1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
|
FECS::Cmp.new('Player',
moved: false,
state: 'standing',
state_direction: 'right')
FECS::Cmp.new('Velocity',
x: 0,
y: 0)
FECS::Cmp.new('Position',
x: 0,
y: 0)
FECS::Cmp.new('Movement',
deceleration: 3,
acceleration: 8,
max_speed: 15)
FECS::Cmp.new('Sprite',
:texture,
:origin,
:source_rec,
:dest_rec,
:rotation,
:tint)
FECS::Cmp.new('Tileset',
:origin,
:tileset,
:dest_rec,
:rotation,
:tint)
FECS::Cmp.new('OverhangTexture',
:texture,
:origin,
:source_rec,
:dest_rec,
:rotation,
:tint)
FECS::Cmp.new('Hitbox',
:rec,
offset_x: 0,
offset_y: 0)
FECS::Cmp.new('Hp',
value: 0,
invincible_timer: 0.1,
max_invincible_time: 2)
FECS::Cmp.new('Input',
move_right: false,
move_left: false,
move_up: false,
move_down: false,
show_debug: false,
reset: false,
)
FECS::Cmp.new('ScissorBox',
:rec)
FECS::Cmp.new('ScissorTime',
:time)
FECS::Cmp.new('TimedRender',
:path,
:texture,
:origin,
:source_rec,
:dest_rec,
:rotation,
:tint)
FECS::Cmp.new('DamageHitbox',
:rec,
damage: 1,
offset_x: 0,
offset_y: 0)
FECS::Cmp.new('EndGoal', :rec)
# none: not transitioning
# into_init: change into starting transtition
# into: iterating over into transtition
# shrink scissor
# fade away background
# outof_init: load level change into ending transtition
# embiggen scissor
# fade in background
# outof: iterate over init
FECS::Cmp.new('Transition', :state, :rec, :time).new(
state: 'none',
rec: Rl::Rectangle.new(0,0,0,0),
time: 0)
BkgWhite = Rl::Color.new(255,255,255,200)
PlayerBkgWhite = Rl::Color.new(255,200,200,150)
#ScissorPath = Path.new(
# lambda do |time|
# [Math.bezier([200, 200, 1183, 200],time)-150,
# Math.bezier([200, 1183, 200, 200],time)-150]
# end
#)
#FECS::Cmp::ScissorBox.new(rec: Rl::Rectangle.new(200,200,250,250))
ResetPrompt = Rl::Texture.new('./assets/resetprompt.png')
FECS::Cmp::ScissorTime.new(time: 0)
EndGoal = FECS::Cmp::EndGoal.new
Input = FECS::Cmp::Input.new
MapTexture = FECS::Cmp::Sprite.new
OverhangTexture = FECS::Cmp::OverhangTexture.new
OrcTextures = [
Rl::Texture.new('./assets/orc_.png'),
Rl::Texture.new('./assets/orc_two.png'),
Rl::Texture.new('./assets/orc_three.png'),
Rl::Texture.new('./assets/orc_four.png'),
]
PlayerTileset = Tileset.new(texture: OrcTextures[3])
PlayerAnimations = {
standing_left: [], standing_right:[],
running_left: [], running_right:[],
turning_right: [], turning_left:[],
damage_left: [], damage_right:[],
dead_left: [], dead_right:[],
}
#lancelot.frames.push Rl::Rectangle.new((24 * x), 24*2, 24, 24)
4.times do |x|
PlayerAnimations[:dead_right].push Rl::Rectangle.new((24 * x), 24*5, 24, 24)
end
4.times do |x|
PlayerAnimations[:dead_left].push Rl::Rectangle.new((24 * x) + 24*4, 24*5, 24, 24)
end
4.times do |x|
PlayerAnimations[:turning_left].push Rl::Rectangle.new((24 * x), 24*3, 24, 24)
end
4.times do |x|
PlayerAnimations[:turning_right].push Rl::Rectangle.new((24 * x) + 24*4, 24*3, 24, 24)
end
4.times do |x|
PlayerAnimations[:standing_right].push Rl::Rectangle.new((24 * x), 24*0, 24, 24)
end
4.times do |x|
PlayerAnimations[:standing_left].push Rl::Rectangle.new((24 * x) + 24*4, 24*0, 24, 24)
end
4.times do |x|
PlayerAnimations[:running_right].push Rl::Rectangle.new((24 * x), 24*2, 24, 24)
end
4.times do |x|
PlayerAnimations[:running_left].push Rl::Rectangle.new((24 * x) + 24*4, 24*2, 24, 24)
end
4.times do |x|
PlayerAnimations[:damage_right].push Rl::Rectangle.new((24 * x), 24*4, 24, 24)
end
4.times do |x|
PlayerAnimations[:damage_left].push Rl::Rectangle.new((24 * x) + 24*4, 24*4, 24, 24)
end
PlayerTileset.frames = PlayerAnimations[:standing_right]
