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.
Watch Some Intro Videos
Each video is only 20 minutes and all of them will fit into a lunch break. So please watch them:
- Beginner Introduction to DragonRuby Game Toolkit: https://youtu.be/ixw7TJhU08E
- Intermediate Introduction to Ruby Syntax: https://youtu.be/HG-XRZ5Ppgc
- Intermediate Introduction to Arrays in Ruby: https://youtu.be/N72sEYFRqfo
The second and third videos are not required if you are proficient with Ruby, but *definitely* watch the first one.
You may also want to try this free course provided at http://dragonruby.school.
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.
IMPORTANT: Go through all of the sample apps! Study them thoroughly!! No really, you should definitely do this!
Now that you've completed the Hello World tutorial. Head over to the `samples` directory. It is very very important that you study the sample apps thoroughly! Go through them in order. Here is a short description of each sample app.
Guided Samples
-
samples/00_learn_ruby_optional: This directory contains sample apps that will help you learn the language. -
samples/01_rendering_basics: This set of samples will show you how to render basic primitives such aslabels,solids,borders,lines,sprites, and how to playsounds. -
samples/02_input_basics: This set of samples show you how to accept input from themouse,keyboard, andcontrollers. -
samples/03_rendering_sprites: This set of samples shows you all the different ways to render sprites (including how to use a sprite sheet). -
samples/04_physics_and_collision: This set of samples shows how to do various types of collisions and physics. -
samples/05_mouse: This set of samples show more advanced usages of the mouse. -
samples/06_save_load: This set of samples show how to save and load game data. -
samples/07_advanced_rendering: This set of samples show how to programmatically render sprites using render targets. -
samples/08_tweening_lerping_easing_functions: This set of samples show how to perform animations. -
samples/09_performance: This set of samples show how to handle performance issues when a large number of sprites on the screen. -
samples/10_advanced_debugging: This set of samples show how advanced debugging techniques and testing techniques. -
samples/11_http: This set of samples show how use http.
Sample Games
There are samples that contain the path samples/99_*. The sample apps that are prefixed with 99_ show non-trivial implemementations for a real game:
- 3D Cube: Shows how to do faux 3D in DragonRuby.
- Dueling Starships: A two player top-down versus game where each player controls a ship.
- Flappy Dragon: DragonRuby's clone of Flappy Bird.
- Pong: A simple implementation of the game Pong.
- Snakemoji: The classic game of Snake but with all of the code written using emojis (sometimes you just have to have a little fun).
- Solar System: A simulation of our solar system.
- Crafting Starting Point: A starting point for those that want to build a crafting game.
- Dev Tools: A set of sample apps that show how you can extend DragonRuby's Console, starting point for a tile editor, and a starting point for a paint app.
- LOWREZ: Sample apps that show how to render at different resolutions.
- RPG: Various sample apps that show how to create narrative, topdown, tactical grid-based, and roguelike RPGs.
- Platformers: Various sample apps that show how to create different kinds of physics/collision based platformers.
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.
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 principals.
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 up front pain as a necessity in the (hopes that the investment will yield dividends "when you become successful"). This results in more "Enterprise TM" code upfront, and makes it more difficult to get started when you are new to programming.
DragonRuby's philosophy is to provide a spectrum across the "make it fast" vs "make it right" spectrum and provide incremental, intuitive transitions between points on that spectrum. This is captured in how render primitives can be represented as tuples/arrays, hashes, open structs/entities, and then finally classes (as opposed to forcing devs to use classes upfront).
Release Often And Soon
The biggest mistake game devs make is spending too much time in isolation building their game. Release something, however small, and release it quickly.
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.
Remember:
Real artists ship.
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.
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).
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
}
end
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
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",
# 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
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
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 Scadia.
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/log.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 infront 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 recoding 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. Every one 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](). But it won't do the runtime justice. Or just come to our [Slack]() or [Discord]() channel 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.
DOCS: GTK::Runtime
The GTK::Runtime class is the core of DragonRuby. It is globally accessible via $gtk.
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 paramter 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: 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::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 an 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 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::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 seemlessly work withGTK::Geometryfunctions).h: Height of the point that always returns0(included so that it can seemlessly work withGTK::Geometryfunctions).left: This value is the same asx(included so that it can seemlessly work withGTK::Geometryfunctions).right: This value is the same asx(included so that it can seemlessly work withGTK::Geometryfunctions).top: This value is the same asy(included so that it can seemlessly work withGTK::Geometryfunctions).bottom: This value is the same asy(included so that it can seemlessly 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.
Open Source
Follows is a source code listing for all files that have been open sourced. This code can be found in the ./samples directory and online at https://github.com/DragonRuby/dragonruby-game-toolkit-contrib/.
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
Learn Ruby Optional - Intermediate Ruby Primer - repl.rb
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/repl.rb
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:
- 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.
- reject: Removes elements from a collection if they meet certain requirements.
- 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 _
_.state.notes ||= []
_.state.click_feedbacks ||= []
