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|
class FallingCircle
attr_gtk
def tick
fiddle
defaults
render
input
calc
end
def fiddle
state.gravity = -0.02
circle.radius = 15
circle.elasticity = 0.4
camera.follow_speed = 0.4 * 0.4
end
def render
render_stage_editor
render_debug
render_game
end
def defaults
if state.tick_count == 0
outputs.sounds << "sounds/bg.ogg"
end
state.storyline ||= [
{ text: "<- -> to aim, hold space to charge", distance_gate: 0 },
{ text: "the little probe - by @amirrajan, made with DragonRuby Game Toolkit", distance_gate: 0 },
{ text: "mission control, this is sasha. landing on europa successful.", distance_gate: 0 },
{ text: "operation \"find earth 2.0\", initiated at 8-29-2036 14:00.", distance_gate: 0 },
{ text: "jupiter's sure is beautiful...", distance_gate: 4000 },
{ text: "hmm, it seems there's some kind of anomoly in the sky", distance_gate: 7000 },
{ text: "dancing lights, i'll call them whisps.", distance_gate: 8000 },
{ text: "#todo... look i ran out of time -_-", distance_gate: 9000 },
{ text: "there's never enough time", distance_gate: 9000 },
{ text: "the game jam was fun though ^_^", distance_gate: 10000 },
]
load_level force: args.state.tick_count == 0
state.line_mode ||= :terrain
state.sound_index ||= 1
circle.potential_lift ||= 0
circle.angle ||= 90
circle.check_point_at ||= -1000
circle.game_over_at ||= -1000
circle.x ||= -485
circle.y ||= 12226
circle.check_point_x ||= circle.x
circle.check_point_y ||= circle.y
circle.dy ||= 0
circle.dx ||= 0
circle.previous_dy ||= 0
circle.previous_dx ||= 0
circle.angle ||= 0
circle.after_images ||= []
circle.terrains_to_monitor ||= {}
circle.impact_history ||= []
camera.x ||= 0
camera.y ||= 0
camera.target_x ||= 0
camera.target_y ||= 0
state.snaps ||= { }
state.snap_number = 10
args.state.storyline_x ||= -1000
args.state.storyline_y ||= -1000
end
def render_game
outputs.background_color = [0, 0, 0]
outputs.sprites << [-circle.x + 1100,
-circle.y - 100,
2416 * 4,
3574 * 4,
'sprites/jupiter.png']
outputs.sprites << [-circle.x,
-circle.y,
2416 * 4,
3574 * 4,
'sprites/level.png']
outputs.sprites << state.whisp_queue
render_aiming_retical
render_circle
render_notification
end
def render_notification
toast_length = 500
if circle.game_over_at.elapsed_time < toast_length
label_text = "..."
