1
@asterisk_count = @asterisk_count.greater(1)
r
end
def self.dynamic_block
"#+BEGIN:
#{join_lines yield}
#+END:
"
end
def self.puts_error *args
args ||= []
title = args[0]
additional = args[1..-1] || []
additional = "" if additional.length == 0
if !title.multiline? && join_lines(additional).multiline?
message = headline "ERROR: #{title}" do
dynamic_block do
additional
end
end
elsif title.multiline?
message = headline "ERROR: " do
dynamic_block do
args
end
end
else
message = "* ERROR: #{title} #{additional}".strip
end
self.puts message
end
def self.puts_info *args
args ||= []
title = args[0]
additional = args[1..-1] || []
additional = "" if additional.length == 0
if !title.multiline? && join_lines(additional).multiline?
message = headline "INFO: #{title}" do
dynamic_block do
additional
end
end
elsif title.multiline?
message = headline "INFO: " do
dynamic_block do
args
end
end
else
message = "* INFO: #{title} #{additional}".strip
end
self.puts message
end
def self.reset
@once = {}
nil
end
def self.puts_once *ids, message
id = "#{ids}"
@once ||= {}
return if @once[id]
@once[id] = id
if !$gtk.cli_arguments[:replay] && !$gtk.cli_arguments[:record]
$gtk.notify!("Open the DragonRuby Console by pressing [`] [~] [²] [^] [º] or [§]. [Message ID: #{id}].")
end
write_to_log_and_puts ""
write_to_log_and_puts "#{message.strip}"
write_to_log_and_puts ""
write_to_log_and_puts "[Message ID: #{id}]"
write_to_log_and_puts ""
end
def self.puts_once_info *ids, message
id = "#{ids}"
@once ||= {}
return if @once[id]
@once[id] = id
log_info message
end
def self.print *args
write_to_log_and_print(*args)
end
end
end
class Object
def log_print *args
GTK::Log.print(*args)
end
def log_important *args
GTK::Log.puts_important(*args)
end
def log *args
GTK::Log.puts(*args)
end
def log_with_color xterm_escape_code, *args
log_print xterm_escape_code
log(*args)
ensure
log_reset_color
end
def log_reset_color
log_print XTERM_COLOR[:reset]
end
def log_black *args
log_with_color XTERM_COLOR[:black], *args
end
def log_red *args
log_with_color XTERM_COLOR[:red], *args
end
def log_green *args
log_with_color XTERM_COLOR[:green], *args
end
def log_yellow *args
log_with_color XTERM_COLOR[:yellow], *args
end
def log_blue *args
log_with_color XTERM_COLOR[:blue], *args
end
def log_magenta *args
log_with_color XTERM_COLOR[:magenta], *args
end
def log_cyan *args
log_with_color XTERM_COLOR[:cyan], *args
end
def log_white *args
log_with_color XTERM_COLOR[:white], *args
end
def log_bright_black *args
log_with_color XTERM_COLOR[:bright_black], *args
end
def log_bright_red *args
log_with_color XTERM_COLOR[:bright_red], *args
end
def log_bright_green *args
log_with_color XTERM_COLOR[:bright_green], *args
end
def log_bright_yellow *args
log_with_color XTERM_COLOR[:bright_yellow], *args
end
def log_bright_blue *args
log_with_color XTERM_COLOR[:bright_blue], *args
end
def log_bright_magenta *args
log_with_color XTERM_COLOR[:bright_magenta], *args
end
def log_bright_cyan *args
log_with_color XTERM_COLOR[:bright_cyan], *args
end
def log_bright_white *args
log_with_color XTERM_COLOR[:bright_white], *args
end
def log_error *args
GTK::Log.puts_error(*args)
end
def log_info *args
GTK::Log.puts_info(*args)
end
def log_once *ids, message
GTK::Log.puts_once(*ids, message)
end
def log_once_info *ids, message
GTK::Log.puts_once_info(*ids, message)
end
end
metadata.rb
# ./dragon/metadata.rb
# coding: utf-8
# Copyright 2021 DragonRuby LLC
# MIT License
# metadata.rb has been released under MIT (*only this file*).
# Contributors outside of DragonRuby who also hold Copyright: Michał Dudziński
module Metadata
def metadata_file_path
"metadata/game_metadata.txt"
end
def get_metadata
metadata = $gtk.read_file metadata_file_path
if !metadata
write_blank_metadata
metadata = $gtk.read_file metadata_file_path
end
dev_id, dev_title, game_id, game_title, version, icon = *metadata.each_line.to_a
{
dev_id: dev_id.strip,
dev_title: dev_title.strip,
game_id: game_id.strip,
game_title: game_title.strip,
version: version.strip,
icon: icon.strip
}
end
def write_blank_metadata
$gtk.write_file metadata_file_path, <<-S.strip
#devid=myname
#devtitle=My Name
#gameid=mygame
#gametitle=My Game
#version=0.1
#icon=metadata/icon.png
S
end
end
numeric.rb
# ./dragon/numeric.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# numeric.rb has been released under MIT (*only this file*).
class Numeric
include ValueType
include NumericDeprecated
alias_method :gt, :>
alias_method :gte, :>=
alias_method :lt, :<
alias_method :lte, :<=
alias_method :__original_eq_eq__, :== unless Numeric.instance_methods.include? :__original_eq_eq__
def to_layout_row opts = {}
$layout.rect(row: self,
col: opts.col || 0,
w: opts.w || 0,
h: opts.h || 0).y
end
def to_layout_col opts = {}
$layout.rect(row: 0,
col: self,
w: opts.w || 0,
h: opts.h || 0).x
end
def to_layout_w
$layout.rect(row: 0, col: 0, w: self, h: 1).w
end
def to_layout_h
$layout.rect(row: 0, col: 0, w: 1, h: self).h
end
def to_layout_row_from_bottom opts = {}
($layout.row_max_index - self).to_layout_row opts
end
def to_layout_col_from_right opts = {}
($layout.col_max_index - self).to_layout_col opts
end
# Converts a numeric value representing seconds into frames.
#
# @gtk
def seconds
self * 60
end
# Divides the number by `2.0` and returns a `float`.
#
# @gtk
def half
self / 2.0
end
def third
self / 3.0
end
def quarter
self / 4.0
end
def to_byte
clamp(0, 255).to_i
end
def clamp *opts
min = (opts.at 0)
max = (opts.at 1)
return min if min && self < min
return max if max && self > max
return self
end
def clamp_wrap min, max
max, min = min, max if min > max
return self if self >= min && self <= max
return min if min == max
if self < min
overflow = min - self
return (max - overflow).clamp_wrap min, max
end
if self > max
overflow = self - max
return (min + overflow).clamp_wrap min, max
end
return self
end
def elapsed_time tick_count_override = nil
(tick_count_override || Kernel.tick_count) - self
end
def elapsed_time_percent duration
elapsed_time.percentage_of duration
end
def new?
elapsed_time == 0
end
# Returns `true` if the numeric value has passed a duration/offset number.
# `Kernel.tick_count` is used to determine if a number represents an elapsed
# moment in time.
#
# @gtk
def elapsed? offset = 0, tick_count_override = Kernel.tick_count
(self + offset) < tick_count_override
end
def frame_index *opts
frame_count_or_hash, hold_for, repeat, tick_count_override = opts
if frame_count_or_hash.is_a? Hash
frame_count = frame_count_or_hash[:count]
hold_for = frame_count_or_hash[:hold_for]
repeat = frame_count_or_hash[:repeat]
tick_count_override = frame_count_or_hash[:tick_count_override]
else
frame_count = frame_count_or_hash
end
tick_count_override ||= Kernel.tick_count
animation_frame_count = frame_count
animation_frame_hold_time = hold_for
animation_length = animation_frame_hold_time * animation_frame_count
return nil if Kernel.tick_count < self
if !repeat && (self + animation_length) < (tick_count_override - 1)
return nil
else
return self.elapsed_time.-(1).idiv(animation_frame_hold_time) % animation_frame_count
end
rescue Exception => e
raise <<-S
* ERROR:
#{opts}
#{e}
S
end
def zero?
