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|
# Size of board is always 1280x720
def tick args
size = 64
# Draw a checkerboard as a placeholder game board
i = 0
j = 0
while i < 12 do
while j < 21 do
args.outputs.solids << [(j*size), (i*size), size, size, 255, 100, 0, ((i+j) % 2 == 0) ? 255 : 0]
j += 1
end
j = 0
i += 1
end
k = 0
ary = Array.new(220)
while k < 220
ary[k] = 1
if k > 20 and k < 36
ary[k] = 0
end
if k > 40 and k < 56
ary[k] = 0
end
if k > 60 and k < 76
ary[k] = 0
end
if k > 80 and k < 96
ary[k] = 0
end
if k > 100 and k < 116
ary[k] = 0
end
if k > 120 and k < 136
ary[k] = 0
end
if k == 161 and args.state.bot3.hp >= 1
ary[k] = 0
end
if k == 147 and args.state.bot1.hp >= 1
ary[k] = 0
end
if k == 215 and args.state.bot2.hp >= 1
ary[k] = 0
end
k += 1
end
ary2 = ary;
htarget = 161
target = 160
targetb = 181
targetc = 141
targetd = 162
target2 = 146
target2b = 167
target2c = 148
htarget2 = 147
target3 = 214
target3c = 216
target3b = 195
htarget3 = 215
# player attributes
args.state.player.x ||= 0
args.state.player.y ||= 0
args.state.player.w ||= 64
args.state.player.h ||= 64
args.state.player.direction ||= 1
args.state.player.hp ||= 100
args.state.player.strength ||= 100
args.state.player.pos ||= 0
# bot1 attributes
args.state.bot1.x ||= 448
args.state.bot1.y ||= 448
args.state.bot1.w ||= 64
args.state.bot1.h ||= 64
args.state.bot1.direction ||= 1
args.state.bot1.hp ||= 100
args.state.bot1.strength ||= 5
# bot2 attributes
args.state.bot2.x ||= 960
args.state.bot2.y ||= 640
args.state.bot2.w ||= 64
args.state.bot2.h ||= 64
args.state.bot2.direction ||= 1
args.state.bot2.hp ||= 100
args.state.bot2.strength ||= 8
# bot3 attributes
args.state.bot3.x ||= 64
args.state.bot3.y ||= 512
args.state.bot3.w ||= 64
args.state.bot3.h ||= 64
args.state.bot3.direction ||= 1
args.state.bot3.hp ||= 100
args.state.bot3.strength ||= 8
# obstacle attributes
args.state.obs1.x ||= 64
args.state.obs1.y ||= 64
args.state.obs1.w ||= 960
args.state.obs1.h ||= 384
args.state.obs1.direction ||= 1
@menu_shown ||= :hidden
# display menu
if @menu_shown == :hidden
args.state.menu_button ||= new_button :menu, 1081, 650, "Menu"
args.outputs.primitives << args.state.menu_button[:primitives]
if button_clicked? args, args.state.menu_button
@menu_shown = :visible
end
else
args.state.menu_overlay = [1080, 0, 200, 720, 100, 0, 0, 250]
# first overlay
if args.state.menu_overlay
args.outputs.solids << args.state.menu_overlay
# move button
args.state.move_button ||= new_button :move, 1081, 650, "Move"
args.outputs.primitives << args.state.move_button[:primitives]
if button_clicked? args, args.state.move_button
args.gtk.notify! "Move button was clicked!"
end
# attack button
args.state.attack_button ||= new_button :attack, 1081, 600, "Attack"
args.outputs.primitives << args.state.attack_button[:primitives]
if button_clicked? args, args.state.attack_button
if args.state.player.pos+1 == htarget or args.state.player.pos-1 == htarget or args.state.player.pos+20 == htarget or args.state.player.pos-20 == htarget
damage = rand(100)
dealt = "#{damage} Damage Dealt!"
