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