self == 0
end
def zero
0
end
def one
1
end
def two
2
end
def five
5
end
def ten
10
end
alias_method :gt, :>
alias_method :above?, :>
alias_method :right_of?, :>
alias_method :lt, :<
alias_method :below?, :<
alias_method :left_of?, :<
def shift_right i
self + i
end
def shift_left i
shift_right(i * -1)
rescue Exception => e
raise_immediately e, :shift_left, i
end
def shift_up i
self + i
rescue Exception => e
raise_immediately e, :shift_up, i
end
def shift_down i
shift_up(i * -1)
rescue Exception => e
raise_immediately e, :shift_down, i
end
# This provides a way for a numeric value to be randomized based on a combination
# of two options: `:sign` and `:ratio`.
#
# @gtk
def randomize *definitions
result = self
if definitions.include?(:sign)
result = rand_sign
end
if definitions.include?(:ratio)
result = rand * result
elsif definitions.include?(:int)
result = (rand result)
end
result
end
def rand_sign
return self * -1 if rand > 0.5
self
end
def rand_ratio
self * rand
end
def remainder_of_divide n
mod n
end
# Easing function progress/percentage for a specific point in time.
#
# @gtk
def ease_extended tick_count_override, duration, default_before, default_after, *definitions
GTK::Easing.ease_extended self,
tick_count_override,
self + duration,
default_before,
default_after,
*definitions
end
# Easing function progress/percentage for a specific point in time.
#
# @gtk
def global_ease duration, *definitions
ease_extended Kernel.global_tick_count,
duration,
GTK::Easing.initial_value(*definitions),
GTK::Easing.final_value(*definitions),
*definitions
end
# Easing function progress/percentage for a specific point in time.
#
# @gtk
def ease duration, *definitions
ease_extended Kernel.tick_count,
duration,
GTK::Easing.initial_value(*definitions),
GTK::Easing.final_value(*definitions),
*definitions
end
# Easing function progress/percentage for a specific point in time.
#
# @gtk
def ease_spline_extended tick_count_override, duration, spline
GTK::Easing.ease_spline_extended self,
tick_count_override,
self + duration,
spline
end
# Easing function progress/percentage for a specific point in time.
#
# @gtk
def global_ease_spline duration, spline
ease_spline_extended Kernel.global_tick_count,
duration,
spline
end
# Easing function progress/percentage for a specific point in time.
#
# @gtk
def ease_spline duration, spline
ease_spline_extended Kernel.tick_count,
duration,
spline
end
# Converts a number representing an angle in degrees to radians.
#
# @gtk
def to_radians
self * Math::PI.fdiv(180)
end
# Converts a number representing an angle in radians to degrees.
#
# @gtk
def to_degrees
self / Math::PI.fdiv(180)
end
# Given `self`, a rectangle primitive is returned.
#
# @example
# 5.to_square 100, 300 # returns [100, 300, 5, 5]
#
# @gtk
def to_square x, y, anchor_x = 0.5, anchor_y = nil
GTK::Geometry.to_square(self, x, y, anchor_x, anchor_y)
end
# Returns a normal vector for a number that represents an angle in degrees.
#
# @gtk
def vector max_value = 1
[vector_x(max_value), vector_y(max_value)]
end
# Returns the y component of a normal vector for a number that represents an angle in degrees.
#
# @gtk
def vector_y max_value = 1
max_value * Math.sin(self.to_radians)
end
# Returns the x component of a normal vector for a number that represents an angle in degrees.
#
# @gtk
def vector_x max_value = 1
max_value * Math.cos(self.to_radians)
end
def x_vector max_value = 1
vector_x max_value
end
def y_vector max_value = 1
vector_y max_value
end
def mod n
self % n
end
def mod_zero? *ns
ns.any? { |n| mod(n) == 0 }
end
def zmod? n
(self % n) == 0
end
def multiply n
self * n
end
def fmult n
self * n.to_f
end
def imult n
(self * n).to_i
end
def mult n
self * n
end
# @gtk
def fdiv n
self / n.to_f
end
# Divides `self` by a number `n` as a float, and converts it `to_i`.
#
# @gtk
def idiv n
(self / n.to_f).to_i
end
# Returns a numeric value that is a quantity `magnitude` closer to
#`self`. If the distance between `self` and `target` is less than
#the `magnitude` then `target` is returned.
#
# @gtk
def towards target, magnitude
return self if self == target
delta = (self - target).abs
return target if delta < magnitude
return self - magnitude if self > target
return self + magnitude
end
# Given `self` and a number representing `y` of a grid. This
# function will return a one dimensional array containing the value
# yielded by an implicit block.
#
# @example
# 3.map_with_ys 2 do |x, y|
# x * y
# end
# # x y x y x y x y x y x y
# # 0*0, 0*1 1*0 1*1 2*0 2*1
# # => [ 0, 0, 0, 1, 0, 2]
#
# @gtk
def map_with_ys ys, &block
self.times.flat_map do |x|
ys.map_with_index do |y|
yield x, y
end
end
rescue Exception => e
raise_immediately e, :map_with_ys, [self, ys]
end
def combinations other_int
self.numbers.product(other_int.numbers)
end
def percentage_of n
(self / n.to_f).cap_min_max(0, 1)
end
def cap i
return i if self > i
self
end
def cap_min_max min, max
return min if self < min
return max if self > max
self
end
def lesser other
return other if other < self
self
end
def greater other
return other if other > self
self
end
def subtract i
self - i
end
def minus i
self - i
end
def add i
self + i
end
def plus i
self + i
end
def numbers
(0..self).to_a
end
# @gtk
def map
unless block_given?
raise <<-S
* ERROR:
A block is required for Numeric#map.
S
end
self.to_i.times.map do
yield
end
end
def each
unless block_given?
raise <<-S
* ERROR:
A block is required for Numeric#each.
S
end
self.to_i.times do
yield
end
end
def times_with_index
unless block_given?
raise <<-S
* ERROR:
A block is required for Numeric#times_with_index.
S
end
self.to_i.times.with_index do |i|
yield i
end
end
def each_with_index
unless block_given?
raise <<-S
* ERROR:
A block is required for Numeric#each_with_index.
S
end
self.to_i.times.with_index do |i|
yield i
end
end
# @gtk
def map_with_index
unless block_given?
raise <<-S
* ERROR:
A block is required for Numeric#map.
S
end
self.to_i.times.map do |i|
yield i
end
end
def __raise_arithmetic_exception__ other, m, e
raise <<-S
* ERROR:
Attempted to invoke :#{m} on #{self} with the right hand argument of:
#{other}
The object above is not a Numeric.
#{e}
S
end
def serialize
self
end
def self.from_top n
return 720 - n unless $gtk
$gtk.args.grid.top - n
end
def from_top
Numeric.from_top self
end
def self.from_right n
return 1280 - n unless $gtk
$gtk.args.grid.right - n
end
def from_right
Numeric.from_right self
end
def self.clamp n, min, max
n.clamp min, max
end
def mid? l, r
(between? l, r) || (between? r, l)
end
end
class Fixnum
include ValueType
alias_method :__original_eq_eq__, :== unless Fixnum.instance_methods.include? :__original_eq_eq__
alias_method :__original_add__, :+ unless Fixnum.instance_methods.include? :__original_add__
alias_method :__original_subtract__, :- unless Fixnum.instance_methods.include? :__original_subtract__
alias_method :__original_multiply__, :* unless Fixnum.instance_methods.include? :__original_multiply__
alias_method :__original_divide__, :- unless Fixnum.instance_methods.include? :__original_divide__
# Returns `true` if the numeric value is evenly divisible by 2.
#
# @gtk
def even?
return (self % 2) == 0
end
# Returns `true` if the numeric value is *NOT* evenly divisible by 2.
#
# @gtk
def odd?
return !even?
end
# Returns `-1` if the number is less than `0`. `+1` if the number
# is greater than `0`. Returns `0` if the number is equal to `0`.
#
# @gtk
def sign
return -1 if self < 0
return 1 if self > 0
return 0
end
# Returns `true` if number is greater than `0`.
#
# @gtk
def pos?
sign > 0
end
# Returns `true` if number is less than `0`.
#
# @gtk
def neg?
sign < 0
end
# Returns the cosine of a represented in degrees (NOT radians).
#
# @gtk
def cos
Math.cos(self.to_radians)
end
# Returns the cosine of a represented in degrees (NOT radians).
#
# @gtk
def sin
Math.sin(self.to_radians)
end
def to_sf
"%.2f" % self
end
def ifloor int
(self.idiv int.to_i) * int.to_i
end
end
class Float
include ValueType
alias_method :__original_add__, :+ unless Float.instance_methods.include? :__original_add__
alias_method :__original_subtract__, :- unless Float.instance_methods.include? :__original_subtract__
alias_method :__original_multiply__, :* unless Float.instance_methods.include? :__original_multiply__
alias_method :__original_divide__, :- unless Float.instance_methods.include? :__original_divide__
def serialize
self
end
# @gtk
def sign
return -1 if self < 0
return 1 if self > 0
return 0
end
def replace_infinity scalar
return self if !scalar
return self unless self.infinite?
return -scalar if self < 0
return scalar if self > 0
end
def to_sf
"%.2f" % self
end
def ifloor int
(self.idiv int.to_i) * int.to_i
end
end
class Integer
alias_method :__original_round__, :round unless Integer.instance_methods.include? :__original_round__
alias_method :__original_add__, :+ unless Integer.instance_methods.include? :__original_add__
alias_method :__original_subtract__, :- unless Integer.instance_methods.include? :__original_subtract__
alias_method :__original_multiply__, :* unless Integer.instance_methods.include? :__original_multiply__
alias_method :__original_divide__, :- unless Integer.instance_methods.include? :__original_divide__
def round *args
__original_round__
end
def nan?
false
end
def center other
(self - other).abs.fdiv(2)
end
end
recording.rb
# ./dragon/recording.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# recording.rb has been released under MIT (*only this file*).
module GTK
# FIXME: Gross
# @gtk
class Replay
# @gtk
def self.start file_name = nil
$recording.start_replay file_name
end
# @gtk
def self.stop
$recording.stop_replay
end
end
# @gtk
class Recording
def initialize runtime
@runtime = runtime
@tick_count = 0
@global_input_order = 1
end
def tick
@tick_count += 1
end
def start_recording seed_number = nil
if !seed_number
log <<-S
* ERROR:
To start recording, you must provide an integer value to
seed random number generation.
