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|
MAP_FILE_PATH = 'app/map.txt'
require 'app/map.rb'
class CleptoFrog
attr_gtk
def render_ending
state.game_over_at ||= state.tick_count
outputs.labels << [640, 700, "Clepto Frog", 4, 1]
if state.tick_count >= (state.game_over_at + 120)
outputs.labels << [640, 620, "\"I... I.... don't believe it.\" - New Guy",
4, 1, 0, 0, 0, 255 * (state.game_over_at + 120).ease(60)]
end
if state.tick_count >= (state.game_over_at + 240)
outputs.labels << [640, 580, "\"He actually stole all the mugs?\" - New Guy",
4, 1, 0, 0, 0, 255 * (state.game_over_at + 240).ease(60)]
end
if state.tick_count >= (state.game_over_at + 360)
outputs.labels << [640, 540, "\"Kind of feel bad STARTING HIM WITH NOTHING again.\" - New Guy",
4, 1, 0, 0, 0, 255 * (state.game_over_at + 360).ease(60)]
end
outputs.sprites << [640 - 50, 360 - 50, 100, 100,
"sprites/square-green.png"]
outputs.labels << [640, 300, "Current Time: #{"%.2f" % state.stuff_time}", 4, 1]
outputs.labels << [640, 270, "Best Time: #{"%.2f" % state.stuff_best_time}", 4, 1]
if state.tick_count >= (state.game_over_at + 550)
restart_game
end
end
def restart_game
state.world = nil
state.x = nil
state.y = nil
state.dx = nil
state.dy = nil
state.stuff_score = 0
state.stuff_time = 0
state.intro_tick_count = nil
defaults
state.game_start_at = state.tick_count
state.scene = :game
state.game_over_at = nil
end
def render_intro
outputs.labels << [640, 700, "Clepto Frog", 4, 1]
if state.tick_count >= 120
outputs.labels << [640, 620, "\"Uh... your office has a pet frog?\" - New Guy",
4, 1, 0, 0, 0, 255 * 120.ease(60)]
end
if state.tick_count >= 240
outputs.labels << [640, 580, "\"Yep! His name is Clepto.\" - Jim",
4, 1, 0, 0, 0, 255 * 240.ease(60)]
end
if state.tick_count >= 360
outputs.labels << [640, 540, "\"Uh...\" - New Guy",
4, 1, 0, 0, 0, 255 * 360.ease(60)]
end
if state.tick_count >= 480
outputs.labels << [640, 500, "\"He steals mugs while we're away...\" - Jim",
4, 1, 0, 0, 0, 255 * 480.ease(60)]
end
if state.tick_count >= 600
outputs.labels << [640, 460, "\"It's not a big deal, we take them back in the morning.\" - Jim",
4, 1, 0, 0, 0, 255 * 600.ease(60)]
end
outputs.sprites << [640 - 50, 360 - 50, 100, 100,
"sprites/square-green.png"]
if state.tick_count == 800
state.scene = :game
state.game_start_at = state.tick_count
end
end
def tick
defaults
if state.scene == :intro && state.tick_count <= 800
render_intro
elsif state.scene == :ending
render_ending
else
render
end
calc
process_inputs
end
def defaults
state.scene ||= :intro
state.stuff_score ||= 0
state.stuff_time ||= 0
state.stuff_best_time ||= nil
state.camera_x ||= 0
state.camera_y ||= 0
state.target_camera_scale ||= 1
state.camera_scale ||= 1
state.tongue_length ||= 100
state.dev_action ||= :collision_mode
state.action ||= :aiming
state.tongue_angle ||= 90
state.tile_size = 64
state.gravity = -0.1
state.air = -0.01
state.player_width = 60
state.player_height = 60
state.collision_tolerance = 0.0
state.previous_tile_size ||= state.tile_size
state.x ||= 2400
state.y ||= 200
state.dy ||= 0
state.dx ||= 0
attempt_load_world_from_file
state.world_lookup ||= { }
state.world_collision_rects ||= []
state.mode ||= :creating
state.select_menu ||= [0, 720, 1280, 720]
state.sprite_quantity ||= 20
state.sprite_coords ||= []
state.banner_coords ||= [640, 680 + 720]