=begin
MovingHitbox1 = FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(150,50,35,150),
offset_x: 0,#4*2,
offset_y: 0#4*2
)
MovingHitbox2 = FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(50,50,35,150),
offset_x: 0,#4*2,
offset_y: 0#4*2
)
FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(250,250,250,150),
offset_x: 0,#4*2,
offset_y: 0#4*2
)
FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(350,200,50,350),
offset_x: 0,#4*2,
offset_y: 0#4*2
)
FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(70,470,200,200),
offset_x: 0,#4*2,
offset_y: 0#4*2
)
FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(470,470,200,200),
offset_x: 0,#4*2,
offset_y: 0#4*2
)
=end
Player = FECS::Ent.new(
FECS::Cmp::Player.new,
FECS::Cmp::Hp.new(value: 4, max_invincible_time: 1.6),
FECS::Cmp::Position.new(x: 120, y: 300),
FECS::Cmp::Velocity.new,
FECS::Cmp::Tileset.new(
tileset: PlayerTileset,
dest_rec: Rl::Rectangle.new(0,0,24*2,24*2),
origin: Rl::Vector2.new(0,0),
tint: Rl::Color.new(255,255,255,255),
rotation: 0
),
FECS::Cmp::Movement.new(
deceleration: 1500,
acceleration: 1500,
max_speed: 300,
),
FECS::Cmp::Hitbox.new(
#rec: Rl::Rectangle.new(0,0,16*2,20*2),
rec: Rl::Rectangle.new(0,0,10*2,8*2),
offset_x: 7*2,
offset_y: 16*2
),
)
Music = false # prevents a longjmp error in browsers
HurtSound = false
IntroSound = false
DeathSound = false
Resetting = false
ScissorPath = 10000
ScissorSize = 1
#FECS::Scn.new('Common')
#FECS::Scn::Common.add(
FECS::Sys.new('Music') do
#puts 'check web'
if Rl.platform == 'web'
#puts 'check mouse press'
if Rl.mouse_button_pressed? 0
#puts 'check if device redy'
unless Rl.audio_device_ready?
#puts 'load device'
Rl.init_audio_device
#puts 'set master'
Rl.set_master_volume(0.5)
end
end
#puts 'check if sound exists'
next unless Rl.audio_device_ready?
if !Music
#puts 'load it'
Music = Rl::Sound.new('./assets/music.ogg')
HurtSound = Rl::Sound.new('../assets/hurt.wav')
IntroSound = Rl::Sound.new('../assets/intro.ogg')
DeathSound = Rl::Sound.new('../assets/death.ogg')
#puts 'set volume'
#puts 'check if its playing'
elsif !Music.playing?
#puts 'play it'
Music.play
Music.volume = 0.09
end
end
#if Rl.key_pressed? 87
#end
#unless Music.playing?
# Music.play
#end
end
FECS::Sys.new('IntroSound') do
button_clicked = FECS::Cmp::Button.first.clicked
if Rl.audio_device_ready? && IntroSound && !IntroSoundPlayed && button_clicked
IntroSoundPlayed = true
IntroSound.play
end
end
FECS::Sys.new('Transition') do
cmp = FECS::Cmp::Transition.first
#cmp.state = 'into_init' if Rl.mouse_button_pressed? 0
next if cmp.state == 'none'
if cmp.state == 'into_init'
FECS::Cmp::Player.first.moved = false
cmp.state = 'into'
cmp.time = 0
end
if cmp.state == 'into'
cmp.time += (1.0/60.0)#Rl.frame_time
if cmp.time >= 1
cmp.state = 'outof_init'
cmp.time = 1
end
#ScissorPath = [(cmp.time**3),
# (cmp.time**3)]
easeTime = (1 - cmp.time) ** 3
n1 = 7.5625
d1 = 2.75
time = (cmp.time)
if time < (1 / d1)
easeTime = n1 * time * time
elsif time < (2 / d1)
easeTime = n1 * (time -= (1.5 / d1)) * time + 0.75
elsif time < (2.5 / d1)
easeTime = n1 * (time -= (2.25 / d1)) * time + 0.9375
else
easeTime = n1 * (time -= (2.625 / d1)) * time + 0.984375
end
easeTime = 1 - easeTime
newsize = [easeTime * ScissorSize[0],
easeTime * ScissorSize[1]]
ScissorPath = [
ScissorPath[0] + ((ScissorSize[0] - newsize[0])/2),
ScissorPath[1] + ((ScissorSize[1] - newsize[1])/2)
]
ScissorSize = newsize
elsif cmp.state == 'outof_init'
cmp.state = 'outof'
cmp.time = -0.5
end
if cmp.state == 'outof'
cmp.time += (1.0/60.0)#Rl.frame_time
if cmp.time >= 1