elsif circle.check_point_at.elapsed_time > toast_length
args.state.current_storyline = nil
return
end
if circle.check_point_at &&
circle.check_point_at.elapsed_time == 1 &&
!args.state.current_storyline
if args.state.storyline.length > 0 && args.state.distance_traveled > args.state.storyline[0][:distance_gate]
args.state.current_storyline = args.state.storyline.shift[:text]
args.state.distance_traveled ||= 0
args.state.storyline_x = circle.x
args.state.storyline_y = circle.y
end
return unless args.state.current_storyline
end
label_text = args.state.current_storyline
return unless label_text
x = circle.x + camera.x
y = circle.y + camera.y - 40
w = 900
h = 30
outputs.primitives << [x - w.idiv(2), y - h, w, h, 255, 255, 255, 255].solid
outputs.primitives << [x - w.idiv(2), y - h, w, h, 0, 0, 0, 255].border
outputs.labels << [x, y - 4, label_text, 1, 1, 0, 0, 0, 255]
end
def render_aiming_retical
outputs.sprites << [state.camera.x + circle.x + circle.angle.vector_x(circle.potential_lift * 10) - 5,
state.camera.y + circle.y + circle.angle.vector_y(circle.potential_lift * 10) - 5,
10, 10, 'sprites/circle-orange.png']
outputs.sprites << [state.camera.x + circle.x + circle.angle.vector_x(circle.radius * 3) - 5,
state.camera.y + circle.y + circle.angle.vector_y(circle.radius * 3) - 5,
10, 10, 'sprites/circle-orange.png', 0, 128]
if rand > 0.9
outputs.sprites << [state.camera.x + circle.x + circle.angle.vector_x(circle.radius * 3) - 5,
state.camera.y + circle.y + circle.angle.vector_y(circle.radius * 3) - 5,
10, 10, 'sprites/circle-white.png', 0, 128]
end
end
def render_circle
outputs.sprites << circle.after_images.map do |ai|
ai.merge(x: ai.x + state.camera.x - circle.radius,
y: ai.y + state.camera.y - circle.radius,
w: circle.radius * 2,
h: circle.radius * 2,
path: 'sprites/circle-white.png')
end
outputs.sprites << [(circle.x - circle.radius) + state.camera.x,
(circle.y - circle.radius) + state.camera.y,
circle.radius * 2,
circle.radius * 2,
'sprites/probe.png']
end
def render_debug
return unless state.debug_mode
outputs.labels << [10, 30, state.line_mode, 0, 0, 0, 0, 0]
outputs.labels << [12, 32, state.line_mode, 0, 0, 255, 255, 255]
args.outputs.lines << trajectory(circle).line.to_hash.tap do |h|
h[:x] += state.camera.x
h[:y] += state.camera.y
h[:x2] += state.camera.x
h[:y2] += state.camera.y
end
outputs.primitives << state.terrain.find_all do |t|
circle.x.between?(t.x - 640, t.x2 + 640) || circle.y.between?(t.y - 360, t.y2 + 360)
end.map do |t|
[
t.line.associate(r: 0, g: 255, b: 0) do |h|
h.x += state.camera.x
h.y += state.camera.y
h.x2 += state.camera.x
h.y2 += state.camera.y
if circle.rect.intersect_rect? t[:rect]
h[:r] = 255
h[:g] = 0
end
h
end,
t[:rect].border.associate(r: 255, g: 0, b: 0) do |h|
h.x += state.camera.x
h.y += state.camera.y
h.b = 255 if line_near_rect? circle.rect, t
h
end
]
end
outputs.primitives << state.lava.find_all do |t|
circle.x.between?(t.x - 640, t.x2 + 640) || circle.y.between?(t.y - 360, t.y2 + 360)
end.map do |t|
[
t.line.associate(r: 0, g: 0, b: 255) do |h|
h.x += state.camera.x
h.y += state.camera.y
h.x2 += state.camera.x
h.y2 += state.camera.y
if circle.rect.intersect_rect? t[:rect]
h[:r] = 255
