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class Game
  attr_gtk

  def tick
    defaults
    render
    input
    calc
  end

  def defaults
    player.x              ||= 640
    player.y              ||= 360
    player.w              ||= 16
    player.h              ||= 16
    player.attacked_at    ||= -1
    player.angle          ||= 0
    player.future_player  ||= future_player_position 0, 0
    player.projectiles    ||= []
    player.damage         ||= 0
    state.level           ||= create_level level_one_template
  end

  def render
    outputs.sprites << level.walls.map do |w|
      w.merge(path: 'sprites/square/gray.png')
    end

    outputs.sprites << level.spawn_locations.map do |s|
      s.merge(path: 'sprites/square/blue.png')
    end

    outputs.sprites << player.projectiles.map do |p|
      p.merge(path: 'sprites/square/blue.png')
    end

    outputs.sprites << level.enemies.map do |e|
      e.merge(path: 'sprites/square/red.png')
    end

    outputs.sprites << player.merge(path: 'sprites/circle/green.png', angle: player.angle)

    outputs.labels << { x: 30, y: 30.from_top, text: "damage: #{player.damage || 0}" }
  end

  def input
    player.angle = inputs.directional_angle || player.angle
    if inputs.controller_one.key_down.a || inputs.keyboard.key_down.space
      player.attacked_at = state.tick_count
    end
  end

  def calc
    calc_player
    calc_projectiles
    calc_enemies
    calc_spawn_locations
  end

  def calc_player
    if player.attacked_at == state.tick_count
      player.projectiles << { at: state.tick_count,
                              x: player.x,
                              y: player.y,
                              angle: player.angle,
                              w: 4,
                              h: 4 }.center_inside_rect(player)
    end

    if player.attacked_at.elapsed_time > 5
      future_player = future_player_position inputs.left_right * 2, inputs.up_down * 2
      future_player_collision = future_collision player, future_player, level.walls
      player.x = future_player_collision.x if !future_player_collision.dx_collision
      player.y = future_player_collision.y if !future_player_collision.dy_collision
    end
  end

  def calc_projectile_collisions entities
    entities.each do |e|
      e.damage ||= 0
      player.projectiles.each do |p|
        if !p.collided && (p.intersect_rect? e)
          p.collided = true
          e.damage  += 1
        end
      end
    end
  end

  def calc_projectiles
    player.projectiles.map! do |p|
      dx, dy = p.angle.vector 10
      p.merge(x: p.x + dx, y: p.y + dy)
    end

    calc_projectile_collisions level.walls + level.enemies + level.spawn_locations
    player.projectiles.reject! { |p| p.at.elapsed_time > 10000 }
    player.projectiles.reject! { |p| p.collided }
    level.enemies.reject! { |e| e.damage > e.hp }
    level.spawn_locations.reject! { |s| s.damage > s.hp }
  end

  def calc_enemies
    level.enemies.map! do |e|
      dx =  0
      dx =  1 if e.x < player.x
      dx = -1 if e.x > player.x
      dy =  0
      dy =  1 if e.y < player.y
      dy = -1 if e.y > player.y
      future_e           = future_entity_position dx, dy, e
      future_e_collision = future_collision e, future_e, level.enemies + level.walls
      e.next_x = e.x
      e.next_y = e.y
      e.next_x = future_e_collision.x if !future_e_collision.dx_collision
      e.next_y = future_e_collision.y if !future_e_collision.dy_collision
      e
    end

    level.enemies.map! do |e|
      e.x = e.next_x
      e.y = e.next_y
      e
    end

    level.enemies.each do |e|
      player.damage += 1 if e.intersect_rect? player
    end
  end

  def calc_spawn_locations
    level.spawn_locations.map! do |s|
      s.merge(countdown: s.countdown - 1)
    end
    level.spawn_locations
         .find_all { |s| s.countdown.neg? }
         .each do |s|
      s.countdown = s.rate
      s.merge(countdown: s.rate)
      new_enemy = create_enemy s
      if !(level.enemies.find { |e| e.intersect_rect? new_enemy })
        level.enemies << new_enemy
      end
    end
  end

  def create_enemy spawn_location
    to_cell(spawn_location.ordinal_x, spawn_location.ordinal_y).merge hp: 2
  end

  def create_level level_template
    {
      walls:           level_template.walls.map { |w| to_cell(w.ordinal_x, w.ordinal_y).merge(w) },
      enemies:         [],
      spawn_locations: level_template.spawn_locations.map { |s| to_cell(s.ordinal_x, s.ordinal_y).merge(s) }
    }
  end

  def level_one_template
    {
      walls:           [{ ordinal_x: 25, ordinal_y: 20},
                        { ordinal_x: 25, ordinal_y: 21},
                        { ordinal_x: 25, ordinal_y: 22},
                        { ordinal_x: 25, ordinal_y: 23}],
      spawn_locations: [{ ordinal_x: 10, ordinal_y: 10, rate: 120, countdown: 0, hp: 5 }]
    }
  end

  def player
    state.player ||= {}
  end

  def level
    state.level  ||= {}
  end

  def future_collision entity, future_entity, others
    dx_collision = others.find { |o| o != entity && (o.intersect_rect? future_entity.dx) }
    dy_collision = others.find { |o| o != entity && (o.intersect_rect? future_entity.dy) }

    {
      dx_collision: dx_collision,
      x: future_entity.dx.x,
      dy_collision: dy_collision,
      y: future_entity.dy.y
    }
  end

  def future_entity_position dx, dy, entity
    {
      dx:   entity.merge(x: entity.x + dx),
      dy:   entity.merge(y: entity.y + dy),
      both: entity.merge(x: entity.x + dx, y: entity.y + dy)
    }
  end

  def future_player_position  dx, dy
    future_entity_position dx, dy, player
  end

  def to_cell ordinal_x, ordinal_y
    { x: ordinal_x * 16, y: ordinal_y * 16, w: 16, h: 16 }
  end
end

def tick args
  $game ||= Game.new
  $game.args = args
  $game.tick
end

$gtk.reset
$game = nil