cmp.state = 'none'
cmp.time = 1
end
c1 = 1.70158
c3 = c1 + 1
easeTime = [1 + c3 * ((cmp.time - 1)**3) + c1 * ((cmp.time - 1)**2),0].max
newsize = [easeTime * ScissorSize[0],
easeTime * ScissorSize[1]]
ScissorPath = [
ScissorPath[0] + ((ScissorSize[0] - newsize[0])/2),
ScissorPath[1] + ((ScissorSize[1] - newsize[1])/2)
]
ScissorSize = newsize
end
end
FECS::Scn.new('Menu')
FECS::Scn::Menu.add(
FECS::Sys.new('Button') do
FECS::Cmp::Button.each do |button|
ent = button.entity
sprite = ent.component[FECS::Cmp::Sprite]
hitbox = ent.component[FECS::Cmp::Hitbox]
trans = FECS::Cmp::Transition.first
if button.clicked
sprite.texture = button.pressed_texture
else
sprite.texture = button.unpressed_texture
end
if hitbox.rec.collide_with_point?(Rl.mouse_position) && trans.state == 'none'
if Rl.mouse_button_down? 0
button.clicked = true
elsif Rl.mouse_button_up?(0) && button.clicked
button.clicked = false
#FECS::Sys::DestroyTitleScreen.call
trans.state = 'into_init'
end
else
button.clicked = false
end
if trans.state == 'outof_init'
IntroSound.play if Rl.platform == 'web'
FECS::Sys::DestroyTitleScreen.call
end
end
end,
FECS::Sys.new('ScissorMenu') do
ScissorPath = [325,212]
ScissorSize = [250,250]
end,
FECS::Sys.new('RenderMenu') do
scissor_path = ScissorPath
scissor_size = ScissorSize
Rl::Rectangle.new(scissor_path[0], scissor_path[1], scissor_size[0], scissor_size[1]).draw(color: Rl::Color.new(52,52,64,255))
Rl.scissor_mode(
x: scissor_path[0],
y: scissor_path[1],
width: scissor_size[0],
height: scissor_size[1]) do
FECS::Cmp::Sprite.each do |sprite_cmp|
Rl.draw_texture_pro(texture: sprite_cmp.texture,
origin: Rl::Vector2.new(0,0),
source_rec: sprite_cmp.source_rec,
dest_rec: sprite_cmp.dest_rec)
end
end
end,
FECS::Sys.new('ApplyPositionToSpriteMenu') do
FECS::Cmp::Position.each do |position_cmp|
ent = position_cmp.entity
next if ent.components[FECS::Cmp::Sprite].nil?
sprite = ent.component[FECS::Cmp::Sprite]
hitbox = ent.component[FECS::Cmp::Hitbox]
sprite.dest_rec.x = position_cmp.x
sprite.dest_rec.y = position_cmp.y
hitbox.rec.x = position_cmp.x + hitbox.offset_x
hitbox.rec.y = position_cmp.y + hitbox.offset_y
end
end,
)
FECS::Scn.new('Play')
FECS::Scn::Play.add(
FECS::Sys.new('PlayerInput') do
Input.move_up = Rl.key_down? 87 # W
Input.move_left = Rl.key_down? 65 # A
Input.move_down = Rl.key_down? 83 # S
Input.move_right = Rl.key_down? 68 # D
Input.show_debug = Rl.key_down? 80 # P
Input.reset = Rl.key_down? 82 # R
#if Rl.key_pressed? 82
#FECS::Sys::ConstructLevel.call
#end
end,
FECS::Sys.new('PlayerReset') do
trans = FECS::Cmp::Transition.first
if Input.reset && trans.state == 'none'
Resetting = true
FECS::Cmp::Transition.first.state = 'into_init'
elsif Resetting && trans.state == 'outof_init'
FECS::Sys::ConstructLevel.call
end
end,
FECS::Sys.new('PlayerMovement') do
ent = FECS::Cmp::Player.first.entity
velocity_cmp = ent.component[FECS::Cmp::Velocity]
#velocity_cmp.x = 0
#velocity_cmp.y = 0
input_x = 0
input_y = 0
movement_cmp = ent.component[FECS::Cmp::Movement]
unless (FECS::Cmp::Player.first.state == 'damaged') || (ent.component[FECS::Cmp::Hp].value <= 0) || (FECS::Cmp::Transition.first.state != 'none')
if Input.move_up
input_y -= 1.0
ent.component[FECS::Cmp::Player].moved = true
end
if Input.move_down
input_y += 1.0
ent.component[FECS::Cmp::Player].moved = true
end
if Input.move_left
input_x -= 1.0
ent.component[FECS::Cmp::Player].moved = true
end
if Input.move_right
input_x += 1.0
ent.component[FECS::Cmp::Player].moved = true
end
end
# Normalize input
input_mag = Math.sqrt((input_x**2) + (input_y**2))
unless input_mag.zero?