S
$console.set_command "$recording.start SEED_NUMBER"
return
end
if @is_recording
log <<-S
* ERROR:
You are already recording, first cancel (or stop) the current recording.
S
$console.set_command "$recording.cancel"
return
end
if @is_replaying
log <<-S
* ERROR:
You are currently replaying a recording, first stop the replay.
S
return
end
log_info <<-S
Recording has begun with RNG seed value set to #{seed_number}.
To stop recording use stop_recording(filename).
The recording will stop without saving a file if a filename is nil.
S
$console.set_command "$recording.stop 'replay.txt'"
@runtime.__reset__
@seed_number = seed_number
@runtime.set_rng seed_number
@tick_count = 0
@global_input_order = 1
@is_recording = true
@input_history = []
@runtime.notify! "Recording started. When completed, open the console to save it using $recording.stop FILE_NAME (or cancel).", 300
end
# @gtk
def start seed_number = nil
start_recording seed_number
end
def is_replaying?
@is_replaying
end
def is_recording?
@is_recording
end
# @gtk
def stop file_name = nil
stop_recording file_name
end
# @gtk
def cancel
stop_recording_core
@runtime.notify! "Recording cancelled."
end
def stop_recording file_name = nil
if !file_name
log <<-S
* ERROR:
To please specify a file name when calling:
$recording.stop FILE_NAME
If you do NOT want to save the recording, call:
$recording.cancel
S
$console.set_command "$recording.stop 'replay.txt'"
return
end
if !@is_recording
log_info "You are not currently recording. Use start_recording(seed_number) to start recording."
$console.set_command "$recording.start"
return
end
if file_name
text = "replay_version 2.0\n"
text << "stopped_at #{@tick_count}\n"
text << "seed #{@seed_number}\n"
text << "recorded_at #{Time.now.to_s}\n"
@input_history.each do |items|
text << "#{items}\n"
end
@runtime.write_file file_name, text
@runtime.write_file 'last_replay.txt', text
log_info "The recording has been saved successfully at #{file_name}. You can use start_replay(\"#{file_name}\") to replay the recording."
end
$console.set_command "$replay.start '#{file_name}'"
stop_recording_core
@runtime.notify! "Recording saved to #{file_name}. To replay it: $replay.start \"#{file_name}\"."
log_info "You can run the replay later on startup using: ./dragonruby mygame --replay #{@replay_file_name}"
nil
end
def stop_recording_core
@is_recording = false
@input_history = nil
@last_history = nil
@runtime.__reset__
end
def start_replay file_name = nil
if !file_name
log <<-S
* ERROR:
Please provide a file name to $recording.start.
S
$console.set_command "$replay.start 'replay.txt'"
return
end
text = @runtime.read_file file_name
return false unless text
if text.each_line.first.strip != "replay_version 2.0"
raise "The replay file #{file_name} is not compatible with this version of DragonRuby Game Toolkit. Please recreate the replay (sorry)."
end
@replay_file_name = file_name
$replay_data = { input_history: { } }
text.each_line do |l|
if l.strip.length == 0
next
elsif l.start_with? 'replay_version'
next
elsif l.start_with? 'seed'
$replay_data[:seed] = l.split(' ').last.to_i
elsif l.start_with? 'stopped_at'
$replay_data[:stopped_at] = l.split(' ').last.to_i
elsif l.start_with? 'recorded_at'
$replay_data[:recorded_at] = l.split(' ')[1..-1].join(' ')
elsif l.start_with? '['
name, value_1, value_2, value_count, id, tick_count = l.strip.gsub('[', '').gsub(']', '').split(',')
$replay_data[:input_history][tick_count.to_i] ||= []
$replay_data[:input_history][tick_count.to_i] << {
id: id.to_i,
name: name.gsub(':', '').to_sym,
value_1: value_1.to_f,
value_2: value_2.to_f,
value_count: value_count.to_i
}
else
raise "Replay data seems corrupt. I don't know how to parse #{l}."
end
end
$replay_data[:input_history].keys.each do |key|
$replay_data[:input_history][key] = $replay_data[:input_history][key].sort_by {|input| input[:id]}
end
@runtime.__reset__
@runtime.set_rng $replay_data[:seed]
@tick_count = 0
@is_replaying = true
log_info "Replay has been started."
@runtime.notify! "Replay started [#{@replay_file_name}]."
end
def stop_replay notification_message = "Replay has been stopped."
if !is_replaying?
log <<-S
* ERROR:
No replay is currently running. Call $replay.start FILE_NAME to start a replay.
S
$console.set_command "$replay.start 'replay.txt'"
return
end
log_info notification_message
@is_replaying = false
$replay_data = nil
@tick_count = 0
@global_input_order = 1
$console.set_command_silent "$replay.start '#{@replay_file_name}'"
@runtime.__reset__
@runtime.notify! notification_message
end
def record_input_history name, value_1, value_2, value_count, clear_cache = false
return if @is_replaying
return unless @is_recording
@input_history << [name, value_1, value_2, value_count, @global_input_order, @tick_count]
@global_input_order += 1
end
def stage_replay_values
return unless @is_replaying
return unless $replay_data
if $replay_data[:stopped_at] <= @tick_count
stop_replay "Replay completed [#{@replay_file_name}]. To rerun, bring up the Console and press enter."
return
end
inputs_this_tick = $replay_data[:input_history][@tick_count]
if @tick_count.zmod? 60
log_info "Replay ends in #{($replay_data[:stopped_at] - @tick_count).idiv 60} second(s)."
end
return unless inputs_this_tick
inputs_this_tick.each do |v|
args = []
args << v[:value_1] if v[:value_count] >= 1
args << v[:value_2] if v[:value_count] >= 2
args << :replay
$gtk.send v[:name], *args
end
end
end
end
remote_hotload_client.rb
# ./dragon/remote_hotload_client.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# hotload_client.rb has been released under MIT (*only this file*).
module GTK
class RemoteHotloadClient
attr :args
def gtk
args.gtk
end
def state
local_state
end
def initialize local_ip_address
local_state.local_ip_address = local_ip_address
end
def tick
return unless server_available?
return unless server_needed?
if should_tick? && server_needed? && !local_state.notified
if server_available?
remote_log "* REMOTE CLIENT INFO: Hotload server found at #{get_server_ip_address}:9001."
end
local_state.notified = true
end
tick_process_file_retrieval
tick_process_queue
tick_changes
tick_http_boot
end
def should_tick?
