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def tick args
defaults args
render args
input args
calc args
end
def defaults args
args.state.player.x ||= args.grid.w.half
args.state.player.y ||= 0
args.state.player.size ||= 100
args.state.player.dy ||= 0
args.state.player.action ||= :jumping
args.state.jump.power = 20
args.state.jump.increase_frames = 10
args.state.jump.increase_power = 1
args.state.gravity = -1
end
def render args
args.outputs.sprites << {
x: args.state.player.x -
args.state.player.size.half,
y: args.state.player.y,
w: args.state.player.size,
h: args.state.player.size,
path: 'sprites/square/red.png'
}
end
def input args
if args.inputs.keyboard.key_down.space
if args.state.player.action == :standing
args.state.player.action = :jumping
args.state.player.dy = args.state.jump.power
# record when the action took place
current_frame = args.state.tick_count
args.state.player.action_at = current_frame
end
end
# if the space bar is being held
if args.inputs.keyboard.key_held.space
# is the player jumping
is_jumping = args.state.player.action == :jumping
# when was the jump performed
time_of_jump = args.state.player.action_at
# how much time has passed since the jump
jump_elapsed_time = time_of_jump.elapsed_time
# how much time is allowed for increasing power
time_allowed = args.state.jump.increase_frames
# if the player is jumping
# and the elapsed time is less than
# the allowed time
if is_jumping && jump_elapsed_time < time_allowed
# increase the dy by the increase power
power_to_add = args.state.jump.increase_power
args.state.player.dy += power_to_add
end
end
end
def calc args
if args.state.player.action == :jumping
args.state.player.y += args.state.player.dy
args.state.player.dy += args.state.gravity
end
if args.state.player.y < 0
args.state.player.y = 0
args.state.player.action = :standing
end
end
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