input_x /= input_mag
input_y /= input_mag
# Add normalized speed
velocity_cmp.x += input_x * movement_cmp.acceleration * Rl.frame_time
velocity_cmp.y += input_y * movement_cmp.acceleration * Rl.frame_time
# Get magnitude
velocity_mag = Math.sqrt((velocity_cmp.x**2) + (velocity_cmp.y**2))
velocity_x_mag = velocity_cmp.x / velocity_mag
velocity_y_mag = velocity_cmp.y / velocity_mag
if velocity_mag > movement_cmp.max_speed
velocity_cmp.x = velocity_x_mag * movement_cmp.max_speed
velocity_cmp.y = velocity_y_mag * movement_cmp.max_speed
end
else
Helper.decelerate(velocity_cmp, movement_cmp)
#velocity_mag = Math.sqrt((velocity_cmp.x**2) + (velocity_cmp.y**2))
## If going slower then deceleration
#if velocity_mag <= (movement_cmp.deceleration * Rl.frame_time)
# # Set to 0
# velocity_cmp.x = 0
# velocity_cmp.y = 0
#else
# velocity_x_mag = velocity_cmp.x / velocity_mag
# velocity_y_mag = velocity_cmp.y / velocity_mag
# # Add deceleration
# velocity_cmp.x -= velocity_x_mag * movement_cmp.deceleration * Rl.frame_time
# velocity_cmp.y -= velocity_y_mag * movement_cmp.deceleration * Rl.frame_time
#end
end
end,
FECS::Sys.new('Walls') do
#MovingHitbox1.rec.x = (Math.sin(Rl.time) * 300) + 250 + 50
#MovingHitbox2.rec.x = (Math.sin(Rl.time) * 300) + 150 + 50
player = FECS::Cmp::Player.first.entity
player_hitbox = player.component[FECS::Cmp::Hitbox]
position_cmp = player.component[FECS::Cmp::Position]
velocity_cmp = player.component[FECS::Cmp::Velocity]
step = Rl::Rectangle.new(
position_cmp.x + (velocity_cmp.x * Rl.frame_time) + player_hitbox.offset_x,
position_cmp.y + (velocity_cmp.y * Rl.frame_time) + player_hitbox.offset_y,
player_hitbox.rec.width,
player_hitbox.rec.height
)
FECS::Cmp::Hitbox.each do |hitbox|
next if hitbox.equal? player_hitbox
if step.collide_with_rec? hitbox.rec
intersection = step.collision_rec hitbox.rec
#left collision
if intersection.width < intersection.height
# Colliding right/left
# if x equal push right
if intersection.x.equal? step.x
#position_cmp.x += intersection.width + (velocity_cmp.x * Rl.frame_time)
#move blue.width + blue.x
position_cmp.x = hitbox.rec.x + hitbox.rec.width - player_hitbox.offset_x
velocity_cmp.x = 0 if velocity_cmp.x.negative?# && !Input.move_right
#if !((Input.move_up ^ Input.move_down) || Input.move_right)
# Helper.decelerate(
# velocity_cmp,
# player.component[FECS::Cmp::Movement]
# )
#end
# else push left
else
#position_cmp.x -= intersection.width - (velocity_cmp.x * Rl.frame_time)
#move blue.x - green.width
position_cmp.x = hitbox.rec.x - player_hitbox.rec.width - player_hitbox.offset_x
velocity_cmp.x = 0 if velocity_cmp.x.positive?# && !Input.move_left
#if !((Input.move_up ^ Input.move_down) || Input.move_left)
# Helper.decelerate(
# velocity_cmp,
# player.component[FECS::Cmp::Movement]
# )
#end
end
if !(Input.move_up ^ Input.move_down)
Helper.decelerate(
velocity_cmp,
player.component[FECS::Cmp::Movement]
)
end
elsif intersection.height < intersection.width
# Colliding up/down
# if y equal push down
if intersection.y.equal? step.y
#position_cmp.y += intersection.height + (velocity_cmp.y * Rl.frame_time)
position_cmp.y = hitbox.rec.y + hitbox.rec.height - player_hitbox.offset_y
#set to blue.y + blue.height
# else push up
velocity_cmp.y = 0 if velocity_cmp.y.negative?
else
#position_cmp.y -= intersection.height - (velocity_cmp.y * Rl.frame_time)
position_cmp.y = hitbox.rec.y - player_hitbox.rec.height - player_hitbox.offset_y
#set to blue.y - green.height
velocity_cmp.y = 0 if velocity_cmp.y.positive?