(game_state.tick_count.mod_zero? 60) && game_state.tick_count > 5.seconds
end
def game_state
args.state
end
def local_state
@local_state ||= OpenEntity.new
@local_state.hotload_client ||= @local_state.new_entity(:hotload_client,
notes: "This entity is used by DragonRuby Game Toolkit to provide you hotloading on remote machines.",
changes: { },
changes_queue: [],
reloaded_files_times: [])
@local_state.hotload_client
end
def remote_log message
log message
args.gtk.http_post "http://#{get_server_ip_address}:9001/dragon/log/", { message: "=======\n#{message}\n=======\n" }, ["Content-Type: application/x-www-form-urlencoded"]
end
def get_server_ip_address
return local_state.ip_address if local_state.ip_address
local_state.ip_address ||= ((gtk.read_file 'app/server_ip_address.txt') || "").strip
local_state.ip_address
end
def server_available?
return false if gtk.platform == 'Emscripten'
get_server_ip_address.length != 0
end
def server_needed?
return false if gtk.platform == 'Emscripten'
local_state.local_ip_address != get_server_ip_address
end
def tick_changes
return unless should_tick?
local_state.greatest_tick ||= 0
local_state.last_greatest_tick ||= 0
tick_http_changes
end
def tick_http_boot
return if local_state.booted_at
if !local_state.http_boot
# first retrieve changes.txt which has the following format
# file with latest change,
# latest file update_time key
# tmp/src_backup/src_backup_app_main.rb, 1597926596, app/main.rb
local_state.http_boot = args.gtk.http_get "http://#{get_server_ip_address}:9001/dragon/boot/"
elsif local_state.http_boot && local_state.http_boot[:http_response_code] == 200
local_state.last_greatest_tick = local_state.http_boot[:response_data].strip.to_i
local_state.greatest_tick = local_state.http_boot[:response_data].strip.to_i
local_state.booted_at = local_state.greatest_tick
remote_log '* REMOTE CLIENT INFO: HTTP GET for local_state. boot.txt succeeded.'
remote_log "* REMOTE CLIENT INFO: Looking for changes after: #{local_state.greatest_tick}."
elsif local_state.http_boot && local_state.http_boot[:http_response_code] == -1 && local_state.http_boot[:complete]
remote_log '* REMOTE CLIENT INFO: HTTP GET for boot.txt failed. Retrying.'
local_state.http_boot = nil
end
end
def tick_http_changes
return unless local_state.booted_at
if !local_state.http_changes
local_state.http_changes = args.gtk.http_get "http://#{get_server_ip_address}:9001/dragon/changes/"
end
if local_state.http_changes && local_state.http_changes[:http_response_code] == 200 && local_state.booted_at
local_state.last_greatest_tick = local_state.greatest_tick
# if the retrieval of changes.txt was successful
local_state.http_changes[:response_data].each_line do |l|
if l.strip.length != 0
# within reload state for that specific changes hash
# set the last time the file was updated
file_name, updated_at, key = l.strip.split(',')
file_name.strip!
updated_at.strip!
key.strip!
updated_at = updated_at.to_i
file_name = file_name.gsub("tmp/src_backup/", "")
# keep an internal clock that denotes that current time on the
# dev machine
if updated_at > local_state.greatest_tick
local_state.greatest_tick = updated_at
# create a new entry in change tracking for the file
# for every file where the file was last updated, find all the ones where the time is not the same
# and queue those to be retrieved and required
# if the last time the dev machine time was retrieved is less than the file time changed
# then queue the file for reload
current_updated_at = (local_state.changes[key] || { updated_at: 0 })[:updated_at]
if updated_at > current_updated_at
remote_log "* REMOTE CLIENT INFO: Queueing file #{file_name} for update."
local_state.changes[key] = { key: key,
latest_file: file_name,
updated_at: updated_at }
local_state.changes_queue << local_state.changes[key]
end
end
end
end
# set the greatest tick/current time of the machine
local_state.http_changes = nil
elsif local_state.http_changes && local_state.http_changes[:http_response_code] == -1 && local_state.http_change[:complete] && local_state.booted_at
local_state.http_changes = nil
end
end
def tick_process_queue
return if local_state.http_file_changes # don't pop a file off the queue if there is an http request in flight
return if local_state.processing_file_changes # don't pop a file if there is a file currently being processed
return unless local_state.changes_queue.length > 0 # return if the queue is empty
# if it isn't empty, pop the first file off the queue (FIFO)
local_state.processing_file_changes = local_state.changes_queue.shift
# create an http request for the file
url = "http://#{get_server_ip_address}:9001/dragon/#{local_state.processing_file_changes[:latest_file]}"
remote_log "* REMOTE CLIENT INFO: Getting new version of #{local_state.processing_file_changes[:latest_file]} (#{url})."
local_state.http_file_changes = args.gtk.http_get url
end
def tick_process_file_retrieval
return if !local_state.http_file_changes
# if the http request has finished successfully
if local_state.http_file_changes[:http_response_code] == 200
file_key = local_state.processing_file_changes[:key]
# notify that a file will be reloaded
remote_log "* REMOTE CLIENT INFO: Loading #{file_key}: #{local_state.processing_file_changes[:latest_file]}"
remote_log "#{local_state.http_file_changes[:response_data]}"
# write the latest file with what came back from the response data
gtk.write_file "#{file_key}", local_state.http_file_changes[:response_data]
# nil out the currently processing file so a new item can be processed from the queue
# local_state.reloaded_files_times << local_state.processing_file_changes[:key]
local_state.http_file_changes = nil
local_state.processing_file_changes = nil
end
end
end
end
runtime/autocomplete.rb
# ./dragon/runtime/autocomplete.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# autocomplete.rb has been released under MIT (*only this file*).
module GTK
class Runtime
module Autocomplete
def autocomplete_parse opts
if opts[:file] && !opts[:text]
opts[:text] = read_file opts[:file]
end
text = opts[:text]
index = opts[:index]
sum = 0
lines = text.each_line.to_a.map do |l|
sum += l.length
{ line: l, length: l.length, sum: sum }
end
cursor_line = lines.find { |l| l[:sum] >= index }
previous_line = lines.find { |l| l[:sum] < index }
previous_line ||= { sum: 0 }
if cursor_line
sub_index = index - previous_line[:sum]
word = (cursor_line[:line][0..sub_index - 1]).strip
token = (word.split " ")[-1]
dots = (token.split ".").flat_map { |s| s.split "[" }.flat_map { |s| s.split "]" }.flat_map { |s| s.split "(" }.flat_map { |s| s.split ")" }
dot = dots[-1]
end
{
text: opts[:text],
file: opts[:file],
index: opts[:index],
cursor_line: cursor_line,
previous_line: previous_line,
word: word,
token: token,
dots: dots,
dot: dot
}
end
def autocomplete_filter_methods keys, *ignores
ignores ||= []
ignores = [ignores].flatten
keys = keys.map { |k| k.to_s }
keys = keys.reject { |k| k.include? '"' }
.reject { |k| k.start_with? "'" }
.reject { |k| k.include? "," }
.reject { |k| k.start_with? "#" }
others = ["def", "end"] +
[ :entity_keys_by_ref,
:entity_name,
:as_hash,
:clear!,
:created_at_elapsed,
:entity_id,
"entity_id=",
"tick_count=",
:global_created_at_elapsed,
:load_entity_data!,
:meta,
:meta!,
:new?,
:old?,
:__original_eq_eq__, :set!,
:update_entity_keys_by_ref,
:with_meta] +
ignores + keys.find_all { |k| k.to_s.to_i.to_s == k.to_s }
final = (keys - (others.map { |m| m.to_s })).uniq
final
end
def suggest_autocompletion opts
parse_result = autocomplete_parse opts
return [] unless parse_result[:cursor_line]
text = parse_result[:text]
word = parse_result[:word]
token = parse_result[:token]
dots = parse_result[:dots]
dot = parse_result[:dot]
return [] if word.strip.start_with? "#"
if word[-1] == "." && token
lookup = {
'args' => lambda { $gtk.args.autocomplete_methods },
'inputs' => lambda { $gtk.args.inputs.autocomplete_methods },
'geometry' => lambda { $gtk.args.geometry.autocomplete_methods },
'outputs' => lambda { $gtk.args.outputs.autocomplete_methods },
'layout' => lambda { $gtk.args.layouts.autocomplete_methods },
'keyboard' => lambda { $gtk.args.keyboard.autocomplete_methods },
'key_down' => lambda { $gtk.args.keyboard.key_down.autocomplete_methods },
'key_up' => lambda { $gtk.args.keyboard.key_up.autocomplete_methods },
'state' => lambda { $gtk.args.state.autocomplete_methods },
'fn' => lambda { $gtk.args.fn.autocomplete_methods },
'$gtk' => lambda { $gtk.autocomplete_methods },
'gtk' => lambda { $gtk.autocomplete_methods },
'mouse' => lambda { $gtk.args.inputs.mouse.autocomplete_methods },
'click' => lambda { [:x, :y, :point] }
}
lookup_result = lookup[dot]
return autocomplete_filter_methods lookup_result.call if lookup_result
if dot[0].upcase == dot[0] && (Object.const_defined? dot.to_sym)
return (Object.const_get dot.to_sym).autocomplete_methods
end
start_collecting = false
dots_after_state = dots.find_all do |s|
if s == "state"
start_collecting = true
false
else
start_collecting
end
end
target = $gtk.args.state
dots_after_state.each do |k|
target = target.as_hash[k.to_sym] if target.respond_to? :as_hash
end
if target.respond_to? :as_hash
return autocomplete_filter_methods target.as_hash.keys
else
return autocomplete_filter_methods target.autocomplete_methods
end
end
text = text.each_line.reject { |l| l.strip.start_with? "#" }.join "\n"
text = text.each_line.map { |l| l.split("#").first }.join "\n"
text.gsub!("[", " ")
text.gsub!("]", " ")
text.gsub!("(", " ")
text.gsub!(")", " ")
text.gsub!(":", "")
text.gsub!(".", " ")
text.gsub!("=", " ")
return (autocomplete_filter_methods (text.split " "),
:gtk, :false, :true, :args, :suppress_mailbox, :end)
end
end # end Autocomplete
end # end Runtime
end # end GTK
runtime/benchmark.rb
# ./dragon/runtime/benchmark.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# benchmark.rb has been released under MIT (*only this file*).