_.state.current_level ||= 1
_.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 _
# grid.w_half positions the label in the horizontal center of the screen.
_.outputs.labels << [_.grid.w_half, _.grid.top.shift_down(40), "Hole #{_.state.current_level} of 9", 0, 1, 0, 0, 0]
render_score _ # shows score on screen
if _.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
_.state.play_again_border ||= _.state.with_meta([560, _.grid.h * 3 / 4 - 40, 160, 60], 'again') # array definition, text/title
_.outputs.labels << [_.grid.w_half, _.grid.h * 3 / 4, "Play Again", 0, 1, 0, 0, 0] # outputs label
_.outputs.borders << _.state.play_again_border # outputs border
else # otherwise, if game is not over
# Calculations ensure that label appears in center of border
_.state.play_note_border ||= _.state.with_meta([560, _.grid.h * 3 / 4 - 40, 160, 60], 'play') # array definition, text/title
_.outputs.labels << [_.grid.w_half, _.grid.h * 3 / 4, "Play Note ##{_.state.current_level}", 0, 1, 0, 0, 0] # outputs label
_.outputs.borders << _.state.play_note_border # outputs border
end
return if _.state.game_over # return if game is over
_.outputs.labels << [_.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|
_.state.notes[i] ||= piano_button(_, note, i + 1) # calls piano_button method on each note (creates label and border)
_.outputs.labels << _.state.notes[i].label # outputs note on screen with a label and a border
_.outputs.borders << _.state.notes[i].border
end
# Shows whether or not the user is correct by filling the screen with either red or green
_.outputs.solids << _.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 _
if _.state.times_wrong == 0 # if the user has guessed wrong zero times, the score is par
_.outputs.labels << [_.grid.w_half, _.grid.top.shift_down(80), "Score: PAR", 0, 1, 0, 0, 0]
else # otherwise, number of times the user has guessed wrong is shown
_.outputs.labels << [_.grid.w_half, _.grid.top.shift_down(80), "Score: +#{_.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 _
_.state.target_note ||= available_notes.sample # chooses a note from available_notes collection as target note
_.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
_.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 _
return unless _.inputs.mouse.click # return unless the mouse is clicked
# finds button that was clicked by user
button_clicked = _.outputs.borders.find_all do |b| # go through borders collection to find all borders that meet requirements
_.inputs.mouse.click.point.inside_rect? b # find button border that mouse was clicked inside of
end.reject {|b| !_.state.meta(b)}.first # reject, return first element
return unless button_clicked # return unless button_clicked as a value (a button was clicked)
queue_click_feedback _, # 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 _.state.meta(button_clicked) == 'play' # if "play note" button is pressed
_.outputs.sounds << "sounds/#{_.state.target_note}.wav" # sound of target note is output
elsif _.state.meta(button_clicked) == 'again' # if "play game again" button is pressed
_.state.target_note = nil # no target note
_.state.current_level = 1 # starts at level 1 again
_.state.times_wrong = 0 # starts off with 0 wrong guesses
_.state.game_over = false # the game is not over (because it has just been restarted)
else # otherwise if neither of those buttons were pressed
_.outputs.sounds << "sounds/#{_.state.meta(button_clicked)}.wav" # sound of clicked note is played
if _.state.meta(button_clicked).to_sym == _.state.target_note # if clicked note is target note
_.state.target_note = nil # target note is emptied
if _.state.current_level < 9 # if game hasn't reached level 9
_.state.current_level += 1 # game goes to next level
else # otherwise, if game has reached level 9
_.state.game_over = true # the game is over
end
queue_click_feedback _, 0, 0, _.grid.w, _.grid.h, 100, 200, 100 # green shown if user guesses correctly
else # otherwise, if clicked note is not target note
_.state.times_wrong += 1 # increments times user guessed wrong
queue_click_feedback _, 0, 0, _.grid.w, _.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 _, note, position
_.state.new_entity(:button) do |b| # declares button as new entity
b.label = [460 + 40.mult(position), _.grid.h * 0.4, "#{note}", 0, 1, 0, 0, 0] # label definition
b.border = _.state.with_meta([460 + 40.mult(position) - 20, _.grid.h * 0.4 - 32, 40, 40], 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 _, x, y, w, h, *color
_.state.click_feedbacks << _.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
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 << [460, row_to_px(args, 0), "Current game time: #{args.state.tick_count}", small_font]
args.outputs.labels << [460, row_to_px(args, 2), "Keyboard input: args.inputs.keyboard.key_up.h", small_font]
args.outputs.labels << [460, row_to_px(args, 3), "Press \"h\" on the keyboard.", small_font]
# 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 << [460, row_to_px(args, 4), "\"h\" was pressed at time: #{args.state.h_pressed_at}", small_font]
else
args.outputs.labels << [460, row_to_px(args, 4), "\"h\" has never been pressed.", small_font]
end
tick_help_text args
end
def small_font
# This method provides some values for the construction of labels
# Specifically, Size, Alignment, & RGBA
# This makes it so that custom parameters don't have to be repeatedly typed.
# Additionally "small_font" provides programmers with more information than some numbers
[-2, 0, 0, 0, 0, 255]
end
def row_to_px args, row_number
# 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.shift_down(5).shift_down(20 * 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 << [10, row_to_px(args, 6), "Advanced Help:", small_font]
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 << [10 , row_to_px(args, 7), "args.inputs.keyboard", small_font]
args.outputs.labels << [330, row_to_px(args, 7), "args.inputs.keyboard.key_down", small_font]
args.outputs.labels << [650, row_to_px(args, 7), "args.inputs.keyboard.key_held", small_font]
args.outputs.labels << [990, row_to_px(args, 7), "args.inputs.keyboard.key_up", small_font]
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, row_to_px(args, idx - 2),
" .#{k} is #{current_value || "nil"}",
small_font],
[x, row_to_px(args, idx - 1),
" was #{v}",
small_font]
]
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
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.creat_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, row_to_px(args, row), message, small_font]
end
def small_font
[-2, 0, 0, 0, 0, 255]
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 << [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 - 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 = [785, 370, 50, 50, 0, 0, 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, row_to_px(args, row), message, small_font]
end
def small_font
[-2, 0, 0, 0, 0, 255]
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 << [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 - 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 = [args.inputs.mouse.click.point.x - 25, args.inputs.mouse.click.point.y - 25, 125, 125, 180, 0, 0, 180]
elsif !args.state.box_collision_two
args.state.box_collision_two = [args.inputs.mouse.click.point.x - 25, args.inputs.mouse.click.point.y - 25, 125, 125, 0, 0, 180, 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, row_to_px(args, row), message, small_font]
end
def small_font
[-2, 0, 0, 0, 0, 255]
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 << [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 << [100, 500, inputs.controller_one.key_held.l1, "L1"]
state.buttons << [100, 600, inputs.controller_one.key_held.l2, "L2"]
state.buttons << [1100, 500, inputs.controller_one.key_held.r1, "R1"]
state.buttons << [1100, 600, inputs.controller_one.key_held.r2, "R2"]
state.buttons << [540, 450, inputs.controller_one.key_held.select, "Select"]
state.buttons << [660, 450, inputs.controller_one.key_held.start, "Start"]
state.buttons << [200, 300, inputs.controller_one.key_held.left, "Left"]
state.buttons << [300, 400, inputs.controller_one.key_held.up, "Up"]
state.buttons << [400, 300, inputs.controller_one.key_held.right, "Right"]
state.buttons << [300, 200, inputs.controller_one.key_held.down, "Down"]
state.buttons << [800, 300, inputs.controller_one.key_held.x, "X"]
state.buttons << [900, 400, inputs.controller_one.key_held.y, "Y"]
state.buttons << [1000, 300, inputs.controller_one.key_held.a, "A"]
state.buttons << [900, 200, inputs.controller_one.key_held.b, "B"]
state.buttons << [450 + inputs.controller_one.left_analog_x_perc * 100,
100 + inputs.controller_one.left_analog_y_perc * 100,
inputs.controller_one.key_held.l3,
"L3"]
state.buttons << [750 + inputs.controller_one.right_analog_x_perc * 100,
100 + inputs.controller_one.right_analog_y_perc * 100,
inputs.controller_one.key_held.r3,
"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 |x, y, active, text|
rect = [x, y, 75, 75]
if 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, y + 95, text] # add 95 to place label above button
end
outputs.labels << [10, 60, "Left Analog x: #{inputs.controller_one.left_analog_x_raw} (#{inputs.controller_one.left_analog_x_perc * 100}%)"]
outputs.labels << [10, 30, "Left Analog y: #{inputs.controller_one.left_analog_y_raw} (#{inputs.controller_one.left_analog_y_perc * 100}%)"]
outputs.labels << [900, 60, "Right Analog x: #{inputs.controller_one.right_analog_x_raw} (#{inputs.controller_one.right_analog_x_perc * 100}%)"]
outputs.labels << [900, 30, "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
