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
|
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
|