module GTK
class Runtime
module Benchmark
def benchmark_single iterations, name, proc
log <<-S
** Invoking :#{name}...
S
idx = 0
r = nil
time_start = Time.now
while idx < iterations
r = proc.call
idx += 1
end
result = (Time.now - time_start).round 3
{ name: name,
time: result,
time_ms: (result * 1000).to_i }
end
def benchmark opts = {}
iterations = opts.iterations
log <<-S
* BENCHMARK: Started
** Caller: #{(caller || []).first}
** Iterations: #{iterations}
S
procs = opts.find_all { |k, v| v.respond_to? :call }
times = procs.map do |(name, proc)|
benchmark_single iterations, name, proc
end.sort_by { |r| r.time }
first_place = times.first
second_place = times.second || first_place
times = times.map do |candidate|
average_time = first_place.time
.add(candidate.time)
.abs
.fdiv(2)
difference_percentage = 0
if average_time == 0
difference_percentage = 0
else
difference_percentage = first_place.time
.subtract(candidate.time)
.abs
.fdiv(average_time)
.imult(100)
end
difference_time = ((first_place.time - candidate.time) * 1000).round
candidate.merge(difference_percentage: difference_percentage,
difference_time: difference_time)
end
too_small_to_measure = false
if (first_place.time + second_place.time) == 0
too_small_to_measure = true
difference_percentage = 0
log <<-S
* BENCHMARK: Average time for experiments were too small. Increase the number of iterations.
S
else
difference_percentage = (((first_place.time - second_place.time).abs.fdiv((first_place.time + second_place.time).abs.fdiv(2))) * 100).round
end
difference_time = first_place.time.-(second_place.time).*(1000).abs.round
r = {
iterations: iterations,
first_place: first_place,
second_place: second_place,
difference_time: difference_time,
difference_percentage: difference_percentage,
times: times,
too_small_to_measure: too_small_to_measure
}
log_message = []
only_one_result = first_place.name == second_place.name
if only_one_result
log <<-S
* BENCHMARK: #{r.first_place.name} completed in #{r.first_place.time_ms}ms."
S
else
log <<-S
* BENCHMARK: #{r.message}
** Fastest: #{r.first_place.name.inspect}
** Second: #{r.second_place.name.inspect}
** Margin: #{r.difference_percentage}% (#{r.difference_time.abs}ms) #{r.first_place.time_ms}ms vs #{r.second_place.time_ms}ms.
** Times:
#{r.times.map { |t| "*** #{t.name}: #{t.time_ms}ms (#{t.difference_percentage}% #{t.difference_time.abs}ms)." }.join("\n")}
S
end
r
end
end
end
end
runtime/draw.rb
# ./dragon/runtime/draw.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# draw.rb has been released under MIT (*only this file*).
module GTK
class Runtime
module Draw
def primitives pass
if $top_level.respond_to? :primitives_override
return $top_level.tick_render @args, pass
end
fn.each_send pass.solids, self, :draw_solid
fn.each_send pass.static_solids, self, :draw_solid
fn.each_send pass.sprites, self, :draw_sprite
fn.each_send pass.static_sprites, self, :draw_sprite
fn.each_send pass.primitives, self, :draw_primitive
fn.each_send pass.static_primitives, self, :draw_primitive
fn.each_send pass.labels, self, :draw_label
fn.each_send pass.static_labels, self, :draw_label
fn.each_send pass.lines, self, :draw_line
fn.each_send pass.static_lines, self, :draw_line
fn.each_send pass.borders, self, :draw_border
fn.each_send pass.static_borders, self, :draw_border
if !self.production
fn.each_send pass.debug, self, :draw_primitive
fn.each_send pass.static_debug, self, :draw_primitive
end
fn.each_send pass.reserved, self, :draw_primitive
fn.each_send pass.static_reserved, self, :draw_primitive
rescue Exception => e
pause!
pretty_print_exception_and_export! e
end
def draw_solid s
return unless s
if s.respond_to? :draw_override
s.draw_override @ffi_draw
else
s = s.as_hash if s.is_a? OpenEntity
@ffi_draw.draw_solid_2 s.x, s.y, s.w, s.h,
s.r, s.g, s.b, s.a,
(s.blendmode_enum || 1)
end
rescue Exception => e
raise_conversion_for_rendering_failed s, e, :solid
end
def draw_sprite s
return unless s
if s.respond_to? :draw_override
s.draw_override @ffi_draw
else
s = s.as_hash if s.is_a? OpenEntity
@ffi_draw.draw_sprite_4 s.x, s.y, s.w, s.h,
(s.path || '').to_s,
s.angle,
s.a, s.r, s.g, s.b,
s.tile_x, s.tile_y, s.tile_w, s.tile_h,
!!s.flip_horizontally, !!s.flip_vertically,
s.angle_anchor_x, s.angle_anchor_y,
s.source_x, s.source_y, s.source_w, s.source_h,
(s.blendmode_enum || 1)
end
rescue Exception => e
raise_conversion_for_rendering_failed s, e, :sprite
end
def draw_screenshot s
return unless s
if s.respond_to? :draw_override
s.draw_override @ffi_draw
else
s = s.as_hash if s.is_a? OpenEntity
@ffi_draw.draw_screenshot (s.path || '').to_s,
s.x, s.y, s.w, s.h,
s.angle,
s.a, s.r, s.g, s.b,
s.tile_x, s.tile_y, s.tile_w, s.tile_h,
!!s.flip_horizontally, !!s.flip_vertically,
s.angle_anchor_x, s.angle_anchor_y,
s.source_x, s.source_y, s.source_w, s.source_h
end
rescue Exception => e
raise_conversion_for_rendering_failed s, e, :screenshot
end
def draw_label l
return unless l
if l.respond_to? :draw_override
l.draw_override @ffi_draw
else
l = l.as_hash if l.is_a? OpenEntity
@ffi_draw.draw_label_3 l.x, l.y,
(l.text || '').to_s,
l.size_enum, l.alignment_enum,
l.r, l.g, l.b, l.a,
l.font,
(l.vertical_alignment_enum || 2),
(l.blendmode_enum || 1)
end
rescue Exception => e
raise_conversion_for_rendering_failed l, e, :label
end
def draw_line l
return unless l
if l.respond_to? :draw_override
l.draw_override @ffi_draw
else
l = l.as_hash if l.is_a? OpenEntity
if l.x2
@ffi_draw.draw_line_2 l.x, l.y, l.x2, l.y2,
l.r, l.g, l.b, l.a,
(l.blendmode_enum || 1)
else
w = l.w || 0
w = 1 if w == 0
h = l.h || 0
h = 1 if h == 0
@ffi_draw.draw_line_2 l.x, l.y,
l.x + w - 1,
l.y + h - 1,
l.r, l.g, l.b, l.a,
(l.blendmode_enum || 1)
end
end
rescue Exception => e
raise_conversion_for_rendering_failed l, e, :line
end
def draw_border s
return unless s
if s.respond_to? :draw_override
s.draw_override @ffi_draw
else
s = s.as_hash if s.is_a? OpenEntity
@ffi_draw.draw_border_2 s.x, s.y, s.w, s.h,
s.r, s.g, s.b, s.a,
(s.blendmode_enum || 1)
end
rescue Exception => e
raise_conversion_for_rendering_failed s, e, :border
end
def draw_screenshots
@args.outputs.screenshots.each { |s| draw_screenshot s }
end
def pixel_arrays
@args.pixel_arrays.each { |k,v|
if v.pixels.length == (v.width * v.height) # !!! FIXME: warning? exception? Different API?
@ffi_draw.upload_pixel_array k.to_s, v.width.to_i, v.height.to_i, v.pixels
end
}
rescue Exception => e
pause!
pretty_print_exception_and_export! e
end
end
end
end
runtime/framerate.rb
# ./dragon/runtime/framerate.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# framerate.rb has been released under MIT (*only this file*).
module GTK
class Runtime
module Framerate
def framerate_init
@tick_time = Time.new.to_i
end
def delta_framerate
(current_framerate || 0) - (@previous_framerate || 0)
end
def reset_framerate_calculation
@tick_speed_sum = 0
@tick_speed_count = 0
@previous_framerate = 0
end
def check_framerate
if @framerate_diagnostics_requested
log "================================"
log framerate_get_diagnostics
@framerate_diagnostics_requested = false
end
if !@paused
if @tick_time
@tick_speed_count += 1
@tick_speed_sum += Time.now.to_i - @tick_time
if @tick_speed_count > 60 * 2
if framerate_below_threshold?
