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require 'ruby2d'
set title: "Ruby 2D — Sprite", width: 400, height: 300
coin1 = Sprite.new(
'media/coin.png',
clip_width: 84,
time: 300,
loop: true
)
coin1.play
coin2 = Sprite.new(
'media/coin.png',
y: 90,
width: 42,
height: 42,
clip_width: 84,
time: 300,
loop: true
)
coin2.play
boom = Sprite.new(
'media/boom.png',
x: 109,
clip_width: 127,
time: 75
)
hero = Sprite.new(
'media/hero.png',
x: 261,
width: 78,
height: 99,
clip_width: 78,
time: 250,
animations: {
walk: 1..2,
climb: 3..4,
cheer: 5..6
}
)
atlas = Sprite.new(
'media/texture_atlas.png',
x: 50, y: 90,
animations: {
count: [
{
x: 0, y: 0,
width: 35, height: 41,
time: 300
},
{
x: 26, y: 46,
width: 35, height: 38,
time: 400
},
{
x: 65, y: 10,
width: 32, height: 41,
time: 500
},
{
x: 10, y: 99,
width: 32, height: 38,
time: 600
},
{
x: 74, y: 80,
width: 32, height: 38,
time: 700
}
]
}
)
atlas.play animation: :count, loop: true
on :key_down do |e|
close if e.key == 'escape'
case e.key
when 'p'
coin1.play
coin2.play
boom.play
atlas.play animation: :count
when 'b'
boom.play do
puts "Boom animation finished!"
end
when 's'
coin1.stop
coin2.stop
hero.stop
atlas.stop
when 'left'
hero.play animation: :walk, loop: true, flip: :horizontal
when 'right'
hero.play animation: :walk, loop: true
when 'up'
hero.play animation: :climb, loop: true
when 'down'
hero.play animation: :climb, loop: true, flip: :vertical
when 'h'
hero.play animation: :climb, loop: true, flip: :both
when 'c'
hero.play animation: :cheer
end
end
on :key_held do |e|
case e.key
when 'a'
hero.play animation: :walk, loop: true, flip: :horizontal
hero.x -= 1
when 'd'
hero.play animation: :walk, loop: true
hero.x += 1
when 'w'
hero.play animation: :climb, loop: true
hero.y -= 1
when 's'
hero.play animation: :climb, loop: true, flip: :vertical
hero.y += 1
when 'z'
hero.width = get(:mouse_x)
hero.height = get(:mouse_y)
end
end
on :key_up do |e|
if ['w', 'a', 's', 'd'].include? e.key
hero.stop
end
end
show
|