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def tick args
args.state.base_columns ||= 10.times.map { |n| 50 * n + 1280 / 2 - 5 * 50 + 5 }
args.state.base_rows ||= 5.times.map { |n| 50 * n + 720 - 5 * 50 }
args.state.offset_columns = 10.times.map { |n| (n - 4.5) * Math.sin(Kernel.tick_count.to_radians) * 12 }
args.state.offset_rows = 5.map { 0 }
args.state.columns = 10.times.map { |i| args.state.base_columns[i] + args.state.offset_columns[i] }
args.state.rows = 5.times.map { |i| args.state.base_rows[i] + args.state.offset_rows[i] }
args.state.explosions ||= []
args.state.enemies ||= []
args.state.score ||= 0
args.state.wave ||= 0
if args.state.enemies.empty?
args.state.wave += 1
args.state.wave_root = Math.sqrt(args.state.wave)
args.state.enemies = make_enemies
end
args.state.player ||= {x: 620, y: 80, w: 40, h: 40, path: 'sprites/circle-gray.png', angle: 90, cooldown: 0, alive: true}
args.state.enemy_bullets ||= []
args.state.player_bullets ||= []
args.state.lives ||= 3
args.state.missed_shots ||= 0
args.state.fired_shots ||= 0
update_explosions args
update_enemy_positions args
if args.inputs.left && args.state.player[:x] > (300 + 5)
args.state.player[:x] -= 5
end
if args.inputs.right && args.state.player[:x] < (1280 - args.state.player[:w] - 300 - 5)
args.state.player[:x] += 5
end
args.state.enemy_bullets.each do |bullet|
bullet[:x] += bullet[:dx]
bullet[:y] += bullet[:dy]
end
args.state.player_bullets.each do |bullet|
bullet[:x] += bullet[:dx]
bullet[:y] += bullet[:dy]
end
args.state.enemy_bullets = args.state.enemy_bullets.find_all { |bullet| bullet[:y].between?(-16, 736) }
args.state.player_bullets = args.state.player_bullets.find_all do |bullet|
if bullet[:y].between?(-16, 736)
true
else
args.state.missed_shots += 1
false
end
end
args.state.enemies = args.state.enemies.reject do |enemy|
if args.state.player[:alive] && 1500 > (args.state.player[:x] - enemy[:x]) ** 2 + (args.state.player[:y] - enemy[:y]) ** 2
args.state.explosions << {x: enemy[:x] + 4, y: enemy[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0}
args.state.explosions << {x: args.state.player[:x] + 4, y: args.state.player[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0}
args.state.player[:alive] = false
true
else
false
end
end
args.state.enemy_bullets.each do |bullet|
if args.state.player[:alive] && 400 > (args.state.player[:x] - bullet[:x] + 12) ** 2 + (args.state.player[:y] - bullet[:y] + 12) ** 2
args.state.explosions << {x: args.state.player[:x] + 4, y: args.state.player[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0}
args.state.player[:alive] = false
bullet[:despawn] = true
end
end
args.state.enemies = args.state.enemies.reject do |enemy|
args.state.player_bullets.any? do |bullet|
if 400 > (enemy[:x] - bullet[:x] + 12) ** 2 + (enemy[:y] - bullet[:y] + 12) ** 2
args.state.explosions << {x: enemy[:x] + 4, y: enemy[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0}
bullet[:despawn] = true
args.state.score += 1000 * args.state.wave
true
else
false
end
end
end
args.state.player_bullets = args.state.player_bullets.reject { |bullet| bullet[:despawn] }
args.state.enemy_bullets = args.state.enemy_bullets.reject { |bullet| bullet[:despawn] }
args.state.player[:cooldown] -= 1
if args.inputs.keyboard.key_held.space && args.state.player[:cooldown] <= 0 && args.state.player[:alive]
args.state.player_bullets << {x: args.state.player[:x] + 12, y: args.state.player[:y] + 28, w: 16, h: 16, path: 'sprites/star.png', dx: 0, dy: 8}.sprite
args.state.fired_shots += 1
args.state.player[:cooldown] = 10 + 20 / args.state.wave
end
args.state.enemies.each do |enemy|
if Math.rand < 0.0005 + 0.0005 * args.state.wave && args.state.player[:alive] && enemy[:move_state] == :normal