args.gtk.notify! dealt
args.state.bot3.hp -= damage
end
if args.state.player.pos+1 == htarget2 or args.state.player.pos-1 == htarget2 or args.state.player.pos+20 == htarget2 or args.state.player.pos-20 == htarget2
damage = rand(100)
dealt = "#{damage} Damage Dealt!"
args.gtk.notify! dealt
args.state.bot1.hp -= damage
end
if args.state.player.pos+1 == htarget3 or args.state.player.pos-1 == htarget3 or args.state.player.pos+20 == htarget3 or args.state.player.pos-20 == htarget3
damage = rand(100)
dealt = "#{damage} Damage Dealt!"
args.gtk.notify! dealt
args.state.bot2.hp -= damage
end
end
# items button
args.state.items_button ||= new_button :items, 1081, 550, "Items"
args.outputs.primitives << args.state.items_button[:primitives]
if button_clicked? args, args.state.items_button
args.state.itemMenu_overlay = [880, 0, 200, 720, 150, 0, 0, 250]
args.gtk.notify! "Items button was clicked!"
end
# second overlay
if args.state.itemMenu_overlay
args.outputs.solids << args.state.itemMenu_overlay
args.outputs.labels << [960, 700, "Items"]
# create items
args.state.potion_button ||= new_button :potion, 881, 600, "Potion"
args.outputs.primitives << args.state.potion_button[:primitives]
if button_clicked? args, args.state.potion_button
args.gtk.notify! "Potion Used!"
end
args.state.elixer_button ||= new_button :potion, 881, 550, "Elixer"
args.outputs.primitives << args.state.elixer_button[:primitives]
if button_clicked? args, args.state.elixer_button
args.gtk.notify! "Elixer Used!"
end
end
# wait button
args.state.wait_button ||= new_button :wait, 1081, 500, "Wait"
args.outputs.primitives << args.state.wait_button[:primitives]
if button_clicked? args, args.state.wait_button
args.gtk.notify! "Wait button was clicked!"
end
# close button
args.state.close_button ||= new_button :close, 1081, 450, "Close"
args.outputs.primitives << args.state.close_button[:primitives]
# hide menu
if button_clicked? args, args.state.close_button
@menu_shown = :hidden
end
end
end
# left and right movement
if args.inputs.keyboard.key_down.right and ary[args.state.player.pos+1] == 1 and args.state.player.pos%20 < 19
args.state.player.direction = 1
args.state.player.started_running_at = args.state.tick_count
args.state.player.x += size
args.state.player.pos += 1
elsif args.inputs.keyboard.key_down.left and ary[args.state.player.pos-1] == 1 and args.state.player.pos%20 > 0
args.state.player.direction = -1
args.state.player.started_running_at = args.state.tick_count
args.state.player.x -= size
args.state.player.pos -= 1
end
# up and down movement
if args.inputs.keyboard.key_down.up and ary[args.state.player.pos+20] == 1 and args.state.player.pos < 200
args.state.player.direction = 1
args.state.player.started_running_at = args.state.tick_count
args.state.player.y += size
args.state.player.pos += 20
elsif args.inputs.keyboard.key_down.down and ary[args.state.player.pos-20] == 1 and args.state.player.pos >= 20
args.state.player.direction = -1
args.state.player.started_running_at = args.state.tick_count
args.state.player.y -= size
args.state.player.pos -= 20
end
pigga = args.state.player.intersect_rect? args.state.obs1
if pigga
args.gtk.notify! "sprites collide!"