state.sprite_selected ||= 1
state.map_saved_at ||= 0
state.intro_tick_count ||= state.tick_count
if state.sprite_coords == []
count = 1
temp_x = 165
temp_y = 500 + 720
state.sprite_quantity.times do
state.sprite_coords += [[temp_x, temp_y, count]]
temp_x += 100
count += 1
if temp_x > 1280 - (165 + 50)
temp_x = 165
temp_y -= 75
end
end
end
end
def start_of_tongue x = nil, y = nil
x ||= state.x
y ||= state.y
[
x + state.player_width.half,
y + state.player_height.half
]
end
def stage_definition
outputs.sprites << [vx(0), vy(0), vw(10000), vw(5875), 'sprites/level-map.png']
end
def render
stage_definition
start_of_tongue_render = [vx(start_of_tongue.x), vy(start_of_tongue.y)]
end_of_tongue_render = [vx(end_of_tongue.x), vy(end_of_tongue.y)]
if state.anchor_point
anchor_point_render = [vx(state.anchor_point.x), vy(state.anchor_point.y)]
outputs.sprites << { x: start_of_tongue_render.x,
y: start_of_tongue_render.y,
w: vw(2),
h: args.geometry.distance(start_of_tongue_render, anchor_point_render),
path: 'sprites/square-pink.png',
angle_anchor_y: 0,
angle: state.tongue_angle - 90 }
else
outputs.sprites << { x: vx(start_of_tongue.x),
y: vy(start_of_tongue.y),
w: vw(2),
h: vh(state.tongue_length),
path: 'sprites/square-pink.png',
angle_anchor_y: 0,
angle: state.tongue_angle - 90 }
end
outputs.sprites << state.objects.map { |o| [vx(o.x), vy(o.y), vw(o.w), vh(o.h), o.path] }
if state.god_mode
# SHOW HIDE COLLISIONS
outputs.sprites << state.world.map do |x, y, w, h|
x = vx(x)
y = vy(y)
if x > -80 && x < 1280 && y > -80 && y < 720
{
x: x,
y: y,
w: vw(w || state.tile_size),
h: vh(h || state.tile_size),
path: 'sprites/square-gray.png',
a: 128
}
end
end
end
render_player
outputs.sprites << [vx(2315), vy(45), vw(569), vh(402), 'sprites/square-blue.png', 0, 40]
# Label in top left of the screen
outputs.primitives << [20, 640, 180, 70, 255, 255, 255, 128].solid
outputs.primitives << [30, 700, "Stuff: #{state.stuff_score} of #{$mugs.count}", 1].label
outputs.primitives << [30, 670, "Time: #{"%.2f" % state.stuff_time}", 1].label
if state.god_mode
if state.map_saved_at > 0 && state.map_saved_at.elapsed_time < 120
outputs.primitives << [920, 670, 'Map has been exported!', 1, 0, 50, 100, 50].label
end
# Creates sprite following mouse to help indicate which sprite you have selected
outputs.primitives << [inputs.mouse.position.x, inputs.mouse.position.y,
state.tile_size, state.tile_size, 'sprites/square-indigo.png', 0, 100].sprite
end
render_mini_map
outputs.primitives << [0, 0, 1280, 720, 255, 255, 255, 255 * state.game_start_at.ease(60, :flip)].solid
end
def render_mini_map
x, y = 1170, 10
outputs.primitives << [x, y, 100, 58, 0, 0, 0, 200].solid
outputs.primitives << [x + args.state.x.fdiv(100) - 1, y + args.state.y.fdiv(100) - 1, 2, 2, 0, 255, 0].solid
t_start = start_of_tongue
t_end = end_of_tongue
outputs.primitives << [
x + t_start.x.fdiv(100), y + t_start.y.fdiv(100),
x + t_end.x.fdiv(100), y + t_end.y.fdiv(100),
255, 255, 255
].line
state.objects.each do |o|
outputs.primitives << [x + o.x.fdiv(100) - 1, y + o.y.fdiv(100) - 1, 2, 2, 200, 200, 0].solid
end
end
def calc_camera percentage_override = nil
percentage = percentage_override || (0.2 * state.camera_scale)
target_scale = state.target_camera_scale
distance_scale = target_scale - state.camera_scale
state.camera_scale += distance_scale * percentage