end
if !(Input.move_left ^ Input.move_right)
Helper.decelerate(
velocity_cmp,
player.component[FECS::Cmp::Movement]
)
end
else
# Tunneled into a hitbox
# Dont allow movement
if (player_hitbox.rec.width.equal? hitbox.rec.width) && (player_hitbox.rec.height.equal? hitbox.rec.height)
velocity_cmp.x = 0
velocity_cmp.y = 0
end
end
end
end
end,
FECS::Sys.new('Damage') do
player = FECS::Cmp::Player.first.entity
player_hitbox = player.component[FECS::Cmp::Hitbox]
hp_cmp = player.component[FECS::Cmp::Hp]
next unless player.component[FECS::Cmp::Player].moved
next if hp_cmp.value <= 0
if hp_cmp.invincible_timer >= 0
hp_cmp.invincible_timer -= Rl.frame_time
else
scissor_path = ScissorPath #Levels[CurrentLevel.level][:scissor_path].call(FECS::Cmp::ScissorTime.first.time)
scissor_size = ScissorSize #Levels[CurrentLevel.level][:scissor_size].call(FECS::Cmp::ScissorTime.first.time)
if Rl::Rectangle.new(scissor_path[0], scissor_path[1], scissor_size[0], scissor_size[1]).collide_with_rec?(player_hitbox.rec)
FECS::Cmp::DamageHitbox.each do |dmg_hitbox|
if player_hitbox.rec.collide_with_rec?(dmg_hitbox.rec)
FECS::Cmp::Player.first.state = 'set_damaged'
hp_cmp.value -= dmg_hitbox.damage
#puts "oof -#{dmg_hitbox.damage} hp"
#puts "hp: #{hp_cmp.value}"
if hp_cmp.value <= 0
FECS::Cmp::Player.first.state = 'set_dead'
#puts 'ded'
DeathSound.play if Rl.platform == 'web'
else
hp_cmp.invincible_timer = hp_cmp.max_invincible_time
if Rl.platform == 'web'
HurtSound.play
HurtSound.volume = 0.45
end
end
break
end
end
else
FECS::Cmp::Player.first.state = 'set_damaged'
hp_cmp.value -= 1
#puts "oof -#{1} hp"
#puts "hp: #{hp_cmp.value}"
if hp_cmp.value <= 0
FECS::Cmp::Player.first.state = 'set_dead'
#puts 'ded'
DeathSound.play if Rl.platform == 'web'
else
hp_cmp.invincible_timer = hp_cmp.max_invincible_time
if Rl.platform == 'web'
HurtSound.play
HurtSound.volume = 0.45
end
end
end
end
end,
FECS::Sys.new('AnimationStateMachine') do
player = FECS::Cmp::Player.first
ent = player.entity
tileset_cmp = ent.component[FECS::Cmp::Tileset]
y_vel = ent.component[FECS::Cmp::Velocity].y
x_vel = ent.component[FECS::Cmp::Velocity].x
velocity_mag = Math.sqrt((x_vel**2) + (y_vel**2))
# if took damaged
if player.state == 'set_dead'
player.state = 'dead_damaged'
if player.state_direction == 'right'
PlayerTileset.frames = PlayerAnimations[:damage_right]
else
PlayerTileset.frames = PlayerAnimations[:damage_left]
end
movement = ent.component[FECS::Cmp::Movement]
unless y_vel.zero?
ent.component[FECS::Cmp::Velocity].y = -(y_vel / velocity_mag) * (movement.max_speed)
end
unless x_vel.zero?
ent.component[FECS::Cmp::Velocity].x = -(x_vel / velocity_mag) * (movement.max_speed)
end
PlayerTileset.frame = 0
end
if player.state == 'dead_damaged'
anim_speed = 8
if tileset_cmp.tileset.frame + (anim_speed * Rl.frame_time) <= PlayerTileset.frames.length
PlayerTileset.step(anim_speed * Rl.frame_time)
else
if player.state_direction == 'right'
PlayerTileset.frames = PlayerAnimations[:dead_right]
else
PlayerTileset.frames = PlayerAnimations[:dead_left]
end
player.state = 'dead'
PlayerTileset.frame = 0
end
elsif player.state == 'dead'
anim_speed = 6
if tileset_cmp.tileset.frame + (anim_speed * Rl.frame_time) <= PlayerTileset.frames.length
PlayerTileset.step(anim_speed * Rl.frame_time)
else
PlayerTileset.frame = PlayerTileset.frames.length - 0.1
end
else
if player.state == 'set_damaged'
player.state = 'damaged'
PlayerTileset.frame = 0
if player.state_direction == 'right'
PlayerTileset.frames = PlayerAnimations[:damage_right]
else
PlayerTileset.frames = PlayerAnimations[:damage_left]
end
movement = ent.component[FECS::Cmp::Movement]
unless y_vel.zero?
ent.component[FECS::Cmp::Velocity].y = -(y_vel / velocity_mag) * (movement.max_speed)
end
unless x_vel.zero?