@last_framerate = current_framerate
if !@console.visible? && !@recording.is_replaying?
log framerate_warning_message
end
end
@previous_framerate = current_framerate.floor
end
end
@tick_time = Time.new.to_i
else
reset_framerate_calculation
end
rescue
reset_framerate_calculation
end
def framerate_diagnostics
# request framerate diagnostics to be printed at the end of tick
@framerate_diagnostics_requested = true
end
def framerate_below_threshold?
@last_framerate ||= 60
current_framerate < @last_framerate &&
current_framerate < 50 &&
@previous_framerate > current_framerate &&
Kernel.tick_count > 600
end
def current_framerate
return 60 if !@tick_speed_sum || !@tick_speed_sum
r = 100.fdiv(@tick_speed_sum.fdiv(@tick_speed_count) * 100)
if (r.nan? || r.infinite? || r > 58)
r = 60
end
r || 60
rescue
60
end
end # module Framerate
end # end class Runtime
end # end module GTK
runtime/framerate_diagnostics.rb
# ./dragon/runtime/framerate_diagnostics.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# framerate_diagnostics.rb has been released under MIT (*only this file*).
module GTK
class Runtime
module FramerateDiagnostics
def framerate_get_diagnostics
<<-S
* INFO: Framerate Diagnostics
You can display these diagnostics using:
#+begin_src
def tick args
# ....
# IMPORTANT: Put this at the END of the ~tick~ method.
args.outputs.debug << args.gtk.framerate_diagnostics_primitives
end
#+end_src
** Draw Calls: ~<<~ Invocation Perf Counter
Here is how many times ~args.outputs.PRIMITIVE_ARRAY <<~ was called:
#{$perf_counter_outputs_push_count} times invoked.
If the number above is high, consider batching primitives so you can lower the invocation of ~<<~. For example.
Instead of:
#+begin_src
args.state.enemies.map do |e|
e.alpha = 128
args.outputs.sprites << e # <-- ~args.outputs.sprites <<~ is invoked a lot
end
#+end_src
Do this:
#+begin_src
args.outputs.sprites << args.state
.enemies
.map do |e| # <-- ~args.outputs.sprites <<~ is only invoked once.
e.alpha = 128
e
end
#+end_src
** Array Primitives
~Primitives~ represented as an ~Array~ (~Tuple~) are great for prototyping, but are not as performant as using a ~Hash~.
Here is the number of ~Array~ primitives that were encountered:
#{$perf_counter_primitive_is_array} Array Primitives.
If the number above is high, consider converting them to hashes. For example.
Instead of:
#+begin_src
args.outputs.sprites << [0, 0, 100, 100, 'sprites/enemy.png']
#+begin_end
Do this:
#+begin_src
args.outputs.sprites << { x: 0,
y: 0,
w: 100,
h: 100,
path: 'sprites/enemy.png' }
#+begin_end
** Primitive Counts
Here are the draw counts ordered by lowest to highest z order:
PRIMITIVE COUNT, STATIC COUNT
solids: #{@args.outputs.solids.length}, #{@args.outputs.static_solids.length}
sprites: #{@args.outputs.sprites.length}, #{@args.outputs.static_sprites.length}
primitives: #{@args.outputs.primitives.length}, #{@args.outputs.static_primitives.length}
labels: #{@args.outputs.labels.length}, #{@args.outputs.static_labels.length}
lines: #{@args.outputs.lines.length}, #{@args.outputs.static_lines.length}
borders: #{@args.outputs.borders.length}, #{@args.outputs.static_borders.length}
debug: #{@args.outputs.debug.length}, #{@args.outputs.static_debug.length}
reserved: #{@args.outputs.reserved.length}, #{@args.outputs.static_reserved.length}
** Additional Help
Come to the DragonRuby Discord channel if you need help troubleshooting performance issues. http://discord.dragonruby.org.
Source code for these diagnostics can be found at: [[https://github.com/dragonruby/dragonruby-game-toolkit-contrib/]]
S
end
def framerate_warning_message
<<-S
* WARNING:
Your average framerate dropped below 60 fps for two seconds.
The average FPS was #{current_framerate}.
** How To Disable Warning
If this warning is getting annoying put the following in your tick method:
#+begin_src
args.gtk.log_level = :off
#+end_src
#{framerate_get_diagnostics}
S
end
def current_framerate_primitives
framerate_diagnostics_primitives
end
def framerate_diagnostics_primitives
[
{ x: 0, y: 93.from_top, w: 500, h: 93, a: 128 }.solid!,
{
x: 5,
y: 5.from_top,
text: "More Info via DragonRuby Console: $gtk.framerate_diagnostics",
r: 255,
g: 255,
b: 255,
size_enum: -2
}.label!,
{
x: 5,
y: 20.from_top,
text: "FPS: %.2f" % args.gtk.current_framerate,
r: 255,
g: 255,
b: 255,
size_enum: -2
}.label!,
{
x: 5,
y: 35.from_top,
text: "Draw Calls: #{$perf_counter_outputs_push_count}",
r: 255,
g: 255,
b: 255,
size_enum: -2
}.label!,
{
x: 5,
y: 50.from_top,
text: "Array Primitives: #{$perf_counter_primitive_is_array}",
r: 255,
g: 255,
b: 255,
size_enum: -2
}.label!,
{
x: 5,
y: 65.from_top,
text: "Mouse: #{@args.inputs.mouse.point}",
r: 255,
g: 255,
b: 255,
size_enum: -2
}.label!,
]
end
end
end
end
runtime/hotload.rb
# ./dragon/runtime/hotload.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# hotlaod.rb has been released under MIT (*only this file*).
module GTK
class Runtime
# @visibility private
module Hotload
def hotload_init
@hotload_if_needed = 0
@mailbox_if_needed = 0
# schema for file_mtimes
# { FILE_PATH: { current: (Time as Fixnum),
# last: (Time as Fixnum) },
# FILE_PATH: { current: (Time as Fixnum),
# last: (Time as Fixnum) } }
@file_mtimes = { }
@suppress_mailbox = true
files_to_reload.each { |f| init_mtimes f }
init_mtimes 'app/mailbox.rb'
end
def hotload_on_write_file file_name
return unless file_name.include? 'mailbox.rb'
@mailbox_if_needed = :force
end
def files_to_reload
if @rcb_release_mode
core_files_to_reload + @required_files
else
[
'dragon/docs.rb',
'dragon/help.rb',
'dragon/kernel_docs.rb',
'dragon/kernel.rb',
'dragon/easing.rb',
'dragon/top_level.rb',
'dragon/log.rb',
'dragon/geometry.rb',
'dragon/attr_gtk.rb',
'dragon/attr_sprite.rb',
'dragon/object.rb',
'dragon/class.rb',
'dragon/string.rb',
'dragon/entity.rb',
'dragon/strict_entity.rb',
'dragon/open_entity.rb',
'dragon/serialize.rb',
'dragon/primitive.rb',
'dragon/nil_class_false_class.rb',
'dragon/symbol.rb',
'dragon/numeric_deprecated.rb',
'dragon/numeric.rb',
'dragon/hash_deprecated.rb',
'dragon/hash.rb',
'dragon/outputs_deprecated.rb',
'dragon/array_docs.rb',
'dragon/array.rb',
'dragon/outputs.rb',
'dragon/inputs.rb',
'dragon/mouse_docs.rb',
'dragon/recording.rb',
'dragon/grid.rb',
'dragon/layout.rb',
'dragon/args_deprecated.rb',
'dragon/fn.rb',
'dragon/args.rb',
'dragon/console_prompt.rb',
'dragon/console_menu.rb',
'dragon/console.rb',
'dragon/assert.rb',
'dragon/tests.rb',
'dragon/controller_config.rb',
'dragon/runtime/draw.rb',
'dragon/runtime/deprecated.rb',
'dragon/runtime/framerate.rb',
'dragon/runtime/c_bridge.rb',
'dragon/runtime/hotload.rb',
'dragon/runtime/backup.rb',
'dragon/runtime/async_require.rb',
'dragon/runtime/autocomplete.rb',
'dragon/api.rb',
'dragon/runtime.rb',
'dragon/trace.rb',
'dragon/readme_docs.rb',
'dragon/hotload_client.rb',
'dragon/wizards.rb',
'dragon/ios_wizard.rb',
'dragon/itch_wizard.rb',
] + core_files_to_reload + @required_files
end
end
def core_files_to_reload
[
'repl.rb',
'app/main.rb',
'app/repl.rb',
'app/tests.rb',
'app/test.rb',
'app/stdin.rb'
]
end
def init_mtimes file
@file_mtimes[file] ||= { current: @ffi_file.mtime(file),
last: @ffi_file.mtime(file) }
end
def hotload_source_files
@hotload_if_needed += 1
return unless @hotload_if_needed == 60
@hotload_if_needed = 0
files_to_reload.each { |f| reload_if_needed f }
console.enable
end
def mailbox_timeout
if @suppress_mailbox
60
else
3
end
end
def check_mailbox
if @mailbox_if_needed == :force # lol
reload_if_needed 'app/mailbox.rb', true
@mailbox_if_needed = 1
return
end
@mailbox_if_needed += 1
return unless @mailbox_if_needed.mod_zero? mailbox_timeout
@mailbox_if_needed = 1
reload_if_needed 'app/mailbox.rb'
end
def hotload_if_needed
return if Kernel.tick_count < 0
hotload_source_files
check_mailbox
end
def on_load_succeeded file
self.files_reloaded << file
self.reloaded_files << file
Trace.untrace_classes!
