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class Game
attr_gtk
def tick
defaults
render
input
calc
end
def defaults
return if state.tick_count != 0
player.x = 64
player.y = 800
player.size = 50
player.dx = 0
player.dy = 0
player.action = :falling
player.max_speed = 20
player.jump_power = 15
player.jump_air_time = 15
player.jump_increase_power = 1
state.gravity = -1
state.drag = 0.001
state.tile_size = 64
state.tiles ||= [
{ ordinal_x: 0, ordinal_y: 0 },
{ ordinal_x: 1, ordinal_y: 0 },
{ ordinal_x: 2, ordinal_y: 0 },
{ ordinal_x: 3, ordinal_y: 0 },
{ ordinal_x: 4, ordinal_y: 0 },
{ ordinal_x: 5, ordinal_y: 0 },
{ ordinal_x: 6, ordinal_y: 0 },
{ ordinal_x: 7, ordinal_y: 0 },
{ ordinal_x: 8, ordinal_y: 0 },
{ ordinal_x: 9, ordinal_y: 0 },
{ ordinal_x: 10, ordinal_y: 0 },
{ ordinal_x: 11, ordinal_y: 0 },
{ ordinal_x: 12, ordinal_y: 0 },
{ ordinal_x: 9, ordinal_y: 3 },
{ ordinal_x: 10, ordinal_y: 3 },
{ ordinal_x: 11, ordinal_y: 3 },
]
tiles.each do |t|
t.rect = { x: t.ordinal_x * 64,
y: t.ordinal_y * 64,
w: 64,
h: 64 }
end
end
def render
render_player
render_tiles
# render_grid
end
def input
input_jump
input_move
end
def calc
calc_player_rect
calc_left
calc_right
calc_below
calc_above
calc_player_dy
calc_player_dx
calc_game_over
end
def render_player
outputs.sprites << {
x: player.x,
y: player.y,
w: player.size,
h: player.size,
path: 'sprites/square/red.png'
}
end
def render_tiles
outputs.sprites << state.tiles.map do |t|
t.merge path: 'sprites/square/white.png',
x: t.ordinal_x * 64,
y: t.ordinal_y * 64,
w: 64,
h: 64
end
end
def render_grid
if state.tick_count == 0
outputs[:grid].background_color = [0, 0, 0, 0]
outputs[:grid].borders << available_brick_locations
outputs[:grid].labels << available_brick_locations.map do |b|
[
b.merge(text: "#{b.ordinal_x},#{b.ordinal_y}",
x: b.x + 2,
y: b.y + 2,
size_enum: -3,
vertical_alignment_enum: 0,
blendmode_enum: 0),
b.merge(text: "#{b.x},#{b.y}",
x: b.x + 2,
y: b.y + 2 + 20,
size_enum: -3,
vertical_alignment_enum: 0,
blendmode_enum: 0)
]
end
end
outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :grid }
end
def input_jump
if inputs.keyboard.key_down.space
player_jump
end
if inputs.keyboard.key_held.space
player_jump_increase_air_time
end
end
def input_move
if player.dx.abs < 20
if inputs.keyboard.left
player.dx -= 2
elsif inputs.keyboard.right
player.dx += 2
end
end
end
def calc_game_over
if player.y < -64
player.x = 64
player.y = 800
player.dx = 0
player.dy = 0
end
end
def calc_player_rect
player.rect = player_current_rect
player.next_rect = player_next_rect
player.prev_rect = player_prev_rect
end
def calc_player_dx
player.dx = player_next_dx
player.x += player.dx
end
def calc_player_dy
player.y += player.dy
player.dy = player_next_dy
end
def calc_below
return unless player.dy < 0
tiles_below = tiles_find { |t| t.rect.top <= player.prev_rect.y }
collision = tiles_find_colliding tiles_below, (player.rect.merge y: player.next_rect.y)
if collision
player.y = collision.rect.y + state.tile_size
player.dy = 0
player.action = :standing
else
player.action = :falling
end
end
def calc_left
return unless player.dx < 0 && player_next_dx < 0
tiles_left = tiles_find { |t| t.rect.right <= player.prev_rect.left }
collision = tiles_find_colliding tiles_left, (player.rect.merge x: player.next_rect.x)
return unless collision
player.x = collision.rect.right
player.dx = 0
end
def calc_right
return unless player.dx > 0 && player_next_dx > 0
tiles_right = tiles_find { |t| t.rect.left >= player.prev_rect.right }
collision = tiles_find_colliding tiles_right, (player.rect.merge x: player.next_rect.x)
return unless collision
player.x = collision.rect.left - player.rect.w
player.dx = 0
end
def calc_above
return unless player.dy > 0
tiles_above = tiles_find { |t| t.rect.y >= player.prev_rect.y }
collision = tiles_find_colliding tiles_above, (player.rect.merge y: player.next_rect.y)
return unless collision
player.dy = 0
player.y = collision.rect.bottom - player.rect.h
end
def player_current_rect
{ x: player.x, y: player.y, w: player.size, h: player.size }
end
def available_brick_locations
(0..19).to_a
.product(0..11)
.map do |(ordinal_x, ordinal_y)|
{ ordinal_x: ordinal_x,
ordinal_y: ordinal_y,
x: ordinal_x * 64,
y: ordinal_y * 64,
w: 64,
h: 64 }
end
end
def player
state.player ||= args.state.new_entity :player
end
def player_next_dy
player.dy + state.gravity + state.drag ** 2 * -1
end
def player_next_dx
player.dx * 0.8
end
def player_next_rect
player.rect.merge x: player.x + player_next_dx,
y: player.y + player_next_dy
end
def player_prev_rect
player.rect.merge x: player.x - player.dx,
y: player.y - player.dy
end
def player_jump
return if player.action != :standing
player.action = :jumping
player.dy = state.player.jump_power
current_frame = state.tick_count
player.action_at = current_frame
end
def player_jump_increase_air_time
return if player.action != :jumping
return if player.action_at.elapsed_time >= player.jump_air_time
player.dy += player.jump_increase_power
end
def tiles
state.tiles
end
def tiles_find_colliding tiles, target
tiles.find { |t| t.rect.intersect_rect? target }
end
def tiles_find &block
tiles.find_all(&block)
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
$gtk.reset
|