ent.component[FECS::Cmp::Velocity].x = -(x_vel / velocity_mag) * (movement.max_speed)
end
end
if player.state == 'damaged'
iter_speed = 8
if tileset_cmp.tileset.frame + (iter_speed * Rl.frame_time) > PlayerTileset.frames.length
if player.state_direction == 'right'
# change to standing
player.state = 'standing'
PlayerTileset.frames = PlayerAnimations[:standing_right]
else
# change to standing
player.state = 'standing'
PlayerTileset.frames = PlayerAnimations[:standing_left]
end
PlayerTileset.texture = OrcTextures[
[
[ent.component[FECS::Cmp::Hp].value - 1,
OrcTextures.length - 1
].min,
0
].max
]
# reset frame
PlayerTileset.frame = 0
# else
else
# increment
tileset_cmp.tileset.step(iter_speed * Rl.frame_time)
# end
end
else
# if velocity opposite of direction
if ((x_vel.positive?) && (player.state_direction == 'left')) || ((x_vel.negative?) && (player.state_direction == 'right'))
# change to changing_direction
if player.state == 'changing_direction'
PlayerTileset.frame = 1
else
player.state = 'changing_direction'
# reset frame
PlayerTileset.frame = 0
end
if player.state_direction == 'right'
player.state_direction = 'left'
PlayerTileset.frames = PlayerAnimations[:turning_left]
else
player.state_direction = 'right'
PlayerTileset.frames = PlayerAnimations[:turning_right]
end
# elsif changing direction
elsif player.state == 'changing_direction'
# if reached end of frames
turn_speed = 8
if tileset_cmp.tileset.frame + (turn_speed * Rl.frame_time) > PlayerTileset.frames.length
if player.state_direction == 'right'
# change to standing
player.state = 'standing'
PlayerTileset.frames = PlayerAnimations[:standing_right]
else
# change to standing
player.state = 'standing'
PlayerTileset.frames = PlayerAnimations[:standing_left]
end
# reset frame
PlayerTileset.frame = 0
# else
else
# increment
tileset_cmp.tileset.step(turn_speed * Rl.frame_time)
# end
end
# elsif standing
elsif player.state == 'standing'
# if velocity
if velocity_mag >= 0.1
# change to running
player.state = 'running'
if player.state_direction == 'right'
PlayerTileset.frames = PlayerAnimations[:running_right]
else
PlayerTileset.frames = PlayerAnimations[:running_left]
end
PlayerTileset.frame = 0
# else
else
# increment frame
#player.state_frame +=
tileset_cmp.tileset.step(5.0 * Rl.frame_time)
#player.state_frame %= tileset.frames.length
# end
end
# elsif running
elsif player.state == 'running'
# if no velocity
if velocity_mag < 0.1
# change to standing
player.state = 'standing'
if player.state_direction == 'right'
PlayerTileset.frames = PlayerAnimations[:standing_right]
else
PlayerTileset.frames = PlayerAnimations[:standing_left]
end
PlayerTileset.frame = 0
# else
else
# increment frame
tileset_cmp.tileset.step((velocity_mag*0.04) * Rl.frame_time)
# end
end
# end
end
end
# end
end
end,
FECS::Sys.new('Movement') do
FECS::Cmp::Velocity.each do |velocity_cmp|
ent = velocity_cmp.entity
position_component = ent.component[FECS::Cmp::Position]
movement_cmp = ent.component[FECS::Cmp::Movement]
position_component.x += velocity_cmp.x * Rl.frame_time
position_component.y += velocity_cmp.y * Rl.frame_time
end
end,
FECS::Sys.new('ApplyPositionToSprite') do
FECS::Cmp::Position.each do |position_cmp|
ent = position_cmp.entity
sprite = ent.component[FECS::Cmp::Tileset]
hitbox = ent.component[FECS::Cmp::Hitbox]
if sprite
sprite.dest_rec.x = position_cmp.x
sprite.dest_rec.y = position_cmp.y
hitbox.rec.x = position_cmp.x + hitbox.offset_x
hitbox.rec.y = position_cmp.y + hitbox.offset_y
end
end
end,
FECS::Sys.new('CheckEndGoal') do
player_hitbox = Player.component[FECS::Cmp::Hitbox].rec
if EndGoal.rec.collide_with_rec? player_hitbox
trans = FECS::Cmp::Transition.first
if trans.state == 'none'
trans.state = 'into_init'
Player.component[FECS::Cmp::Velocity].x = 0
Player.component[FECS::Cmp::Velocity].x = 0
elsif trans.state == 'outof_init'
CurrentLevel.level += 1
end
end
end,
FECS::Sys.new('ShowSpeed') do
if Input.show_debug
player = FECS::Cmp::Player.first.entity
y_vel = player.component[FECS::Cmp::Velocity].y.abs