end
def reset_all_mtimes
@file_mtimes.each do |file, _|
@file_mtimes[file].current = @ffi_file.mtime(file)
@file_mtimes[file].last = @file_mtimes[file].current
end
files_to_reload.each do |file, _|
@file_mtimes[file] ||= {}
@file_mtimes[file].current = @ffi_file.mtime(file)
@file_mtimes[file].last = @file_mtimes[file].current
end
end
def reload_if_needed file, force = false
@file_mtimes[file] ||= { current: @ffi_file.mtime(file), last: @ffi_file.mtime(file) }
@file_mtimes[file].current = @ffi_file.mtime(file)
return if !force && @file_mtimes[file].current == @file_mtimes[file].last
on_load_succeeded file if reload_ruby_file file
@file_mtimes[file].last = @file_mtimes[file].current
end
end
end
end
string.rb
# ./dragon/string.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# string.rb has been released under MIT (*only this file*).
class String
include ValueType
def self.wrapped_lines_recur word, rest, length, aggregate
if word.nil?
return aggregate
elsif rest[0].nil?
aggregate << word + "\n"
return aggregate
elsif (word + " " + rest[0]).length > length
aggregate << word + "\n"
return wrapped_lines_recur rest[0], rest[1..-1], length, aggregate
elsif (word + " " + rest[0]).length <= length
next_word = (word + " " + rest[0])
return wrapped_lines_recur next_word, rest[1..-1], length, aggregate
else
log <<-S
WARNING:
#{word} is too long to fit in length of #{length}.
S
next_word = (word + " " + rest[0])
return wrapped_lines_recur next_word, rest[1..-1], length, aggregate
end
end
def char_byte
return nil if self.length == 0
c = self.each_char.first.bytes
c = c.first if c.is_a? Enumerable
c
end
def insert_character_at index, char
t = each_char.to_a
t = (t.insert index, char)
t.join
end
def excluding_character_at index
t = each_char.to_a
t.delete_at index
t.join
end
def excluding_last_character
return "" if self.length <= 1
return excluding_character_at(self.length - 1)
end
def end_with_bang?
self[-1] == "!"
end
def without_ending_bang
return self unless end_with_bang?
self[0..-2]
end
def self.wrapped_lines string, length
string.each_line.map do |l|
l = l.rstrip
if l.length < length
l + "\n"
else
words = l.split ' '
wrapped_lines_recur(words[0], words[1..-1], length, []).flatten
end
end.flatten
end
def wrapped_lines length
String.wrapped_lines self, length
end
# @gtk
def wrap length
wrapped_lines(length).join.rstrip
end
# @gtk
def multiline?
include? "\n"
end
def indent_lines amount, char = " "
self.each_line.each_with_index.map do |l, i|
if i == 0
l
else
char * amount + l
end
end.join
end
def quote
"\"#{self}\""
end
def trim
strip
end
def trim!
strip!
end
def ltrim
lstrip
end
def ltrim!
lstrip!
end
def rtrim
rstrip
end
def rtrim!
rstrip!
end
def serialize
self
end
end
tests.rb
# ./dragon/tests.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# tests.rb has been released under MIT (*only this file*).
module GTK
class Tests
attr_accessor :failed, :passed, :inconclusive
def initialize
@failed = []
@passed = []
@inconclusive = []
end
def run_test m
args = Args.new $gtk, nil
assert = Assert.new
begin
log_test_running m
send(m, args, assert)
if !assert.assertion_performed
log_inconclusive m
else
log_passed m
end
rescue Exception => e
if test_signature_invalid_exception? e, m
log_test_signature_incorrect m
else
mark_test_failed m, e
end
end
end
def test_methods_focused
Object.methods.find_all { |m| m.start_with?( "focus_test_") }
end
def test_methods
Object.methods.find_all { |m| m.start_with? "test_" }
end
# @gtk
def start
log "* TEST: gtk.test.start has been invoked."
if test_methods_focused.length != 0
@is_running = true
test_methods_focused.each { |m| run_test m }
print_summary
@is_running = false
elsif test_methods.length == 0
log_no_tests_found
else
@is_running = true
test_methods.each { |m| run_test m }
print_summary
@is_running = false
end
end
def mark_test_failed m, e
message = "Failed."
self.failed << { m: m, e: e }
log message
end
def running?
@is_running
end
def log_inconclusive m
self.inconclusive << {m: m}
log "Inconclusive."
end
def log_passed m
self.passed << {m: m}
log "Passed."
end
def log_no_tests_found
log <<-S
No tests were found. To create a test. Define a method
that begins with test_. For example:
#+begin_src
def test_game_over args, assert
end
#+end_src
S
end
def log_test_running m
log "** Running: #{m}"
end
def test_signature_invalid_exception? e, m
e.to_s.include?(m.to_s) && e.to_s.include?("wrong number of arguments")
end
def log_test_signature_incorrect m
log "TEST METHOD INVALID:", <<-S
I found a test method called :#{m}. But it needs to have
the following method signature:
#+begin_src
def #{m} args, assert
end
#+end_src
Please update the method signature to match the code above. If you
did not intend this to be a test method. Rename the method so it does
not start with "test_".
S
end
def print_summary
log "** Summary"
log "*** Passed"
log "#{self.passed.length} test(s) passed."
self.passed.each { |h| log "**** :#{h[:m]}" }
log "*** Inconclusive"
if self.inconclusive.length > 0
log_once :assertion_ok_note, <<-S
NOTE FOR INCONCLUSIVE TESTS: No assertion was performed in the test.
Add assert.ok! at the end of the test if you are using your own assertions.
S
end
log "#{self.inconclusive.length} test(s) inconclusive."
self.inconclusive.each { |h| log "**** :#{h[:m]}" }
log "*** Failed"
log "#{self.failed.length} test(s) failed."
self.failed.each do |h|
log "**** Test name: :#{h[:m]}"
log "#{h[:e].to_s.gsub("* ERROR:", "").strip}\n#{h[:e].__backtrace_to_org__}"
end
end
end
end
trace.rb
# ./dragon/trace.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# trace.rb has been released under MIT (*only this file*).
# Contributors outside of DragonRuby who also hold Copyright:
# - Dan Healy: https://github.com/danhealy
module GTK
module Trace
IGNORED_METHODS = [
:define_singleton_method, :raise_immediately, :instance_of?,
:raise_with_caller, :initialize_copy, :class_defined?,
:instance_variable_get, :format, :purge_class, :instance_variable_defined?,
:metadata_object_id, :instance_variable_set, :__printstr__,
:instance_variables, :is_a?, :p, :kind_of?, :==, :log_once,
:protected_methods, :log_once_info, :private_methods, :open,
:!=, :initialize, :object_id, :Hash, :methods, :tick, :!,
:respond_to?, :yield_self, :send, :instance_eval, :then,
:__method__, :__send__, :log_print, :dig, :itself, :log_info,
:remove_instance_variable, :raise, :public_methods, :instance_exec,
:gets, :local_variables, :tap, :__id__, :class, :singleton_class,
:block_given?, :_inspect, :puts, :global_variables, :getc, :iterator?,
:hash, :to_enum, :printf, :frozen?, :print, :original_puts,
:srand, :freeze, :rand, :extend, :eql?, :equal?, :sprintf, :clone,
:dup, :to_s, :primitive_determined?, :inspect, :primitive?, :help,
:__object_methods__, :proc, :__custom_object_methods__, :Float, :enum_for,
:__supports_ivars__?, :nil?, :fast_rand, :or, :and,
:__caller_without_noise__, :__gtk_ruby_string_contains_source_file_path__?,
:__pretty_print_exception__, :__gtk_ruby_source_files__,
:String, :log, :Array, :putsc, :Integer, :===, :here,
:raise_error_with_kind_of_okay_message, :better_instance_information,
:lambda, :fail, :method_missing, :__case_eqq, :caller,
:raise_method_missing_better_error, :require, :singleton_methods,
:!~, :loop, :numeric_or_default, :`, :state, :inputs, :outputs, "args=".to_sym,
:grid, :gtk, :dragon, :args, :passes, :tick, :grep_source, :grep_source_file,
:numeric_or_default, :f_or_default, :s_or_default, :i_or_default,
:comment, :primitive_marker, :xrepl, :repl
]
def self.traced_classes
@traced_classes ||= []
@traced_classes
end
def self.mark_class_as_traced! klass
@traced_classes << klass
end
def self.untrace_classes!