h[:b] = 0
end
h
end,
t[:rect].border.associate(r: 255, g: 0, b: 0) do |h|
h.x += state.camera.x
h.y += state.camera.y
h.b = 255 if line_near_rect? circle.rect, t
h
end
]
end
if state.god_mode
border = circle.rect.merge(x: circle.rect.x + state.camera.x,
y: circle.rect.y + state.camera.y,
g: 255)
else
border = circle.rect.merge(x: circle.rect.x + state.camera.x,
y: circle.rect.y + state.camera.y,
b: 255)
end
outputs.borders << border
overlapping ||= {}
circle.impact_history.each do |h|
label_mod = 300
x = (h[:body][:x].-(150).idiv(label_mod)) * label_mod + camera.x
y = (h[:body][:y].+(150).idiv(label_mod)) * label_mod + camera.y
10.times do
if overlapping[x] && overlapping[x][y]
y -= 52
else
break
end
end
overlapping[x] ||= {}
overlapping[x][y] ||= true
outputs.primitives << [x, y - 25, 300, 50, 0, 0, 0, 128].solid
outputs.labels << [x + 10, y + 24, "dy: %.2f" % h[:body][:new_dy], -2, 0, 255, 255, 255]
outputs.labels << [x + 10, y + 9, "dx: %.2f" % h[:body][:new_dx], -2, 0, 255, 255, 255]
outputs.labels << [x + 10, y - 5, " ?: #{h[:body][:new_reason]}", -2, 0, 255, 255, 255]
outputs.labels << [x + 100, y + 24, "angle: %.2f" % h[:impact][:angle], -2, 0, 255, 255, 255]
outputs.labels << [x + 100, y + 9, "m(l): %.2f" % h[:terrain][:slope], -2, 0, 255, 255, 255]
outputs.labels << [x + 100, y - 5, "m(c): %.2f" % h[:body][:slope], -2, 0, 255, 255, 255]
outputs.labels << [x + 200, y + 24, "ray: #{h[:impact][:ray]}", -2, 0, 255, 255, 255]
outputs.labels << [x + 200, y + 9, "nxt: #{h[:impact][:ray_next]}", -2, 0, 255, 255, 255]
outputs.labels << [x + 200, y - 5, "typ: #{h[:impact][:type]}", -2, 0, 255, 255, 255]
end
if circle.floor
outputs.labels << [circle.x + camera.x + 30, circle.y + camera.y + 100, "point: #{circle.floor_point.slice(:x, :y).values}", -2, 0]
outputs.labels << [circle.x + camera.x + 31, circle.y + camera.y + 101, "point: #{circle.floor_point.slice(:x, :y).values}", -2, 0, 255, 255, 255]
outputs.labels << [circle.x + camera.x + 30, circle.y + camera.y + 85, "circle: #{circle.as_hash.slice(:x, :y).values}", -2, 0]
outputs.labels << [circle.x + camera.x + 31, circle.y + camera.y + 86, "circle: #{circle.as_hash.slice(:x, :y).values}", -2, 0, 255, 255, 255]
outputs.labels << [circle.x + camera.x + 30, circle.y + camera.y + 70, "rel: #{circle.floor_relative_x} #{circle.floor_relative_y}", -2, 0]
outputs.labels << [circle.x + camera.x + 31, circle.y + camera.y + 71, "rel: #{circle.floor_relative_x} #{circle.floor_relative_y}", -2, 0, 255, 255, 255]
end
end
def render_stage_editor
return unless state.god_mode
return unless state.point_one
args.lines << [state.point_one, inputs.mouse.point, 0, 255, 255]
end
def trajectory body
[body.x + body.dx,
body.y + body.dy,
body.x + body.dx * 1000,
body.y + body.dy * 1000,
0, 255, 255]
end
def lengthen_line line, num
line = normalize_line(line)
slope = geometry.line_slope(line, replace_infinity: 10).abs
if slope < 2
[line.x - num, line.y, line.x2 + num, line.y2].line.to_hash
else
[line.x, line.y, line.x2, line.y2].line.to_hash
end
end
def normalize_line line
if line.x > line.x2
x = line.x2
y = line.y2
x2 = line.x
y2 = line.y
else
x = line.x
y = line.y
x2 = line.x2
y2 = line.y2
end