x_vel = player.component[FECS::Cmp::Velocity].x.abs
vel = Math.sqrt(x_vel**2 + y_vel**2)
movement = player.component[FECS::Cmp::Movement]
frame = player.component[FECS::Cmp::Tileset].tileset.frame
max_speed = (movement.max_speed)
#Rl.draw_text(text: "x max: #{"%.1f" % max_speed}", x: 500, y: 0, font_size: 30, color: BLACK)
#Rl.draw_text(text: "animation frame: #{"%.2f" % frame}", x: 500, y: 30, font_size: 30, color: BLACK)
#Rl.draw_text(text: "x vel: #{"%.1f" % x_vel}", x: 500, y: 60, font_size: 30, color: BLACK)
#Rl.draw_text(text: "y vel: #{"%.1f" % y_vel}", x: 500, y: 90, font_size: 30, color: BLACK)
Rl.draw_text(text: "speed: #{"%.1f" % vel}", x: 10, y: 10, font_size: 30, color: WHITE)
Rl.draw_text(text: "fps: #{Rl.fps}", x: 10, y: 40, font_size: 30, color: WHITE)
Rl.draw_text(text: "mouse x: #{Rl.mouse_x}", x: 10, y: 70, font_size: 30, color: WHITE)
Rl.draw_text(text: "mouse y: #{Rl.mouse_y}", x: 10, y: 100, font_size: 30, color: WHITE)
Rl.draw_text(text: "path time: #{"%.2f" % FECS::Cmp::ScissorTime.first.time}", x: 10, y: 130, font_size: 30, color: WHITE)
end
end,
FECS::Sys.new('Scissor') do
player_ent = FECS::Cmp::Player.first.entity
if player_ent.component[FECS::Cmp::Player].moved && (player_ent.component[FECS::Cmp::Hp].value > 0)
if FECS::Cmp::ScissorTime.first.time < Levels[CurrentLevel.level][:scissor_path].paths.length - 0.00001
FECS::Cmp::ScissorTime.first.time += Rl.frame_time * Levels[CurrentLevel.level][:scissor_speed][FECS::Cmp::ScissorTime.first.time.to_i]
if FECS::Cmp::ScissorTime.first.time >= Levels[CurrentLevel.level][:scissor_path].paths.length - 0.00001
FECS::Cmp::ScissorTime.first.time = Levels[CurrentLevel.level][:scissor_path].paths.length - 0.00001
end
else
FECS::Cmp::ScissorTime.first.time = Levels[CurrentLevel.level][:scissor_path].paths.length - 0.00001
end
end
ScissorPath = Levels[CurrentLevel.level][:scissor_path].call(FECS::Cmp::ScissorTime.first.time)
ScissorSize = Levels[CurrentLevel.level][:scissor_size].call(FECS::Cmp::ScissorTime.first.time)
end,
FECS::Sys.new('TimedRender') do
# check level > timed_render
# if it is time > check if texture exists
# create if not
# end
# render it
level = Levels[CurrentLevel.level]
time = FECS::Cmp::ScissorTime.first.time
level[:timed_render].each do |timed_render|
if time >= timed_render[:time_start]
if (time < timed_render[:time_end]) || (timed_render[:time_end] < 0)
result = FECS::Cmp::TimedRender.find do |n|
n.path.equal? timed_render[:path]
end
Rl.draw_texture_pro(texture: result.texture,
origin: Rl::Vector2.new(0,0),
source_rec: result.source_rec,
dest_rec: result.dest_rec,
tint: BkgWhite)
end
end
end
end,
FECS::Sys.new('Render') do
scissor_path = ScissorPath #Levels[CurrentLevel.level][:scissor_path].call(FECS::Cmp::ScissorTime.first.time)
scissor_size = ScissorSize #Levels[CurrentLevel.level][:scissor_size].call(FECS::Cmp::ScissorTime.first.time)
Rl::Rectangle.new(scissor_path[0], scissor_path[1], scissor_size[0], scissor_size[1]).draw(color: Rl::Color.new(52,52,64,255))
player = FECS::Cmp::Player.first.entity
y_vel = player.component[FECS::Cmp::Velocity].y.abs
x_vel = player.component[FECS::Cmp::Velocity].x.abs
vel = Math.sqrt(x_vel**2 + y_vel**2)
FECS::Cmp::Tileset.each do |sprite_cmp|
Rl.draw_texture_pro(texture: sprite_cmp.tileset.texture,
origin: sprite_cmp.origin,
source_rec: sprite_cmp.tileset.rec,
dest_rec: sprite_cmp.dest_rec,
tint: PlayerBkgWhite,
rotation: sprite_cmp.rotation)
end
Rl.scissor_mode(
x: scissor_path[0],
y: scissor_path[1],
width: scissor_size[0],
height: scissor_size[1]) do
FECS::Cmp::Sprite.each do |sprite_cmp|
Rl.draw_texture_pro(texture: sprite_cmp.texture,
origin: Rl::Vector2.new(0,0),
source_rec: sprite_cmp.source_rec,
dest_rec: sprite_cmp.dest_rec)
end
FECS::Cmp::Tileset.each do |sprite_cmp|
Rl.draw_texture_pro(texture: sprite_cmp.tileset.texture,
origin: sprite_cmp.origin,
source_rec: sprite_cmp.tileset.rec,
dest_rec: sprite_cmp.dest_rec,
tint: sprite_cmp.tint,
rotation: sprite_cmp.rotation)
end