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
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 << [100, 100, 100, 100, "sprites/dragon_fly_#{sprite_index}.png"]
# Try changing the numbers below to see how the animation changes:
args.outputs.sprites << [100, 200, 100, 100, "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 << [220, 350, "(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.inputs.keyboard.key_down.f}"
# 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 << [100, 300, 100, 100, "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 - Jump Physics - main.rb
# ./samples/04_physics_and_collisions/06_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
# Sets default values
def defaults
s.platforms ||= [ # initializes platforms collection with two platforms using hashes
new_platform(x: 0, y: 0, w: 700, h: 32, dx: 1, speed: 0, rect: nil),
new_platform(x: 0, y: 300, w: 700, h: 32, dx: 1, speed: 0, rect: nil), # 300 pixels higher
]
s.tick_count = args.state.tick_count
s.gravity = -0.3 # what goes up must come down because of gravity
s.player.platforms_cleared ||= 0 # counts how many platforms the player has successfully cleared
s.player.x ||= 0 # sets player values
s.player.y ||= 100
s.player.w ||= 64
s.player.h ||= 64
s.player.dy ||= 0 # change in position
s.player.dx ||= 0
s.player_jump_power = 15
s.player_jump_power_duration = 10
s.player_max_run_speed = 5
s.player_speed_slowdown_rate = 0.9
s.player_acceleration = 1
s.camera ||= { y: -100 } # shows view on screen (as the player moves upward, the camera does too)
end
# Outputs objects onto the screen
def render
outputs.solids << s.platforms.map do |p| # outputs platforms onto screen
[p.x + 300, p.y - s.camera[:y], p.w, p.h] # add 300 to place platform in horizontal center
# don't forget, position of platform is denoted by bottom left hand corner
end
# outputs player using hash
outputs.solids << {
x: s.player.x + 300, # player positioned on top of platform
y: s.player.y - s.camera[:y],
w: s.player.w,
h: s.player.h,
r: 100, # color saturation
g: 100,
b: 200
}
end
# Performs calculations
def calc
s.platforms.each do |p| # for each platform in the collection
p.rect = [p.x, p.y, p.w, p.h] # set the definition
end
# sets player point by adding half the player's width to the player's x
s.player.point = [s.player.x + s.player.w.half, s.player.y] # change + to - and see what happens!
# search the platforms collection to find if the player's point is inside the rect of a platform
collision = s.platforms.find { |p| s.player.point.inside_rect? p.rect }
# if collision occurred and player is moving down (or not moving vertically at all)
if collision && s.player.dy <= 0
s.player.y = collision.rect.y + collision.rect.h - 2 # player positioned on top of platform
s.player.dy = 0 if s.player.dy < 0 # player stops moving vertically
if !s.player.platform
s.player.dx = 0 # no horizontal movement
end
# changes horizontal position of player by multiplying collision change in x (dx) by speed and adding it to current x
s.player.x += collision.dx * collision.speed
s.player.platform = collision # player is on the platform that it collided with (or landed on)
if s.player.falling # if player is falling
s.player.dx = 0 # no horizontal movement
end
s.player.falling = false
s.player.jumped_at = nil
else
s.player.platform = nil # player is not on a platform
s.player.y += s.player.dy # velocity is the change in position
s.player.dy += s.gravity # acceleration is the change in velocity; what goes up must come down
end
s.platforms.each do |p| # for each platform in the collection
p.x += p.dx * p.speed # x is incremented by product of dx and speed (causes platform to move horizontally)
# changes platform's x so it moves left and right across the screen (between -300 and 300 pixels)
if p.x < -300 # if platform goes too far left
p.dx *= -1 # dx is scaled down
p.x = -300 # as far left as possible within scope
elsif p.x > (1000 - p.w) # if platform's x is greater than 300
p.dx *= -1
p.x = (1000 - p.w) # set to 300 (as far right as possible within scope)
end
end
delta = (s.player.y - s.camera[:y] - 100) # used to position camera view
if delta > -200
s.camera[:y] += delta * 0.01 # allows player to see view as they move upwards
s.player.x += s.player.dx # velocity is change in position; change in x increases by dx
# searches platform collection to find platforms located more than 300 pixels above the player
has_platforms = s.platforms.find { |p| p.y > (s.player.y + 300) }
if !has_platforms # if there are no platforms 300 pixels above the player
width = 700 - (700 * (0.1 * s.player.platforms_cleared)) # the next platform is smaller than previous
s.player.platforms_cleared += 1 # player successfully cleared another platform
last_platform = s.platforms[-1] # platform just cleared becomes last platform
# another platform is created 300 pixels above the last platform, and this
# new platform has a smaller width and moves faster than all previous platforms
s.platforms << new_platform(x: (700 - width) * rand, # random x position
y: last_platform.y + 300,
w: width,
h: 32,
dx: 1.randomize(:sign), # random change in x
speed: 2 * s.player.platforms_cleared,
rect: nil)
end
else
s.as_hash.clear # otherwise clear the hash (no new platform is necessary)
end
end
# Takes input from the user to move the player
def input
if inputs.keyboard.space # if the space bar is pressed
s.player.jumped_at ||= s.tick_count # set to current frame
# if the time that has passed since the jump is less than the duration of a jump (10 frames)
# and the player is not falling
if s.player.jumped_at.elapsed_time < s.player_jump_power_duration && !s.player.falling
s.player.dy = s.player_jump_power # player jumps up
end
end
if inputs.keyboard.key_up.space # if space bar is in "up" state
s.player.falling = true # player is falling
end
if inputs.keyboard.left # if left key is pressed
s.player.dx -= s.player_acceleration # player's position changes, decremented by acceleration
s.player.dx = s.player.dx.greater(-s.player_max_run_speed) # dx is either current dx or -5, whichever is greater
elsif inputs.keyboard.right # if right key is pressed
s.player.dx += s.player_acceleration # player's position changes, incremented by acceleration
s.player.dx = s.player.dx.lesser(s.player_max_run_speed) # dx is either current dx or 5, whichever is lesser
else
s.player.dx *= s.player_speed_slowdown_rate # scales dx down
end
end
end
$game = VerticalPlatformer.new
def tick args
$game.args = args
$game.tick
end
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
state.current_turn ||= :x
state.space_combinations = [-1, 0, 1].product([-1, 0, 1]).to_a
render_board
input_board
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
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.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 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 Alphas - main.rb
# ./samples/07_advanced_rendering/02_render_targets_with_alphas/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
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 "* 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 "* 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/03_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 "* 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/04_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
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/05_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
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 With Custom Drawing - main.rb
# ./samples/09_performance/06_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
# flip_horizontally, flip_vertically,
# tile_x, tile_y, tile_w, tile_h
# angle_anchor_x, angle_anchor_y,
# source_x, source_y, source_w, source_h
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
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/07_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 - 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 - 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
puts "running tests"
$gtk.reset 100
$gtk.log_level = :off
$gtk.tests.start
Advanced Debugging - Unit Tests - gen_docs.rb
# ./samples/10_advanced_debugging/03_unit_tests/gen_docs.rb # sh ./amir-build-and-run.sh --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
puts "running tests"
$gtk.reset 100
$gtk.log_level = :off
$gtk.tests.start
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
puts "running tests"
$gtk.reset 100
$gtk.log_level = :off
$gtk.tests.start
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 $gtk.tests.start
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
puts "running tests"
$gtk.reset 100
$gtk.log_level = :off
$gtk.tests.start
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=>3, :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=>3, :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, :tick_count=>-1, :player_one=>{:entity_id=>1, :entity_name=>:player, :entity_type=>:player, :created_at=>-1, :global_created_at=>-1, :name=>"Ryu"}, :player_two=>{:entity_id=>3, :entity_name=>:player_strict, :created_at=>-1, :global_created_at_elapsed=>-1, :entity_strict=>true, :name=>"Ken"}}'
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=>3, :tick_count=>-1, :player_one=>{:entity_id=>1, :entity_name=>:player, :entity_type=>:player, :created_at=>-1, :global_created_at=>-1, :name=>"Ryu"}, :player_two=>{:entity_id=>3, :entity_name=>:player_strict, :created_at=>-1, :global_created_at_elapsed=>-1, :entity_strict=>true, :name=>"Ken", :blood_type=>nil}}'