args.state.enemy_bullets << {x: enemy[:x] + 12, y: enemy[:y] - 8, w: 16, h: 16, path: 'sprites/star.png', dx: 0, dy: -3 - args.state.wave_root}.sprite
end
end
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.state.enemies.map do |enemy|
[enemy[:x], enemy[:y], 40, 40, enemy[:path], -90].sprite
end
args.outputs.primitives << args.state.player if args.state.player[:alive]
args.outputs.primitives << args.state.explosions
args.outputs.primitives << args.state.player_bullets
args.outputs.primitives << args.state.enemy_bullets
accuracy = args.state.fired_shots.zero? ? 1 : (args.state.fired_shots - args.state.missed_shots) / args.state.fired_shots
args.outputs.primitives << [
[0, 0, 300, 720, 96, 0, 0].solid,
[1280 - 300, 0, 300, 720, 96, 0, 0].solid,
[1280 - 290, 60, "Wave #{args.state.wave}", 255, 255, 255].label,
[1280 - 290, 40, "Accuracy #{(accuracy * 100).floor}%", 255, 255, 255].label,
[1280 - 290, 20, "Score #{(args.state.score * accuracy).floor}", 255, 255, 255].label,
]
args.outputs.primitives << args.state.lives.times.map do |n|
[1280 - 290 + 50 * n, 80, 40, 40, 'sprites/circle-gray.png', 90].sprite
end
#args.outputs.debug << args.gtk.framerate_diagnostics_primitives
if (!args.state.player[:alive]) && args.state.enemy_bullets.empty? && args.state.explosions.empty? && args.state.enemies.all? { |enemy| enemy[:move_state] == :normal }
args.state.player[:alive] = true
args.state.player[:x] = 624
args.state.player[:y] = 80
args.state.lives -= 1
if args.state.lives == -1
args.state.clear!
end
end
end
def make_enemies
enemies = []
enemies += 10.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 0, col: n, path: 'sprites/circle-orange.png', move_state: :retreat} }
enemies += 10.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 1, col: n, path: 'sprites/circle-orange.png', move_state: :retreat} }
enemies += 8.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 2, col: n + 1, path: 'sprites/circle-blue.png', move_state: :retreat} }
enemies += 8.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 3, col: n + 1, path: 'sprites/circle-blue.png', move_state: :retreat} }
enemies += 4.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 4, col: n + 3, path: 'sprites/circle-green.png', move_state: :retreat} }
enemies
end
def update_explosions args
args.state.explosions.each do |explosion|
explosion[:age] += 0.5
explosion[:path] = "sprites/explosion-#{explosion[:age].floor}.png"
end
args.state.explosions = args.state.explosions.reject { |explosion| explosion[:age] >= 7 }
end
def update_enemy_positions args
args.state.enemies.each do |enemy|
if enemy[:move_state] == :normal
enemy[:x] = args.state.columns[enemy[:col]]
enemy[:y] = args.state.rows[enemy[:row]]
enemy[:move_state] = :dive if Math.rand < 0.0002 + 0.00005 * args.state.wave && args.state.player[:alive]
elsif enemy[:move_state] == :dive
enemy[:target_x] ||= args.state.player[:x]
enemy[:target_y] ||= args.state.player[:y]
dx = enemy[:target_x] - enemy[:x]
dy = enemy[:target_y] - enemy[:y]
vel = Math.sqrt(dx * dx + dy * dy)
speed_limit = 2 + args.state.wave_root
if vel > speed_limit
dx /= vel / speed_limit
dy /= vel / speed_limit
end
if vel < 1 || !args.state.player[:alive]
enemy[:move_state] = :retreat
end
enemy[:x] += dx
enemy[:y] += dy
elsif enemy[:move_state] == :retreat
enemy[:target_x] = args.state.columns[enemy[:col]]
enemy[:target_y] = args.state.rows[enemy[:row]]
dx = enemy[:target_x] - enemy[:x]
dy = enemy[:target_y] - enemy[:y]
vel = Math.sqrt(dx * dx + dy * dy)
speed_limit = 2 + args.state.wave_root
if vel > speed_limit
dx /= vel / speed_limit
dy /= vel / speed_limit
elsif vel < 1
enemy[:move_state] = :normal
enemy[:target_x] = nil
enemy[:target_y] = nil
end
enemy[:x] += dx
enemy[:y] += dy
end
end
end
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