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require 'app/constants.rb'
require 'app/sprite_lookup.rb'
require 'app/legend.rb'
def tick args
tick_game args
tick_legend args
end
def tick_game args
# setup the grid
args.state.grid.padding = 104
args.state.grid.size = 512
# set up your game
# initialize the game/game defaults. ||= means that you only initialize it if
# the value isn't alread initialized
args.state.player.x ||= 0
args.state.player.y ||= 0
args.state.enemies ||= [
{ x: 10, y: 10, type: :goblin, tile_key: :G },
{ x: 15, y: 30, type: :rat, tile_key: :R }
]
args.state.info_message ||= "Use arrow keys to move around."
# handle keyboard input
# keyboard input (arrow keys to move player)
new_player_x = args.state.player.x
new_player_y = args.state.player.y
player_direction = ""
player_moved = false
if args.inputs.keyboard.key_down.up
new_player_y += 1
player_direction = "north"
player_moved = true
elsif args.inputs.keyboard.key_down.down
new_player_y -= 1
player_direction = "south"
player_moved = true
elsif args.inputs.keyboard.key_down.right
new_player_x += 1
player_direction = "east"
player_moved = true
elsif args.inputs.keyboard.key_down.left
new_player_x -= 1
player_direction = "west"
player_moved = true
end
#handle game logic
# determine if there is an enemy on that square,
# if so, don't let the player move there
if player_moved
found_enemy = args.state.enemies.find do |e|
e[:x] == new_player_x && e[:y] == new_player_y
end
if !found_enemy
args.state.player.x = new_player_x
args.state.player.y = new_player_y
args.state.info_message = "You moved #{player_direction}."
else
args.state.info_message = "You cannot move into a square an enemy occupies."
end
end
args.outputs.sprites << tile_in_game(args.state.player.x,
args.state.player.y, '@')
# render game
# render enemies at locations
args.outputs.sprites << args.state.enemies.map do |e|
tile_in_game(e[:x], e[:y], e[:tile_key])
end
# render the border
border_x = args.state.grid.padding - DESTINATION_TILE_SIZE
border_y = args.state.grid.padding - DESTINATION_TILE_SIZE
border_size = args.state.grid.size + DESTINATION_TILE_SIZE * 2
args.outputs.borders << [border_x,
border_y,
border_size,
border_size]
# render label stuff
args.outputs.labels << [border_x, border_y - 10, "Current player location is: #{args.state.player.x}, #{args.state.player.y}"]
args.outputs.labels << [border_x, border_y + 25 + border_size, args.state.info_message]
end
def tile_in_game x, y, tile_key
tile($gtk.args.state.grid.padding + x * DESTINATION_TILE_SIZE,
$gtk.args.state.grid.padding + y * DESTINATION_TILE_SIZE,
tile_key)
end
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