target_x = state.x * state.target_camera_scale
target_y = state.y * state.target_camera_scale
distance_x = target_x - (state.camera_x + 640)
distance_y = target_y - (state.camera_y + 360)
state.camera_x += distance_x * percentage if distance_x.abs > 1
state.camera_y += distance_y * percentage if distance_y.abs > 1
state.camera_x = 0 if state.camera_x < 0
state.camera_y = 0 if state.camera_y < 0
end
def vx x
(x * state.camera_scale) - state.camera_x
end
def vy y
(y * state.camera_scale) - state.camera_y
end
def vw w
w * state.camera_scale
end
def vh h
h * state.camera_scale
end
def calc
calc_camera
calc_world_lookup
calc_player
calc_on_floor
calc_score
end
def set_camera_scale v = nil
return if v < 0.1
state.target_camera_scale = v
end
def process_inputs_god_mode
return unless state.god_mode
if inputs.keyboard.key_down.equal_sign || (inputs.keyboard.equal_sign && state.tick_count.mod_zero?(10))
set_camera_scale state.camera_scale + 0.1
elsif inputs.keyboard.key_down.hyphen || (inputs.keyboard.hyphen && state.tick_count.mod_zero?(10))
set_camera_scale state.camera_scale - 0.1
elsif inputs.keyboard.eight || inputs.keyboard.zero
set_camera_scale 1
end
if input_up?
state.y += 10
state.dy = 0
elsif input_down?
state.y -= 10
state.dy = 0
end
if input_left?
state.x -= 10
state.dx = 0
elsif input_right?
state.x += 10
state.dx = 0
end
end
def process_inputs
if state.scene == :game
process_inputs_player_movement
process_inputs_god_mode
elsif state.scene == :intro
if args.inputs.keyboard.key_down.enter || args.inputs.keyboard.key_down.space
if Kernel.tick_count < 600
Kernel.tick_count = 600
end
end
end
end
def input_up?
inputs.keyboard.w || inputs.keyboard.up || inputs.keyboard.k
end
def input_up_released?
inputs.keyboard.key_up.w ||
inputs.keyboard.key_up.up ||
inputs.keyboard.key_up.k
end
def input_down?
inputs.keyboard.s || inputs.keyboard.down || inputs.keyboard.j
end
def input_down_released?
inputs.keyboard.key_up.s ||
inputs.keyboard.key_up.down ||
inputs.keyboard.key_up.j
end
def input_left?
inputs.keyboard.a || inputs.keyboard.left || inputs.keyboard.h
end
def input_right?
inputs.keyboard.d || inputs.keyboard.right || inputs.keyboard.l
end
def set_object path, w, h
state.object = path
state.object_w = w
state.object_h = h
end
def collision_mode
state.dev_action = :collision_mode
end
def process_inputs_player_movement
if inputs.keyboard.key_down.g
state.god_mode = !state.god_mode
puts state.god_mode
end
if inputs.keyboard.key_down.u && state.dev_action == :collision_mode
state.world = state.world[0..-2]
state.world_lookup = {}
end
if inputs.keyboard.key_down.space && !state.anchor_point
state.tongue_length = 0
state.action = :shooting
outputs.sounds << 'sounds/shooting.wav'
elsif inputs.keyboard.key_down.space
state.action = :aiming
state.anchor_point = nil
state.tongue_length = 100
end
if state.anchor_point
if input_up?
if state.tongue_length >= 105
state.tongue_length -= 5
state.dy += 0.8
end
elsif input_down?
state.tongue_length += 5
state.dy -= 0.8
end
if input_left? && state.dx > 1
state.dx *= 0.98
elsif input_left? && state.dx < -1
state.dx *= 1.03
elsif input_left? && !state.on_floor
state.dx -= 3
elsif input_right? && state.dx > 1
state.dx *= 1.03
elsif input_right? && state.dx < -1
state.dx *= 0.98
elsif input_right? && !state.on_floor
state.dx += 3
end
else
if input_left?