[x, y, x2, y2]
end
def rect_for_line line
if line.x > line.x2
x = line.x2
y = line.y2
x2 = line.x
y2 = line.y
else
x = line.x
y = line.y
x2 = line.x2
y2 = line.y2
end
w = x2 - x
h = y2 - y
if h < 0
y += h
h = h.abs
end
if w < circle.radius
x -= circle.radius
w = circle.radius * 2
end
if h < circle.radius
y -= circle.radius
h = circle.radius * 2
end
{ x: x, y: y, w: w, h: h }
end
def snap_to_grid x, y, snaps
snap_number = 10
x = x.to_i
y = y.to_i
x_floor = x.idiv(snap_number) * snap_number
x_mod = x % snap_number
x_ceil = (x.idiv(snap_number) + 1) * snap_number
y_floor = y.idiv(snap_number) * snap_number
y_mod = y % snap_number
y_ceil = (y.idiv(snap_number) + 1) * snap_number
if snaps[x_floor]
x_result = x_floor
elsif snaps[x_ceil]
x_result = x_ceil
elsif x_mod < snap_number.idiv(2)
x_result = x_floor
else
x_result = x_ceil
end
snaps[x_result] ||= {}
if snaps[x_result][y_floor]
y_result = y_floor
elsif snaps[x_result][y_ceil]
y_result = y_ceil
elsif y_mod < snap_number.idiv(2)
y_result = y_floor
else
y_result = y_ceil
end
snaps[x_result][y_result] = true
return [x_result, y_result]
end
def snap_line line
x, y, x2, y2 = line
end
def string_to_line s
x, y, x2, y2 = s.split(',').map(&:to_f)
if x > x2
x2, x = x, x2
y2, y = y, y2
end
x, y = snap_to_grid x, y, state.snaps
x2, y2 = snap_to_grid x2, y2, state.snaps
[x, y, x2, y2].line.to_hash
end
def load_lines file
return unless state.snaps
data = gtk.read_file(file) || ""
data.each_line
.reject { |l| l.strip.length == 0 }
.map { |l| string_to_line l }
.map { |h| h.merge(rect: rect_for_line(h)) }
end
def load_terrain
load_lines 'data/level.txt'
end
def load_lava
load_lines 'data/level_lava.txt'
end
def load_level force: false
if force
state.snaps = {}
state.terrain = load_terrain
state.lava = load_lava
else
state.terrain ||= load_terrain
state.lava ||= load_lava
end
end
def save_lines lines, file
s = lines.map do |l|
"#{l.x1},#{l.y1},#{l.x2},#{l.y2}"
end.join("\n")
gtk.write_file(file, s)
end
def save_level
save_lines(state.terrain, 'level.txt')
save_lines(state.lava, 'level_lava.txt')
load_level force: true
end
def line_near_rect? rect, terrain
geometry.intersect_rect?(rect, terrain[:rect])
end
def point_within_line? point, line
return false if !point
return false if !line
return true
end
def calc_impacts x, dx, y, dy, radius
results = { }
results[:x] = x
results[:y] = y
results[:dx] = x
results[:dy] = y
results[:point] = { x: x, y: y }
results[:rect] = { x: x - radius, y: y - radius, w: radius * 2, h: radius * 2 }
results[:trajectory] = trajectory(results)
results[:impacts] = terrain.find_all { |t| t && (line_near_rect? results[:rect], t) }.map do |t|
{
terrain: t,
point: geometry.line_intersect(results[:trajectory], t, replace_infinity: 1000),
type: :terrain
}
end.reject { |t| !point_within_line? t[:point], t[:terrain] }
results[:impacts] += lava.find_all { |t| line_near_rect? results[:rect], t }.map do |t|
{
terrain: t,
point: geometry.line_intersect(results[:trajectory], t, replace_infinity: 1000),
type: :lava
}
end.reject { |t| !t || (!point_within_line? t[:point], t[:terrain]) }
results
end
def calc_potential_impacts
impact_results = calc_impacts circle.x, circle.dx, circle.y, circle.dy, circle.radius