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
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
$tests.start
Advanced Debugging - Unit Tests - state_serialization_experimental_tests.rb
# ./samples/10_advanced_debugging/03_unit_tests/state_serialization_experimental_tests.rb
MAX_CODE_GEN_LENGTH = 50
# NOTE: This is experimental/advanced stuff.
def needs_partitioning? target
target[:value].to_s.length > MAX_CODE_GEN_LENGTH
end
def partition target
return [] unless needs_partitioning? target
if target[:value].is_a? GTK::OpenEntity
target[:value] = target[:value].hash
end
results = []
idx = 0
left, right = target[:value].partition do
idx += 1
idx.even?
end
left, right = Hash[left], Hash[right]
left = { value: left }
right = { value: right}
[left, right]
end
def add_partition target, path, aggregate, final_result
partitions = partition target
partitions.each do |part|
if needs_partitioning? part
if part[:value].keys.length == 1
first_key = part[:value].keys[0]
new_part = { value: part[:value][first_key] }
path.push first_key
add_partition new_part, path, aggregate, final_result
path.pop
else
add_partition part, path, aggregate, final_result
end
else
final_result << { value: { __path__: [*path] } }
final_result << { value: part[:value] }
end
end
end
def state_to_string state
parts_queue = []
final_queue = []
add_partition({ value: state.hash },
[],
parts_queue,
final_queue)
final_queue.reject {|i| i[:value].keys.length == 0}.map do |i|
i[:value].to_s
end.join("\n#==================================================#\n")
end
def state_from_string string
Kernel.eval("$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
$gtk.tests.start
Http - Retrieve Images - main.rb
# ./samples/11_http/01_retrieve_images/app/main.rb
def tick args
args.outputs.background_color = [0, 0, 0]
# Show a warning at the start.
args.state.warning_debounce ||= 11 * 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
12 C Extensions - Basics - main.rb
# ./samples/12_c_extensions/01_basics/app/main.rb
$gtk.ffi_misc.gtk_dlopen("./samples/12_c_extensions/01_basics/build.dir/ext.lib")
include FFI::CExt
def tick args
args.outputs.labels << [460, 600, "square(42) = #{square(42)}"]
end
3d - 3d Cube - main.rb
# ./samples/99_genre_3d/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
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 << [10, 710, "HI SCORE: #{state.hi_score}", large_white_typeset].label
outputs.primitives << [10, 680, "SCORE: #{state.score}", large_white_typeset].label
outputs.primitives << [10, 650, "DIFFICULTY: #{state.difficulty.upcase}", large_white_typeset].label
end
def render_menu
return unless state.scene == :menu
render_overlay
outputs.labels << [640, 700, "Flappy Dragon", 50, 1, 255, 255, 255]
outputs.labels << [640, 500, "Instructions: Press Spacebar to flap. Don't die.", 4, 1, 255, 255, 255]
outputs.labels << [430, 430, "[Tab] Change difficulty", 4, 0, 255, 255, 255]
outputs.labels << [430, 400, "[Enter] Start at New Difficulty ", 4, 0, 255, 255, 255]
outputs.labels << [430, 370, "[Escape] Cancel/Resume ", 4, 0, 255, 255, 255]
outputs.labels << [640, 300, "(mouse, touch, and game controllers work, too!) ", 4, 1, 255, 255, 255]
outputs.labels << [640, 200, "Difficulty: #{state.new_difficulty.capitalize}", 4, 1, 255, 255, 255]
outputs.labels << [10, 100, "Code: @amirrajan", 255, 255, 255]
outputs.labels << [10, 80, "Art: @mobypixel", 255, 255, 255]
outputs.labels << [10, 60, "Music: @mobypixel", 255, 255, 255]
outputs.labels << [10, 40, "Engine: DragonRuby GTK", 255, 255, 255]
end
def render_overlay
outputs.primitives << [grid.rect.scale_rect(1.1, 0, 0), 0, 0, 0, 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 << [638, 358, score_text, 20, 1]
outputs.labels << [635, 360, score_text, 20, 1, 255, 255, 255]
outputs.labels << [638, 428, countdown_text, 20, 1]
outputs.labels << [635, 430, countdown_text, 20, 1, 255, 255, 255]
end
def render_background
outputs.sprites << [0, 0, 1280, 720, '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 render_walls
state.walls.each do |w|
w.sprites = [
[w.x, w.bottom_height - 720, 100, 720, 'sprites/wall.png', 180],
[w.x, w.top_y, 100, 720, 'sprites/wallbottom.png', 0]
]
end
outputs.sprites << state.walls.map(&:sprites)
end
def render_dragon
state.show_death = true if state.countdown == 3.seconds
render_debug_hitbox false
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 = [state.x, state.y, 100, 80, sprite_name, state.dy * 1.2]
else
sprite_name = "sprites/dragon_die.png"
state.dragon_sprite = [state.x, state.y, 100, 80, sprite_name, 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_debug_hitbox show
return unless show
outputs.borders << [dragon_collision_box.rect, 255, 0, 0] if state.dragon_sprite
outputs.borders << state.walls.flat_map do |w|
w.sprites.map { |s| [s.rect, 255, 0, 0] }
end
end
def render_flash
return unless state.flash_at
outputs.primitives << [grid.rect,
white,
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 scrolling_background at, path, rate, y = 0
[
[ 0 - at.*(rate) % 1440, y, 1440, 720, path],
[1440 - at.*(rate) % 1440, y, 1440, 720, path]
]
end
def white
[255, 255, 255]
end
def large_white_typeset
[5, 0, 255, 255, 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.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
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
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 = <<-S
* Instructions:
- All data is stored in the ~canvas~ directory.