traced_classes.each do |klass|
klass.class_eval do
all_methods = klass.instance_methods false
if klass.instance_methods.respond_to?(:__trace_call_depth__)
undef_method :__trace_call_depth__
end
GTK::Trace.filter_methods_to_trace(all_methods).each do |m|
original_method_name = m
trace_method_name = GTK::Trace.trace_method_name_for m
if klass.instance_methods.include? trace_method_name
alias_method m, trace_method_name
end
end
end
end
$last_method_traced = nil
@traced_classes.clear
$trace_enabled = false
if !$gtk.production
$gtk.write_file_root 'logs/trace.txt', "Add trace!(SOMEOBJECT) to the top of ~tick~ and this file will be populated with invocation information.\n"
end
end
def self.trace_method_name_for m
"__trace_original_#{m}__".to_sym
end
def self.original_method_name_for m
return m unless m.to_s.start_with?("__trace_original_") && m.to_s.end_with?("__")
m[16..-3]
end
def self.filter_methods_to_trace methods
methods.reject { |m| m.start_with? "__trace_" }.reject { |m| IGNORED_METHODS.include? m }
end
def self.trace_times_string
str = []
$trace_performance.sort_by {|method_name, times| -times[:avg] }.each do |method_name, times|
str << "#{method_name}: #{times[:sum].round(2)}/#{times[:count]} #{times[:min]}ms min, #{times[:avg].round(2)}ms avg, #{times[:max]}ms max"
end
str.join("\n")
end
def self.flush_trace pad_with_newline = false
$trace_puts ||= []
puts "(Trace info flushed!)"
if $trace_puts.length > 0
text = $trace_puts.join("").strip + "\n" + self.trace_times_string + "\n"
if pad_with_newline
$gtk.append_file_root 'logs/trace.txt', "\n" + text.strip
else
$gtk.append_file_root 'logs/trace.txt', text.strip
end
end
$trace_puts.clear
end
# @gtk
def self.trace! instance = nil
$trace_history ||= []
$trace_enabled = true
$trace_call_depth ||=0
$trace_performance = Hash.new {|h,k|
h[k] = {
min: 100000,
max: 0,
avg: 0,
sum: 0,
count: 0
}
}
flush_trace
instance = $top_level unless instance
return if Trace.traced_classes.include? instance.class
all_methods = instance.class.instance_methods false
instance.class.class_eval do
attr_accessor :__trace_call_depth__ unless instance.class.instance_methods.include?(:__trace_call_depth__)
GTK::Trace.filter_methods_to_trace(all_methods).each do |m|
original_method_name = m
trace_method_name = GTK::Trace.trace_method_name_for m
alias_method trace_method_name, m
$trace_puts << "Tracing #{m} on #{instance.class}.\n"
define_method(m) do |*args|
instance.__trace_call_depth__ ||= 0
tab_width = " " * (instance.__trace_call_depth__ * 8)
instance.__trace_call_depth__ += 1
$trace_call_depth = instance.__trace_call_depth__
parameters = "#{args}"[1..-2]
$trace_puts << "\n #{tab_width}#{m}(#{parameters})"
execution_time = Time.new
$last_method_traced = trace_method_name
$trace_history << [m, parameters]
result = send(trace_method_name, *args)
class_m = "#{instance.class}##{m}"
completion_time = ((Time.new - execution_time).to_f * 1000).round(2)
$trace_performance[class_m][:min] = [$trace_performance[class_m][:min], completion_time].min
$trace_performance[class_m][:max] = [$trace_performance[class_m][:max], completion_time].max
$trace_performance[class_m][:count] += 1
$trace_performance[class_m][:sum] += completion_time
$trace_performance[class_m][:avg] = $trace_performance[class_m][:sum].fdiv($trace_performance[class_m][:count])
instance.__trace_call_depth__ -= 1
instance.__trace_call_depth__ = instance.__trace_call_depth__.greater 0
$trace_puts << "\n #{tab_width} #{completion_time > 10 ? '!!! ' : ''}#{completion_time}ms success: #{m}"
if instance.__trace_call_depth__ == 0
$trace_puts << "\n"
$trace_history.clear
end
result
rescue Exception => e
instance.__trace_call_depth__ -= 1
instance.__trace_call_depth__ = instance.__trace_call_depth__.greater 0
$trace_puts << "\n #{tab_width} failed: #{m}"
if instance.__trace_call_depth__ == 0
$trace_puts << "\n #{tab_width} #{e}"
$trace_puts << "\n"
end
$trace_call_depth = 0
GTK::Trace.flush_trace true
raise e
end
end
end
mark_class_as_traced! instance.class
end
end
end
tweetcart.rb
# ./dragon/tweetcart.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# tweetcart.rb has been released under MIT (*only this file*).
def $top_level.TICK &block
$top_level.define_method(:tick) do |args|
args.outputs[:scene].w = 160
args.outputs[:scene].h = 90
args.outputs[:scene].background_color = [0, 0, 0, 0]
block.call args
args.outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :scene }
end
def $top_level.bg! *rgb
r,g,b = rgb
r ||= 255
g ||= r
b ||= g
$args.outputs.background_color = [r, g, b]
end
def $top_level.slds
$args.outputs[:scene].sprites
end
def $top_level.slds! *os
if (os.first.is_a? Numeric)
sld!(*os)
else
os.each { |o| sld!(*o) }
end
end
def $top_level.sld! *params
x, y, w, h, r, g, b, a = nil
if params.length == 2
x, y = params
elsif params.length == 3 && (params.last.is_a? Array)
x = params[0]
y = params[1]
r, g, b, a = params[2]
r ||= 255
g ||= r
b ||= g
a ||= 255
elsif params.length == 4
x, y, w, h = params
elsif params.length == 5 && (params.last.is_a? Array)
x = params[0]
y = params[1]
w = params[2]
h = params[3]
r,g,b,a = params[4]
r ||= 255
g ||= r
b ||= g
a ||= 255
elsif params.length >= 7
x, y, w, h, r, g, b = params
else
raise "I don't know how to render #{params} with reasonable defaults."
end
w ||= 1
h ||= 1
r ||= 255
g ||= 255
b ||= 255
a ||= 255
slds << { x: x, y: y,
w: w, h: h,
r: r, g: g, b: b, a: a,
path: :pixel }
end
end
=begin
wht = [255] * 3
red = [255, 0, 0]
blu = [0, 130, 255]
purp = [150, 80, 255]
TICK {
bg! 0
slds << [0, 0, 3, 3, 0, 255, 0, 255]
sld! 10, 10
sld! 20, 20, 3, 2
sld! 30, 30, 2, 2, red
sld! 35, 35, blu
slds! 40, 40
slds! [50, 50],
[60, 60, purp],
[70, 70, 10, 10, wht],
[80, 80, 4, 4, 255, 0, 255]
}
=end
wizards.rb
# ./dragon/wizards.rb
# coding: utf-8
# Copyright 2019 DragonRuby LLC
# MIT License
# wizards.rb has been released under MIT (*only this file*).
class Wizard
def metadata_file_path
"metadata/game_metadata.txt"
end
def get_metadata
metadata = $gtk.read_file metadata_file_path
if !metadata
write_blank_metadata
metadata = $gtk.read_file metadata_file_path
end
dev_id, dev_title, game_id, game_title, version, icon = *metadata.each_line.to_a
{
dev_id: dev_id.strip.gsub("#", "").gsub("devid=", ""),
dev_title: dev_title.strip.gsub("#", "").gsub("devtitle=", ""),
game_id: game_id.strip.gsub("#", "").gsub("gameid=", ""),
game_title: game_title.strip.gsub("#", "").gsub("gametitle=", ""),
version: version.strip.gsub("#", "").gsub("version=", ""),
icon: icon.strip.gsub("#", "").gsub("icon=", "")
}
end
end
class WizardException < Exception
attr_accessor :console_primitives
def initialize *console_primitives
@console_primitives = console_primitives
end
end
module GTK
class Wizards
attr_accessor :ios, :itch
def initialize
@ios = IOSWizard.new
@itch = ItchWizard.new
end
end
end