circle.rect = impact_results[:rect]
circle.trajectory = impact_results[:trajectory]
circle.impacts = impact_results[:impacts]
end
def calc_terrains_to_monitor
return unless circle.impacts
circle.impact = nil
circle.impacts.each do |i|
circle.terrains_to_monitor[i[:terrain]] ||= {
ray_start: geometry.ray_test(circle, i[:terrain]),
}
circle.terrains_to_monitor[i[:terrain]][:ray_current] = geometry.ray_test(circle, i[:terrain])
if circle.terrains_to_monitor[i[:terrain]][:ray_start] != circle.terrains_to_monitor[i[:terrain]][:ray_current]
if circle.x.between?(i[:terrain].x, i[:terrain].x2) || circle.y.between?(i[:terrain].y, i[:terrain].y2)
circle.impact = i
circle.ray_current = circle.terrains_to_monitor[i[:terrain]][:ray_current]
end
end
end
end
def impact_result body, impact
infinity_alias = 1000
r = {
body: {},
terrain: {},
impact: {}
}
r[:body][:line] = body.trajectory.dup
r[:body][:slope] = geometry.line_slope(body.trajectory, replace_infinity: infinity_alias)
r[:body][:slope_sign] = r[:body][:slope].sign
r[:body][:x] = body.x
r[:body][:y] = body.y
r[:body][:dy] = body.dy
r[:body][:dx] = body.dx
r[:terrain][:line] = impact[:terrain].dup
r[:terrain][:slope] = geometry.line_slope(impact[:terrain], replace_infinity: infinity_alias)
r[:terrain][:slope_sign] = r[:terrain][:slope].sign
r[:impact][:angle] = geometry.angle_between_lines(body.trajectory, impact[:terrain], replace_infinity: infinity_alias)
r[:impact][:point] = { x: impact[:point].x, y: impact[:point].y }
r[:impact][:same_slope_sign] = r[:body][:slope_sign] == r[:terrain][:slope_sign]
r[:impact][:ray] = body.ray_current
r[:body][:new_on_floor] = body.on_floor
r[:body][:new_floor] = r[:terrain][:line]
if r[:impact][:angle].abs < 90 && r[:terrain][:slope].abs < 3
play_sound
r[:body][:new_dy] = r[:body][:dy] * circle.elasticity * -1
r[:body][:new_dx] = r[:body][:dx] * circle.elasticity
r[:impact][:type] = :horizontal
r[:body][:new_reason] = "-"
elsif r[:impact][:angle].abs < 90 && r[:terrain][:slope].abs > 3
play_sound
r[:body][:new_dy] = r[:body][:dy] * 1.1
r[:body][:new_dx] = r[:body][:dx] * -circle.elasticity
r[:impact][:type] = :vertical
r[:body][:new_reason] = "|"
else
play_sound
r[:body][:new_dx] = r[:body][:dx] * -circle.elasticity
r[:body][:new_dy] = r[:body][:dy] * -circle.elasticity
r[:impact][:type] = :slanted
r[:body][:new_reason] = "/"
end
r[:impact][:energy] = r[:body][:new_dx].abs + r[:body][:new_dy].abs
if r[:impact][:energy] <= 0.3 && r[:terrain][:slope].abs < 4
r[:body][:new_dx] = 0
r[:body][:new_dy] = 0
r[:impact][:energy] = 0
r[:body][:new_on_floor] = true
r[:body][:new_floor] = r[:terrain][:line]
r[:body][:new_reason] = "0"
end
r[:impact][:ray_next] = geometry.ray_test({ x: r[:body][:x] - (r[:body][:dx] * 1.1) + r[:body][:new_dx],
y: r[:body][:y] - (r[:body][:dy] * 1.1) + r[:body][:new_dy] + state.gravity },
r[:terrain][:line])
if r[:impact][:ray_next] == r[:impact][:ray]
r[:body][:new_dx] *= -1
r[:body][:new_dy] *= -1
r[:body][:new_reason] = "clip"
end
r
end
def game_over!
circle.x = circle.check_point_x
circle.y = circle.check_point_y
circle.dx = 0
circle.dy = 0
circle.game_over_at = state.tick_count
end
def not_game_over!