- Hold ~d~ to set the edit mode to erase.
- Release ~d~ to set the edit mode drawing.
- Press ~a~ to added a frame to the end.
- Press ~b~ to select the previous frame.
- Press ~f~ to select the next frame.
- Press ~c~ to copy a frame.
- Press ~v~ to paste a copied frame into the selected frame.
- Press ~x~ to delete the currently selected frame.
- Press ~w~ to save the canvas and export all sprites.
- Press ~l~ to load the canvas.
S
instructions.strip.each_line.with_index do |l, i|
outputs.labels << { x: 840, y: 500 - (i * 20), text: "#{l}",
r: 180, g: 180, b: 180, size_enum: -3 }
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
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
Platformer - Clepto Frog - main.rb
# ./samples/99_genre_platformer/clepto_frog/app/main.rb
MAP_FILE_PATH = 'app/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
outputs.labels << [640, 620, "\"Uh... your office has a pet frog?\" - New Guy",
4, 1, 0, 0, 0, 255 * 120.ease(60)]
end
if state.tick_count >= 240
outputs.labels << [640, 580, "\"Yep! His name is Clepto.\" - Jim",
4, 1, 0, 0, 0, 255 * 240.ease(60)]
end
if state.tick_count >= 360
outputs.labels << [640, 540, "\"Uh...\" - New Guy",
4, 1, 0, 0, 0, 255 * 360.ease(60)]
end
if state.tick_count >= 480
outputs.labels << [640, 500, "\"He steals mugs while we're away...\" - Jim",
4, 1, 0, 0, 0, 255 * 480.ease(60)]
end
if state.tick_count >= 600
outputs.labels << [640, 460, "\"It's not a big deal, we take them back in the morning.\" - Jim",
4, 1, 0, 0, 0, 255 * 600.ease(60)]
end
outputs.sprites << [640 - 50, 360 - 50, 100, 100,
"sprites/square-green.png"]
if state.tick_count == 800
state.scene = :game
state.game_start_at = state.tick_count
end
end
def tick
defaults
if state.scene == :intro && state.tick_count <= 800
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 |x, y, w, h|
x = vx(x)
y = vy(y)
if x > -80 && x < 1280 && y > -80 && y < 720
{
x: x,
y: y,
w: vw(w || state.tile_size),
h: vh(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, inputs.mouse.position.y,
state.tile_size, state.tile_size, '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 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
elsif state.scene == :intro
if args.inputs.keyboard.key_down.enter || args.inputs.keyboard.key_down.space
if Kernel.tick_count < 600
Kernel.tick_count = 600
end
end
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 add_floors
# floors
state.world += [
[0, 0, 10000, 40],
[0, 1670, 3250, 60],
[6691, 1653, 3290, 60],
[1521, 3792, 7370, 60],
[0, 5137, 3290, 60]
]
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
$collisions.map do |x, y, w, h|
state.world << [x, y, w, h]
end
add_floors
# elsif exported_world
# exported_world.each_line.map do |l|
# tokens = l.strip.split(',')
# x = tokens[0].to_i
# y = tokens[1].to_i
# type = tokens[2].to_i
# if type == 1
# state.world << [x, y, state.tile_size, state.tile_size]
# elsif type == 2
# w, h, path = tokens[3..-1]
# state.objects << [x, y, w.to_i, h.to_i, path]
# end
# end
# add_floors
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 |x, y, w, h|
state.world_lookup[[x, y, w || state.tile_size, h || state.tile_size]] = true
end
# Assigns collision rects for every sprite drawn
state.world_collision_rects =
state.world_lookup
.keys
.map do |x, y, w, h|
s = state.tile_size
w ||= s
h ||= s
{
args: [x, y, w, h],
left_right: [x, y + 4, w, h - 6],
top: [x + 4, y + 6, w - 8, h - 6],
bottom: [x + 1, y - 1, w - 2, 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)
[start_of_tongue.x + p.x, start_of_tongue.y + p.y]
end
def calc_shooting
return unless state.action == :shooting
state.tongue_length += 30
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 = [potential_anchor.x - 5, potential_anchor.y - 5, 10, 10]
collision = state.world_collision_rects.find_all do |v|
[v[:args].x, v[:args].y, v[:args].w, v[:args].h].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
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
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
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 = state.world.map do |x, y|
"#{x},#{y},1"
end
export_string += state.objects.map do |x, y, w, h, path|
"#{x},#{y},2,#{w},#{h},#{path}"
end
gtk.write_file(MAP_FILE_PATH, export_string.join("\n"))
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, 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64, 64], [601, 4158, 64, 64], [537, 4156, 64, 64], [918, 4137, 64, 64], [854, 4137, 64, 64], [789, 4136, 64, 64], [726, 4137, 64, 64], [661, 4137, 64, 64], [599, 4139, 64, 64], [538, 4137, 64, 64], [5378, 4254, 64, 64], [5440, 4204, 64, 64], [5405, 4214, 64, 64], [5350, 4254, 64, 64], [5439, 4177, 64, 64], [5413, 4173, 64, 64], [5399, 4128, 64, 64], [5352, 4200, 64, 64], [5352, 4158, 64, 64], [5392, 4130, 64, 64], [6216, 4251, 64, 64], [6190, 4251, 64, 64], [6279, 4200, 64, 64], [6262, 4205, 64, 64], [6233, 4214, 64, 64], [6280, 4172, 64, 64], [6256, 4169, 64, 64], [6239, 4128, 64, 64], [6231, 4128, 64, 64], [6191, 4195, 64, 64], [6190, 4158, 64, 64], [7072, 4250, 64, 64], [7046, 4250, 64, 64], [7133, 4202, 64, 64], [7107, 4209, 64, 64], [7086, 4214, 64, 64], [7133, 4173, 64, 64], [7108, 4169, 64, 64], [7092, 4127, 64, 64], [7084, 4128, 64, 64], [7047, 4191, 64, 64], [7047, 4156, 64, 64], [7926, 4252, 64, 64], [7900, 4253, 64, 64], [7987, 4202, 64, 64], [7965, 4209, 64, 64], [7942, 4216, 64, 64], [7989, 4174, 64, 64], [7970, 4170, 64, 64], [7949, 4126, 64, 64], [7901, 4196, 64, 64], [7900, 4159, 64, 64], [7941, 4130, 64, 64], [2847, 379, 64, 64], [2825, 380, 64, 64], [2845, 317, 64, 64], [2829, 316, 64, 64], [2845, 255, 64, 64], [2830, 257, 64, 64], [2845, 202, 64, 64], [2829, 198, 64, 64], [2770, 169, 64, 64], [2708, 170, 64, 64], [2646, 171, 64, 64], [2582, 171, 64, 64], [2518, 171, 64, 64], [2454, 171, 64, 64], [2391, 172, 64, 64], [2332, 379, 64, 64], [2315, 379, 64, 64], [2334, 316, 64, 64], [2315, 317, 64, 64], [2332, 254, 64, 64], [2314, 254, 64, 64], [2335, 192, 64, 64], [2311, 192, 64, 64], [2846, 142, 64, 64], [2784, 140, 64, 64], [2846, 79, 64, 64], [2847, 41, 64, 64], [2783, 80, 64, 64], [2790, 39, 64, 64], [2727, 41, 64, 64], [2665, 43, 64, 64], [2605, 43, 64, 64], [2543, 44, 64, 64], [2480, 45, 64, 64], [2419, 45, 64, 64], [2357, 44, 64, 64], [2313, 129, 64, 64], [2313, 70, 64, 64], [2314, 40, 64, 64], [2517, 2385, 64, 64], [2452, 2385, 64, 64], [2390, 2386, 64, 64], [2328, 2386, 64, 64], [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], ] $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 - repl.rb
# ./samples/99_genre_platformer/gorillas_basic/app/repl.rb
begin
if $gtk.args.state.current_turn == :player_1_angle
