1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
|
=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
|