impact_history_entry = impact_result circle, circle.impact
circle.impact_history << impact_history_entry
circle.x -= circle.dx * 1.1
circle.y -= circle.dy * 1.1
circle.dx = impact_history_entry[:body][:new_dx]
circle.dy = impact_history_entry[:body][:new_dy]
circle.on_floor = impact_history_entry[:body][:new_on_floor]
if circle.on_floor
circle.check_point_at = state.tick_count
circle.check_point_x = circle.x
circle.check_point_y = circle.y
end
circle.previous_floor = circle.floor || {}
circle.floor = impact_history_entry[:body][:new_floor] || {}
circle.floor_point = impact_history_entry[:impact][:point]
if circle.floor.slice(:x, :y, :x2, :y2) != circle.previous_floor.slice(:x, :y, :x2, :y2)
new_relative_x = if circle.dx > 0
:right
elsif circle.dx < 0
:left
else
nil
end
new_relative_y = if circle.dy > 0
:above
elsif circle.dy < 0
:below
else
nil
end
circle.floor_relative_x = new_relative_x
circle.floor_relative_y = new_relative_y
end
circle.impact = nil
circle.terrains_to_monitor.clear
end
def calc_physics
if args.state.god_mode
calc_potential_impacts
calc_terrains_to_monitor
return
end
if circle.y < -700
game_over
return
end
return if state.game_over
return if circle.on_floor
circle.previous_dy = circle.dy
circle.previous_dx = circle.dx
circle.x += circle.dx
circle.y += circle.dy
args.state.distance_traveled ||= 0
args.state.distance_traveled += circle.dx.abs + circle.dy.abs
circle.dy += state.gravity
calc_potential_impacts
calc_terrains_to_monitor
return unless circle.impact
if circle.impact && circle.impact[:type] == :lava
game_over!
else
not_game_over!
end
end
def input_god_mode
state.debug_mode = !state.debug_mode if inputs.keyboard.key_down.forward_slash
# toggle god mode
if inputs.keyboard.key_down.g
state.god_mode = !state.god_mode
state.potential_lift = 0
circle.floor = nil
circle.floor_point = nil
circle.floor_relative_x = nil
circle.floor_relative_y = nil
circle.impact = nil
circle.terrains_to_monitor.clear
return
end
return unless state.god_mode
circle.x = circle.x.to_i
circle.y = circle.y.to_i
# move god circle
if inputs.keyboard.left || inputs.keyboard.a
circle.x -= 20
elsif inputs.keyboard.right || inputs.keyboard.d || inputs.keyboard.f
circle.x += 20
end
if inputs.keyboard.up || inputs.keyboard.w
circle.y += 20
elsif inputs.keyboard.down || inputs.keyboard.s
circle.y -= 20
end
# delete terrain
if inputs.keyboard.key_down.x
calc_terrains_to_monitor
state.terrain = state.terrain.reject do |t|
t[:rect].intersect_rect? circle.rect
end
state.lava = state.lava.reject do |t|
t[:rect].intersect_rect? circle.rect
end
calc_potential_impacts
save_level
end
# change terrain type
if inputs.keyboard.key_down.l
if state.line_mode == :terrain
state.line_mode = :lava
else
state.line_mode = :terrain
end
end
if inputs.mouse.click && !state.point_one
state.point_one = inputs.mouse.click.point
elsif inputs.mouse.click && state.point_one
l = [*state.point_one, *inputs.mouse.click.point]
l = [l.x - state.camera.x,
l.y - state.camera.y,
l.x2 - state.camera.x,
l.y2 - state.camera.y].line.to_hash
l[:rect] = rect_for_line l
if state.line_mode == :terrain
state.terrain << l
else
state.lava << l
end
save_level
next_x = inputs.mouse.click.point.x - 640
next_y = inputs.mouse.click.point.y - 360
circle.x += next_x