$gtk.args.state.player_1_angle = "#{60 + 10.randomize(:ratio).to_i}"
$you_so_basic_gorillas.input_execute_turn
$gtk.args.state.player_1_velocity = "#{30 + 20.randomize(:ratio).to_i}"
$you_so_basic_gorillas.input_execute_turn
elsif $gtk.args.state.current_turn == :player_2_angle
$gtk.args.state.player_2_angle = "#{60 + 10.randomize(:ratio).to_i}"
$you_so_basic_gorillas.input_execute_turn
$gtk.args.state.player_2_velocity = "#{30 + 20.randomize(:ratio).to_i}"
$you_so_basic_gorillas.input_execute_turn
else
$you_so_basic_gorillas.input_execute_turn
end
rescue Exception => e
puts e
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
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| line_near_rect? results[:rect], t }.map do |t|
{
terrain: t,
point: geometry.line_intersect(results[:trajectory], t),
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),
type: :lava
}
end.reject { |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
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 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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 - repl.rb
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/repl.rb puts $gtk.args.state.current_scene
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 Line Of Sight - constants.rb
# ./samples/99_genre_rpg_roguelike/roguelike_line_of_sight/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 Line Of Sight - legend.rb
# ./samples/99_genre_rpg_roguelike/roguelike_line_of_sight/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 Line Of Sight - main.rb
# ./samples/99_genre_rpg_roguelike/roguelike_line_of_sight/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 Line Of Sight - sprite_lookup.rb
# ./samples/99_genre_rpg_roguelike/roguelike_line_of_sight/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 Starting Point - main.rb
# ./samples/99_genre_rpg_roguelike/roguelike_starting_point/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 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
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
# Contains information related to input devices and input events.
#
# @return [Inputs]
attr_accessor :inputs
# Contains the means to interact with output devices such as the screen.
#
# @return [Outputs]
attr_accessor :outputs
# Contains display size information to assist in positioning things on the screen.
#
# @return [Grid]
attr_accessor :grid
# Provides access to game play recording facilities within Game Toolkit.
#
# @return [Recording]
attr_accessor :recording
# Gives you access to geometry related functions.
#
# @return [Geometry]
attr_accessor :geometry
# This is where you'll put state associated with your video game.
#
# @return [OpenEntity]
attr_accessor :state
# Gives you access to the top level DragonRuby runtime.
#
# @return [Runtime]
attr_accessor :runtime
alias_method :gtk, :runtime
attr_accessor :passes
attr_accessor :wizards
def initialize runtime, recording
@inputs = Inputs.new
@outputs = Outputs.new args: self
@passes = []
@state = OpenEntity.new
@state.tick_count = -1
@runtime = runtime
@recording = recording
@grid = Grid.new runtime
@render_targets = {}
@all_tests = []
@geometry = GTK::Geometry
@wizards = Wizards.new
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,
inputs: inputs.serialize,
passes: passes.serialize,
outputs: outputs.serialize,
grid: grid.serialize
}
end
def destructure
[grid, inputs, state, outputs, runtime, passes]
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
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 tell Game Toolkit that an assertion was performed (so that the test isn't marked inconclusive).
@assertion_performed = true
# perform your custom logic here and rais an exception to denote a failure.
raise "Some Error. #{message}."
end
end
=end
class Assert
attr :assertion_performed
=begin
Us 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 thruthy value. All assert method 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} did not equal\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 inputs
args.inputs
end
def outputs
args.outputs
end
def gtk
args.gtk
end
def passes
args.passes
end
def geometry
args.geometry
end
end
attr_sprite.rb
# ./dragon/attr_sprite.rb
# Copyright 2019 DragonRuby LLC
# MIT License
# attr_sprite.rb has been released under MIT (*only this file*).
# @private
module AttrRect
def left
@x
end
def right
@x + @w
end
def bottom
@y
end
def top
@y + @h
end
end
module AttrSprite
include AttrRect
include GTK::Geometry
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
def primitive_marker
:sprite
end
def sprite
self
end
def x1
@x
end
def x1= value
@x = value
end
def y1
@y
end
def y1= value
@y = value
end
end
console.rb
# ./dragon/console.rb
# 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
attr_accessor :show_reason, :log, :logo, :background_color,
:text_color, :animation_duration,
:max_log_lines, :max_history, :log,
:last_command_errored, :last_command, :error_color, :shown_at,
:header_color, :archived_log, :last_log_lines, :last_log_lines_count,
:suppress_left_arrow_behavior, :command_set_at,
:toast_ids, :bottom,
:font_style, :menu
def initialize
@font_style = FontStyle.new(font: 'font.ttf', size_enum: -1, 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 = 'console_history.txt'
@background_color = Color.new [0, 0, 0, 224]
@text_color = Color.new [255, 255, 255]
@error_color = Color.new [200, 50, 50]
@header_color = Color.new [100, 200, 220]
@animation_duration = 1.seconds
@shown_at = -1
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.storefile(@history_fname, @command_history.reverse.join("\n"))
end
def load_history
@command_history.clear
str = $gtk.ffi_file.loadfile(@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 addsprite 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
addsprite obj
else
addtext obj
end
nil
end
def addtext obj
@last_log_lines_count ||= 1
@log_invocation_count += 1
str = obj.to_s
log_lines = []
str.each_line do |s|
s.wrapped_lines(self.console_text_width).each do |l|
log_lines << l
end
end
if log_lines == @last_log_lines
@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
# @gtk
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
addtext "* toast :#{id}"
puts "* TOAST: :#{id}"
messages.each do |message|
lines = message.to_s.wrapped_lines(self.console_text_width)
dwim_duration += lines.length.seconds
addtext "** #{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 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'
$gtk.request_quit
else
puts "-> #{cmd}"
begin
@last_command = cmd
Kernel.eval("$results = (#{cmd})")
if $results.nil?