state.tongue_angle += 1.5
state.tongue_angle = state.tongue_angle
elsif input_right?
state.tongue_angle -= 1.5
state.tongue_angle = state.tongue_angle
end
end
end
def add_floors
# floors
state.world += [
[0, 0, 10000, 40],
[0, 1670, 3250, 60],
[6691, 1653, 3290, 60],
[1521, 3792, 7370, 60],
[0, 5137, 3290, 60]
]
end
def attempt_load_world_from_file
return if state.world
# exported_world = gtk.read_file(MAP_FILE_PATH)
state.world = []
state.objects = []
if $collisions
$collisions.map do |x, y, w, h|
state.world << [x, y, w, h]
end
add_floors
# elsif exported_world
# exported_world.each_line.map do |l|
# tokens = l.strip.split(',')
# x = tokens[0].to_i
# y = tokens[1].to_i
# type = tokens[2].to_i
# if type == 1
# state.world << [x, y, state.tile_size, state.tile_size]
# elsif type == 2
# w, h, path = tokens[3..-1]
# state.objects << [x, y, w.to_i, h.to_i, path]
# end
# end
# add_floors
end
if $mugs
$mugs.map do |x, y, w, h, path|
state.objects << [x, y, w, h, path]
end
end
end
def calc_world_lookup
if state.tile_size != state.previous_tile_size
state.previous_tile_size = state.tile_size
state.world_lookup = {}
end
return if state.world_lookup.keys.length > 0
return unless state.world.length > 0
# Searches through the world and finds the cordinates that exist
state.world_lookup = {}
state.world.each do |x, y, w, h|
state.world_lookup[[x, y, w || state.tile_size, h || state.tile_size]] = true
end
# Assigns collision rects for every sprite drawn
state.world_collision_rects =
state.world_lookup
.keys
.map do |x, y, w, h|
s = state.tile_size
w ||= s
h ||= s
{
args: [x, y, w, h],
left_right: [x, y + 4, w, h - 6],
top: [x + 4, y + 6, w - 8, h - 6],
bottom: [x + 1, y - 1, w - 2, h - 8],
}
end
end
def calc_pendulum
return if !state.anchor_point
target_x = state.anchor_point.x - start_of_tongue.x
target_y = state.anchor_point.y -
state.tongue_length - 5 - 20 - state.player_height
diff_y = state.y - target_y
if target_x > 0
state.dx += 0.6
elsif target_x < 0
state.dx -= 0.6
end
if diff_y > 0
state.dy -= 0.1
elsif diff_y < 0
state.dy += 0.1
end
state.dx *= 0.99
if state.dy.abs < 2
state.dy *= 0.8
else
state.dy *= 0.90
end
if state.tongue_length && state.y
state.dy += state.tongue_angle.vector_y state.tongue_length.fdiv(1000)
end
end
def calc_tongue_angle
return unless state.anchor_point
state.tongue_angle = args.geometry.angle_from state.anchor_point, start_of_tongue
state.tongue_length = args.geometry.distance(start_of_tongue, state.anchor_point)
state.tongue_length = state.tongue_length.greater(100)
end
def player_from_end_of_tongue
p = state.tongue_angle.vector(state.tongue_length)
derived_start = [state.anchor_point.x - p.x, state.anchor_point.y - p.y]
derived_start.x -= state.player_width.half
derived_start.y -= state.player_height.half
derived_start
end
def end_of_tongue
p = state.tongue_angle.vector(state.tongue_length)
[start_of_tongue.x + p.x, start_of_tongue.y + p.y]
end
def calc_shooting
return unless state.action == :shooting
state.tongue_length += 30
potential_anchor = end_of_tongue
if potential_anchor.x <= 0
state.anchor_point = potential_anchor
state.action = :anchored
outputs.sounds << 'sounds/attached.wav'
elsif potential_anchor.x >= 10000
state.anchor_point = potential_anchor
state.action = :anchored
outputs.sounds << 'sounds/attached.wav'
elsif potential_anchor.y <= 0
state.anchor_point = potential_anchor
state.action = :anchored
outputs.sounds << 'sounds/attached.wav'
elsif potential_anchor.y >= 5875
state.anchor_point = potential_anchor
state.action = :anchored
outputs.sounds << 'sounds/attached.wav'
else
anchor_rect = [potential_anchor.x - 5, potential_anchor.y - 5, 10, 10]
collision = state.world_collision_rects.find_all do |v|