args.state.player.y -= size
end
looping = true
cangoup = false
cangoright = false
cangodown = false
cangoleft = false
ftarget = 10000
hold = 9
testtarget = args.state.player.pos
if args.state.bot3.hp > 0
ftarget = (target-testtarget).abs
hold = target
end
if(ftarget > (targetb-testtarget).abs and args.state.bot3.hp > 0)
ftarget = (targetb-testtarget).abs
hold = targetb
end
if(ftarget > (targetc-testtarget).abs and args.state.bot3.hp > 0)
ftarget = (targetc-testtarget).abs
hold = targetc
end
if(ftarget > (targetd-testtarget).abs and args.state.bot3.hp > 0)
ftarget = (targetd-testtarget).abs
hold = targetd
end
if(ftarget > (target2-testtarget).abs and args.state.bot1.hp > 0)
ftarget = (target2-testtarget).abs
hold = target2
end
if(ftarget > (target2b-testtarget).abs and args.state.bot1.hp > 0)
ftarget = (target2b-testtarget).abs
hold = target2b
end
if(ftarget > (target2c-testtarget).abs and args.state.bot1.hp > 0)
ftarget = (target2c-testtarget).abs
hold = target2c
end
if(ftarget > (target3-testtarget).abs and args.state.bot2.hp > 0)
ftarget = (target3-testtarget).abs
hold = target3
end
if(ftarget > (target3b-testtarget).abs and args.state.bot2.hp > 0)
ftarget = (target3b-testtarget).abs
hold = target3b
end
if(ftarget > (target3c-testtarget).abs and args.state.bot2.hp > 0)
ftarget = (target3c-testtarget).abs
hold = target3c
end
if ftarget == 10000
looping = false
end
if args.inputs.keyboard.key_down.f
while looping and target != testtarget and targetb != testtarget and targetc != testtarget and targetd != testtarget and target2 != testtarget and target2b != testtarget and target2c != testtarget and target3 != testtarget and target3b != testtarget and target3c != testtarget
cangoup = false
cangoright = false
cangodown = false
cangoleft = false
if hold-testtarget >= 20 and ary2[args.state.player.pos+20] == 1 and args.state.player.pos < 200
cangoup = true
elsif testtarget-hold >= 20 and ary2[args.state.player.pos-20] == 1 and args.state.player.pos > 20
cangodown = true
cangoup = false
elsif hold%20-testtarget%20 > 0 and ary2[args.state.player.pos+1] == 1 and args.state.player.pos%20 < 19
cangodown = false
cangoup = false
cangoright = true
elsif testtarget%20-hold%20 > 0 and ary2[args.state.player.pos-1] == 1 and args.state.player.pos%20 > 0
cangodown = false
cangoup = false
cangoright = false
cangoleft = true
end
if cangodown == false and cangoup == false and cangoleft == false and cangoright == false
if ary2[args.state.player.pos+20] == 1 and args.state.player.pos < 200
cangoup = true
elsif ary2[args.state.player.pos-20] == 1 and args.state.player.pos > 20
cangodown = true
cangoup = false
elsif ary2[args.state.player.pos+1] == 1 and args.state.player.pos%20 < 19
cangodown = false
cangoup = false
cangoright = true
elsif ary2[args.state.player.pos-1] == 1 and args.state.player.pos%20 > 0
cangodown = false
cangoup = false
cangoright = false
cangoleft = true
end
end
if cangodown == true
args.state.player.direction = -1
args.state.player.started_running_at = args.state.tick_count
args.state.player.y -= size
ary2[args.state.player.pos] = 0
args.state.player.pos -= 20
testtarget -= 20
elsif cangoup == true
args.state.player.direction = 1
args.state.player.started_running_at = args.state.tick_count
args.state.player.y += size
ary2[args.state.player.pos] = 0
args.state.player.pos += 20
testtarget+=20
elsif cangoright == true
args.state.player.direction = 1
args.state.player.started_running_at = args.state.tick_count
args.state.player.x += size
ary2[args.state.player.pos] = 0
args.state.player.pos += 1
testtarget += 1
elsif cangoleft == true
args.state.player.direction = -1
args.state.player.started_running_at = args.state.tick_count
args.state.player.x -= size
ary2[args.state.player.pos] = 0
args.state.player.pos -= 1
testtarget -= 1
end
end
end
#Wrap player around the stage
if args.state.player.x > 1280
args.state.player.x = -64
args.state.player.started_running_at ||= args.state.tick_count
elsif args.state.player.x < -64
args.state.player.x = 1280
args.state.player.started_running_at ||= args.state.tick_count
end
if args.state.player.y > 720
args.state.player.y = -64
args.state.player.started_running_at ||= args.state.tick_count
elsif args.state.player.y < -64
args.state.player.y = 720
args.state.player.started_running_at ||= args.state.tick_count
end
# Display obstacles
args.outputs.sprites << display_obs1(args)
#Display the flying dragon and bots
args.outputs.sprites << display_dragon(args)
if args.state.bot1.hp >= 1
args.outputs.sprites << display_bot1(args)
end
if args.state.bot2.hp >= 1
args.outputs.sprites << display_bot2(args)
end
if args.state.bot3.hp >= 1
args.outputs.sprites << display_bot3(args)
end
if args.state.bot1.hp <= 0 and args.state.bot3.hp <= 0 and args.state.bot2.hp <= 0
args.gtk.notify! "You Win!"