puts "=> nil"
elsif $results == :console_silent_eval
else
puts "=> #{$results}"
end
@last_command_errored = false
rescue Exception => e
string_e = "#{e}"
puts "* EXCEPTION: #{e}"
log "* EXCEPTION: #{e}"
@last_command_errored = true
if (string_e.include? "wrong number of arguments")
method_name = (string_e.split ":")[0].gsub "'", ""
results = (Kernel.docs_search method_name).strip
if !results.include? "* DOCS: No results found."
puts results
log results
end
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 && args.inputs.mouse.wheel.y > 0
@inertia = 1
elsif args.inputs.mouse.wheel && args.inputs.mouse.wheel.y < 0
@inertia = -1
end
if args.inputs.mouse.click
@inertia = 0
end
return if @inertia == 0
if @inertia != 0
@inertia = (@inertia * 0.7)
if @inertia > 0
@log_offset -= 1
elsif @inertia < 0
@log_offset += 1
end
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
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
eval_the_set_command
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.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 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 || args.inputs.keyboard.key_down.delete
prompt.backspace
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
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
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
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"]
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 color_for_log_entry(log_entry)
if 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 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
# 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_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
# 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
# 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.start
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),
]
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
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].merge(a: 164).solid
primitives << entity[:rect].merge(r: 255, g: 255, b: 255).border
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
# 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
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
@last_autocomplete_prefix = nil
@next_candidate_index = 0
end
def <<(str)
@current_input_str << str
@current_input_changed_at = Kernel.global_tick_count
reset_autocomplete
end
def backspace
@current_input_str.chop!
reset_autocomplete
end
def clear
@current_input_str = ''
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)
end
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_seperator string_width, cell_width, column_width, columns
pretty_print_row cells, string_width, cell_width, column_width, columns
end
pretty_print_row_seperator 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 seperators between empty values
formated_row = formated_row.gsub(" | ", " ")
puts formated_row
end
def pretty_print_row_seperator string_width, cell_width, column_width, columns
# this is a joint: +--------
column_joint = "+#{"-" * cell_width}"
# multiple joints create a row seperator: +----+----+
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 << font_style.label(x: x - 2, y: y + 3, text: (" " * (@prompt.length + current_input_str.length)) + "|", color: @cursor_color)
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
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,
:directional_up, :directional_down, :directional_left, :directional_right
].freeze
LABELS.each do |label|
attr_reader label
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 heirarchy:
- (#{ 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.
# - ~[ 0.5, 0.5]~ which denotes that right and up are being pressed/held.
# - ~[-0.5, -0.5]~ 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 [lr.half, ud.half]
else
return [lr, ud]
end
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_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_extended start_tick, current_tick, end_tick, spline
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.value(-1) || :identity), 0, 10, 0
end
def self.final_value *definitions
definitions.flatten!
return Easing.exec_definition (definitions.value(-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
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
# 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
Geometry.inside_rect? self, outer
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 center_inside_rect other_rect
offset_x = (other_rect.w - w).half
offset_y = (other_rect.h - h).half
new_rect = self.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}. Failed with exception #{e}.
S
end
def center_inside_rect_y other_rect
offset_y = (other_rect.h - h).half
new_rect = self.shift_rect(0, 0)
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}. Failed with exception #{e}.
S
end
def center_inside_rect_x other_rect
offset_x = (other_rect.w - w).half
new_rect = self.shift_rect(0, 0)
new_rect.x = other_rect.x + offset_x
new_rect
rescue Exception => e
raise e, <<-S
* ERROR:
center_inside_rect_x for self #{self} and other_rect #{other_rect}. Failed with exception #{e}.
S
end
# Returns a primitive that is anchored/repositioned based off its retangle.
# @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
line.y - line_slope(line) * line.x
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
(line.y2 - line.y).fdiv(line.x2 - line.x)
.replace_infinity(replace_infinity)
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
m1 = line_slope(line_one)
m2 = line_slope(line_two)
b1 = line_y_intercept(line_one)
b2 = line_y_intercept(line_two)
x = (b1 - b2) / (m2 - m1)
y = (-b2.fdiv(m2) + b1.fdiv(m1)).fdiv(1.fdiv(m1) - 1.fdiv(m2))
[x, y]
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.right - tolerance < rect_two.left + tolerance
return false if rect_one.left + tolerance > rect_two.right - tolerance
return false if rect_one.top - tolerance < rect_two.bottom + tolerance
return false if rect_one.bottom + tolerance > rect_two.top - 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}
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}."
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}."
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}."
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}."
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}"
end
# @gtk
def self.inside_rect? inner_rect, outer_rect
inner_rect.x >= outer_rect.x &&
inner_rect.right <= outer_rect.right &&
inner_rect.y >= outer_rect.y &&
inner_rect.top <= outer_rect.top
rescue Exception => e
raise e, ":inside_rect? failed for inner_rect: #{inner_rect} outer_rect: #{outer_rect}."
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}."
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)]."
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
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,
: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
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" => '$', "5" => '%',
"6" => '^', "7" => '&', "8" => '*', "9" => '(',
"0" => ')', ";" => ":", "=" => "+", "[" => "{",
"]" => "}", '\\'=> "|", '/' => "?", '.' => ">",
',' => "<", 'a' => 'A', 'b' => 'B', 'c' => 'C',
'd' => 'D', 'e' => 'E', 'f' => 'F', 'g' => 'G',
'h' => 'H', 'i' => 'I', 'j' => 'J', 'k' => 'K',
'l' => 'L', 'm' => 'M', 'n' => 'N', 'o' => 'O',
'p' => 'P', 'q' => 'Q', 'r' => 'R', 's' => 'S',
't' => 'T', 'u' => 'U', 'v' => 'V', 'w' => 'W',
'x' => 'X', 'y' => 'Y', 'z' => 'Z'
}
@shift_keys[raw_key.chr.to_s] || raw_key.chr.to_s
end
end
def self.char_to_method_hash
@char_to_method ||= {
'A' => [:a, :shift],
'B' => [:b, :shift],
'C' => [:c, :shift],
'D' => [:d, :shift],
'E' => [:e, :shift],
'F' => [:f, :shift],
'G' => [:g, :shift],
'H' => [:h, :shift],
'I' => [:i, :shift],
'J' => [:j, :shift],
'K' => [:k, :shift],
'L' => [:l, :shift],
'M' => [:m, :shift],
'N' => [:n, :shift],
'O' => [:o, :shift],
'P' => [:p, :shift],
'Q' => [:q, :shift],
'R' => [:r, :shift],
'S' => [:s, :shift],
'T' => [:t, :shift],
'U' => [:u, :shift],
'V' => [:v, :shift],
'W' => [:w, :shift],
'X' => [:x, :shift],
'Y' => [:y, :shift],
'Z' => [:z, :shift],
"!" => [:exclamation_point],
"0" => [:zero],
"1" => [:one],
"2" => [:two],
"3" => [:three],
"4" => [:four],
"5" => [:five],
"6" => [:six],
"7" => [:seven],
"8" => [:eight],
"9" => [:nine],
"\b" => [:backspace],
"\e" => [:escape],
"\r" => [:enter],
"\t" => [:tab],
"(" => [:open_round_brace],
")" => [:close_round_brace],
"{" => [:open_curly_brace],
"}" => [:close_curly_brace],
"[" => [:open_square_brace],
"]" => [:close_square_brace],
":" => [:colon],
";" => [:semicolon],
"=" => [:equal_sign],
"-" => [:hyphen],
" " => [:space],
"$" => [: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],
1073741903 => [:right],
1073741904 => [:left],
1073741905 => [:down],
1073741906 => [:up],
1073741899 => [:pageup],
1073741902 => [:pagedown],
127 => [:delete]
}
end
def self.char_to_method char, int = nil
char_to_method_hash[char] || char_to_method_hash[int] || [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|
self.instance_variable_set("@#{m.to_s}".to_sym, value)
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
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
raise <<-S
* ERROR:
There is no member on the keyboard called #{m}. Here is a to_s representation of what's available:
#{KeyboardKeys.char_to_method_hash.map { |k, v| "[#{k} => #{v.join(",")}]" }.join(" ")}
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
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
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
# @gtk
attr_accessor :text, :history
def initialize
@controllers = [Controller.new, Controller.new]
@keyboard = Keyboard.new
@mouse = Mouse.new
@text = []
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
# 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)
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
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| $gtk.log obj }
end
def self.puts *args
message_id, message = args
message ||= message_id
write_to_log_and_puts message
end
def self.multiline? *args
return true if args.length > 1
return !args[0].to_s.multiline?