[v[:args].x, v[:args].y, v[:args].w, v[:args].h].intersect_rect?(anchor_rect)
end.first
if collision
state.anchor_point = potential_anchor
state.action = :anchored
outputs.sounds << 'sounds/attached.wav'
end
end
end
def calc_player
calc_shooting
if !state.god_mode
state.dy += state.gravity # Since acceleration is the change in velocity, the change in y (dy) increases every frame
state.dx += state.dx * state.air
end
calc_pendulum
calc_box_collision
calc_edge_collision
if !state.god_mode
state.y += state.dy
state.x += state.dx
end
calc_tongue_angle
end
def calc_box_collision
return unless state.world_lookup.keys.length > 0
collision_floor
collision_left
collision_right
collision_ceiling
end
def calc_edge_collision
# Ensures that player doesn't fall below the map
if next_y < 0 && state.dy < 0
state.y = 0
state.dy = state.dy.abs * 0.8
state.collision_on_y = true
# Ensures player doesn't go insanely high
elsif next_y > 5875 - state.tile_size && state.dy > 0
state.y = 5875 - state.tile_size
state.dy = state.dy.abs * 0.8 * -1
state.collision_on_y = true
end
# Ensures that player remains in the horizontal range its supposed to
if state.x >= 10000 - state.tile_size && state.dx > 0
state.x = 10000 - state.tile_size
state.dx = state.dx.abs * 0.8 * -1
state.collision_on_x = true
elsif state.x <= 0 && state.dx < 0
state.x = 0
state.dx = state.dx.abs * 0.8
state.collision_on_x = true
end
end
def next_y
state.y + state.dy
end
def next_x
if state.dx < 0
return (state.x + state.dx) - (state.tile_size - state.player_width)
else
return (state.x + state.dx) + (state.tile_size - state.player_width)
end
end
def collision_floor
return unless state.dy <= 0
player_rect = [state.x, next_y, state.tile_size, state.tile_size]
# Runs through all the sprites on the field and determines if the player hits the bottom of sprite (hence "-0.1" above)
floor_collisions = state.world_collision_rects
.find_all { |r| r[:top].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless floor_collisions
state.y = floor_collisions[:top].top
state.dy = state.dy.abs * 0.8
end
def collision_left
return unless state.dx < 0
player_rect = [next_x, state.y, state.tile_size, state.tile_size]
# Runs through all the sprites on the field and determines if the player hits the left side of sprite (hence "-0.1" above)
left_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless left_side_collisions
state.x = left_side_collisions[:left_right].right
state.dx = state.dy.abs * 0.8
state.collision_on_x = true
end
def collision_right
return unless state.dx > 0
player_rect = [next_x, state.y, state.tile_size, state.tile_size]
# Runs through all the sprites on the field and determines if the player hits the right side of sprite (hence "-0.1" above)
right_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless right_side_collisions
state.x = right_side_collisions[:left_right].left - state.tile_size
state.dx = state.dx.abs * 0.8 * -1
state.collision_on_x = true
end
def collision_ceiling
return unless state.dy > 0
player_rect = [state.x, next_y, state.player_width, state.player_height]
# Runs through all the sprites on the field and determines if the player hits the ceiling of sprite (hence "+0.1" above)
ceil_collisions = state.world_collision_rects
.find_all { |r| r[:bottom].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless ceil_collisions
state.y = ceil_collisions[:bottom].y - state.tile_size
state.dy = state.dy.abs * 0.8 * -1
state.collision_on_y = true
end
def to_coord point
# Integer divides (idiv) point.x to turn into grid
# Then, you can just multiply each integer by state.tile_size
# later and huzzah. Grid coordinates
[point.x.idiv(state.tile_size), point.y.idiv(state.tile_size)]