end
end
# helper method to create a button
def new_button id, x, y, text
# create a hash ("entity") that has some metadata
# about what it represents
entity =
{
id: id,
rect: { x: x, y: y, w: 200, h: 50 }
}
# for that entity, define the primitives
# that form it
entity[:primitives] =
[
{ x: x, y: y, w: 200, h: 50 }.border,
{ x: x + 75, y: y + 30, text: text }.label
]
entity
end
# helper method for determining if a button was clicked
def button_clicked? args, button
return false unless args.inputs.mouse.click
return args.inputs.mouse.point.inside_rect? button[:rect]
end
def display_dragon args
start_looping_at = 0
number_of_sprites = 2
number_of_frames_to_show_each_sprite = 8
does_sprite_loop = true
sprite_index = start_looping_at.frame_index number_of_sprites,
number_of_frames_to_show_each_sprite,
does_sprite_loop
{
pos: args.state.player.pos,
x: args.state.player.x,
y: args.state.player.y,
w: args.state.player.w,
h: args.state.player.h,
path: "sprites/roy-#{sprite_index}.png",
flip_horizontally: args.state.player.direction < 0
}
end
def display_bot1 args
start_looping_at = 0
number_of_sprites = 6
number_of_frames_to_show_each_sprite = 4
does_sprite_loop = true
sprite_index = start_looping_at.frame_index number_of_sprites,
number_of_frames_to_show_each_sprite,
does_sprite_loop
{
x: args.state.bot1.x,
y: args.state.bot1.y,
w: args.state.bot1.w,
h: args.state.bot1.h,
path: "sprites/dragon-#{sprite_index}.png",
flip_horizontally: args.state.bot1.direction < 0
}
end
def display_bot2 args
start_looping_at = 0
number_of_sprites = 6
number_of_frames_to_show_each_sprite = 4
does_sprite_loop = true
sprite_index = start_looping_at.frame_index number_of_sprites,
number_of_frames_to_show_each_sprite,
does_sprite_loop
{
x: args.state.bot2.x,
y: args.state.bot2.y,
w: args.state.bot2.w,
h: args.state.bot2.h,
path: "sprites/dragon-#{sprite_index}.png",
flip_horizontally: args.state.bot2.direction < 0
}
end
def display_bot3 args
start_looping_at = 0
number_of_sprites = 6
number_of_frames_to_show_each_sprite = 4
does_sprite_loop = true
sprite_index = start_looping_at.frame_index number_of_sprites,
number_of_frames_to_show_each_sprite,
does_sprite_loop
{
x: args.state.bot3.x,
y: args.state.bot3.y,
w: args.state.bot3.w,
h: args.state.bot3.h,
path: "sprites/dragon-#{sprite_index}.png",
flip_horizontally: args.state.bot3.direction < 0
}
end
def display_obs1 args
start_looping_at = 0
number_of_sprites = 1
number_of_frames_to_show_each_sprite = 8
does_sprite_loop = true
sprite_index = start_looping_at.frame_index number_of_sprites,
number_of_frames_to_show_each_sprite,
does_sprite_loop
{
x: args.state.obs1.x,
y: args.state.obs1.y,
w: args.state.obs1.w,
h: args.state.obs1.h,
path: "sprites/water-1.png",
flip_horizontally: args.state.obs1.direction < 0
}
end
|