circle.y += next_y
state.point_one = nil
elsif inputs.keyboard.one
state.point_one = [circle.x + camera.x, circle.y+ camera.y]
end
# cancel chain lines
if inputs.keyboard.key_down.nine || inputs.keyboard.key_down.escape || inputs.keyboard.key_up.six || inputs.keyboard.key_up.one
state.point_one = nil
end
end
def play_sound
return if state.sound_debounce > 0
state.sound_debounce = 5
outputs.sounds << "sounds/03#{"%02d" % state.sound_index}.wav"
state.sound_index += 1
if state.sound_index > 21
state.sound_index = 1
end
end
def input_game
if inputs.keyboard.down || inputs.keyboard.space
circle.potential_lift += 0.03
circle.potential_lift = circle.potential_lift.lesser(10)
elsif inputs.keyboard.key_up.down || inputs.keyboard.key_up.space
play_sound
circle.dy += circle.angle.vector_y circle.potential_lift
circle.dx += circle.angle.vector_x circle.potential_lift
if circle.on_floor
if circle.floor_relative_y == :above
circle.y += circle.potential_lift.abs * 2
elsif circle.floor_relative_y == :below
circle.y -= circle.potential_lift.abs * 2
end
end
circle.on_floor = false
circle.potential_lift = 0
circle.terrains_to_monitor.clear
circle.impact_history.clear
circle.impact = nil
calc_physics
end
# aim probe
if inputs.keyboard.right || inputs.keyboard.a
circle.angle -= 2
elsif inputs.keyboard.left || inputs.keyboard.d
circle.angle += 2
end
end
def input
input_god_mode
input_game
end
def calc_camera
state.camera.target_x = 640 - circle.x
state.camera.target_y = 360 - circle.y
xdiff = state.camera.target_x - state.camera.x
ydiff = state.camera.target_y - state.camera.y
state.camera.x += xdiff * camera.follow_speed
state.camera.y += ydiff * camera.follow_speed
end
def calc
state.sound_debounce ||= 0
state.sound_debounce -= 1
state.sound_debounce = 0 if state.sound_debounce < 0
if state.god_mode
circle.dy *= 0.1
circle.dx *= 0.1
end
calc_camera
state.whisp_queue ||= []
if state.tick_count.mod_zero?(4)
state.whisp_queue << {
x: -300,
y: 1400 * rand,
speed: 2.randomize(:ratio) + 3,
w: 20,
h: 20, path: 'sprites/whisp.png',
a: 0,
created_at: state.tick_count,
angle: 0,
r: 100,
g: 128 + 128 * rand,
b: 128 + 128 * rand
}
end
state.whisp_queue.each do |w|
w.x += w[:speed] * 2
w.x -= circle.dx * 0.3
w.y -= w[:speed]
w.y -= circle.dy * 0.3
w.angle += w[:speed]
w.a = w[:created_at].ease(30) * 255
end
state.whisp_queue = state.whisp_queue.reject { |w| w[:x] > 1280 }
if state.tick_count.mod_zero?(2) && (circle.dx != 0 || circle.dy != 0)
circle.after_images << {
x: circle.x,
y: circle.y,
w: circle.radius,
h: circle.radius,
a: 255,
created_at: state.tick_count
}
end
circle.after_images.each do |ai|
ai.a = ai[:created_at].ease(10, :flip) * 255
end
circle.after_images = circle.after_images.reject { |ai| ai[:created_at].elapsed_time > 10 }
calc_physics
end
def circle
state.circle
end
def camera
state.camera
end
def terrain
state.terrain
end
def lava
state.lava
end
end
# $gtk.reset
def tick args
args.outputs.background_color = [0, 0, 0]
if args.inputs.keyboard.r
args.gtk.reset
return
end
# uncomment the line below to slow down the game so you
# can see each tick as it passes
# args.gtk.slowmo! 30
$game ||= FallingCircle.new
$game.args = args
$game.tick
end
def reset
$game = nil
end
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