end
def self.join_lines args
return "" if args.length == 0
return args if args.is_a? String
return args[0] if args.length == 1
return args.to_s.join("\n")
end
def self.headline name
@asterisk_count ||= 1
@asterisk_count = @asterisk_count.greater(1)
result_from_yield = join_lines yield
result_from_yield = result_from_yield.each_line.map { |l| " #{l}" }.join
r ="#{"*" * @asterisk_count} #{name}\n#{result_from_yield}"
@asterisk_count -= 1
@asterisk_count = @asterisk_count.greater(1)
r
end
def self.dynamic_block
"#+BEGIN:
#{join_lines yield}
#+END:
"
end
def self.puts_error *args
args ||= []
title = args[0]
additional = args[1..-1] || []
additional = "" if additional.length == 0
if !title.multiline? && join_lines(additional).multiline?
message = headline "ERROR: #{title}" do
dynamic_block do
additional
end
end
elsif title.multiline?
message = headline "ERROR: " do
dynamic_block do
args
end
end
else
message = "* ERROR: #{title} #{additional}".strip
end
self.puts message
end
def self.puts_info *args
args ||= []
title = args[0]
additional = args[1..-1] || []
additional = "" if additional.length == 0
if !title.multiline? && join_lines(additional).multiline?
message = headline "INFO: #{title}" do
dynamic_block do
additional
end
end
elsif title.multiline?
message = headline "INFO: " do
dynamic_block do
args
end
end
else
message = "* INFO: #{title} #{additional}".strip
end
self.puts message
end
def self.puts_once *ids, message
id = "#{ids}"
@once ||= {}
return if @once[id]
@once[id] = id
if !$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
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 :gte, :>=
alias_method :lte, :<=
# 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 to_byte
clamp(0, 255).to_i
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
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 degress.
#
# @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 degress.
#
# @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 degress.
#
# @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 degress.
#
# @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
# @gtk
def mod n
self % n
end
# @gtk
def mod_zero? *ns
ns.any? { |n| mod(n) == 0 }
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
def >= other
return false if !other
return gte other
end
def > other
return false if !other
return gt other
end
def <= other
return false if !other
return lte other
end
def < other
return false if !other
return gt other
end
alias_method(:original_eq_eq, :==) unless Numeric.instance_methods.include?(:original_eq_eq)
def == other
return true if self.original_eq_eq(other)
if other.is_a?(OpenEntity)
return self.original_eq_eq(other.entity_id)
end
return self.original_eq_eq(other)
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
# @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 check_numeric! sender, other
return if other.is_a? Numeric
raise <<-S
* ERROR:
Attempted to invoke :+ on #{self} with the right hand argument of:
#{other}
The object above is not a Numeric.
S
end
def - other
return nil unless other
check_numeric! :-, other
super
end
def + other
return nil unless other
check_numeric! :+, other
super
end
def * other
return nil unless other
check_numeric! :*, other
super
end
def / other
return nil unless other
check_numeric! :/, other
super
end
def serialize
self
end
def from_top
return 720 - self unless $gtk
$gtk.args.grid.h - self
end
end
class Fixnum
include ValueType
alias_method(:original_eq_eq, :==) unless Fixnum.instance_methods.include?(:original_eq_eq)
def - other
return nil unless other
check_numeric! :-, other
super
end
# 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
def + other
return nil unless other
check_numeric! :+, other
super
end
def * other
return nil unless other
check_numeric! :*, other
super
end
def / other
return nil unless other
check_numeric! :/, other
super
end
def == other
return true if self.original_eq_eq(other)
if other.is_a?(GTK::OpenEntity)
return self.original_eq_eq(other.entity_id)
end
return self.original_eq_eq(other)
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
end
class Float
include ValueType
def - other
return nil unless other
check_numeric! :-, other
super
end
def + other
return nil unless other
check_numeric! :+, other
super
end
def * other
return nil unless other
check_numeric! :*, other
super
end
def / other
return nil unless other
check_numeric! :/, other
super
end
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
end
class Integer
alias_method(:original_round, :round) unless Fixnum.instance_methods.include?(:original_round)
def round *args
original_round
end
end
runtime/framerate_diagnostics.rb
# ./dragon/runtime/framerate_diagnostics.rb
# Copyright 2019 DragonRuby LLC
# MIT License
# framerate_diagnostics.rb has been released under MIT (*only this file*).
module GTK
class Runtime
# @visibility private
module FramerateDiagnostics
def framerate_get_diagnostics
<<-S
* INFO: Framerate Diagnostics
You can display these diagnostics using:
#+begin_src
args.outputs.debug << args.gtk.framerate_diagnostics_primitives
#+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
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 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 end_with_bang?
self[-1] == "!"
end
def without_ending_bang
return self unless end_with_bang?
self[0..-2]
end
# @gtk
def wrapped_lines length
self.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
# @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
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}"
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*).
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.flush_trace pad_with_newline = false
$trace_puts ||= []
if $trace_puts.length > 0
text = $trace_puts.join("")
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
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.to_i
$last_method_traced = trace_method_name
$trace_history << [m, parameters]
result = send(trace_method_name, *args)
completion_time = Time.new.to_i
instance.__trace_call_depth__ -= 1
instance.__trace_call_depth__ = instance.__trace_call_depth__.greater 0
$trace_puts << "\n #{tab_width} 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