end
def export_map
export_string = state.world.map do |x, y|
"#{x},#{y},1"
end
export_string += state.objects.map do |x, y, w, h, path|
"#{x},#{y},2,#{w},#{h},#{path}"
end
gtk.write_file(MAP_FILE_PATH, export_string.join("\n"))
state.map_saved_at = state.tick_count
end
def inputs_export_stage
end
def calc_score
return unless state.scene == :game
player = [state.x, state.y, state.player_width, state.player_height]
collected = state.objects.find_all { |s| s.intersect_rect? player }
state.stuff_score += collected.length
if collected.length > 0
outputs.sounds << 'sounds/collectable.wav'
end
state.objects = state.objects.reject { |s| collected.include? s }
state.stuff_time += 0.01
if state.objects.length == 0
if !state.stuff_best_time || state.stuff_time < state.stuff_best_time
state.stuff_best_time = state.stuff_time
end
state.game_over_at = nil
state.scene = :ending
end
end
def calc_on_floor
if state.action == :anchored
state.on_floor = false
state.on_floor_debounce = 30
else
state.on_floor_debounce ||= 30
if state.dy.round != 0
state.on_floor_debounce = 30
state.on_floor = false
else
state.on_floor_debounce -= 1
end
if state.on_floor_debounce <= 0
state.on_floor_debounce = 0
state.on_floor = true
end
end
end
def render_player
path = "sprites/square-green.png"
angle = 0
# outputs.labels << [vx(state.x), vy(state.y) - 30, "dy: #{state.dy.round}"]
if state.action == :idle
# outputs.labels << [vx(state.x), vy(state.y), "IDLE"]
path = "sprites/square-green.png"
elsif state.action == :aiming && !state.on_floor
# outputs.labels << [vx(state.x), vy(state.y), "AIMING AIR BORN"]
angle = state.tongue_angle - 90
path = "sprites/square-green.png"
elsif state.action == :aiming # ON THE GROUND
# outputs.labels << [vx(state.x), vy(state.y), "AIMING GROUND"]
path = "sprites/square-green.png"
elsif state.action == :shooting && !state.on_floor
# outputs.labels << [vx(state.x), vy(state.y), "SHOOTING AIR BORN"]
path = "sprites/square-green.png"
angle = state.tongue_angle - 90
elsif state.action == :shooting
# outputs.labels << [vx(state.x), vy(state.y), "SHOOTING ON GROUND"]
path = "sprites/square-green.png"
elsif state.action == :anchored
# outputs.labels << [vx(state.x), vy(state.y), "SWINGING"]
angle = state.tongue_angle - 90
path = "sprites/square-green.png"
end
outputs.sprites << [vx(state.x),
vy(state.y),
vw(state.player_width),
vh(state.player_height),
path,
angle]
end
def render_player_old
# Player
if state.action == :aiming
path = 'sprites\frg\idle\frog_idle.png'
if state.dx > 2
#directional right sprite was here but i needa redo it
path = 'sprites\frg\anchor\frog-anchor-0.png'
#directional left sprite was here but i needa redo it
elsif state.dx < -2
path = 'sprites\frg\anchor\frog-anchor-0.png'
end
outputs.sprites << [vx(state.x),
vy(state.y),
vw(state.player_width),
vh(state.player_height),
path,
(state.tongue_angle - 90)]
elsif state.action == :anchored || state.action == :shooting
outputs.sprites << [vx(state.x),
vy(state.y),
vw(state.player_width),
vw(state.player_height),
'sprites/animations_povfrog/frog_bwah_up.png',
(state.tongue_angle - 90)]
end
end
end
$game = CleptoFrog.new
def tick args
if args.state.scene == :game
tick_instructions args, "SPACE to SHOOT and RELEASE tongue. LEFT, RIGHT to SWING and BUILD momentum. MINIMAP in bottom right corner.", 360
end
$game.args = args
$game.tick
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.keyboard.directional_vector || args.inputs.keyboard.key_down.space
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(SPACE to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
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