FECS::Cmp::OverhangTexture.each do |sprite_cmp|
Rl.draw_texture_pro(texture: sprite_cmp.texture,
origin: Rl::Vector2.new(0,0),
source_rec: sprite_cmp.source_rec,
dest_rec: sprite_cmp.dest_rec)
end
if Input.show_debug
Rl.draw_text(text: "speed: #{"%.1f" % vel}", x: 10, y: 10, font_size: 30, color: BLACK)
Rl.draw_text(text: "fps: #{Rl.fps}", x: 10, y: 40, font_size: 30, color: BLACK)
Rl.draw_text(text: "mouse x: #{Rl.mouse_x}", x: 10, y: 70, font_size: 30, color: BLACK)
Rl.draw_text(text: "mouse y: #{Rl.mouse_y}", x: 10, y: 100, font_size: 30, color: BLACK)
Rl.draw_text(text: "path time: #{"%.2f" % FECS::Cmp::ScissorTime.first.time}", x: 10, y: 130, font_size: 30, color: BLACK)
end
end
if Input.show_debug
FECS::Cmp::Tileset.each do |sprite_cmp|
Rl.draw_texture_pro(texture: sprite_cmp.tileset.texture,
origin: sprite_cmp.origin,
source_rec: sprite_cmp.tileset.rec,
dest_rec: sprite_cmp.dest_rec,
tint: sprite_cmp.tint,
rotation: sprite_cmp.rotation)
end
end
end,
FelECS::Sys.new('DebugRenderHitbox') do
scissor_path = ScissorPath #Levels[CurrentLevel.level][:scissor_path].call(FECS::Cmp::ScissorTime.first.time)
scissor_size = ScissorSize #Levels[CurrentLevel.level][:scissor_size].call(FECS::Cmp::ScissorTime.first.time)
if Input.show_debug
Rl.scissor_mode(
x: scissor_path[0],
y: scissor_path[1],
width: scissor_size[0],
height: scissor_size[1]) do
FECS::Cmp::Hitbox.each do |hitbox|
#hitbox.rec.draw(color: BLACK)
hitbox.rec.draw_lines(line_thick: 2, color: BLUE)
end
end
end
if Input.show_debug
faded_blue = Rl::Color.new(0,121,241,30)
FECS::Cmp::Hitbox.each do |hitbox|
#hitbox.rec.draw(color: BLACK)
hitbox.rec.draw_lines(line_thick: 2, color: faded_blue)
end
end
if FECS::Cmp::Transition.first.state == 'none'
Rl::Rectangle.new(scissor_path[0]-1, scissor_path[1]-1, scissor_size[0]+1, scissor_size[1]+1).draw_lines(line_thick: 3, color: RED)
else
Rl::Rectangle.new(scissor_path[0]-1, scissor_path[1]-1, scissor_size[0]+1, scissor_size[1]+1).draw_lines(line_thick: 3, color: BLACK)
end
end
)
FECS::Sys.new('SetBackgroundColor') do
trans = FECS::Cmp::Transition.first
if trans.state == 'none'
BkgWhite.a = 150
PlayerBkgWhite.a = 100
elsif trans.state == 'into'
BkgWhite.a = [Math.interpolate(150,-50,[trans.time,0].max),0].max
PlayerBkgWhite.a = [Math.interpolate(100,-50,[trans.time,0].max),0].max
elsif trans.state == 'outof'
BkgWhite.a = [Math.interpolate(-50,150,[trans.time,0].max),0].max
PlayerBkgWhite.a = [Math.interpolate(-50,100,[trans.time,0].max),0].max
end
end
FECS::Sys.new('RenderResetText') do
trans = FECS::Cmp::Transition.first
if Player.component[FECS::Cmp::Hp].value <= 0
if trans.state == 'into'
Rl.draw_texture_pro(texture: ResetPrompt,
origin: Rl::Vector2.new(0,0),
source_rec: Rl::Rectangle.new(0,0,900,650),
dest_rec: Rl::Rectangle.new(0,0,900,650),
tint: Rl::Color.new(255,255,255,Math.interpolate(255,0,trans.time)))
elsif trans.state == 'none'
Rl.draw_texture_pro(texture: ResetPrompt,
origin: Rl::Vector2.new(0,0),
source_rec: Rl::Rectangle.new(0,0,900,650),
dest_rec: Rl::Rectangle.new(0,0,900,650),
tint: WHITE)
end
end
end
#CurrentLevel.level = 0
FECS::Sys::ConstructTitleScreen.call
FECS::Scn::Menu.add(
FECS::Sys::Transition,
#FECS::Sys::IntroSound,
FECS::Sys::Music,
)
FECS::Scn::Play.add(
FECS::Sys::Transition,
FECS::Sys::Music,
FECS::Sys::SetBackgroundColor,
FECS::Sys::RenderResetText,
)
FECS::Stg.add(
FECS::Scn::Menu,
)
FelECS::Order.sort(
#FECS::Sys::IntroSound,
FECS::Sys::Music,
FECS::Sys::PlayerInput,
FECS::Sys::PlayerReset,
FECS::Sys::Button,
FECS::Sys::ScissorMenu,
FECS::Sys::Scissor,
FECS::Sys::Transition,
FECS::Sys::RenderMenu,
FECS::Sys::PlayerMovement,
FECS::Sys::Damage,
FECS::Sys::Walls,
FECS::Sys::Movement,
FECS::Sys::AnimationStateMachine,
FECS::Sys::ApplyPositionToSprite,
# Render debug text
FECS::Sys::ShowSpeed,
# Renders things for levels outside of scissor
FECS::Sys::TimedRender,
# Renders any other game element
FECS::Sys::Render,
# Renders the debug hitboxes
FECS::Sys::DebugRenderHitbox,
FECS::Sys::RenderResetText,
)
|