summaryrefslogtreecommitdiffhomepage
path: root/samples/13_04_parametric_enemy_movement/app/main.rb
blob: 8e73fb093a1bd924616144b506b9334f79d2fcfa (plain)
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
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